From fee9a849027201363894b4ee16c55e3940370106 Mon Sep 17 00:00:00 2001 From: 4DBug <4DBug@github.com> Date: Thu, 8 Oct 2026 05:35:25 -0500 Subject: [PATCH] WIP: tabs, docking, dragdrop, settings, logging, harness --- build/ImGui.linemap.json | 1 + build/ImGui.luau | 11741 +++++++- imgui/imgui.lua | 1781 +- imgui/imgui_demo.lua | 1589 +- imgui/imgui_demo_2.lua | 2885 ++ imgui/imgui_docking.lua | 3124 ++ imgui/imgui_dragdrop.lua | 289 + imgui/imgui_draw.lua | 219 +- imgui/imgui_h.lua | 198 +- imgui/imgui_internal.lua | 223 + imgui/imgui_tabs.lua | 1164 + imgui/imgui_widgets.lua | 187 + tools/bundle.py | 12 +- tools/test/PORTING.md | 54 + tools/test/missing.py | 21 + tools/test/roblox_mock.luau | 245 + tools/test/run.luau | 36490 ++++++++++++++++++++++++ tools/test/run.py | 115 + tools/test/undefined.py | 40 + tools/test/upstream/imgui.cpp | 24738 ++++++++++++++++ tools/test/upstream/imgui.h | 4680 +++ tools/test/upstream/imgui_demo.cpp | 11877 ++++++++ tools/test/upstream/imgui_draw.cpp | 8361 ++++++ tools/test/upstream/imgui_internal.h | 4494 +++ tools/test/upstream/imgui_tables.cpp | 4910 ++++ tools/test/upstream/imgui_widgets.cpp | 11294 ++++++++ 26 files changed, 128896 insertions(+), 1836 deletions(-) create mode 100644 build/ImGui.linemap.json create mode 100644 imgui/imgui_demo_2.lua create mode 100644 imgui/imgui_docking.lua create mode 100644 imgui/imgui_dragdrop.lua create mode 100644 imgui/imgui_tabs.lua create mode 100644 tools/test/PORTING.md create mode 100644 tools/test/missing.py create mode 100644 tools/test/roblox_mock.luau create mode 100644 tools/test/run.luau create mode 100644 tools/test/run.py create mode 100644 tools/test/undefined.py create mode 100644 tools/test/upstream/imgui.cpp create mode 100644 tools/test/upstream/imgui.h create mode 100644 tools/test/upstream/imgui_demo.cpp create mode 100644 tools/test/upstream/imgui_draw.cpp create mode 100644 tools/test/upstream/imgui_internal.h create mode 100644 tools/test/upstream/imgui_tables.cpp create mode 100644 tools/test/upstream/imgui_widgets.cpp diff --git a/build/ImGui.linemap.json b/build/ImGui.linemap.json new file mode 100644 index 0000000..c24ca95 --- /dev/null +++ b/build/ImGui.linemap.json @@ -0,0 +1 @@ +[[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"]] \ No newline at end of file diff --git a/build/ImGui.luau b/build/ImGui.luau index e8b94e2..54434cb 100644 --- a/build/ImGui.luau +++ b/build/ImGui.luau @@ -100,6 +100,12 @@ IM_INCLUDE"imgui_widgets.lua" IM_INCLUDE"imgui_tables.lua" +IM_INCLUDE"imgui_tabs.lua" + +IM_INCLUDE"imgui_dragdrop.lua" + +IM_INCLUDE"imgui_docking.lua" + local IMGUI_DEBUG_NAV_SCORING = false local IMGUI_DEBUG_NAV_RECTS = false @@ -885,6 +891,9 @@ function ImGui.Initialize() local g = GImGui IM_ASSERT(not g.Initialized and not g.SettingsLoaded) + ImGui.WindowSettingsAddSettingsHandler() + if ImGui.TableSettingsAddSettingsHandler then ImGui.TableSettingsAddSettingsHandler() end + ImGui.DockContextInitialize(g) ImGui.LocalizeRegisterEntries(GLocalizationEntriesEnUS, #GLocalizationEntriesEnUS) local viewport = ImGuiViewportP() @@ -1074,6 +1083,434 @@ local function CreateNewWindow(name, flags) return window end + +--------------------------------------------------------------------------------------- +-- [SECTION] SETTINGS (in-memory .ini; Roblox has no disk) +--------------------------------------------------------------------------------------- + +function ImGui.UpdateSettings() + local g = GImGui + if not g.SettingsLoaded then + if g.IO.IniFilename then ImGui.LoadIniSettingsFromDisk(g.IO.IniFilename) end + g.SettingsLoaded = true + end + if g.SettingsDirtyTimer > 0.0 then + g.SettingsDirtyTimer = g.SettingsDirtyTimer - g.IO.DeltaTime + if g.SettingsDirtyTimer <= 0.0 then + -- No disk: always let the user know they can call SaveIniSettingsToMemory() + g.IO.WantSaveIniSettings = true + g.SettingsDirtyTimer = 0.0 + end + end +end + +--- @param window? ImGuiWindow +function ImGui.MarkIniSettingsDirty(window) + local g = GImGui + if window ~= nil and bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) ~= 0 then return end + if g.SettingsDirtyTimer <= 0.0 then + g.SettingsDirtyTimer = g.IO.IniSavingRate + end +end + +--- @param handler ImGuiSettingsHandler +function ImGui.AddSettingsHandler(handler) + local g = GImGui + IM_ASSERT(ImGui.FindSettingsHandler(handler.TypeName) == nil) + if handler.TypeHash == 0 or handler.TypeHash == nil then handler.TypeHash = ImHashStr(handler.TypeName) end + g.SettingsHandlers:push_back(handler) +end + +function ImGui.RemoveSettingsHandler(type_name) + local g = GImGui + local handler = ImGui.FindSettingsHandler(type_name) + if handler then g.SettingsHandlers:find_erase(handler) end +end + +function ImGui.FindSettingsHandler(type_name) + local g = GImGui + local type_hash = ImHashStr(type_name) + for _, handler in g.SettingsHandlers:iter() do + if handler.TypeHash == type_hash then return handler end + end + return nil +end + +function ImGui.ClearIniSettings() + local g = GImGui + g.SettingsIniData = "" + for _, handler in g.SettingsHandlers:iter() do + if handler.ClearAllFn then handler.ClearAllFn(g, handler) end + end +end + +function ImGui.CleanupIniSettings(args) + local g = GImGui + if args.DiscardAll then + for _, handler in g.SettingsHandlers:iter() do + if (args.TypeHashFilter or 0) == 0 or handler.TypeHash == args.TypeHashFilter then + if handler.ClearAllFn then handler.ClearAllFn(g, handler) end + end + end + end +end + +function ImGui.LoadIniSettingsFromDisk(ini_filename) + local data = ImStd.ImFileLoadToMemory and ImStd.ImFileLoadToMemory(ini_filename, "rb") + if not data or #data == 0 then return end + local parts = {} + for i = 1, #data do parts[i] = string.char(data[i]) end + ImGui.LoadIniSettingsFromMemory(table.concat(parts)) +end + +--- Zero-tolerance, cheap .ini parsing. `ini_size` ignored (Lua strings know their length). +function ImGui.LoadIniSettingsFromMemory(ini_data, ini_size) + local g = GImGui + IM_ASSERT(g.Initialized) + if ini_size and ini_size > 0 then ini_data = ini_data:sub(1, ini_size) end + g.SettingsIniData = ini_data + + for _, handler in g.SettingsHandlers:iter() do + if handler.ReadInitFn then handler.ReadInitFn(g, handler) end + end + + local entry_data, entry_handler = nil, nil + for line in ini_data:gmatch("[^\r\n]+") do + local c = line:sub(1, 1) + if c == ";" then + -- comment + elseif c == "[" and line:sub(-1) == "]" then + -- "[Type][Name]" (Name may contain [] characters) + local type_name, name = line:match("^%[([^%]]*)%]%[(.*)%]$") + if type_name then + entry_handler = ImGui.FindSettingsHandler(type_name) + entry_data = entry_handler and entry_handler.ReadOpenFn(g, entry_handler, name) or nil + else + entry_handler, entry_data = nil, nil + end + elseif entry_handler ~= nil and entry_data ~= nil then + entry_handler.ReadLineFn(g, entry_handler, entry_data, line) + end + end + g.SettingsLoaded = true + + for _, handler in g.SettingsHandlers:iter() do + if handler.ApplyAllFn then handler.ApplyAllFn(g, handler) end + end +end + +function ImGui.SaveIniSettingsToDisk(ini_filename) + local g = GImGui + g.SettingsDirtyTimer = 0.0 + -- Roblox: no disk. Call SaveIniSettingsToMemory() and persist the string yourself (e.g. DataStore). +end + +--- @return string ini_data, int size +function ImGui.SaveIniSettingsToMemory() + local g = GImGui + g.SettingsDirtyTimer = 0.0 + local buf = ImGuiTextBuffer() + for _, handler in g.SettingsHandlers:iter() do + handler.WriteAllFn(g, handler, buf) + end + g.SettingsIniData = buf:c_str() + return g.SettingsIniData, #g.SettingsIniData +end + +function ImGui.CreateNewWindowSettings(name) + local g = GImGui + if not g.IO.ConfigDebugIniSettings then + -- ImHashSkipUncontributingPrefix: skip everything up to the last "###" + local p = name:match("^.*()###") + if p then name = name:sub(p) end + end + local settings = ImGuiWindowSettings() + settings.ID = ImHashStr(name) + settings.Name = name + g.SettingsWindows:push_back(settings) + return settings +end + +function ImGui.ClearWindowSettings(name) + local window = ImGui.FindWindowByName(name) + if window ~= nil then + window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoSavedSettings) + InitOrLoadWindowSettings(window, nil) + if window.DockId and window.DockId ~= 0 and ImGui.DockContextProcessUndockWindow then + ImGui.DockContextProcessUndockWindow(GImGui, window, true) + end + end + local settings = window and ImGui.FindWindowSettingsByWindow(window) or ImGui.FindWindowSettingsByID(ImHashStr(name)) + if settings then settings.WantDelete = true end +end + +local function WindowSettingsHandler_ClearAll(ctx, handler) + local g = ctx + for _, window in g.Windows:iter() do window.SettingsOffset = -1 end + g.SettingsWindows:clear() +end + +local function WindowSettingsHandler_ReadOpen(ctx, handler, name) + local id = ImHashStr(name) + local settings = ImGui.FindWindowSettingsByID(id) + if settings then + local fresh = ImGuiWindowSettings() + for k, v in pairs(fresh) do settings[k] = v end + settings.Name = name + else + settings = ImGui.CreateNewWindowSettings(name) + end + settings.ID = id + settings.WantApply = true + return settings +end + +local function WindowSettingsHandler_ReadLine(ctx, handler, settings, line) + local x, y = line:match("^Pos=(%-?%d+),(%-?%d+)") + if x then ImVec2_CopyV(settings.Pos, tonumber(x), tonumber(y)) return end + x, y = line:match("^Size=(%-?%d+),(%-?%d+)") + if x then ImVec2_CopyV(settings.Size, tonumber(x), tonumber(y)) return end + x = line:match("^ViewportId=0x(%x+)") + if x then settings.ViewportId = tonumber(x, 16) return end + x, y = line:match("^ViewportPos=(%-?%d+),(%-?%d+)") + if x then ImVec2_CopyV(settings.ViewportPos, tonumber(x), tonumber(y)) return end + x = line:match("^Collapsed=(%d+)") + if x then settings.Collapsed = tonumber(x) ~= 0 return end + x = line:match("^IsChild=(%d+)") + if x then settings.IsChild = tonumber(x) ~= 0 return end + x = line:match("^LastUsed=(%d+)") + if x then settings.LastUsedDate = tonumber(x) return end + x, y = line:match("^DockId=0x(%x+),(%-?%d+)") + if x then settings.DockId = tonumber(x, 16); settings.DockOrder = tonumber(y) return end + x = line:match("^DockId=0x(%x+)") + if x then settings.DockId = tonumber(x, 16); settings.DockOrder = -1 return end + x = line:match("^ClassId=0x(%x+)") + if x then settings.ClassId = tonumber(x, 16) return end +end + +local function WindowSettingsHandler_ApplyAll(ctx, handler) + local g = ctx + for _, settings in g.SettingsWindows:iter() do + if settings.WantApply then + local window = ImGui.FindWindowByID(settings.ID) + if window then ApplyWindowSettings(window, settings) end + settings.WantApply = false + end + end +end + +local function WindowSettingsHandler_WriteAll(ctx, handler, buf) + local g = ctx + for _, window in g.Windows:iter() do + if bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) == 0 then + local settings = ImGui.FindWindowSettingsByWindow(window) + if not settings then + settings = ImGui.CreateNewWindowSettings(window.Name) + window.SettingsOffset = g.SettingsWindows:index_from_ptr(settings) + end + IM_ASSERT(settings.ID == window.ID) + ImVec2_CopyV(settings.Pos, ImTrunc(window.Pos.x - window.ViewportPos.x), ImTrunc(window.Pos.y - window.ViewportPos.y)) + ImVec2_CopyV(settings.Size, ImTrunc(window.SizeFull.x), ImTrunc(window.SizeFull.y)) + settings.ViewportId = window.ViewportId or 0 + ImVec2_CopyV(settings.ViewportPos, ImTrunc(window.ViewportPos.x), ImTrunc(window.ViewportPos.y)) + settings.DockId = window.DockId or 0 + settings.ClassId = window.WindowClass and window.WindowClass.ClassId or 0 + settings.DockOrder = window.DockOrder or -1 + settings.Collapsed = window.Collapsed + settings.IsChild = (window.RootWindow ~= window) + settings.WantDelete = false + end + end + + for _, settings in g.SettingsWindows:iter() do + if not settings.WantDelete then + buf:appendf("[%s][%s]\n", handler.TypeName, settings.Name) + if settings.IsChild then + buf:appendf("IsChild=1\n") + buf:appendf("Size=%d,%d\n", settings.Size.x, settings.Size.y) + else + if settings.ViewportId ~= 0 and settings.ViewportId ~= IMGUI_VIEWPORT_DEFAULT_ID then + buf:appendf("ViewportPos=%d,%d\n", settings.ViewportPos.x, settings.ViewportPos.y) + buf:appendf("ViewportId=0x%08X\n", settings.ViewportId) + end + if settings.Pos.x ~= 0 or settings.Pos.y ~= 0 or settings.ViewportId == IMGUI_VIEWPORT_DEFAULT_ID then + buf:appendf("Pos=%d,%d\n", settings.Pos.x, settings.Pos.y) + end + if settings.Size.x ~= 0 or settings.Size.y ~= 0 then + buf:appendf("Size=%d,%d\n", settings.Size.x, settings.Size.y) + end + buf:appendf("Collapsed=%d\n", settings.Collapsed and 1 or 0) + if settings.DockId ~= 0 then + if settings.DockOrder == -1 then + buf:appendf("DockId=0x%08X\n", settings.DockId) + else + buf:appendf("DockId=0x%08X,%d\n", settings.DockId, settings.DockOrder) + end + if settings.ClassId ~= 0 then buf:appendf("ClassId=0x%08X\n", settings.ClassId) end + end + end + buf:append("\n") + end + end +end + +function ImGui.WindowSettingsAddSettingsHandler() + local ini_handler = ImGuiSettingsHandler() + ini_handler.TypeName = "Window" + ini_handler.TypeHash = ImHashStr("Window") + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll + ImGui.AddSettingsHandler(ini_handler) +end + +--------------------------------------------------------------------------------------- +-- [SECTION] LOGGING/CAPTURING +--------------------------------------------------------------------------------------- + +ImGuiLogFlags = ImGuiLogFlags or { + None = 0, OutputTTY = 1, OutputFile = 2, OutputBuffer = 4, OutputClipboard = 8, OutputMask_ = 15, +} + +local function LogTextV_Internal(g, fmt, ...) + local s = (select("#", ...) > 0) and string.format(fmt, ...) or fmt + if g.LogFile then + print(s) -- TTY (the only "file" available on Roblox) + else + g.LogBuffer:append(s) + end +end + +function ImGui.LogText(fmt, ...) + local g = GImGui + if not g.LogEnabled then return end + LogTextV_Internal(g, fmt, ...) +end +ImGui.LogTextV = ImGui.LogText + +--- Internal version that takes a position to decide on newline placement and pad items according to their depth. +--- `text` is a Lua string, `text_begin/text_end` optional 1-based byte range (text_end exclusive). +function ImGui.LogRenderedText(ref_pos, text, text_end, text_begin) + local g = GImGui + local window = g.CurrentWindow + + local prefix, suffix = g.LogNextPrefix, g.LogNextSuffix + g.LogNextPrefix = nil; g.LogNextSuffix = nil + + text_begin = text_begin or 1 + if not text_end then text_end = ImGui.FindRenderedTextEnd(text, text_end) end + + local log_new_line = ref_pos and (ref_pos.y > g.LogLinePosY + ImMax(g.Style.FramePadding.y, g.Style.ItemSpacing.y) + 1) + if ref_pos then g.LogLinePosY = ref_pos.y end + if log_new_line then + ImGui.LogText("\n") + g.LogLineFirstItem = true + end + + if prefix then ImGui.LogRenderedText(ref_pos, prefix, #prefix + 1) end + + if g.LogDepthRef > window.DC.TreeDepth then g.LogDepthRef = window.DC.TreeDepth end + local tree_depth = window.DC.TreeDepth - g.LogDepthRef + + local text_remaining = text_begin + while true do + local line_start = text_remaining + local nl = string.find(text, "\n", line_start, true) + local line_end = (nl and nl < text_end) and nl or text_end + local is_last_line = (line_end == text_end) + if line_start ~= line_end or not is_last_line then + local indentation = g.LogLineFirstItem and tree_depth * 4 or 1 + ImGui.LogText(string.rep(" ", indentation) .. string.sub(text, line_start, line_end - 1)) + g.LogLineFirstItem = false + if string.byte(text, line_end) == 10 then + ImGui.LogText("\n") + g.LogLineFirstItem = true + end + end + if is_last_line then break end + text_remaining = line_end + 1 + end + + if suffix then ImGui.LogRenderedText(ref_pos, suffix, #suffix + 1) end +end + +function ImGui.LogBegin(flags, auto_open_depth) + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT(g.LogEnabled == false) + g.LogEnabled = true; g.ItemUnclipByLog = true + g.LogFlags = flags + g.LogWindow = window + g.LogNextPrefix = nil; g.LogNextSuffix = nil + g.LogDepthRef = window.DC.TreeDepth + g.LogDepthToExpand = ((auto_open_depth or -1) >= 0) and auto_open_depth or g.LogDepthToExpandDefault + g.LogLinePosY = FLT_MAX + g.LogLineFirstItem = true + g.LogBuffer = ImGuiTextBuffer() +end + +function ImGui.LogSetNextTextDecoration(prefix, suffix) + local g = GImGui + g.LogNextPrefix = prefix + g.LogNextSuffix = suffix +end + +function ImGui.LogToTTY(auto_open_depth) + local g = GImGui + if g.LogEnabled then return end + ImGui.LogBegin(ImGuiLogFlags.OutputTTY, auto_open_depth or -1) + g.LogFile = "stdout" +end + +function ImGui.LogToFile(auto_open_depth, filename) + -- Roblox: no file access. Falls back to TTY (output window). + ImGui.LogToTTY(auto_open_depth) +end + +function ImGui.LogToClipboard(auto_open_depth) + local g = GImGui + if g.LogEnabled then return end + ImGui.LogBegin(ImGuiLogFlags.OutputClipboard, auto_open_depth or -1) +end + +function ImGui.LogToBuffer(auto_open_depth) + local g = GImGui + if g.LogEnabled then return end + ImGui.LogBegin(ImGuiLogFlags.OutputBuffer, auto_open_depth or -1) +end + +function ImGui.LogFinish() + local g = GImGui + if not g.LogEnabled then return end + ImGui.LogText("\n") + local out = bit32.band(g.LogFlags, ImGuiLogFlags.OutputMask_) + if out == ImGuiLogFlags.OutputClipboard then + if not g.LogBuffer:empty() then ImGui.SetClipboardText(g.LogBuffer:c_str()) end + end + g.LogEnabled = false; g.ItemUnclipByLog = false + g.LogFlags = ImGuiLogFlags.None + g.LogFile = nil + g.LogBuffer = ImGuiTextBuffer() +end + +function ImGui.LogButtons() + local g = GImGui + ImGui.PushID("LogButtons") + local log_to_tty = ImGui.Button("Log To TTY"); ImGui.SameLine() + local log_to_file = ImGui.Button("Log To File"); ImGui.SameLine() + local log_to_clipboard = ImGui.Button("Log To Clipboard"); ImGui.SameLine() + ImGui.PushItemFlag(ImGuiItemFlags.NoTabStop, true) + ImGui.SetNextItemWidth(ImGui.CalcTextSize("999").x) + g.LogDepthToExpandDefault = ImGui.SliderInt("Default Depth", g.LogDepthToExpandDefault, 0, 9, nil) + ImGui.PopItemFlag() + ImGui.PopID() + if log_to_tty then ImGui.LogToTTY() end + if log_to_file then ImGui.LogToFile() end + if log_to_clipboard then ImGui.LogToClipboard() end +end + --- @param window ImGuiWindow --- @return ImGuiWindow? local function GetWindowForTitleDisplay(window) @@ -1444,6 +1881,87 @@ function ImGui.SetCursorScreenPos(pos) window.DC.IsSetPos = true end +-- [window-local] cursor position, in window coordinates (relative to window position, including scrolling) +--- @return ImVec2 +function ImGui.GetCursorPos() + local window = ImGui.GetCurrentWindowRead() + return ImVec2(window.DC.CursorPos.x - window.Pos.x + window.Scroll.x, window.DC.CursorPos.y - window.Pos.y + window.Scroll.y) +end + +function ImGui.GetCursorPosX() + local window = ImGui.GetCurrentWindowRead() + return window.DC.CursorPos.x - window.Pos.x + window.Scroll.x +end + +function ImGui.GetCursorPosY() + local window = ImGui.GetCurrentWindowRead() + return window.DC.CursorPos.y - window.Pos.y + window.Scroll.y +end + +--- @param local_pos ImVec2 +function ImGui.SetCursorPos(local_pos) + local window = ImGui.GetCurrentWindow() + ImVec2_CopyV(window.DC.CursorPos, window.Pos.x - window.Scroll.x + local_pos.x, window.Pos.y - window.Scroll.y + local_pos.y) + window.DC.IsSetPos = true +end + +--- @param x float +function ImGui.SetCursorPosX(x) + local window = ImGui.GetCurrentWindow() + window.DC.CursorPos.x = window.Pos.x - window.Scroll.x + x + window.DC.IsSetPos = true +end + +--- @param y float +function ImGui.SetCursorPosY(y) + local window = ImGui.GetCurrentWindow() + window.DC.CursorPos.y = window.Pos.y - window.Scroll.y + y + window.DC.IsSetPos = true +end + +--- @return ImVec2 +function ImGui.GetCursorStartPos() + local window = ImGui.GetCurrentWindowRead() + return window.DC.CursorStartPos - window.Pos +end + +function ImGui.GetFrameHeightWithSpacing() + local g = GImGui + return g.FontSize + g.Style.FramePadding.y * 2.0 + g.Style.ItemSpacing.y +end + +function ImGui.GetTextLineHeightWithSpacing() + local g = GImGui + return g.FontSize + g.Style.ItemSpacing.y +end + +--- @return ImVec2 +function ImGui.GetContentRegionMax() + local window = GImGui.CurrentWindow + return ImGui.GetContentRegionAvail() + window.DC.CursorPos - window.Pos +end + +--- @return ImVec2 +function ImGui.GetWindowContentRegionMin() + local window = GImGui.CurrentWindow + return window.ContentRegionRect.Min - window.Pos +end + +--- @return ImVec2 +function ImGui.GetWindowContentRegionMax() + local window = GImGui.CurrentWindow + return window.ContentRegionRect.Max - window.Pos +end + +-- Overloads: IsRectVisible(size) / IsRectVisible(rect_min, rect_max) +function ImGui.IsRectVisible(a, b) + local window = GImGui.CurrentWindow + if b == nil then + return window.ClipRect:Overlaps(ImRect(window.DC.CursorPos, window.DC.CursorPos + a)) + end + return window.ClipRect:Overlaps(ImRect(a, b)) +end + -- 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.) -- Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. -- FIXME-OPT: Could we safely early out on ->SkipItems? @@ -1635,6 +2153,79 @@ function ImGui.IsItemDeactivatedAfterEdit() return ImGui.IsItemDeactivated() and g.DeactivatedItemData.HasBeenEditedBefore end +function ImGui.IsItemActivated() + local g = GImGui + if g.ActiveId ~= 0 then + if g.ActiveId == g.LastItemData.ID and g.ActiveIdPreviousFrame ~= g.LastItemData.ID then + return true + end + end + return false +end + +-- Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +--- @param mouse_button? ImGuiMouseButton +function ImGui.IsItemClicked(mouse_button) + if mouse_button == nil then mouse_button = 0 end + return ImGui.IsMouseClicked(mouse_button) and ImGui.IsItemHovered(ImGuiHoveredFlags.None) +end + +function ImGui.IsItemToggledOpen() + return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledOpen) ~= 0 +end + +function ImGui.IsItemToggledSelection() + local g = GImGui + IM_ASSERT(g.CurrentMultiSelect ~= nil) -- Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection) ~= 0 +end + +function ImGui.IsAnyItemHovered() + local g = GImGui + return g.HoveredId ~= 0 or g.HoveredIdPreviousFrame ~= 0 +end + +function ImGui.IsAnyItemActive() + return GImGui.ActiveId ~= 0 +end + +function ImGui.IsAnyItemFocused() + local g = GImGui + return g.NavId ~= 0 and g.NavCursorVisible +end + +function ImGui.IsItemVisible() + return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 +end + +function ImGui.IsItemEdited() + return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) ~= 0 +end + +-- Allow next item to be overlapped by subsequent items. +function ImGui.SetNextItemAllowOverlap() + local g = GImGui + g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.AllowOverlap) +end + +function ImGui.GetItemID() + return GImGui.LastItemData.ID +end + +function ImGui.GetItemFlags() + return GImGui.LastItemData.ItemFlags +end + +--- @return ImVec2 +function ImGui.GetItemRectSize() + return GImGui.LastItemData.Rect:GetSize() +end + +function ImGui.GetHoveredID() + local g = GImGui + return (g.HoveredId ~= 0) and g.HoveredId or g.HoveredIdPreviousFrame +end + --------------------------------------------------------------------------------------- -- [SECTION] WINDOW FOCUS --------------------------------------------------------------------------------------- @@ -2008,6 +2599,35 @@ function MT.ImGuiWindow:GetIDFromPos(p_abs) return ImHashData(p_rel, 2, seed) end +-- " +--- @param r_abs ImRect +--- @return ImGuiID +function MT.ImGuiWindow:GetIDFromRectangle(r_abs) + local seed = self.IDStack:back() + local r_rel = ImGui.WindowRectAbsToRel(self, r_abs) + return ImHashData({ math.floor(r_rel.Min.x), math.floor(r_rel.Min.y), math.floor(r_rel.Max.x), math.floor(r_rel.Max.y) }, 4, seed) +end + +-- Overloads: GetID(str_id) / GetID(str_id_begin, str_id_end) / GetID(int_id) +--- @param str_or_int string|int +--- @param str_end? int # exclusive end (1-based byte position) +--- @return ImGuiID +function ImGui.GetID(str_or_int, str_end) + local window = GImGui.CurrentWindow + if str_end ~= nil and type(str_or_int) == "string" then + return ImHashStr(str_or_int, str_end - 1, window.IDStack:back()) + end + return window:GetID(str_or_int) +end + +-- Overloads: GetIDWithSeed(str, str_end, seed) / GetIDWithSeed(n, seed) +function ImGui.GetIDWithSeed(a, b, c) + if type(a) == "number" then + return ImHashData(a, -1, b) + end + return ImHashStr(a, b and (b - 1) or nil, c) +end + --- @param id ImGuiID function ImGui.SetHoveredID(id) local g = GImGui @@ -2836,7 +3456,79 @@ end -- TODO: function ImGui.GetKeyChordName(key_chord) - error("NOT IMPLEMENTED", 2) + local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) + if ImGui.IsLRModKey(key) then + key_chord = bit32.band(key_chord, bit32.bnot(GetModForLRModKey(key))) -- Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + end + local s = ((bit32.band(key_chord, ImGuiMod_Ctrl) ~= 0) and "Ctrl+" or "") + .. ((bit32.band(key_chord, ImGuiMod_Shift) ~= 0) and "Shift+" or "") + .. ((bit32.band(key_chord, ImGuiMod_Alt) ~= 0) and "Alt+" or "") + .. ((bit32.band(key_chord, ImGuiMod_Super) ~= 0) and "Super+" or "") + .. ((key ~= ImGuiKey.None or key_chord == ImGuiKey.None) and ImGui.GetKeyName(key) or "") + if key == ImGuiKey.None and key_chord ~= 0 and #s > 0 then + s = string.sub(s, 1, #s - 1) -- Remove trailing '+' + end + return s +end + +local GKeyNames = { + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", "Oem102", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", -- ReservedForModXXX are showing the ModXXX names. +} + +--- @param key ImGuiKey +--- @return string +function ImGui.GetKeyName(key) + if key == ImGuiKey.None then + return "None" + end + IM_ASSERT(ImGui.IsNamedKeyOrMod(key), "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.") + if bit32.band(key, ImGuiMod_Mask_) ~= 0 then + key = ImGui.ConvertSingleModFlagToKey(key) + end + if not ImGui.IsNamedKey(key) then + return "Unknown" + end + return GKeyNames[key - ImGuiKey.NamedKey_BEGIN + 1] or "Unknown" +end + +--- @param key ImGuiKey +--- @return ImGuiID +function ImGui.GetKeyOwner(key) + if not ImGui.IsNamedKeyOrMod(key) then + return ImGuiKeyOwner_NoOwner + end + + local g = GImGui + local owner_data = ImGui.GetKeyOwnerData(g, key) + local owner_id = owner_data.OwnerCurr + + if g.ActiveIdUsingAllKeyboardKeys and owner_id ~= g.ActiveId and owner_id ~= ImGuiKeyOwner_Any then + if key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END then + return ImGuiKeyOwner_NoOwner + end + end + + return owner_id end --- @param t0 float @@ -3196,6 +3888,131 @@ function ImGui.IsMouseReleased(button, owner_id) return g.IO.MouseReleased[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) end +-- Use if you absolutely need to distinguish single-click from double-click by introducing a delay. +--- @param button ImGuiMouseButton +--- @param delay? float +function ImGui.IsMouseReleasedWithDelay(button, delay) + if delay == nil then delay = -1.0 end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + if ImGui.IsMouseDown(button) then + return false + end + if delay < 0.0 then + delay = g.IO.MouseSingleClickDelay or 0.50 + end + local time_since_release = g.Time - g.IO.MouseReleasedTime[button] + return (time_since_release - g.IO.DeltaTime < delay) and (time_since_release >= delay) +end + +--- @param button ImGuiMouseButton +--- @param owner_id? ImGuiID +function ImGui.IsMouseDoubleClicked(button, owner_id) + if owner_id == nil then owner_id = ImGuiKeyOwner_Any end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + return g.IO.MouseClickedCount[button] == 2 and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) +end + +--- @param button ImGuiMouseButton +function ImGui.GetMouseClickedCount(button) + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + return g.IO.MouseClickedCount[button] +end + +-- FIXME: This is close to what BeginDragDropSource() is doing, maybe rework. +--- @param mouse_button ImGuiMouseButton +local function LastItemOverlayButtonForNullId(mouse_button) + local g = GImGui + IM_ASSERT(g.LastItemData.ID == 0) + local window = g.CurrentWindow + local id = window:GetIDFromRectangle(g.LastItemData.Rect) + if g.IO.MouseClicked[mouse_button] and ImGui.ItemHoverable(g.LastItemData.Rect, id, g.LastItemData.ItemFlags) then + ImGui.SetActiveID(id, window) + ImGui.FocusWindow(window) + elseif g.ActiveId == id then + ImGui.KeepAliveID(id) + if not g.IO.MouseDown[mouse_button] then + ImGui.ClearActiveID() + end + end + return id +end + +--- @param mouse_button? ImGuiMouseButton +--- @param delay? float +--- @return int +function ImGui.GetItemClickedCountWithSingleClickDelay(mouse_button, delay) + if mouse_button == nil then mouse_button = 0 end + if delay == nil then delay = -1.0 end + -- Action: double-click and subsequent clicks + local g = GImGui + if g.IO.MouseClickedCount[mouse_button] >= 2 and ImGui.IsItemClicked(mouse_button) then + return g.IO.MouseClickedCount[mouse_button] + end + + -- Action: second click, delayed + local id = g.LastItemData.ID + if id == 0 then + id = LastItemOverlayButtonForNullId(mouse_button) + end + if g.LastActiveId == id then + if delay >= 0.0 then + delay = ImMax(delay, g.IO.MouseDoubleClickTime + 0.01) + end + if ImGui.IsMouseReleasedWithDelay(mouse_button, delay) and g.IO.MouseClickedLastCount[mouse_button] == 1 then + return 1 + end + end + return 0 +end + +--- @return ImVec2 # Ref +function ImGui.GetMousePos() + return GImGui.IO.MousePos +end + +--- @return ImVec2 +function ImGui.GetMousePosOnOpeningCurrentPopup() + local g = GImGui + if g.BeginPopupStack.Size > 0 then + return g.BeginPopupStack.Data[g.BeginPopupStack.Size].OpenMousePos + end + return g.IO.MousePos +end + +-- Return the delta from the initial clicking position while the mouse button is clicked or was just released. +--- @param button? ImGuiMouseButton +--- @param lock_threshold? float +--- @return ImVec2 +function ImGui.GetMouseDragDelta(button, lock_threshold) + if button == nil then button = 0 end + if lock_threshold == nil then lock_threshold = -1.0 end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + if lock_threshold < 0.0 then + lock_threshold = g.IO.MouseDragThreshold + end + if g.IO.MouseDown[button] or g.IO.MouseReleased[button] then + if g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold then + if ImGui.IsMousePosValid(g.IO.MousePos) and ImGui.IsMousePosValid(g.IO.MouseClickedPos[button]) then + return g.IO.MousePos - g.IO.MouseClickedPos[button] + end + end + end + return ImVec2(0.0, 0.0) +end + +--- @param button? ImGuiMouseButton +function ImGui.ResetMouseDragDelta(button) + if button == nil then button = 0 end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + -- NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + ImVec2_Copy(g.IO.MouseClickedPos[button], g.IO.MousePos) +end + do local key_changed_mask = ImBitArray(ImGuiKey.NamedKey_COUNT) @@ -4440,7 +5257,7 @@ local function RenderWindowTitleBarContents(window, title_bar_rect, name, open) if has_collapse_button then if ImGui.CollapseButton(window:GetID("#COLLAPSE"), collapse_button_pos) then - window.Collapsed = not window.Collapsed + window.WantCollapseToggle = true -- Defer actual collapsing to next frame as we are too far in the Begin() function end end @@ -4571,6 +5388,7 @@ local function SetCurrentWindow(window) local g = GImGui --- @diagnostic disable-next-line g.CurrentWindow = window + g.CurrentTable = (window and window.DC.CurrentTableIdx ~= -1) and g.Tables:GetByIndex(window.DC.CurrentTableIdx) or nil if window then if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 then @@ -4592,6 +5410,7 @@ function ImGui.GcCompactTransientMiscBuffers() g.ItemFlagsStack:clear() g.GroupStack:clear() g.InputTextLineIndex:clear() + ImGui.TableGcCompactSettings() for _, atlas in g.FontAtlases:iter() do atlas:CompactCache() end @@ -4627,6 +5446,13 @@ end --- @param pos ImVec2 --- @param cond? ImGuiCond function ImGui.SetWindowPos(window, pos, cond) + -- Overloads: SetWindowPos(pos, cond) / SetWindowPos(name, pos, cond) / SetWindowPos(window, pos, cond) + if type(window) == "string" then + window = ImGui.FindWindowByName(window) + if window == nil then return end + elseif window.SetWindowPosAllowFlags == nil then + window, pos, cond = ImGui.GetCurrentWindowRead(), window, pos + end if cond == nil then cond = 0 end if (cond ~= 0) and (bit32.band(window.SetWindowPosAllowFlags, cond) == 0) then @@ -4648,6 +5474,7 @@ function ImGui.SetWindowPos(window, pos, cond) if offset.x == 0 and offset.y == 0 then return end + ImGui.MarkIniSettingsDirty(window) ImVec2_Copy(window.DC.CursorPos, window.DC.CursorPos + offset) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorMaxPos + offset) @@ -4659,6 +5486,13 @@ end --- @param size ImVec2 --- @param cond? ImGuiCond function ImGui.SetWindowSize(window, size, cond) + -- Overloads: SetWindowSize(size, cond) / SetWindowSize(name, size, cond) / SetWindowSize(window, size, cond) + if type(window) == "string" then + window = ImGui.FindWindowByName(window) + if window == nil then return end + elseif window.SetWindowSizeAllowFlags == nil then + window, size, cond = GImGui.CurrentWindow, window, size + end if cond == nil then cond = 0 end if ((cond ~= 0) and bit32.band(window.SetWindowSizeAllowFlags, cond) == 0) then @@ -4675,8 +5509,7 @@ function ImGui.SetWindowSize(window, size, cond) window.AutoFitFramesY = (size.y <= 0.0) and 2 or 0 end - -- local old_size = ImVec2() - -- ImVec2_Copy(old_size, window.SizeFull) + local old_size_x, old_size_y = window.SizeFull.x, window.SizeFull.y if size.x <= 0.0 then window.AutoFitOnlyGrows = false @@ -4688,9 +5521,79 @@ function ImGui.SetWindowSize(window, size, cond) else window.SizeFull.y = IM_TRUNC(size.y) end - -- if old_size.x ~= window.SizeFull.x or old_size.y ~= window.SizeFull.y then - -- TODO: MarkIniSettingsDirty(window) - -- end + if old_size_x ~= window.SizeFull.x or old_size_y ~= window.SizeFull.y then + ImGui.MarkIniSettingsDirty(window) + end +end + +--- Overloads: SetWindowCollapsed(collapsed, cond) / SetWindowCollapsed(name, collapsed, cond) / SetWindowCollapsed(window, collapsed, cond) +function ImGui.SetWindowCollapsed(window, collapsed, cond) + if type(window) == "string" then + window = ImGui.FindWindowByName(window) + if window == nil then return end + elseif type(window) == "boolean" then + window, collapsed, cond = GImGui.CurrentWindow, window, collapsed + end + if cond == nil then cond = 0 end + if cond ~= 0 and bit32.band(window.SetWindowCollapsedAllowFlags, cond) == 0 then + return + end + window.SetWindowCollapsedAllowFlags = bit32.band(window.SetWindowCollapsedAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) + + -- Queue applying in Begin() + if window.WantCollapseToggle then + window.Collapsed = not window.Collapsed + end + window.WantCollapseToggle = (window.Collapsed ~= collapsed) +end + +--- @param window ImGuiWindow +--- @param pos ImVec2 +--- @param size ImVec2 +function ImGui.SetWindowHitTestHole(window, pos, size) + IM_ASSERT(window.HitTestHoleSize.x == 0) -- We don't support multiple holes/hit test filters + window.HitTestHoleSize = ImVec2(math.floor(size.x), math.floor(size.y)) + window.HitTestHoleOffset = ImVec2(math.floor(pos.x - window.Pos.x), math.floor(pos.y - window.Pos.y)) +end + +function ImGui.IsWindowCollapsed() + return ImGui.GetCurrentWindowRead().Collapsed +end + +function ImGui.IsWindowAppearing() + return ImGui.GetCurrentWindowRead().Appearing +end + +function ImGui.GetWindowHeight() + return GImGui.CurrentWindow.Size.y +end + +--- @return ImVec2 # Ref, do not modify +function ImGui.GetWindowPos() + return GImGui.CurrentWindow.Pos +end + +--- @return ImVec2 # Ref, do not modify +function ImGui.GetWindowSize() + return ImGui.GetCurrentWindowRead().Size +end + +-- Overloads: SetWindowFocus() / SetWindowFocus(name). Passing nil name removes focus. +--- @param name? string +function ImGui.SetWindowFocus(...) + if select("#", ...) == 0 then + ImGui.FocusWindow(GImGui.CurrentWindow) + return + end + local name = ... + if name then + local window = ImGui.FindWindowByName(name) + if window then + ImGui.FocusWindow(window) + end + else + ImGui.FocusWindow(nil) + end end --- @param window ImGuiWindow @@ -4714,6 +5617,7 @@ function ImGui.SetNextWindowPos(pos, cond, pivot) ImVec2_Copy(g.NextWindowData.PosVal, pos) ImVec2_Copy(g.NextWindowData.PosPivotVal, pivot) g.NextWindowData.PosCond = (cond ~= 0) and cond or ImGuiCond.Always + g.NextWindowData.PosUndock = true end --- @param size ImVec2 @@ -4801,6 +5705,13 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) local g = GImGui local parent_window = g.CurrentWindow IM_ASSERT(id ~= 0) + if child_flags == nil then child_flags = 0 end + if window_flags == nil then window_flags = 0 end + if size_arg == nil then size_arg = ImVec2(0, 0) end + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then + child_flags = bit32.band(bit32.bor(child_flags, g.NextWindowData.ChildFlagsSet), bit32.bnot(g.NextWindowData.ChildFlagsClear)) + end -- Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument local ImGuiChildFlags_SupportedMask_ = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AlwaysUseWindowPadding, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY, ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize, ImGuiChildFlags.FrameStyle, ImGuiChildFlags.NavFlattened) @@ -4819,7 +5730,7 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) end -- Set window flags - window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoDocking) window_flags = bit32.bor(window_flags, bit32.band(parent_window.Flags, ImGuiWindowFlags.NoMove)) -- Inherit the NoMove flag if bit32.band(child_flags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize)) ~= 0 then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.AlwaysAutoResize) @@ -4859,14 +5770,7 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) end end ImGui.SetNextWindowSize(size) - - -- Forward child flags (we allow prior settings to merge but it'll only work for adding flags) - if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then - g.NextWindowData.ChildFlags = bit32.bor(g.NextWindowData.ChildFlags, child_flags) - else - g.NextWindowData.ChildFlags = child_flags - end - g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) + ImGui.SetNextWindowChildFlags(child_flags, true) -- Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. -- FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. @@ -4920,8 +5824,184 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) return ret end +-- Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +-- `true` is accepted as ImGuiChildFlags.Borders for legacy code. +--- @param str_id_or_id string|ImGuiID +--- @param size_arg? ImVec2 +--- @param child_flags? ImGuiChildFlags|bool +--- @param window_flags? ImGuiWindowFlags +--- @return bool # visible (always call EndChild()!) +function ImGui.BeginChild(str_id_or_id, size_arg, child_flags, window_flags) + if child_flags == true then child_flags = ImGuiChildFlags.Borders elseif not child_flags then child_flags = 0 end + if type(str_id_or_id) == "number" then + return ImGui.BeginChildEx(nil, str_id_or_id, size_arg, child_flags, window_flags) + end + local id = ImGui.GetCurrentWindow():GetID(str_id_or_id) + return ImGui.BeginChildEx(str_id_or_id, id, size_arg, child_flags, window_flags) +end + --- @param window ImGuiWindow -local function StartMouseMovingWindow(window) +--- @param rect ImRect +function ImGui.SetLastItemDataForChildWindowItem(window, rect) + local g = GImGui + ImGui.SetLastItemData(window.ChildId, g.CurrentItemFlags, window.DC.ChildItemStatusFlags or 0, rect) +end + +function ImGui.EndChild() + local g = GImGui + local child_window = g.CurrentWindow + + local backup_within_end_child_id = g.WithinEndChildID + IM_ASSERT(bit32.band(child_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0) -- Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window.ID + local child_size = ImVec2(child_window.Size.x, child_window.Size.y) + ImGui.End() + if child_window.BeginCount == 1 then + local parent_window = g.CurrentWindow + local bb = ImRect(parent_window.DC.CursorPos, parent_window.DC.CursorPos + child_size) + ImGui.ItemSize(child_size) + local nav_flattened = bit32.band(child_window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0 + if (child_window.DC.NavLayersActiveMask ~= 0 or child_window.DC.NavWindowHasScrollY) and not nav_flattened then + ImGui.ItemAdd(bb, child_window.ChildId) + ImGui.RenderNavCursor(bb, child_window.ChildId) + + -- When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if child_window.DC.NavLayersActiveMask == 0 and child_window == g.NavWindow then + ImGui.RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags.Compact) + end + else + -- Not navigable into + ImGui.ItemAdd(bb, child_window.ChildId, nil, ImGuiItemFlags.NoNav) + + -- But when flattened we directly reach items, adjust active layer mask accordingly + if nav_flattened then + parent_window.DC.NavLayersActiveMaskNext = bit32.bor(parent_window.DC.NavLayersActiveMaskNext, child_window.DC.NavLayersActiveMaskNext) + end + end + if g.HoveredWindow == child_window then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + child_window.DC.ChildItemStatusFlags = g.LastItemData.StatusFlags + else + ImGui.SetLastItemDataForChildWindowItem(child_window, child_window:Rect()) + end + + g.WithinEndChildID = backup_within_end_child_id + g.LogLinePosY = -FLT_MAX -- To enforce a carriage return +end + +--- @param flags ImGuiChildFlags +--- @param enabled bool +function ImGui.SetNextWindowChildFlags(flags, enabled) + local g = GImGui + local nwd = g.NextWindowData + if bit32.band(nwd.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) == 0 then + nwd.ChildFlagsSet = 0; nwd.ChildFlagsClear = 0 + end + if enabled then + nwd.ChildFlagsSet = bit32.bor(nwd.ChildFlagsSet, flags) + nwd.ChildFlagsClear = bit32.band(nwd.ChildFlagsClear, bit32.bnot(flags)) + else + nwd.ChildFlagsSet = bit32.band(nwd.ChildFlagsSet, bit32.bnot(flags)) + nwd.ChildFlagsClear = bit32.bor(nwd.ChildFlagsClear, flags) + end + nwd.HasFlags = bit32.bor(nwd.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) +end + +--- @param flags ImGuiWindowFlags +--- @param enabled bool +function ImGui.SetNextWindowFlags(flags, enabled) + local g = GImGui + local nwd = g.NextWindowData + if bit32.band(nwd.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) == 0 then + nwd.WindowFlagsSet = 0; nwd.WindowFlagsClear = 0 + end + if enabled then + nwd.WindowFlagsSet = bit32.bor(nwd.WindowFlagsSet, flags) + nwd.WindowFlagsClear = bit32.band(nwd.WindowFlagsClear, bit32.bnot(flags)) + else + nwd.WindowFlagsSet = bit32.band(nwd.WindowFlagsSet, bit32.bnot(flags)) + nwd.WindowFlagsClear = bit32.bor(nwd.WindowFlagsClear, flags) + end + nwd.HasFlags = bit32.bor(nwd.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) +end + +-- Content size = inner scrollable rectangle, padded with WindowPadding. +--- @param size ImVec2 +function ImGui.SetNextWindowContentSize(size) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasContentSize) + ImVec2_CopyV(g.NextWindowData.ContentSizeVal, ImTrunc(size.x), ImTrunc(size.y)) +end + +--- @param scroll ImVec2 +function ImGui.SetNextWindowScroll(scroll) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasScroll) + ImVec2_Copy(g.NextWindowData.ScrollVal, scroll) +end + +--- @param collapsed bool +--- @param cond? ImGuiCond +function ImGui.SetNextWindowCollapsed(collapsed, cond) + if cond == nil then cond = 0 end + local g = GImGui + IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasCollapsed) + g.NextWindowData.CollapsedVal = collapsed + g.NextWindowData.CollapsedCond = (cond ~= 0) and cond or ImGuiCond.Always +end + +function ImGui.SetNextWindowFocus() + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasFocus) +end + +--- @param id ImGuiID +function ImGui.SetNextWindowViewport(id) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasViewport) + g.NextWindowData.ViewportId = id +end + +--- @param window_class ImGuiWindowClass +function ImGui.SetNextWindowClass(window_class) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowClass) + local wc = ImGuiWindowClass() + for k, v in pairs(window_class) do wc[k] = v end -- C++ copies the struct + g.NextWindowData.WindowClass = wc +end + +-- This is experimental and meant to be a toy for exploring a future/wider range of features. +--- @param flags ImGuiWindowRefreshFlags +function ImGui.SetNextWindowRefreshPolicy(flags) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasRefreshPolicy) + g.NextWindowData.RefreshFlagsVal = flags +end + +function ImGui.GetWindowDpiScale() + return 1.0 -- Roblox: single viewport, no DPI scaling +end + +function ImGui.GetWindowViewport() + local g = GImGui + return g.CurrentViewport or ImGui.GetMainViewport() +end + +-- Prefer using PushFont(nil, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. +--- @param scale float +function ImGui.SetWindowFontScale(scale) + IM_ASSERT(scale > 0.0) + local window = ImGui.GetCurrentWindow() + window.FontWindowScale = scale + ImGui.UpdateCurrentFontSize(0.0) +end + +--- @param window ImGuiWindow +function ImGui.StartMouseMovingWindow(window) local g = GImGui ImGui.FocusWindow(window) ImGui.SetActiveID(window.MoveId, window) @@ -4936,6 +6016,10 @@ local function StartMouseMovingWindow(window) if bit32.band(window.Flags, ImGuiWindowFlags.NoMove) ~= 0 or bit32.band(window.RootWindowDockTree.Flags, ImGuiWindowFlags.NoMove) ~= 0 then can_move_window = false end + local node = window.DockNodeAsHost + if node and node.VisibleWindow and bit32.band(node.VisibleWindow.Flags, ImGuiWindowFlags.NoMove) ~= 0 then + can_move_window = false + end if can_move_window then g.MovingWindow = window end @@ -5048,7 +6132,7 @@ function ImGui.UpdateMouseMovingWindowEndFrame() local is_queued_focus_request = g.NavMoveSubmitted and (bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0) if hovered_window ~= nil and not is_closed_popup and not is_queued_focus_request then - StartMouseMovingWindow(hovered_window) + ImGui.StartMouseMovingWindow(hovered_window) -- Cancel moving if clicked outside of title bar if bit32.band(hovered_window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0 then -- set by io.ConfigWindowsMoveFromTitleBarOnly @@ -5135,6 +6219,15 @@ function ImGui.Begin(name, open, flags) window = CreateNewWindow(name, flags) --- @cast window ImGuiWindow end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) ~= 0 then + flags = bit32.band(bit32.bor(flags, g.NextWindowData.WindowFlagsSet), bit32.bnot(g.NextWindowData.WindowFlagsClear)) + end + + -- Automatically disable manual moving/resizing when NoInputs is set + if bit32.band(flags, ImGuiWindowFlags.NoInputs) == ImGuiWindowFlags.NoInputs then + flags = bit32.bor(flags, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize) + end + local current_frame = g.FrameCount local first_begin_of_the_frame = (window.LastFrameActive ~= current_frame) window.IsFallbackWindow = (g.CurrentWindowStack.Size == 0 and g.WithinFrameScopeWithImplicitWindow) @@ -5146,11 +6239,6 @@ function ImGui.Begin(name, open, flags) window_just_activated_by_user = window_just_activated_by_user or (window ~= popup_ref.Window) end - window.Appearing = window_just_activated_by_user - if (window.Appearing) then - SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) - end - -- Update Flags, LastFrameActive, BeginOrderXXX fields local window_was_appearing = window.Appearing if first_begin_of_the_frame then @@ -5161,7 +6249,7 @@ function ImGui.Begin(name, open, flags) end window.FlagsPreviousFrame = window.Flags window.Flags = flags - window.ChildFlags = (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0) and g.NextWindowData.ChildFlags or 0 + window.ChildFlags = (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0) and g.NextWindowData.ChildFlagsSet or 0 window.LastFrameActive = current_frame window.LastTimeActive = g.Time window.BeginOrderWithinParent = 0 @@ -5171,8 +6259,41 @@ function ImGui.Begin(name, open, flags) flags = window.Flags end + -- Docking + -- (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window.DockNode == nil or window.DockNodeAsHost == nil) -- Cannot be both + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasDock) ~= 0 then + ImGui.SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond) + end + if first_begin_of_the_frame then + local has_dock_node = (window.DockId ~= 0 or window.DockNode ~= nil) + local new_auto_dock_node = not has_dock_node and ImGui.GetWindowAlwaysWantOwnTabBar(window) + local dock_node_was_visible = window.DockNodeIsVisible + local dock_tab_was_visible = window.DockTabIsVisible + window.DockIsActive = false + window.DockNodeIsVisible = false + window.DockTabIsVisible = false + + if has_dock_node or new_auto_dock_node then + open = ImGui.BeginDocked(window, open) + flags = window.Flags + if window.DockIsActive then + IM_ASSERT(window.DockNode ~= nil) + g.NextWindowData.HasFlags = bit32.band(g.NextWindowData.HasFlags, bit32.bnot(ImGuiNextWindowDataFlags.HasSizeConstraint)) + end + + -- Amend the Appearing flag + if window.DockTabIsVisible and not dock_tab_was_visible and dock_node_was_visible and not window.Appearing and not window_was_appearing then + window.Appearing = true + SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) + end + end + end + local parent_window_in_stack - if g.CurrentWindowStack:empty() then + if window.DockIsActive and window.DockNode.HostWindow then + parent_window_in_stack = window.DockNode.HostWindow + elseif g.CurrentWindowStack:empty() then parent_window_in_stack = nil else parent_window_in_stack = g.CurrentWindowStack:back().Window @@ -5201,7 +6322,9 @@ function ImGui.Begin(name, open, flags) ImGuiLastItemData_Copy(window_stack_data.ParentLastItemDataBackup, g.LastItemData) window_stack_data.DisabledOverrideReenable = (bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) and (bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0) window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0 - -- g.StackSizesInBeginForCurrentWindow = window_stack_data.StackSizesInBegin + window_stack_data.StackSizesInBegin = ImGuiErrorRecoveryState() + ImGui.ErrorRecoveryStoreState(window_stack_data.StackSizesInBegin) + g.StackSizesInBeginForCurrentWindow = window_stack_data.StackSizesInBegin if bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0 then g.BeginMenuDepth = g.BeginMenuDepth + 1 end @@ -5210,11 +6333,19 @@ function ImGui.Begin(name, open, flags) ImGui.UpdateWindowParentAndRootLinks(window, flags, parent_window) window.ParentWindowInBeginStack = parent_window_in_stack - if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if window.RootWindow ~= window then window.ParentWindowForFocusRoute = parent_window_in_stack else window.ParentWindowForFocusRoute = nil end + if window.ParentWindowForFocusRoute == nil and window.DockNode ~= nil then + if bit32.band(window.DockNode.MergedFlags, ImGuiDockNodeFlags.DockedWindowsInFocusRoute) ~= 0 then + window.ParentWindowForFocusRoute = window.DockNode.HostWindow + end + end + if window.WindowClass and window.WindowClass.FocusRouteParentWindowId ~= nil and window.WindowClass.FocusRouteParentWindowId ~= 0 then + window.ParentWindowForFocusRoute = ImGui.FindWindowByID(window.WindowClass.FocusRouteParentWindowId) + end if parent_window then window.FontWindowScaleParents = parent_window.FontWindowScaleParents * parent_window.FontWindowScale @@ -5278,6 +6409,15 @@ function ImGui.Begin(name, open, flags) if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowClass) ~= 0 then window.WindowClass = g.NextWindowData.WindowClass end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasCollapsed) ~= 0 then + ImGui.SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond) + end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasFocus) ~= 0 then + ImGui.FocusWindow(window) + end + if window.Appearing then + SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, false) + end -- [EXPERIMENTAL] Skip Refresh mode ImGui.UpdateWindowSkipRefresh(window) @@ -5299,6 +6439,11 @@ function ImGui.Begin(name, open, flags) window.IDStack:resize(1) window.DrawList:_ResetForNewFrame() + window.DC.CurrentTableIdx = -1 + if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) ~= 0 then + window.DrawList:ChannelsSplit(2) + window.DrawList:ChannelsSetCurrent(1) -- DOCKING_HOST_DRAW_CHANNEL_FG: render decorations on channel 1, backgrounds rendered manually later + end if window.MemoryCompacted then ImGui.GcAwakeTransientWindowBuffers(window) @@ -5318,7 +6463,7 @@ function ImGui.Begin(name, open, flags) end -- Hide new windows for one frame until they calculate their size - if window_just_created then + if window_just_created and (not window_size_x_set_by_api or not window_size_y_set_by_api) then window.HiddenFramesCannotSkipItems = 1 end @@ -5346,13 +6491,13 @@ function ImGui.Begin(name, open, flags) SetCurrentWindow(window) flags = window.Flags - if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if not window.DockIsActive and bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then window.WindowBorderSize = style.ChildBorderSize else window.WindowBorderSize = (bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) and style.PopupBorderSize or style.WindowBorderSize end window.WindowPadding = style.WindowPadding - if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) == 0) and window.WindowBorderSize == 0.0 then + if not window.DockIsActive and (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) == 0) and window.WindowBorderSize == 0.0 then if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then window.WindowPadding = ImVec2(0.0, style.WindowPadding.y) else @@ -5389,7 +6534,27 @@ function ImGui.Begin(name, open, flags) use_current_size_for_scrollbar_y = true end - -- TODO: Collapse window by double-clicking on title bar + -- Collapse window by double-clicking on title bar + -- At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and bit32.band(flags, ImGuiWindowFlags.NoCollapse) == 0 and not window.DockIsActive then + local title_bar_rect = window:TitleBarRect() + if g.HoveredWindow == window and g.HoveredId == 0 and g.HoveredIdPreviousFrame == 0 and g.ActiveId == 0 and ImGui.IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) then + if g.IO.MouseClickedCount[0] == 2 and ImGui.GetKeyOwner(ImGuiKey.MouseLeft) == ImGuiKeyOwner_NoOwner then + window.WantCollapseToggle = true + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, window.MoveId) + end + end + if window.WantCollapseToggle then + window.Collapsed = not window.Collapsed + if not window.Collapsed then + use_current_size_for_scrollbar_y = true + end + ImGui.MarkIniSettingsDirty(window) + end + else + window.Collapsed = false + end + window.WantCollapseToggle = false local scrollbar_sizes_from_last_frame = ImVec2() ImVec2_Copy(scrollbar_sizes_from_last_frame, window.ScrollbarSizes) @@ -5447,7 +6612,7 @@ function ImGui.Begin(name, open, flags) end if old_size.x ~= window.SizeFull.x or old_size.y ~= window.SizeFull.y then - -- ImGui.MarkIniSettingsDirty(window) + ImGui.MarkIniSettingsDirty(window) end end @@ -5507,19 +6672,32 @@ function ImGui.Begin(name, open, flags) local visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding) local visibility_rect = ImRect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding) + -- Clamp position/size so window stays visible within its viewport or monitor + if not window_pos_set_by_api and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0 then + if not window.ViewportOwned and viewport_rect:GetWidth() > 0 and viewport_rect:GetHeight() > 0.0 then + local size_for_clamping_y = window.Size.y + if bit32.band(window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0 and bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0 then + size_for_clamping_y = window.TitleBarHeight + end + window.Pos.x = ImClamp(window.Pos.x, visibility_rect.Min.x - window.Size.x, visibility_rect.Max.x) + window.Pos.y = ImClamp(window.Pos.y, visibility_rect.Min.y - size_for_clamping_y, visibility_rect.Max.y) + end + end window.Pos.x = ImTrunc(window.Pos.x) window.Pos.y = ImTrunc(window.Pos.y) local want_focus = false if (window_just_activated_by_user and bit32.band(flags, ImGuiWindowFlags.NoFocusOnAppearing) == 0) then if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then want_focus = true - elseif (bit32.band(flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.Tooltip)) == 0)then + elseif (window.DockIsActive or bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0) and bit32.band(flags, ImGuiWindowFlags.Tooltip) == 0 then want_focus = true end end - if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and not window.DockIsActive then window.WindowRounding = style.ChildRounding + elseif window.RootWindowDockTree.ViewportOwned then + window.WindowRounding = 0.0 else if (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) then window.WindowRounding = style.PopupRounding @@ -5528,7 +6706,7 @@ function ImGui.Begin(name, open, flags) end end - local handle_borders_and_resize_grips = true + local handle_borders_and_resize_grips = (window.DockNodeAsHost ~= nil or not window.DockIsActive) if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and window.ParentWindow.SkipItems then handle_borders_and_resize_grips = false end @@ -5635,6 +6813,9 @@ function ImGui.Begin(name, open, flags) local outer_rect = window:Rect() local title_bar_rect = window:TitleBarRect() ImRect_Copy(window.OuterRectClipped, outer_rect) + if window.DockIsActive then + window.OuterRectClipped.Min.y = window.OuterRectClipped.Min.y + window.TitleBarHeight + end window.OuterRectClipped:ClipWith(host_rect) window.InnerRect.Min.x = window.Pos.x + window.DecoOuterSizeX1 @@ -5666,7 +6847,8 @@ function ImGui.Begin(name, open, flags) window.DrawList:PushTexture(g.Font.OwnerAtlas.TexRef) ImGui.PushClipRect(host_rect.Min, host_rect.Max, false) - do + local is_undocked_or_docked_visible = not window.DockIsActive or window.DockTabIsVisible + if is_undocked_or_docked_visible then local render_decorations_in_parent = false if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and not window_is_child_tooltip then -- - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) @@ -5693,7 +6875,8 @@ function ImGui.Begin(name, open, flags) window.DrawList = parent_window.DrawList end - local title_bar_is_highlight = (g.NavWindow == window) -- TODO: proper cond, just simple highlight now + local window_to_highlight = g.NavWindowingTarget or g.NavWindow + local title_bar_is_highlight = want_focus or (window_to_highlight ~= nil and (window.RootWindowForTitleBarHighlight == window_to_highlight.RootWindowForTitleBarHighlight or (window.DockNode ~= nil and window.DockNode == window_to_highlight.DockNode))) RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_col, resize_grip_draw_size) @@ -5776,7 +6959,7 @@ function ImGui.Begin(name, open, flags) window.DC.TreeRecordsClippedNodesY2Mask = 0x00 window.DC.ChildWindows:resize(0) window.DC.StateStorage = window.StateStorage - -- TODO: CurrentColumns + window.DC.CurrentColumns = nil window.DC.LayoutType = ImGuiLayoutType.Vertical window.DC.ParentLayoutType = (parent_window ~= nil) and parent_window.DC.LayoutType or ImGuiLayoutType.Vertical @@ -5798,6 +6981,9 @@ function ImGui.Begin(name, open, flags) window.DC.ItemWidthStack:resize(0) window.DC.TextWrapPos = -1.0 window.DC.TextWrapPosStack:resize(0) + if bit32.band(flags, ImGuiWindowFlags.Modal) ~= 0 then + window.DC.ModalDimBgColor = ImGui.ColorConvertFloat4ToU32(ImGui.GetStyleColorVec4(ImGuiCol.ModalWindowDimBg)) + end if window.AutoFitFramesX > 0 then window.AutoFitFramesX = window.AutoFitFramesX - 1 @@ -5815,14 +7001,43 @@ function ImGui.Begin(name, open, flags) ImGui.NavInitWindow(window, false) end - if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 then - open = RenderWindowTitleBarContents(window, title_bar_rect, name, open) + -- Pressing Ctrl+C copy window content into the clipboard + if g.IO.ConfigWindowsCopyContentsWithCtrlC then + if g.NavWindow and g.NavWindow.RootWindow == window and g.ActiveId == 0 and ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.C)) then + ImGui.LogToClipboard(0) + end end + if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and not window.DockIsActive then + open = RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window.WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window.WindowBorderSize, title_bar_rect.Max.y), name, open) + elseif bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and window.DockIsActive then + ImGui.LogText("%s\n", string.sub(window.Name, 1, ImGui.FindRenderedTextEnd(window.Name) - 1)) + end + + -- Clear hit test shape every frame + window.HitTestHoleSize.x = 0; window.HitTestHoleSize.y = 0 + if bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 then g.TooltipPreviousWindow = window end + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) ~= 0 then + -- Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + -- We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if g.MovingWindow == window and bit32.band(window.RootWindowDockTree.Flags, ImGuiWindowFlags.NoDocking) == 0 then + ImGui.BeginDockableDragDropSource(window) + end + + -- Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if g.DragDropActive and bit32.band(flags, ImGuiWindowFlags.NoDocking) == 0 then + if g.MovingWindow == nil or g.MovingWindow.RootWindowDockTree ~= window then + if window == window.RootWindowDockTree and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 then + ImGui.BeginDockableDragDropTarget(window) + end + end + end + end + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then window.BgClickFlags = parent_window.BgClickFlags else @@ -5846,7 +7061,7 @@ function ImGui.Begin(name, open, flags) ImGui.SetLastItemDataForWindow(window, window:TitleBarRect()) end - if (not window.SkipRefresh) then + if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.SkipRefresh then ImGui.PushClipRect(window.InnerClipRect.Min, window.InnerClipRect.Max, true) end @@ -5855,10 +7070,19 @@ function ImGui.Begin(name, open, flags) g.NextWindowData:ClearFlags() if first_begin_of_the_frame and not window.SkipRefresh then + -- When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + if window.DockIsActive and not window.DockTabIsVisible then + if window.LastFrameJustFocused == g.FrameCount then + window.HiddenFramesCannotSkipItems = 1 + else + window.HiddenFramesCanSkipItems = 1 + end + end + if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.ChildMenu) == 0) then -- Child window can be out of sight and have "negative" clip windows. -- Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0)) + IM_ASSERT((bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) or window.DockIsActive) local nav_request = (bit32.band(window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0) and (g.NavAnyRequest and g.NavWindow and g.NavWindow.RootWindowForNav == window.RootWindowForNav) @@ -5902,6 +7126,11 @@ function ImGui.Begin(name, open, flags) end end window.SkipItems = skip_items + + -- Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if window.SkipItems then + window.DC.NavLayersActiveMaskNext = window.DC.NavLayersActiveMask + end elseif first_begin_of_the_frame then window.SkipItems = true end @@ -5924,11 +7153,14 @@ function ImGui.End() if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window.ID, "Must call EndPopup() and not End()!") end - if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.DockIsActive then IM_ASSERT_USER_ERROR(g.WithinEndChildID == window.ID, "Must call EndChild() and not End()!") end - if not window.SkipRefresh then + if window.DC.CurrentColumns then + ImGui.EndColumns() + end + if bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.SkipRefresh then ImGui.PopClipRect() end ImGui.PopFocusScope() @@ -5942,6 +7174,23 @@ function ImGui.End() window.DrawList = window.DrawListInst end + -- Stop logging + if g.LogWindow == window then -- FIXME: add more options for scope of logging + ImGui.LogFinish() + end + + if window.DC.IsSetPos then + ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() + end + + -- Docking: report contents sizes to parent to allow for auto-resize + if window.DockNode and window.DockTabIsVisible then + local host_window = window.DockNode.HostWindow + if host_window then + ImVec2_Copy(host_window.DC.CursorMaxPos, window.DC.CursorMaxPos + window.WindowPadding - host_window.WindowPadding) + end + end + -- Pop from window stack ImGuiLastItemData_Copy(g.LastItemData, window_stack_data.ParentLastItemDataBackup) if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then @@ -5951,6 +7200,11 @@ function ImGui.End() g.BeginPopupStack:pop_back() end + -- Error handling, state recovery + if g.IO.ConfigErrorRecovery and window_stack_data.StackSizesInBegin then + ImGui.ErrorRecoveryTryToRecoverWindowState(window_stack_data.StackSizesInBegin) + end + g.CurrentWindowStack:pop_back() -- LUA: No "Ternary Operator", since lua (... and (1) or (2)) will eval (1) and (2) no matter what @@ -6783,6 +8037,9 @@ function ImGui.NewFrame() g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame g.ConfigFlagsCurrFrame = g.IO.ConfigFlags + -- Load settings on first frame, save settings when modified (after a delay) + ImGui.UpdateSettings() + g.Time = g.Time + g.IO.DeltaTime g.FrameCount = g.FrameCount + 1 @@ -6919,12 +8176,32 @@ function ImGui.NewFrame() ImGui.UpdateKeyboardInputs() + -- Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr + g.DragDropAcceptIdCurr = 0 + g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags.None + g.DragDropAcceptIdCurrRectSurface = FLT_MAX + g.DragDropWithinSource = false + g.DragDropWithinTarget = false + g.DragDropHoldJustPressedId = 0 + if g.DragDropActive then + local owner_id = (g.ActiveId ~= 0) and g.ActiveId or ImHashStr("##DragDropCancelHandler") + if ImGui.Shortcut(ImGuiKey.Escape, ImGuiInputFlags.RouteGlobal, owner_id) then + ImGui.ClearActiveID() + ImGui.ClearDragDrop() + end + end g.TooltipPreviousWindow = nil ImGui.NavUpdate() ImGui.UpdateMouseInputs() + -- Undocking + -- (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + ImGui.DockContextNewFrameUpdateUndocking(g) + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size) local gc_all = g.GcCompactAll or g.IO.ConfigMemoryCompactTimer < 0.0 local memory_compact_start_time = gc_all and FLT_MAX or (g.Time - g.IO.ConfigMemoryCompactTimer) @@ -6945,6 +8222,13 @@ function ImGui.NewFrame() ImGui.UpdateMouseMovingWindowNewFrame() + -- Background darkening/whitening + if ImGui.GetTopMostPopupModal() ~= nil or (g.NavWindowingTarget ~= nil and g.NavWindowingHighlightAlpha > 0.0) then + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0, 1.0) + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0, 0.0) + end + g.MouseCursor = ImGuiMouseCursor.Arrow g.WantCaptureMouseNextFrame = -1 g.WantCaptureKeyboardNextFrame = -1 @@ -6957,6 +8241,18 @@ function ImGui.NewFrame() ImGui.UpdateMouseWheel() + -- Garbage collect transient buffers of recently unused tables + for i = 1, g.TablesLastTimeActive.Size do + if g.TablesLastTimeActive.Data[i] >= 0.0 and g.TablesLastTimeActive.Data[i] < memory_compact_start_time then + ImGui.TableGcCompactTransientBuffers(g.Tables:GetByIndex(i - 1)) + end + end + for _, table_temp_data in g.TablesTempData:iter() do + table_temp_data.ReconcileColumnsRequests:clear() -- Unusual: clear every frame because this is rarely used. + if table_temp_data.LastTimeActive >= 0.0 and table_temp_data.LastTimeActive < memory_compact_start_time then + ImGui.TableGcCompactTransientBuffers(table_temp_data) + end + end if g.GcCompactAll then ImGui.GcCompactTransientMiscBuffers() end @@ -6973,6 +8269,9 @@ function ImGui.NewFrame() g.CurrentItemFlags = g.ItemFlagsStack:back() g.GroupStack:resize(0) + -- Docking + ImGui.DockContextNewFrameUpdateDocking(g) + g.WithinFrameScopeWithImplicitWindow = true ImGui.SetNextWindowSize(ImVec2(400, 400), ImGuiCond.FirstUseEver) ImGui.Begin("Debug##Default") @@ -7006,8 +8305,21 @@ function ImGui.EndFrame() end ImGui.End() + -- Update navigation: Ctrl+Tab, wrap-around requests + if ImGui.NavEndFrame then ImGui.NavEndFrame() end + + -- Update docking + ImGui.DockContextEndFrame(g) + ImGui.SetCurrentViewport(nil, nil) + -- Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if g.DragDropActive then + local is_delivered = g.DragDropPayload.Delivery + local is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.PayloadAutoExpire) ~= 0 or g.DragDropMouseButton == -1 or not ImGui.IsMouseDown(g.DragDropMouseButton)) + if is_delivered or is_elapsed then ImGui.ClearDragDrop() end + end + -- Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. -- If you want to handle source item disappearing: instead of submitting your description tooltip -- in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot @@ -7077,7 +8389,7 @@ function ImGui.Render() end end - -- TODO: RenderDimmedBackgrounds() + ImGui.RenderDimmedBackgrounds() local windows_to_render_top_most = {nil, nil} windows_to_render_top_most[1] = (g.NavWindowingTarget and (bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0)) and g.NavWindowingTarget.RootWindowDockTree or nil @@ -7187,6 +8499,8 @@ function ImGui.Shutdown() end g.DrawListSharedData.TempBuffer:clear() + ImGui.DockContextShutdown(g) + if not g.Initialized then return end @@ -7633,6 +8947,86 @@ function ImGui.IsWindowAbove(potential_above, potential_below) return false end +-- Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags for options. +--- @param flags? ImGuiHoveredFlags +function ImGui.IsWindowHovered(flags) + if flags == nil then flags = 0 end + local g = GImGui + IM_ASSERT_USER_ERROR(bit32.band(flags, bit32.bnot(ImGuiHoveredFlags.AllowedMaskForIsWindowHovered)) == 0, "Invalid flags for IsWindowHovered()!") + + local ref_window = g.HoveredWindow + local cur_window = g.CurrentWindow + if ref_window == nil then + return false + end + + if bit32.band(flags, ImGuiHoveredFlags.AnyWindow) == 0 then + IM_ASSERT(cur_window) -- Not inside a Begin()/End() + local popup_hierarchy = bit32.band(flags, ImGuiHoveredFlags.NoPopupHierarchy) == 0 + local dock_hierarchy = bit32.band(flags, ImGuiHoveredFlags.DockHierarchy) ~= 0 + if bit32.band(flags, ImGuiHoveredFlags.RootWindow) ~= 0 then + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) + end + + local result + if bit32.band(flags, ImGuiHoveredFlags.ChildWindows) ~= 0 then + result = ImGui.IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy) + else + result = (ref_window == cur_window) + end + if not result then + return false + end + end + + if not ImGui.IsWindowContentHoverable(ref_window, flags) then + return false + end + if bit32.band(flags, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) == 0 then + if g.ActiveId ~= 0 and not g.ActiveIdAllowOverlap and g.ActiveId ~= ref_window.MoveId then + return false + end + end + + if bit32.band(flags, ImGuiHoveredFlags.ForTooltip) ~= 0 then + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse) + end + if bit32.band(flags, ImGuiHoveredFlags.Stationary) ~= 0 and g.HoverWindowUnlockedStationaryId ~= ref_window.ID then + return false + end + + return true +end + +-- Similar to IsWindowHovered() +--- @param flags? ImGuiFocusedFlags +function ImGui.IsWindowFocused(flags) + if flags == nil then flags = 0 end + local g = GImGui + local ref_window = g.NavWindow + local cur_window = g.CurrentWindow + + if ref_window == nil then + return false + end + if bit32.band(flags, ImGuiFocusedFlags.AnyWindow) ~= 0 then + return true + end + + IM_ASSERT(cur_window) -- Not inside a Begin()/End() + local popup_hierarchy = bit32.band(flags, ImGuiFocusedFlags.NoPopupHierarchy) == 0 + local dock_hierarchy = bit32.band(flags, ImGuiFocusedFlags.DockHierarchy) ~= 0 + if bit32.band(flags, ImGuiFocusedFlags.RootWindow) ~= 0 then + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) + end + + if bit32.band(flags, ImGuiFocusedFlags.ChildWindows) ~= 0 then + return ImGui.IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy) + else + return ref_window == cur_window + end +end + --- @param window ImGuiWindow --- @param scale float local function ScaleWindow(window, scale) @@ -7785,9 +9179,58 @@ function ImGui.GetScrollMaxY() return window.ScrollMax.y end ---- @param window ImGuiWindow ---- @param scroll_x float +function ImGui.GetScrollMaxX() + return GImGui.CurrentWindow.ScrollMax.x +end + +function ImGui.GetScrollX() + return GImGui.CurrentWindow.Scroll.x +end + +function ImGui.GetScrollY() + return GImGui.CurrentWindow.Scroll.y +end + +--- @param flags? ImGuiScrollFlags +function ImGui.ScrollToItem(flags) + local g = GImGui + ImGui.ScrollToRectEx(g.CurrentWindow, g.LastItemData.NavRect, flags or 0) +end + +--- @param window ImGuiWindow +--- @param item_rect ImRect +--- @param flags? ImGuiScrollFlags +function ImGui.ScrollToRect(window, item_rect, flags) + ImGui.ScrollToRectEx(window, item_rect, flags or 0) +end + +--- @param center_x_ratio? float +function ImGui.SetScrollHereX(center_x_ratio) + if center_x_ratio == nil then center_x_ratio = 0.5 end + local g = GImGui + local window = g.CurrentWindow + local spacing_x = ImMax(window.WindowPadding.x, g.Style.ItemSpacing.x) + local target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio) + ImGui.SetScrollFromPosX(window, target_pos_x - window.Pos.x, center_x_ratio) + window.ScrollTargetEdgeSnapDist.x = ImMax(0.0, window.WindowPadding.x - spacing_x) +end + +--- @param center_y_ratio? float +function ImGui.SetScrollHereY(center_y_ratio) + if center_y_ratio == nil then center_y_ratio = 0.5 end + local g = GImGui + local window = g.CurrentWindow + local spacing_y = ImMax(window.WindowPadding.y, g.Style.ItemSpacing.y) + local target_pos_y = ImLerp(window.DC.CursorPosPrevLine.y - spacing_y, window.DC.CursorPosPrevLine.y + window.DC.PrevLineSize.y + spacing_y, center_y_ratio) + ImGui.SetScrollFromPosY(window, target_pos_y - window.Pos.y, center_y_ratio) + window.ScrollTargetEdgeSnapDist.y = ImMax(0.0, window.WindowPadding.y - spacing_y) +end + +-- Overloads: SetScrollX(scroll_x) / SetScrollX(window, scroll_x) +--- @param window ImGuiWindow|float +--- @param scroll_x float? function ImGui.SetScrollX(window, scroll_x) + if type(window) == "number" then window, scroll_x = GImGui.CurrentWindow, window end window.ScrollTarget.x = scroll_x window.ScrollTargetCenterRatio.x = 0.0 window.ScrollTargetEdgeSnapDist.x = 0.0 @@ -7796,6 +9239,7 @@ end --- @param window ImGuiWindow --- @param scroll_y float function ImGui.SetScrollY(window, scroll_y) + if type(window) == "number" then window, scroll_y = GImGui.CurrentWindow, window end window.ScrollTarget.y = scroll_y window.ScrollTargetCenterRatio.y = 0.0 window.ScrollTargetEdgeSnapDist.y = 0.0 @@ -7805,6 +9249,8 @@ end --- @param local_x float --- @param center_x_ratio float function ImGui.SetScrollFromPosX(window, local_x, center_x_ratio) + if type(window) == "number" then window, local_x, center_x_ratio = GImGui.CurrentWindow, window, local_x end + if center_x_ratio == nil then center_x_ratio = 0.5 end IM_ASSERT(center_x_ratio >= 0.0 and center_x_ratio <= 1.0) window.ScrollTarget.x = IM_TRUNC(local_x - window.DecoOuterSizeX1 - window.DecoInnerSizeX1 + window.Scroll.x) window.ScrollTargetCenterRatio.x = center_x_ratio @@ -7815,6 +9261,8 @@ end --- @param local_y float --- @param center_y_ratio float function ImGui.SetScrollFromPosY(window, local_y, center_y_ratio) + if type(window) == "number" then window, local_y, center_y_ratio = GImGui.CurrentWindow, window, local_y end + if center_y_ratio == nil then center_y_ratio = 0.5 end IM_ASSERT(center_y_ratio >= 0.0 and center_y_ratio <= 1.0) window.ScrollTarget.y = IM_TRUNC(local_y - window.DecoOuterSizeY1 - window.DecoInnerSizeY1 + window.Scroll.y) window.ScrollTargetCenterRatio.y = center_y_ratio @@ -8180,12 +9628,7 @@ function ImGui.BeginPopupMenuEx(id, label, extra_window_flags) end if bit32.band(extra_window_flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(extra_window_flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 then - if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then - g.NextWindowData.ChildFlags = bit32.bor(g.NextWindowData.ChildFlags, ImGuiChildFlags.AlwaysAutoResize) - else - g.NextWindowData.ChildFlags = ImGuiChildFlags.AlwaysAutoResize - end - g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) + ImGui.SetNextWindowChildFlags(ImGuiChildFlags.AlwaysAutoResize, true) end IM_ASSERT(bit32.band(extra_window_flags, ImGuiWindowFlags.ChildMenu) ~= 0) @@ -11249,55 +12692,532 @@ function ImGui.ShowMetricsWindow(open) end + +--- @param idx ImGuiCol +--- @return ImVec4 # live reference to the style color (like upstream's const&) +function ImGui.GetStyleColorVec4(idx) + return GImGui.Style.Colors[idx] +end + +function ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT(window.DC.IsSetPos) + window.DC.IsSetPos = false + if window.DC.CursorPos.x <= window.DC.CursorMaxPos.x and window.DC.CursorPos.y <= window.DC.CursorMaxPos.y then return end + if window.SkipItems then return end + -- Upstream asserts (user error): "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. + -- Please submit an item e.g. Dummy() afterwards". We keep the old, tolerant behavior instead of erroring. + window.DC.CursorMaxPos = ImMax(window.DC.CursorMaxPos, window.DC.CursorPos) +end + +--------------------------------------------------------------------------------------- +-- [SECTION] POPUPS: modals, context popups, dimming +--------------------------------------------------------------------------------------- + +local function GetWindowDisplayLayer(window) + return (bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0) and 1 or 0 +end + +--- @return int # 0-based display index (like upstream), -1 if not found +function ImGui.FindWindowDisplayIndex(window) + local g = GImGui + local i = g.Windows:find_index(window) + return i and (i - 1) or -1 +end + +function ImGui.BringWindowToDisplayBack(window) + local g = GImGui + if g.Windows.Data[1] == window then return end + local i = g.Windows:find_index(window) + if i then + table.remove(g.Windows.Data, i) + table.insert(g.Windows.Data, 1, window) + end +end + +function ImGui.FindBottomMostVisibleWindowWithinBeginStack(parent_window) + local g = GImGui + local bottom_most_visible_window = parent_window + for i = ImGui.FindWindowDisplayIndex(parent_window), 0, -1 do + local window = g.Windows.Data[i + 1] + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 then + if not ImGui.IsWindowWithinBeginStackOf(window, parent_window) then break end + if ImGui.IsWindowActiveAndVisible(window) and GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window) then + bottom_most_visible_window = window + end + end + end + return bottom_most_visible_window +end + +function ImGui.GetTopMostAndVisiblePopupModal() + local g = GImGui + for n = g.OpenPopupStack.Size, 1, -1 do + local popup = g.OpenPopupStack.Data[n].Window + if popup and bit32.band(popup.Flags, ImGuiWindowFlags.Modal) ~= 0 and ImGui.IsWindowActiveAndVisible(popup) then + return popup + end + end + return nil +end + +function ImGui.RenderDimmedBackgroundBehindWindow(window, col) + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + local viewport = window.Viewport + local viewport_rect = viewport:GetMainRect() + -- Draw behind window by moving the draw command at the FRONT of the draw list + local draw_list = (window.RootWindowDockTree or window.RootWindow).DrawList + draw_list:ChannelsMerge() + if draw_list.CmdBuffer.Size == 0 then draw_list:AddDrawCmd() end + draw_list:PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false) + draw_list:AddRectFilled(viewport_rect.Min, viewport_rect.Max, col) + local cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] + draw_list.CmdBuffer:pop_back() + draw_list.CmdBuffer:push_front(cmd) + draw_list:AddDrawCmd() + draw_list:PopClipRect() +end + +function ImGui.RenderDimmedBackgrounds() + local g = GImGui + local modal_window = ImGui.GetTopMostAndVisiblePopupModal() + if g.DimBgRatio <= 0.0 and g.NavWindowingHighlightAlpha <= 0.0 then return end + local dim_bg_for_modal = (modal_window ~= nil) + local dim_bg_for_window_list = (g.NavWindowingTargetAnim ~= nil and g.NavWindowingTargetAnim.Active) + if not dim_bg_for_modal and not dim_bg_for_window_list then return end + + if dim_bg_for_modal then + local dim_behind_window = ImGui.FindBottomMostVisibleWindowWithinBeginStack(modal_window) + ImGui.RenderDimmedBackgroundBehindWindow(dim_behind_window, ImGui.GetColorU32(modal_window.DC.ModalDimBgColor, g.DimBgRatio, true)) + elseif dim_bg_for_window_list then + ImGui.RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, ImGui.GetColorU32(ImGuiCol.NavWindowingDimBg, g.DimBgRatio)) + if g.NavWindowingListWindow ~= nil and g.NavWindowingListWindow.Active and g.NavWindowingListWindow.Viewport and g.NavWindowingListWindow.Viewport ~= g.NavWindowingTargetAnim.Viewport then + ImGui.RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, ImGui.GetColorU32(ImGuiCol.NavWindowingDimBg, g.DimBgRatio)) + end + -- Draw border around Ctrl+Tab target window + local window = g.NavWindowingTargetAnim + local viewport = window.Viewport + local distance = g.FontSize + local bb = window:Rect() + bb:Expand(distance) + if bb:GetWidth() >= viewport.Size.x and bb:GetHeight() >= viewport.Size.y then bb:Expand(-distance - 1.0) end + window.DrawList:ChannelsMerge() + if window.DrawList.CmdBuffer.Size == 0 then window.DrawList:AddDrawCmd() end + window.DrawList:PushClipRect(viewport.Pos, viewport.Pos + viewport.Size) + window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.NavWindowingHighlight, g.NavWindowingHighlightAlpha), window.WindowRounding, 0, 3.0) + window.DrawList:PopClipRect() + end +end + +function ImGui.ClosePopupsExceptModals() + local g = GImGui + local popup_count_to_keep = g.OpenPopupStack.Size + while popup_count_to_keep > 0 do + local window = g.OpenPopupStack.Data[popup_count_to_keep].Window + if not window or bit32.band(window.Flags, ImGuiWindowFlags.Modal) ~= 0 then break end + popup_count_to_keep = popup_count_to_keep - 1 + end + if popup_count_to_keep < g.OpenPopupStack.Size then + ImGui.ClosePopupToLevel(popup_count_to_keep, true) + end +end + +--- @return bool visible, bool? p_open # p_open is the updated value of the optional close button flag +function ImGui.BeginPopupModal(name, p_open, flags) + if flags == nil then flags = 0 end + local g = GImGui + local window = g.CurrentWindow + local id = window:GetID(name) + if not ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then + g.NextWindowData:ClearFlags() + if p_open then p_open = false end + return false, p_open + end + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) == 0 then + local viewport = window.WasActive and window.Viewport or ImGui.GetMainViewport() + ImGui.SetNextWindowPos(viewport:GetCenter(), ImGuiCond.FirstUseEver, ImVec2(0.5, 0.5)) + end + + flags = bit32.bor(flags, ImGuiWindowFlags.Popup, ImGuiWindowFlags.Modal, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoDocking) + local is_open + p_open, is_open = ImGui.Begin(name, p_open, flags) + if not is_open or (p_open ~= nil and not p_open) then + ImGui.EndPopup() + if is_open then ImGui.ClosePopupToLevel(g.BeginPopupStack.Size, true) end + return false, p_open + end + return is_open, p_open +end + +function ImGui.IsPopupOpenRequestForWindow(popup_flags) + local g = GImGui + local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) + if ImGui.IsMouseReleased(mouse_button, ImGuiKeyOwner_NoOwner) and ImGui.IsWindowHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) then + if bit32.band(popup_flags, ImGuiPopupFlags.NoOpenOverItems) == 0 or not ImGui.IsAnyItemHovered() then + return true + end + end + if g.NavOpenContextMenuWindowId and g.NavOpenContextMenuWindowId ~= 0 and g.CurrentWindow.ID ~= 0 then + if ImGui.IsWindowChildOf(g.NavWindow, g.CurrentWindow, false, false) then return true end + end + return false +end + +function ImGui.BeginPopupContextWindow(str_id, popup_flags) + if popup_flags == nil then popup_flags = 0 end + local g = GImGui + local window = g.CurrentWindow + if not str_id then str_id = "window_context" end + local id = window:GetID(str_id) + if ImGui.IsPopupOpenRequestForWindow(popup_flags) then ImGui.OpenPopupEx(id, popup_flags) end + return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) +end + +function ImGui.BeginPopupContextVoid(str_id, popup_flags) + if popup_flags == nil then popup_flags = 0 end + local g = GImGui + local window = g.CurrentWindow + if not str_id then str_id = "void_context" end + local id = window:GetID(str_id) + local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) + if ImGui.IsMouseReleased(mouse_button, id) and not ImGui.IsWindowHovered(ImGuiHoveredFlags.AnyWindow) then + if ImGui.GetTopMostPopupModal() == nil then ImGui.OpenPopupEx(id, popup_flags) end + end + return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) +end + +function ImGui.BeginTooltipHidden() + local g = GImGui + local _, ret = ImGui.Begin("##Tooltip_Hidden", nil, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.NoInputs, ImGuiWindowFlags.NoTitleBar, + ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.AlwaysAutoResize)) + ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow) + return ret +end + +-- Baseline fallbacks (the real ports, if defined earlier in this file, win) +if not ImGuiErrorRecoveryState then + function ImGuiErrorRecoveryState() + return { SizeOfWindowStack = 0, SizeOfIDStack = 0, SizeOfTreeStack = 0, SizeOfColorStack = 0, SizeOfStyleVarStack = 0, + SizeOfFontStack = 0, SizeOfFocusScopeStack = 0, SizeOfGroupStack = 0, SizeOfItemFlagsStack = 0, + SizeOfBeginPopupStack = 0, SizeOfDisabledStack = 0 } + end +end +if not ImGui.ErrorRecoveryStoreState then + function ImGui.ErrorRecoveryStoreState(state_out) + local g = GImGui + state_out.SizeOfWindowStack = g.CurrentWindowStack.Size + state_out.SizeOfIDStack = g.CurrentWindow.IDStack.Size + state_out.SizeOfTreeStack = g.CurrentWindow.DC.TreeDepth + state_out.SizeOfColorStack = g.ColorStack.Size + state_out.SizeOfStyleVarStack = g.StyleVarStack.Size + state_out.SizeOfFontStack = g.FontStack.Size + state_out.SizeOfFocusScopeStack = g.FocusScopeStack.Size + state_out.SizeOfGroupStack = g.GroupStack.Size + state_out.SizeOfItemFlagsStack = g.ItemFlagsStack.Size + state_out.SizeOfBeginPopupStack = g.BeginPopupStack.Size + state_out.SizeOfDisabledStack = g.DisabledStackSize or 0 + end +end +if not ImGui.ErrorRecoveryTryToRecoverWindowState then + function ImGui.ErrorRecoveryTryToRecoverWindowState(state_in) end -- TODO(core agent) +end + return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_demo.lua'] = function() --- ImGui Sincerely WIP --- (Demo Code) +-- (Demo Code) Port of imgui_demo.cpp (docking branch) +-- This file: shared demo helpers, ShowDemoWindow(), DemoWindowMenuBar(), DemoWindowWidgets() dispatcher, example tree/image viewer helpers. +-- Other parts (all global functions, loaded from the same bundle): +-- imgui_demo_w1.lua : DemoWindowWidgets{Basic,Bullets,CollapsingHeaders,ColorAndPickers,ComboBoxes,DataTypes,...} +-- imgui_demo_w2.lua : DemoWindowWidgets{QueryingStatuses,Selectables,SelectionAndMultiSelect} +-- imgui_demo_w3.lua : DemoWindowWidgets{Tabs,Text,TextInput,Tooltips,TreeNodes,VerticalSliders} +-- imgui_demo_style.lua : ShowAboutWindow, ShowStyleEditor, ShowUserGuide, ShowExampleMenuFile, ... +-- imgui_demo_2.lua : Layout, Popups, Tables, Columns, Inputs + example apps --- NOTE: Make sure to use fields with different names inside `static`! +local _ -local IM_MIN = math.min -local IM_MAX = math.max -local function IM_CLAMP(V, MN, MX) return (V < MN) and MN or (V > MX) and MX or V end +---------------------------------------------------------------- +-- Shared helpers (globals) +---------------------------------------------------------------- --- TODO: HelpMarker() --- TODO: ImColor helpers? +function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here ---- @class ImGuiDemoWindowData +--- Helper to display a little (?) mark which shows a tooltip when hovered. +function HelpMarker(desc) + ImGui.TextDisabled("(?)") + if ImGui.BeginItemTooltip() then + ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) + ImGui.TextUnformatted(desc) + ImGui.PopTextWrapPos() + ImGui.EndTooltip() + end +end ---- @return ImGuiDemoWindowData ---- @nodiscard -local function ImGuiDemoWindowData() +function ShowDockingDisabledMessage() + local io = ImGui.GetIO() + ImGui.Text("ERROR: Docking is not enabled! See Demo > Configuration.") + ImGui.Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ") + ImGui.SameLine(0.0, 0.0) + if ImGui.SmallButton("click here") then + io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.DockingEnable) + end +end + +function DemoNotSupported() ImGui.TextDisabled("(not supported on Roblox)") end +function DemoNotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end +function DemoB2I(b) return b and 1 or 0 end +function DemoHas(flags, f) return bit32.band(flags, f) ~= 0 end +function DemoClamp(v, mn, mx) return (v < mn) and mn or (v > mx) and mx or v end + +--- `char buf[size] = "str"` -> zero-terminated byte table +function DemoBuf(str, size) + local t = {} + for i = 1, #str do t[i] = string.byte(str, i) end + t[#str + 1] = 0 + if size then for i = #str + 2, size do t[i] = 0 end end + return t +end +--- byte table -> Lua string (up to the zero terminator) +function DemoBufStr(buf) + local n = 0 + while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end + if n == 0 then return "" end + return ImGui._ByteArrayToString(buf, 1, n + 1) +end + +--- "a\0b\0c\0\0" -> { "a", "b", "c" } +function DemoItems(s) + if type(s) == "table" then return s end + local t = {} + for item in string.gmatch(s, "([^%z]+)") do t[#t + 1] = item end + return t +end + +--- Combo() one-liner. `idx` is 0-based; `items` is a table of strings (1-based) or a "\0"-separated string. +--- Uses ImGui.Combo if it exists, falls back to BeginCombo/Selectable. +--- @return int idx, bool changed +function DemoCombo(label, idx, items, popup_max_height_in_items) + items = DemoItems(items) + if ImGui.Combo then + return ImGui.Combo(label, idx, items, #items, popup_max_height_in_items or -1) + end + local changed = false + local preview = (idx >= 0 and idx < #items) and items[idx + 1] or "" + if ImGui.BeginCombo(label, preview) then + for n = 0, #items - 1 do + local is_selected = (idx == n) + if ImGui.Selectable(items[n + 1], is_selected) then + idx = n + changed = true + end + if is_selected then ImGui.SetItemDefaultFocus() end + end + ImGui.EndCombo() + end + return idx, changed +end + +--- ListBox() one-liner (see DemoCombo) +function DemoListBox(label, idx, items, height_in_items) + items = DemoItems(items) + if ImGui.ListBox then + return ImGui.ListBox(label, idx, items, #items, height_in_items or -1) + end + local changed = false + if height_in_items == nil or height_in_items < 0 then height_in_items = math.min(#items, 7) end + local height_in_items_f = height_in_items + 0.25 + local height_in_pixels = math.floor(ImGui.GetTextLineHeightWithSpacing() * height_in_items_f + ImGui.GetStyle().FramePadding.y * 2.0) + if ImGui.BeginListBox and ImGui.BeginListBox(label, ImVec2(0.0, height_in_pixels)) then + for n = 0, #items - 1 do + local is_selected = (idx == n) + if ImGui.Selectable(items[n + 1], is_selected) then + idx = n + changed = true + end + if is_selected then ImGui.SetItemDefaultFocus() end + end + ImGui.EndListBox() + elseif not ImGui.BeginListBox then + DemoNotPorted("ListBox") + end + return idx, changed +end + +--- Closable header: CollapsingHeader(label, &p_open). Returns visible, open. +function DemoCollapsingHeaderClosable(label, open) + if not open then return false, open end + local visible = ImGui.CollapsingHeader(label, open) + -- ponytail: until CollapsingHeader(label, p_open) lands, a boolean 2nd arg is treated as flags=None by the library + if type(visible) == "table" then visible = visible[1] end + return visible, open +end + +--- ImColor::HSV() as ImVec4 +function DemoHSV(h, s, v, a) + local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) + return ImVec4(r, g, b, a or 1.0) +end + +--- Minimal ImGuiTextFilter when the library one isn't available (Draw/DrawWithHint/PassFilter/Clear/IsActive) +function DemoTextFilter() + if ImGuiTextFilter then return ImGuiTextFilter() end + local f = { InputBuf = DemoBuf("", 256) } + local function parse(self) + local inc, exc = {}, {} + for tok in string.gmatch(string.lower(DemoBufStr(self.InputBuf)), "[^,%s]+") do + if string.sub(tok, 1, 1) == "-" then + if #tok > 1 then exc[#exc + 1] = string.sub(tok, 2) end + else + inc[#inc + 1] = tok + end + end + return inc, exc + end + function f:Draw(label, width) + if width and width ~= 0 then ImGui.SetNextItemWidth(width) end + return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) + end + function f:DrawWithHint(label, hint, width) + if width and width ~= 0 then ImGui.SetNextItemWidth(width) end + return ImGui.InputTextWithHint(label, hint, self.InputBuf, 256) + end + function f:Clear() self.InputBuf[1] = 0 end + function f:IsActive() return self.InputBuf[1] ~= 0 and self.InputBuf[1] ~= nil end + function f:PassFilter(text) + local inc, exc = parse(self) + text = string.lower(text) + for _, e in ipairs(exc) do if string.find(text, e, 1, true) then return false end end + if #inc == 0 then return true end + for _, i in ipairs(inc) do if string.find(text, i, 1, true) then return true end end + return false + end + return f +end + +---------------------------------------------------------------- +-- [SECTION] Demo Window data +---------------------------------------------------------------- + +--- Data to be shared across different functions of the demo. +function ImGuiDemoWindowData() return { + -- Examples Apps (accessible from the "Examples" menu) + ShowMainMenuBar = false, + ShowAppAssetsBrowser = false, + ShowAppConsole = false, + ShowAppCustomRendering = false, + ShowAppDocuments = false, + ShowAppDockSpace = false, ShowAppImageViewer = false, + ShowAppLog = false, + ShowAppLayout = false, + ShowAppPropertyEditor = false, + ShowAppSimpleOverlay = false, + ShowAppAutoResize = false, + ShowAppConstrainedResize = false, ShowAppFullscreen = false, + ShowAppLongText = false, + ShowAppWindowTitles = false, + -- Dear ImGui Tools (accessible from the "Tools" menu) ShowMetrics = false, + ShowDebugLog = false, + ShowIDStackTool = false, ShowStyleEditor = false, + ShowAbout = false, + + -- Other data + DisableSections = false, + LiveEditOverride = false, + LiveEditFlags = ImGuiItemFlags.LiveEditOnInputText or 0, + DemoTree = nil, } end ---- @class ExampleImageViewerData +---------------------------------------------------------------- +-- [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +---------------------------------------------------------------- ---- @return ExampleImageViewerData ---- @nodiscard -local function ExampleImageViewerData() +function ExampleTreeNode() + return { + -- Tree structure + Name = "", + UID = 0, + Parent = nil, + Childs = {}, -- 1-based + IndexInParent = 0, -- 0-based + + -- Leaf Data + HasData = false, -- All leaves have data + DataMyBool = true, + DataMyInt = 128, + DataMyVec2 = ImVec2(0.0, 3.141592), + } +end + +function ExampleTree_CreateNode(name, uid, parent) + local node = ExampleTreeNode() + node.Name = string.sub(name, 1, 27) + node.UID = uid + node.Parent = parent + node.IndexInParent = parent and #parent.Childs or 0 + if parent then + parent.Childs[#parent.Childs + 1] = node + end + return node +end + +function ExampleTree_DestroyNode(node) end -- GC + +--- Create example tree data +function ExampleTree_CreateDemoTree() + local ROOT_ITEMS_COUNT = 20 + local category_names = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" } + local category_count = #category_names + local uid = 0 + uid = uid + 1 + local node_L0 = ExampleTree_CreateNode("", uid, nil) + for idx_L0 = 0, ROOT_ITEMS_COUNT - 1 do + local name_buf = string.format("%s %d", category_names[idx_L0 // (ROOT_ITEMS_COUNT // category_count) + 1], idx_L0 % (ROOT_ITEMS_COUNT // category_count)) + uid = uid + 1 + local node_L1 = ExampleTree_CreateNode(name_buf, uid, node_L0) + local number_of_childs = #node_L1.Name + for idx_L1 = 0, number_of_childs - 1 do + uid = uid + 1 + local node_L2 = ExampleTree_CreateNode(string.format("Child %d", idx_L1), uid, node_L1) + node_L2.HasData = true + if idx_L1 == 0 then + uid = uid + 1 + local node_L3 = ExampleTree_CreateNode(string.format("Sub-child %d", 0), uid, node_L2) + node_L3.HasData = true + end + end + end + return node_L0 +end + +---------------------------------------------------------------- +-- [SECTION] Helpers: ExampleImageViewer +---------------------------------------------------------------- + +function ExampleImageViewerData() return { ImageBgColor = IM_COL32(100, 100, 100, 255), GridColor = IM_COL32(255, 255, 255, 100), GridEnabled = true, ViewReset = true, - ViewOffset = ImVec2(0, 0), + ViewOffset = ImVec2(0, 0), -- in image space Zoom = 10.0, ZoomMin = 1.0, - ZoomMax = 10000.0 + ZoomMax = 10000.0, } end ---- @param data ExampleImageViewerData -local function ExampleImageViewer_DrawOptions(data) +function ExampleImageViewer_DrawOptions(data) ImGui.SetNextItemShortcut(ImGuiKey.G, ImGuiInputFlags.Tooltip) _, data.GridEnabled = ImGui.Checkbox("Grid", data.GridEnabled) ImGui.SameLine() @@ -11310,29 +13230,26 @@ local function ExampleImageViewer_DrawOptions(data) end end ---- @param data ExampleImageViewerData ---- @param canvas_size ImVec2 ---- @param image_tex_ref ImTextureRef ---- @param image_w int ---- @param image_h int -local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, image_w, image_h) +function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, image_w, image_h) local io = ImGui.GetIO() local platform_io = ImGui.GetPlatformIO() local draw_list = ImGui.GetWindowDrawList() IM_ASSERT(canvas_size.x >= 0.0 and canvas_size.y >= 0.0) + -- Layout canvas ImGui.InvisibleButton("##Canvas", canvas_size) local canvas_min = ImGui.GetItemRectMin() local canvas_max = ImGui.GetItemRectMax() if data.ViewReset then - data.ViewOffset = ImVec2((canvas_size.x * 0.5 / data.Zoom) - 0.5, (canvas_size.y * 0.5 / data.Zoom) - 0.5) + data.ViewOffset = ImVec2((canvas_size.x * 0.5 / data.Zoom) - 0.5, (canvas_size.y * 0.5 / data.Zoom) - 0.5) -- Add half a pixel padding end data.ViewReset = false + -- Handle inputs if ImGui.SetItemKeyOwner(ImGuiKey.MouseWheelY) then if io.MouseWheel ~= 0.0 then - data.Zoom = IM_CLAMP(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) + data.Zoom = DemoClamp(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) end end local zoom = data.Zoom @@ -11341,12 +13258,12 @@ local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, i data.ViewOffset.y = data.ViewOffset.y - io.MouseDelta.y / zoom end + -- Display image local image_min = ImVec2(); local image_max = ImVec2() image_min.x = math.floor((canvas_min.x - (data.ViewOffset.x * zoom)) + (canvas_size.x * 0.5)) image_min.y = math.floor((canvas_min.y - (data.ViewOffset.y * zoom)) + (canvas_size.y * 0.5)) image_max.x = math.floor(image_min.x + image_w * zoom) image_max.y = math.floor(image_min.y + image_h * zoom) - draw_list:AddRect(ImVec2(canvas_min.x - 1.0, canvas_min.y - 1.0), ImVec2(canvas_max.x + 1.0, canvas_max.y + 1.0), IM_COL32(255, 255, 255, 255)) draw_list:PushClipRect(canvas_min, canvas_max, true) draw_list:AddRectFilled(image_min, image_max, data.ImageBgColor) @@ -11358,6 +13275,7 @@ local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, i draw_list:AddCallback(ImGui.GetPlatformIO().DrawCallback_SetSamplerLinear) end + -- Display grid lines for visible pixels if data.GridEnabled and zoom > 6.0 then local step = zoom for px = math.floor((canvas_min.x - image_min.x) / step), math.floor((canvas_max.x - image_min.x) / step) do @@ -11370,763 +13288,9 @@ local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, i draw_list:PopClipRect() end -local function ShowExampleMenuFile() - ImGui.MenuItem("(demo menu)", nil, false, false) - if ImGui.MenuItem("New") then end - if ImGui.MenuItem("Open", "Ctrl+O") then end - if ImGui.BeginMenu("Open Recent") then - ImGui.MenuItem("fish_hat.c") - ImGui.MenuItem("fish_hat.inl") - ImGui.MenuItem("fish_hat.h") - if ImGui.BeginMenu("More..") then - ImGui.MenuItem("Hello") - ImGui.MenuItem("Sailor") - if ImGui.BeginMenu("Recurse..") then - ShowExampleMenuFile() - ImGui.EndMenu() - end - ImGui.EndMenu() - end - ImGui.EndMenu() - end - if ImGui.MenuItem("Save", "Ctrl+S") then end - if ImGui.MenuItem("Save As..") then end -end - -local function DemoWindowMenuBar(demo_data) - if ImGui.BeginMenuBar() then - if ImGui.BeginMenu("Menu") then - ShowExampleMenuFile() - ImGui.EndMenu() - end - if ImGui.BeginMenu("Examples") then - ImGui.SeparatorText("Concepts") - _, demo_data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, demo_data.ShowAppFullscreen) - - ImGui.EndMenu() - end - if ImGui.BeginMenu("Tools") then - -local has_debug_tools = false -if not IMGUI_DISABLE_DEBUG_TOOLS then - has_debug_tools = true -end - - _, demo_data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, demo_data.ShowMetrics, has_debug_tools) - _, demo_data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, demo_data.ShowStyleEditor) - - ImGui.EndMenu() - end - - ImGui.EndMenuBar() - end -end - -local DemoWindowWidgetsBasic -do - -local static = {} - -local clicked = 0 -local checked = true -local radio_v = 0 - -local col0 = ImVec4(0, 0, 0, 1) -local col1 = ImVec4(0, 0, 0, 1) -local col2 = ImVec4(0, 0, 0, 1) - -local counter = 0 - -local str0 = {string.byte("Hello, World!", 1, 13)} -table.insert(str0, 0) - -local str1 = {} -str1[1] = 0 - -local hint0 = {string.byte("enter text here", 1, 15)} -table.insert(hint0, 0) - -local vec4a = { 0.10, 0.20, 0.30, 0.44 } - -local Element = { Fire = 1, Earth = 2, Air = 3, Water = 4, COUNT = 5 } -local elems_names = { "Fire", "Earth", "Air", "Water" } - -function DemoWindowWidgetsBasic() - if ImGui.TreeNode("Basic") then - ImGui.SeparatorText("General") - - if ImGui.Button("Button") then - clicked = clicked + 1 - end - - if clicked % 2 ~= 0 then - ImGui.SameLine() - ImGui.Text("Thanks for clicking me!") - end - - _, check = ImGui.Checkbox("checkbox", check) - - _, radio_v = ImGui.RadioButton("radio a", radio_v, 0) ImGui.SameLine() - _, radio_v = ImGui.RadioButton("radio b", radio_v, 1) ImGui.SameLine() - _, radio_v = ImGui.RadioButton("radio c", radio_v, 2) - - ImGui.AlignTextToFramePadding() - ImGui.TextLinkOpenURL("Hyperlink", "https://github.com/GrayWolf64/imgui-lua") - - for i = 1, 7 do - if i > 1 then - ImGui.SameLine() - end - ImGui.PushID(i) - - col0.x, col0.y, col0.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.6, 0.6) - col1.x, col1.y, col1.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.7, 0.7) - col2.x, col2.y, col2.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.8, 0.8) - ImGui.PushStyleColor(ImGuiCol.Button, col0) - ImGui.PushStyleColor(ImGuiCol.ButtonHovered, col1) - ImGui.PushStyleColor(ImGuiCol.ButtonActive, col2) - - ImGui.Button("Click") - - ImGui.PopStyleColor(3) - ImGui.PopID() - end - - -- Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements - -- (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) - -- See 'Demo->Layout->Text Baseline Alignment' for details. - ImGui.AlignTextToFramePadding() - ImGui.Text("Hold to repeat:") - ImGui.SameLine() - - -- Arrow buttons with Repeater - local spacing = ImGui.GetStyle().ItemInnerSpacing.x - ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true) - if ImGui.ArrowButton("##left", ImGuiDir.Left) then counter = counter - 1 end - ImGui.SameLine(0.0, spacing) - if ImGui.ArrowButton("##right", ImGuiDir.Right) then counter = counter + 1 end - ImGui.PopItemFlag() - ImGui.SameLine() - ImGui.Text("%d", counter) - - ImGui.Button("Tooltip") - ImGui.SetItemTooltip("I am a tooltip") - - ImGui.LabelText("label", "Value") - - ImGui.SeparatorText("Inputs") - - do - ImGui.InputText("input text", str0, 128) - - ImGui.InputTextWithHint("input text (w/ hint)", hint0, str1, 128) - - if not static.i0 then static.i0 = 233 end - static.i0 = ImGui.InputInt("input int", static.i0) - - if not static.f0 then static.f0 = 0.001 end - static.f0 = ImGui.InputFloat("input float", static.f0, 0.01, 1.0) - - if not static.d0 then static.d0 = 999999.00000001 end - static.d0 = ImGui.InputDouble("input double", static.d0, 0.01, 1.0, "%.8f") - -- TODO: - - ImGui.InputFloat3("input float3", vec4a) - end - - ImGui.SeparatorText("Drags") - - do - if not static.i1 then static.i1 = 50 end - if not static.i2 then static.i2 = 42 end - if not static.i3 then static.i3 = 128 end - static.i1 = ImGui.DragInt("drag int", static.i1, 1) - static.i2 = ImGui.DragInt("drag int 0..100", static.i2, 1, 0, 100, "%d%%", ImGuiSliderFlags.AlwaysClamp) - static.i3 = ImGui.DragInt("drag int wrap 100..200", static.i3, 1, 100, 200, "%d", ImGuiSliderFlags.WrapAround) - - if not static.f1 then static.f1 = 1.00 end - if not static.f2 then static.f2 = 0.0067 end - static.f1 = ImGui.DragFloat("drag float", static.f1, 0.005) - static.f2 = ImGui.DragFloat("drag small float", static.f2, 0.0001, 0.0, 0.0, "%.06f ns") - end - - ImGui.SeparatorText("Sliders") - - do - if not static.f01 then static.f01 = 0.123 end - if not static.f02 then static.f02 = 0.0 end - static.f01 = ImGui.SliderFloat("slider float", static.f01, 0.0, 1.0, "ratio = %.3f") - static.f02 = ImGui.SliderFloat("slider float (log)", static.f02, -10.0, 10.0, "%.4f", ImGuiSliderFlags.Logarithmic) - - if not static.angle then static.angle = 0.0 end - static.angle = ImGui.SliderAngle("slider angle", static.angle) - - if not static.elem then static.elem = Element.Fire end - local elem_name = (static.elem >= 1 and static.elem < Element.COUNT) and elems_names[static.elem] or "Unknown" - static.elem = ImGui.SliderInt("slider enum", static.elem, 1, Element.COUNT - 1, elem_name) - end - - ImGui.TreePop() - end -end - -end - -local function DemoWindowWidgetsBullets() - if ImGui.TreeNode("Bullets") then - ImGui.BulletText("Bullet point 1") - ImGui.BulletText("Bullet point 2\nOn multiple lines") - if ImGui.TreeNode("Tree node") then - ImGui.BulletText("Another bullet point") - ImGui.TreePop() - end - ImGui.Bullet() ImGui.Text("Bullet point 3 (two calls)") - ImGui.Bullet() ImGui.SmallButton("Button") - ImGui.TreePop() - end -end - -local DemoWindowWidgetsColorAndPickers -do - -local color = {114.0 / 255.0, 144.0 / 255.0, 154.0 / 255.0, 200.0 / 255.0} -local base_flags = ImGuiColorEditFlags.None - -local ref_color = false -local ref_color_v = {1.0, 0.0, 1.0, 0.5} -local picker_mode = 0 -local display_mode = 0 -local color_picker_flags = ImGuiColorEditFlags.AlphaBar -local picker_mode_names = {"Auto/Current", "ImGuiColorEditFlags.PickerHueBar", "ImGuiColorEditFlags.PickerHueWheel"} -local display_mode_names = {"Auto/Current", "ImGuiColorEditFlags.NoInputs", "ImGuiColorEditFlags.DisplayRGB", "ImGuiColorEditFlags.DisplayHSV", "ImGuiColorEditFlags.DisplayHex"} - -function DemoWindowWidgetsColorAndPickers() - if ImGui.TreeNode("Color/Picker Widgets") then - ImGui.SeparatorText("Options") - - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoAlpha", base_flags, ImGuiColorEditFlags.NoAlpha) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaOpaque", base_flags, ImGuiColorEditFlags.AlphaOpaque) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaNoBg", base_flags, ImGuiColorEditFlags.AlphaNoBg) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaPreviewHalf", base_flags, ImGuiColorEditFlags.AlphaPreviewHalf) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoOptions", base_flags, ImGuiColorEditFlags.NoOptions) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoDragDrop", base_flags, ImGuiColorEditFlags.NoDragDrop) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoColorMarkers", base_flags, ImGuiColorEditFlags.NoColorMarkers) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.HDR", base_flags, ImGuiColorEditFlags.HDR) - - ImGui.SeparatorText("Inline color editor") - ImGui.Text("Color widget:") - ImGui.ColorEdit3("MyColor##1", color, base_flags) - - ImGui.Text("Color widget HSV with Alpha:") - ImGui.ColorEdit4("MyColor##2", color, bit32.bor(ImGuiColorEditFlags.DisplayHSV, base_flags)) - - ImGui.Text("Color widget with Float Display:") - ImGui.ColorEdit4("MyColor##2f", color, bit32.bor(ImGuiColorEditFlags.Float, base_flags)) - - ImGui.Text("Color button with Picker:") - ImGui.ColorEdit4("MyColor##3", color, bit32.bor(ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoLabel, base_flags)) - - -- TODO: - - ImGui.SeparatorText("Color picker") - - ImGui.PushID("Color picker") - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoAlpha", color_picker_flags, ImGuiColorEditFlags.NoAlpha) - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaBar", color_picker_flags, ImGuiColorEditFlags.AlphaBar) - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoSidePreview", color_picker_flags, ImGuiColorEditFlags.NoSidePreview) - - if bit32.band(color_picker_flags, ImGuiColorEditFlags.NoSidePreview) ~= 0 then - ImGui.SameLine() - _, ref_color = ImGui.Checkbox("With Ref Color", ref_color) - if ref_color then - ImGui.SameLine() - ImGui.ColorEdit4("##RefColor", ref_color_v, bit32.bor(ImGuiColorEditFlags.NoInputs, base_flags)) - end - end - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.PickerNoRotate", color_picker_flags, ImGuiColorEditFlags.PickerNoRotate) - - if ImGui.BeginCombo("Picker Mode", picker_mode_names[picker_mode + 1], ImGuiComboFlags.None) then - for mode_idx, mode_name in ipairs(picker_mode_names) do - local pressed = ImGui.Selectable(mode_name, mode_idx == picker_mode + 1) - if pressed then - picker_mode = mode_idx - 1 - end - end - ImGui.EndCombo() - end - - if ImGui.BeginCombo("Display Mode", display_mode_names[display_mode + 1], ImGuiComboFlags.None) then - for mode_idx, mode_name in ipairs(display_mode_names) do - local pressed = ImGui.Selectable(mode_name, mode_idx == display_mode + 1) - if pressed then - display_mode = mode_idx - 1 - end - end - ImGui.EndCombo() - end - - local flags = bit32.bor(base_flags, color_picker_flags) - if picker_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueBar) end - if picker_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueWheel) end - if display_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.NoInputs) end -- Disable all RGB/HSV/Hex displays - if display_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayRGB) end -- Override display mode - if display_mode == 3 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayHSV) end - if display_mode == 4 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayHex) end - - ImGui.ColorPicker4("MyColor##4", color, flags, ref_color and ref_color_v or nil) - - ImGui.TreePop() - end -end - -end - -local DemoWindowWidgetsImages do - -local pressed_count = 0 - -local image_viewer = ExampleImageViewerData() - -function DemoWindowWidgetsImages() - if ImGui.TreeNode("Images") then - ImGui.TextWrapped( - "Below we are displaying the font texture (which is the only texture we have access to in this demo). " .. - "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " .. - "Hover the texture for a zoomed view!" - ) - - -- Grab the current texture identifier used by the font atlas - local io = ImGui.GetIO() - - local atlas = io.Fonts - local my_tex_id = atlas.TexRef - local my_tex_w = atlas.TexData.Width - local my_tex_h = atlas.TexData.Height - ImGui.Text("%.0fx%.0f", my_tex_w, my_tex_h) - - ImGui.SeparatorText("Image()/ImageWithBg() function") - local uv_min = ImVec2(0.0, 0.0) - local uv_max = ImVec2(1.0, 1.0) - ImGui.PushStyleVar(ImGuiStyleVar.ImageBorderSize, IM_MAX(1.0, ImGui.GetStyle().ImageBorderSize)) - ImGui.ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0, 0.0, 0.0, 1.0)) - ImGui.PopStyleVar() - - -- Fancy widget - ImGui.SeparatorText("Interactive Image Viewer") - - local canvas_size = ImVec2(ImGui.GetContentRegionAvail().x, my_tex_h * 2.0) - ExampleImageViewer_DrawOptions(image_viewer) - ExampleImageViewer_DrawCanvas(image_viewer, canvas_size, my_tex_id, my_tex_w, my_tex_h) - - ImGui.SeparatorText("Textured Buttons") - - ImGui.TextWrapped("And now some textured buttons..") - for i = 1, 8 do - -- UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. - -- Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. - ImGui.PushID(i) - if i > 1 then - ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(i, i)) - end - - local size = ImVec2(32.0, 32.0) -- Size of the image we want to make visible - local uv0 = ImVec2(0.0, 0.0) -- UV coordinates for lower-left - local uv1 = ImVec2(32.0 / my_tex_w, 32.0 / my_tex_h) -- UV coordinates for (32,32) in our texture - local bg_col = ImVec4(0.0, 0.0, 0.0, 1.0) -- Black background - local tint_col = ImVec4(1.0, 1.0, 1.0, 1.0) -- No tint - - if ImGui.ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col) then - pressed_count = pressed_count + 1 - end - - if i > 1 then - ImGui.PopStyleVar() - end - - ImGui.PopID() - ImGui.SameLine() - end - - ImGui.NewLine() - ImGui.Text("Pressed %d times.", pressed_count) - - ImGui.TreePop() - end -end - -end - -local function DemoWindowWidgetsLiveEdit() - -- TODO: -end - -local DemoWindowWidgetsPlotting -do - -local animate = true -local arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 } - -local values_sz = 90 -local values = {} for i = 1, values_sz do values[i] = 0 end -local values_offset = 0 -local refresh_time = 0.0 -local phase = 0.0 - -function DemoWindowWidgetsPlotting() - if ImGui.TreeNode("Plotting") then - _, animate = ImGui.Checkbox("Animate", animate) - - -- Plot as lines and plot as histogram - ImGui.PlotLines("Frame Times", arr, nil, #arr) - ImGui.PlotHistogram("Histogram", arr, nil, #arr, 0, nil, 0.0, 1.0, ImVec2(0, 80.0)) - - if not animate or refresh_time == 0.0 then - refresh_time = ImGui.GetTime() - end - while refresh_time < ImGui.GetTime() do -- Create data at fixed 60 Hz rate for the demo - values[values_offset + 1] = math.cos(phase) - values_offset = (values_offset + 1) % values_sz - phase = phase + 0.10 * values_offset - refresh_time = refresh_time + 1.0 / 60.0 - end - - -- Plots can display overlay texts - -- (in this example, we will display an average value) - do - local average = 0.0 - for i = 1, values_sz do - average = average + values[i] - end - average = average / values_sz - local overlay = string.format("avg %f", average) - ImGui.PlotLines("Lines", values, nil, values_sz, values_offset, overlay, -1.0, 1.0, ImVec2(0, 80.0)) - end - - ImGui.TreePop() - end -end - -end - -local DemoWindowWidgetsProgressBars do - -local progress_accum = 0.0 -local progress_dir = 1.0 - -function DemoWindowWidgetsProgressBars() - if ImGui.TreeNode("Progress Bars") then - -- Animate a simple progress bar - progress_accum = progress_accum + progress_dir * 0.4 * ImGui.GetIO().DeltaTime - if progress_accum >= 1.1 then - progress_accum = 1.1 - progress_dir = progress_dir * -1.0 - end - - if progress_accum <= -0.1 then - progress_accum = -0.1 - progress_dir = progress_dir * -1.0 - end - - local progress = IM_CLAMP(progress_accum, 0.0, 1.0) - - -- Typically we would use ImVec2(-1.0,0.0) or ImVec2(-math.huge,0.0) to use all available width, - -- or ImVec2(width,0.0) for a specified width. ImVec2(0.0,0.0) uses ItemWidth - ImGui.ProgressBar(progress, ImVec2(0.0, 0.0)) - ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) - ImGui.Text("Progress Bar") - - local buf = string.format("%d/%d", math.floor(progress * 1753), 1753) - ImGui.ProgressBar(progress, ImVec2(0.0, 0.0), buf) - - -- Pass an animated negative value, e.g. -1.0 * ImGui.GetTime() is the recommended value - -- Adjust the factor if you want to adjust the animation speed - ImGui.ProgressBar(-1.0 * ImGui.GetTime(), ImVec2(0.0, 0.0), "Searching..") - ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) - ImGui.Text("Indeterminate") - - ImGui.TreePop() - end -end - -end - -local DemoWindowWidgetsVerticalSliders do - -local int_value = 0 -local values = { 0.0, 0.60, 0.35, 0.9, 0.70, 0.20, 0.0 } -local values2 = { 0.20, 0.80, 0.40, 0.25 } - -local col0 = ImVec4(0, 0, 0, 1) -local col1 = ImVec4(0, 0, 0, 1) -local col2 = ImVec4(0, 0, 0, 1) -local col3 = ImVec4(0, 0, 0, 1) - -function DemoWindowWidgetsVerticalSliders() - if ImGui.TreeNode("Vertical Sliders") then - local spacing = 4 - ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(spacing, spacing)) - - int_value = ImGui.VSliderInt("##int", ImVec2(18, 160), int_value, 0, 5) - ImGui.SameLine() - - ImGui.PushID("set1") - for i = 1, 7 do - if i > 1 then ImGui.SameLine() end - ImGui.PushID(i) - local hue = (i - 1) / 7.0 - col0.x, col0.y, col0.z = ImGui.ColorConvertHSVtoRGB(hue, 0.5, 0.5) - col1.x, col1.y, col1.z = ImGui.ColorConvertHSVtoRGB(hue, 0.6, 0.5) - col2.x, col2.y, col2.z = ImGui.ColorConvertHSVtoRGB(hue, 0.7, 0.5) - col3.x, col3.y, col3.z = ImGui.ColorConvertHSVtoRGB(hue, 0.9, 0.9) - ImGui.PushStyleColor(ImGuiCol.FrameBg, col0) - ImGui.PushStyleColor(ImGuiCol.FrameBgHovered, col1) - ImGui.PushStyleColor(ImGuiCol.FrameBgActive, col2) - ImGui.PushStyleColor(ImGuiCol.SliderGrab, col3) - values[i] = ImGui.VSliderFloat("##v", ImVec2(18, 160), values[i], 0.0, 1.0, "") - if ImGui.IsItemActive() or ImGui.IsItemHovered() then - ImGui.SetTooltip("%.3f", values[i]) - end - ImGui.PopStyleColor(4) - ImGui.PopID() - end - ImGui.PopID() - - ImGui.SameLine() - ImGui.PushID("set2") - local rows = 3 - local small_slider_size = ImVec2(18, math.floor((160.0 - (rows - 1) * spacing) / rows)) - for nx = 1, 4 do - if nx > 1 then ImGui.SameLine() end - ImGui.BeginGroup() - for ny = 1, rows do - ImGui.PushID((nx - 1) * rows + ny) - values2[nx] = ImGui.VSliderFloat("##v", small_slider_size, values2[nx], 0.0, 1.0, "") - if ImGui.IsItemActive() or ImGui.IsItemHovered() then - ImGui.SetTooltip("%.3f", values2[nx]) - end - ImGui.PopID() - end - ImGui.EndGroup() - end - ImGui.PopID() - - ImGui.SameLine() - ImGui.PushID("set3") - for i = 1, 4 do - if i > 1 then ImGui.SameLine() end - ImGui.PushID(i) - ImGui.PushStyleVar(ImGuiStyleVar.GrabMinSize, 40) - values[i] = ImGui.VSliderFloat("##v", ImVec2(40, 160), values[i], 0.0, 1.0, "%.2f\nsec") - ImGui.PopStyleVar() - ImGui.PopID() - end - ImGui.PopID() - - ImGui.PopStyleVar() - - ImGui.TreePop() - end -end - -end - -local function DemoWindowWidgets() - if not ImGui.CollapsingHeader("Widgets") then - return - end - - DemoWindowWidgetsBasic() - DemoWindowWidgetsBullets() - DemoWindowWidgetsColorAndPickers() - DemoWindowWidgetsImages() - DemoWindowWidgetsLiveEdit() - DemoWindowWidgetsPlotting() - DemoWindowWidgetsProgressBars() - DemoWindowWidgetsVerticalSliders() -end - -local function DemoWindowLayout() - if not ImGui.CollapsingHeader("Layout & Scrolling") then - return - end - -end - -local function DemoWindowPopups() - if not ImGui.CollapsingHeader("Popups & Modal windows") then - return - end - -end - -local function DemoWindowTables() - if not ImGui.CollapsingHeader("Tables & Columns") then - return - end - -end - -local function DemoWindowInputs() - if not ImGui.CollapsingHeader("Inputs & Focus") then - return - end - -end - -do - -local static = {} - -local style_idx = -1 -local style_names = { "Dark", "Light", "Classic" } - ---- @param label string -function ImGui.ShowStyleSelector(label) - local ret = false - if ImGui.BeginCombo(label, (style_idx >= 1 and style_idx <= #style_names) and style_names[style_idx] or "") then - for n = 1, #style_names do - if ImGui.Selectable(style_names[n], style_idx == n, ImGuiSelectableFlags.SelectOnNav) then - style_idx = n - ret = true - - if style_idx == 1 then ImGui.StyleColorsDark() end - if style_idx == 2 then ImGui.StyleColorsLight() end - if style_idx == 3 then ImGui.StyleColorsClassic() end - - elseif style_idx == n then - ImGui.SetItemDefaultFocus() - end - end - ImGui.EndCombo() - end - return ret -end - ---- @param label string -function ImGui.ShowFontSelector(label) - local io = ImGui.GetIO() - local font_current = ImGui.GetFont() - if ImGui.BeginCombo(label, font_current:GetDebugName()) then - for _, font in io.Fonts.Fonts:iter() do - ImGui.PushID(tostring(font):match("0x%x+")) -- (void*)font - if ImGui.Selectable(font:GetDebugName(), font == font_current, ImGuiSelectableFlags.SelectOnNav) then - io.FontDefault = font - end - if font == font_current then - ImGui.SetItemDefaultFocus() - end - ImGui.PopID() - end - ImGui.EndCombo() - end -end - ---- @param ref ImGuiStyle? -function ImGui.ShowStyleEditor(ref) - local style = ImGui.GetStyle() - - local default_border_size = ImTrunc(style._MainScale) - local max_border_size = ImMax(default_border_size, 2.0) - - ImGui.PushItemWidth(ImGui.GetWindowWidth() * 0.50) - - ImGui.SeparatorText("General") - do - if ImGui.ShowStyleSelector("Colors##Selector") then - -- TODO: - end - ImGui.ShowFontSelector("Fonts##Selector") - - local ret0 - style.FontSizeBase, ret0 = ImGui.DragFloat("FontSizeBase", style.FontSizeBase, 0.20, 5.0, 100.0, "%.0f") - if ret0 then - style._NextFrameFontSizeBase = style.FontSizeBase -- FIXME: Temporary hack until we finish remaining work. - end - ImGui.SameLine(0.0, 0.0); ImGui.Text(" (out %.2f)", ImGui.GetFontSize()) - - style.FontScaleMain = ImGui.DragFloat("FontScaleMain", style.FontScaleMain, 0.02, 0.5, 4.0) - - ImGui.BeginDisabled(ImGui.GetIO().ConfigDpiScaleFonts) - style.FontScaleDpi = ImGui.DragFloat("FontScaleDpi", style.FontScaleDpi, 0.02, 0.5, 4.0) - ImGui.SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.") - ImGui.EndDisabled() - - local ret1 - style.FrameRounding, ret1 = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") - if ret1 then - style.GrabRounding = style.FrameRounding -- Make GrabRounding always the same value as FrameRounding - end - - do - local border = (style.WindowBorderSize > 0.0) - local pressed - pressed, border = ImGui.Checkbox("WindowBorder", border) - if pressed then style.WindowBorderSize = (border and default_border_size or 0.0) end - end - ImGui.SameLine() - do - local border = (style.FrameBorderSize > 0.0) - local pressed - pressed, border = ImGui.Checkbox("FrameBorder", border) - if pressed then style.FrameBorderSize = (border and default_border_size or 0.0) end - end - ImGui.SameLine() - do - local border = (style.PopupBorderSize > 0.0) - local pressed - pressed, border = ImGui.Checkbox("PopupBorder", border) - if pressed then style.PopupBorderSize = (border and default_border_size or 0.0) end - end - end - - ImGui.SeparatorText("Details") - -- TODO: - - ImGui.PopItemWidth() -end - -end - -local function ShowExampleAppImageViewer() - -- TODO: -end - -local ShowExampleAppFullscreen do - -local use_work_area = true -local flags = bit32.bor(ImGuiWindowFlags.NoDecoration, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoSavedSettings) - -function ShowExampleAppFullscreen(open) - local viewport = ImGui.GetMainViewport() - ImGui.SetNextWindowPos(use_work_area and viewport.WorkPos or viewport.Pos) - ImGui.SetNextWindowSize(use_work_area and viewport.WorkSize or viewport.Size) - - local ret - open, ret = ImGui.Begin("Example: Fullscreen window", open, flags) - if ret then - _, use_work_area = ImGui.Checkbox("Use work area instead of main area", use_work_area) - ImGui.SameLine() - - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoBackground", flags, ImGuiWindowFlags.NoBackground) - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoDecoration", flags, ImGuiWindowFlags.NoDecoration) - ImGui.Indent() - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoTitleBar", flags, ImGuiWindowFlags.NoTitleBar) - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoCollapse", flags, ImGuiWindowFlags.NoCollapse) - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoScrollbar", flags, ImGuiWindowFlags.NoScrollbar) - ImGui.Unindent() - - if open and ImGui.Button("Close this window") then - open = false - end - end - ImGui.End() - - return open -end - -end - -do +---------------------------------------------------------------- +-- [SECTION] Demo Window / ShowDemoWindow() +---------------------------------------------------------------- local demo_data = ImGuiDemoWindowData() @@ -12143,89 +13307,6824 @@ local no_bring_to_front = false local no_docking = false local unsaved_document = false -function ImGui.ShowDemoWindow(open) - if demo_data.ShowAppFullscreen then demo_data.ShowAppFullscreen = ShowExampleAppFullscreen(demo_data.ShowAppFullscreen) end - - if demo_data.ShowMetrics then - demo_data.ShowMetrics = ImGui.ShowMetricsWindow(demo_data.ShowMetrics) +--- Shows an example app: `if X then X.open = X(open) end`. Example apps return the new p_open. +local function RunApp(fn, key, ...) + if fn then + demo_data[key] = fn(demo_data[key], ...) + if demo_data[key] == nil then demo_data[key] = false end + else + demo_data[key] = false end - if demo_data.ShowStyleEditor then - demo_data.ShowStyleEditor = ImGui.Begin("ImGui Sincerely Style Editor", demo_data.ShowStyleEditor) - ImGui.ShowStyleEditor() +end + +local function DemoWindowMenuBar(data) + if ImGui.BeginMenuBar() then + if ImGui.BeginMenu("Menu") then + IMGUI_DEMO_MARKER("Menu/File") + ShowExampleMenuFile() + ImGui.EndMenu() + end + if ImGui.BeginMenu("Examples") then + IMGUI_DEMO_MARKER("Menu/Examples") + _, data.ShowMainMenuBar = ImGui.MenuItem("Main menu bar", nil, data.ShowMainMenuBar) + + ImGui.SeparatorText("Mini apps") + _, data.ShowAppAssetsBrowser = ImGui.MenuItem("Assets Browser", nil, data.ShowAppAssetsBrowser) + _, data.ShowAppConsole = ImGui.MenuItem("Console", nil, data.ShowAppConsole) + _, data.ShowAppCustomRendering = ImGui.MenuItem("Custom rendering", nil, data.ShowAppCustomRendering) + _, data.ShowAppDocuments = ImGui.MenuItem("Documents", nil, data.ShowAppDocuments) + _, data.ShowAppDockSpace = ImGui.MenuItem("Dockspace", nil, data.ShowAppDockSpace) + _, data.ShowAppImageViewer = ImGui.MenuItem("Image Viewer", nil, data.ShowAppImageViewer) + _, data.ShowAppLog = ImGui.MenuItem("Log", nil, data.ShowAppLog) + _, data.ShowAppPropertyEditor = ImGui.MenuItem("Property editor", nil, data.ShowAppPropertyEditor) + _, data.ShowAppLayout = ImGui.MenuItem("Simple layout", nil, data.ShowAppLayout) + _, data.ShowAppSimpleOverlay = ImGui.MenuItem("Simple overlay", nil, data.ShowAppSimpleOverlay) + + ImGui.SeparatorText("Concepts") + _, data.ShowAppAutoResize = ImGui.MenuItem("Auto-resizing window", nil, data.ShowAppAutoResize) + _, data.ShowAppConstrainedResize = ImGui.MenuItem("Constrained-resizing window", nil, data.ShowAppConstrainedResize) + _, data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, data.ShowAppFullscreen) + _, data.ShowAppLongText = ImGui.MenuItem("Long text display", nil, data.ShowAppLongText) + _, data.ShowAppWindowTitles = ImGui.MenuItem("Manipulating window titles", nil, data.ShowAppWindowTitles) + + ImGui.EndMenu() + end + if ImGui.BeginMenu("Tools") then + IMGUI_DEMO_MARKER("Menu/Tools") + local io = ImGui.GetIO() + local has_debug_tools = not IMGUI_DISABLE_DEBUG_TOOLS + _, data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, data.ShowMetrics, has_debug_tools and ImGui.ShowMetricsWindow ~= nil) + if ImGui.BeginMenu("Debug Options") then + ImGui.BeginDisabled(not has_debug_tools) + _, io.ConfigDebugHighlightIdConflicts = ImGui.Checkbox("Highlight ID Conflicts", io.ConfigDebugHighlightIdConflicts) + ImGui.EndDisabled() + _, io.ConfigErrorRecoveryEnableAssert = ImGui.Checkbox("Assert on error recovery", io.ConfigErrorRecoveryEnableAssert) + ImGui.TextDisabled("(see Demo->Configuration for more)") + ImGui.EndMenu() + end + _, data.ShowDebugLog = ImGui.MenuItem("Debug Log", nil, data.ShowDebugLog, has_debug_tools and ImGui.ShowDebugLogWindow ~= nil) + _, data.ShowIDStackTool = ImGui.MenuItem("ID Stack Tool", nil, data.ShowIDStackTool, has_debug_tools and ImGui.ShowIDStackToolWindow ~= nil) + local is_debugger_present = io.ConfigDebugIsDebuggerPresent + if ImGui.MenuItem("Item Picker", nil, false, has_debug_tools and ImGui.DebugStartItemPicker ~= nil) then + ImGui.DebugStartItemPicker() + end + if not is_debugger_present then + ImGui.SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application.") + end + _, data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, data.ShowStyleEditor) + _, data.ShowAbout = ImGui.MenuItem("About ImGui Sincerely", nil, data.ShowAbout) + + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end +end + +--- Configuration header contents (split from ShowDemoWindow to keep the function small) +local function DemoWindowConfiguration(io) + local F = ImGuiConfigFlags + local function CF(label, flag) + local pressed + pressed, io.ConfigFlags = ImGui.CheckboxFlags(label, io.ConfigFlags, flag) + return pressed + end + local function CB(label, field) + local pressed + pressed, io[field] = ImGui.Checkbox(label, io[field]) + return pressed + end + local function HM(desc) ImGui.SameLine(); HelpMarker(desc) end + + if ImGui.TreeNode("Configuration##2") then + IMGUI_DEMO_MARKER("Configuration") + ImGui.SeparatorText("General") + CF("io.ConfigFlags: NavEnableKeyboard", F.NavEnableKeyboard) + HM("Enable keyboard controls.") + CF("io.ConfigFlags: NavEnableGamepad", F.NavEnableGamepad) + HM("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.") + CF("io.ConfigFlags: NoMouse", F.NoMouse) + HM("Instruct dear imgui to disable mouse inputs and interactions.") + + -- The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if DemoHas(io.ConfigFlags, F.NoMouse) then + if (ImGui.GetTime() % 0.40) < 0.20 then + ImGui.SameLine() + ImGui.Text("<>") + end + -- Prevent both being checked + if ImGui.IsKeyPressed(ImGuiKey.Space) or DemoHas(io.ConfigFlags, F.NoKeyboard) then + io.ConfigFlags = bit32.band(io.ConfigFlags, bit32.bnot(F.NoMouse)) + end + end + + CF("io.ConfigFlags: NoMouseCursorChange", F.NoMouseCursorChange) + HM("Instruct backend to not alter mouse cursor shape and visibility.") + CF("io.ConfigFlags: NoKeyboard", F.NoKeyboard) + HM("Instruct dear imgui to disable keyboard inputs and interactions.") + + CB("io.ConfigInputTrickleEventQueue", "ConfigInputTrickleEventQueue") + HM("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.") + CB("io.MouseDrawCursor", "MouseDrawCursor") + HM("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).") + + ImGui.SeparatorText("Keyboard/Gamepad Navigation") + CB("io.ConfigNavSwapGamepadButtons", "ConfigNavSwapGamepadButtons") + CB("io.ConfigNavMoveSetMousePos", "ConfigNavMoveSetMousePos") + HM("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult") + CB("io.ConfigNavCaptureKeyboard", "ConfigNavCaptureKeyboard") + CB("io.ConfigNavEscapeClearFocusItem", "ConfigNavEscapeClearFocusItem") + HM("Pressing Escape clears focused item.") + CB("io.ConfigNavEscapeClearFocusWindow", "ConfigNavEscapeClearFocusWindow") + HM("Pressing Escape clears focused window.") + CB("io.ConfigNavCursorVisibleAuto", "ConfigNavCursorVisibleAuto") + HM("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.") + CB("io.ConfigNavCursorVisibleAlways", "ConfigNavCursorVisibleAlways") + HM("Navigation cursor is always visible.") + + ImGui.SeparatorText("Docking") + CF("io.ConfigFlags: DockingEnable", F.DockingEnable) + ImGui.SameLine() + if io.ConfigDockingWithShift then + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") + end + if DemoHas(io.ConfigFlags, F.DockingEnable) then + ImGui.Indent() + CB("io.ConfigDockingNoSplit", "ConfigDockingNoSplit") + HM("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.") + CB("io.ConfigDockingNoDockingOver", "ConfigDockingNoDockingOver") + HM("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.") + CB("io.ConfigDockingWithShift", "ConfigDockingWithShift") + HM("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)") + CB("io.ConfigDockingAlwaysTabBar", "ConfigDockingAlwaysTabBar") + HM("Create a docking node and tab-bar on single floating windows.") + CB("io.ConfigDockingTransparentPayload", "ConfigDockingTransparentPayload") + HM("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.") + ImGui.Unindent() + end + + ImGui.SeparatorText("Multi-viewports") + CF("io.ConfigFlags: ViewportsEnable", F.ViewportsEnable) + HM("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.") + if DemoHas(io.ConfigFlags, F.ViewportsEnable) then + ImGui.Indent() + DemoNotSupported() + ImGui.Unindent() + end + + ImGui.SeparatorText("Windows") + CB("io.ConfigWindowsResizeFromEdges", "ConfigWindowsResizeFromEdges") + HM("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.") + CB("io.ConfigWindowsMoveFromTitleBarOnly", "ConfigWindowsMoveFromTitleBarOnly") + CB("io.ConfigWindowsCopyContentsWithCtrlC", "ConfigWindowsCopyContentsWithCtrlC") -- [EXPERIMENTAL] + HM("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.") + CB("io.ConfigScrollbarScrollByPage", "ConfigScrollbarScrollByPage") + HM("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.") + + ImGui.SeparatorText("Widgets") + CB("io.ConfigInputTextCursorBlink", "ConfigInputTextCursorBlink") + HM("Enable blinking cursor (optional as some users consider it to be distracting).") + CB("io.ConfigInputTextEnterKeepActive", "ConfigInputTextEnterKeepActive") + HM("Pressing Enter will reactivate item and select all text (single-line only).") + CB("io.ConfigDragClickToInputText", "ConfigDragClickToInputText") + HM("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).") + CB("io.ConfigMacOSXBehaviors", "ConfigMacOSXBehaviors") + HM("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.") + ImGui.Text("Also see Style->Rendering for rendering options.") + + ImGui.SeparatorText("Settings") + CB("io.ConfigIniSettingsSaveLastUsedDate", "ConfigIniSettingsSaveLastUsedDate") + + -- Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui.SeparatorText("Error Handling") + + CB("io.ConfigErrorRecovery", "ConfigErrorRecovery") + HM( + "Options to configure how we handle recoverable errors.\n" .. + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" .. + "- You not are not supposed to rely on it in the course of a normal application run.\n" .. + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" .. + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " .. + "Otherwise it would severely hinder your ability to catch and correct mistakes!") + CB("io.ConfigErrorRecoveryEnableAssert", "ConfigErrorRecoveryEnableAssert") + CB("io.ConfigErrorRecoveryEnableDebugLog", "ConfigErrorRecoveryEnableDebugLog") + CB("io.ConfigErrorRecoveryEnableTooltip", "ConfigErrorRecoveryEnableTooltip") + if not io.ConfigErrorRecoveryEnableAssert and not io.ConfigErrorRecoveryEnableDebugLog and not io.ConfigErrorRecoveryEnableTooltip then + io.ConfigErrorRecoveryEnableAssert = true + io.ConfigErrorRecoveryEnableDebugLog = true + io.ConfigErrorRecoveryEnableTooltip = true + end + + -- Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui.SeparatorText("Debug") + CB("io.ConfigDebugIsDebuggerPresent", "ConfigDebugIsDebuggerPresent") + HM("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.") + CB("io.ConfigDebugHighlightIdConflicts", "ConfigDebugHighlightIdConflicts") + HM("Highlight and show an error message when multiple items have conflicting identifiers.") + ImGui.BeginDisabled() + CB("io.ConfigDebugBeginReturnValueOnce", "ConfigDebugBeginReturnValueOnce") + ImGui.EndDisabled() + HM("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.") + CB("io.ConfigDebugBeginReturnValueLoop", "ConfigDebugBeginReturnValueLoop") + HM("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.") + CB("io.ConfigDebugIgnoreFocusLoss", "ConfigDebugIgnoreFocusLoss") + HM("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.") + CB("io.ConfigDebugDrawListDefaultsToStrokeLegacy", "ConfigDebugDrawListDefaultsToStrokeLegacy") + HM("Option to default all ImDrawList to ImDrawFlags_StrokeLegacy mode, mimicking pre-1.93.0 rendering.") + CB("io.ConfigDebugIniSettings", "ConfigDebugIniSettings") + HM("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).") + + ImGui.TreePop() + ImGui.Spacing() + end + + if ImGui.TreeNode("Backend Flags") then + IMGUI_DEMO_MARKER("Configuration/Backend Flags") + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" .. + "Here we expose them as read-only fields to avoid breaking interactions with your backend.") + + -- Make a local copy to avoid modifying actual backend flags. + local B = ImGuiBackendFlags + local backend_flags = io.BackendFlags + ImGui.BeginDisabled() + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasGamepad", backend_flags, B.HasGamepad) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", backend_flags, B.HasMouseCursors) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasSetMousePos", backend_flags, B.HasSetMousePos) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: PlatformHasViewports", backend_flags, B.PlatformHasViewports) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", backend_flags, B.HasMouseHoveredViewport) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasParentViewport", backend_flags, B.HasParentViewport) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", backend_flags, B.RendererHasVtxOffset) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasTextures", backend_flags, B.RendererHasTextures) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasViewports", backend_flags, B.RendererHasViewports) + ImGui.EndDisabled() + + ImGui.TreePop() + ImGui.Spacing() + end + + if ImGui.TreeNode("Style, Fonts") then + IMGUI_DEMO_MARKER("Configuration/Style, Fonts") + _, demo_data.ShowStyleEditor = ImGui.Checkbox("Style Editor", demo_data.ShowStyleEditor) + ImGui.SameLine() + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.") + ImGui.TreePop() + ImGui.Spacing() + end + + if ImGui.TreeNode("Capture/Logging") then + IMGUI_DEMO_MARKER("Configuration/Capture, Logging") + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " .. + "a window or a block. Tree nodes can be automatically expanded.\n" .. + "Try opening any of the contents below in this window and then click one of the \"Log To\" button.") + if ImGui.LogButtons then + ImGui.LogButtons() + else + DemoNotPorted("LogButtons") + end + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.") + if ImGui.Button("Copy \"Hello, world!\" to clipboard") then + if ImGui.LogToClipboard then + ImGui.LogToClipboard() + ImGui.LogText("Hello, world!") + ImGui.LogFinish() + else + ImGui.SetClipboardText("Hello, world!") -- internal clipboard only on Roblox + end + end + ImGui.TreePop() + end +end + +--- Demonstrate most Dear ImGui features (this is big function!) +--- @param p_open? bool +--- @return bool? p_open +function ImGui.ShowDemoWindow(p_open) + IM_ASSERT(ImGui.GetCurrentContext() ~= nil, "Missing Dear ImGui context. Refer to examples app!") + + local data = demo_data + + -- Examples Apps (accessible from the "Examples" menu) + if data.ShowMainMenuBar then + if ShowExampleAppMainMenuBar then ShowExampleAppMainMenuBar() end + end + if data.ShowAppDockSpace then RunApp(ShowExampleAppDockSpace, "ShowAppDockSpace") end -- Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if data.ShowAppDocuments then RunApp(ShowExampleAppDocuments, "ShowAppDocuments") end -- ...process the Document app next, as it may also use a DockSpace() + if data.ShowAppAssetsBrowser then RunApp(ShowExampleAppAssetsBrowser, "ShowAppAssetsBrowser") end + if data.ShowAppConsole then RunApp(ShowExampleAppConsole, "ShowAppConsole") end + if data.ShowAppCustomRendering then RunApp(ShowExampleAppCustomRendering, "ShowAppCustomRendering") end + if data.ShowAppImageViewer then RunApp(ShowExampleAppImageViewer, "ShowAppImageViewer") end + if data.ShowAppLog then RunApp(ShowExampleAppLog, "ShowAppLog") end + if data.ShowAppLayout then RunApp(ShowExampleAppLayout, "ShowAppLayout") end + if data.ShowAppPropertyEditor then RunApp(ShowExampleAppPropertyEditor, "ShowAppPropertyEditor", data) end + if data.ShowAppSimpleOverlay then RunApp(ShowExampleAppSimpleOverlay, "ShowAppSimpleOverlay") end + if data.ShowAppAutoResize then RunApp(ShowExampleAppAutoResize, "ShowAppAutoResize") end + if data.ShowAppConstrainedResize then RunApp(ShowExampleAppConstrainedResize, "ShowAppConstrainedResize") end + if data.ShowAppFullscreen then RunApp(ShowExampleAppFullscreen, "ShowAppFullscreen") end + if data.ShowAppLongText then RunApp(ShowExampleAppLongText, "ShowAppLongText") end + if data.ShowAppWindowTitles then RunApp(ShowExampleAppWindowTitles, "ShowAppWindowTitles") end + + -- Dear ImGui Tools (accessible from the "Tools" menu) + if data.ShowMetrics then RunApp(ImGui.ShowMetricsWindow, "ShowMetrics") end + if data.ShowDebugLog then RunApp(ImGui.ShowDebugLogWindow, "ShowDebugLog") end + if data.ShowIDStackTool then RunApp(ImGui.ShowIDStackToolWindow, "ShowIDStackTool") end + if data.ShowAbout then RunApp(ImGui.ShowAboutWindow, "ShowAbout") end + if data.ShowStyleEditor then + local visible + data.ShowStyleEditor, visible = ImGui.Begin("ImGui Sincerely Style Editor", data.ShowStyleEditor) + if visible then + ImGui.ShowStyleEditor() + end ImGui.End() end + -- Demonstrate the various window flags. Typically you would just use the default! + local W = ImGuiWindowFlags local window_flags = 0 - if no_titlebar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoTitleBar) end - if no_scrollbar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollbar) end - if not no_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end - if no_move then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoMove) end - if no_resize then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoResize) end - if no_collapse then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoCollapse) end - if no_nav then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoNav) end - if no_background then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBackground) end - if no_bring_to_front then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus) end - if no_docking then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoDocking) end - if unsaved_document then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.UnsavedDocument) end - if no_close then open = nil end + if no_titlebar then window_flags = bit32.bor(window_flags, W.NoTitleBar) end + if no_scrollbar then window_flags = bit32.bor(window_flags, W.NoScrollbar) end + if not no_menu then window_flags = bit32.bor(window_flags, W.MenuBar) end + if no_move then window_flags = bit32.bor(window_flags, W.NoMove) end + if no_resize then window_flags = bit32.bor(window_flags, W.NoResize) end + if no_collapse then window_flags = bit32.bor(window_flags, W.NoCollapse) end + if no_nav then window_flags = bit32.bor(window_flags, W.NoNav) end + if no_background then window_flags = bit32.bor(window_flags, W.NoBackground) end + if no_bring_to_front then window_flags = bit32.bor(window_flags, W.NoBringToFrontOnFocus) end + if no_docking then window_flags = bit32.bor(window_flags, W.NoDocking) end + if unsaved_document then window_flags = bit32.bor(window_flags, W.UnsavedDocument) end + if no_close then p_open = nil end -- Don't pass our bool* to Begin - if not no_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end + -- We specify a default position/size in case there's no data in the .ini file. + local main_viewport = ImGui.GetMainViewport() + ImGui.SetNextWindowPos(ImVec2(main_viewport.WorkPos.x + 650, main_viewport.WorkPos.y + 20), ImGuiCond.FirstUseEver) + ImGui.SetNextWindowSize(ImVec2(550, 680), ImGuiCond.FirstUseEver) - local ret -- is_visible - open, ret = ImGui.Begin("ImGui Sincerely Demo", open, window_flags) - if not ret then + -- Main body of the Demo window starts here. + local visible + p_open, visible = ImGui.Begin("ImGui Sincerely Demo", p_open, window_flags) + if no_close then p_open = nil end + if not visible then + -- Early out if the window is collapsed, as an optimization. ImGui.End() - return open + return p_open end - local label_width_base = ImGui.GetFontSize() * 12 - local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 - local label_width = IM_MIN(label_width_base, label_width_max) - ImGui.PushItemWidth(-label_width) + -- Most framed widgets share a common width settings. Remaining width is used for the label. + local label_width_base = ImGui.GetFontSize() * 12 -- Some amount of width for label, based on font size. + local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 -- ...but always leave some room for framed widgets. + local label_width = math.min(label_width_base, label_width_max) + ImGui.PushItemWidth(-label_width) -- Right-align: framed items will leave 'label_width' available for the label. - DemoWindowMenuBar(demo_data) + -- Menu Bar + DemoWindowMenuBar(data) + + ImGui.Text("ImGui Sincerely says hello! (%s) (%d)", IMGUI_VERSION or "WIP", IMGUI_VERSION_NUM or 0) + ImGui.Spacing() if ImGui.CollapsingHeader("Help") then + IMGUI_DEMO_MARKER("Help") ImGui.SeparatorText("ABOUT THIS DEMO:") + ImGui.BulletText("Sections below are demonstrating many aspects of the library.") + ImGui.BulletText("The \"Examples\" menu above leads to more demo contents.") + ImGui.BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" .. + "and Metrics/Debugger (general purpose Dear ImGui debugging tool).") + ImGui.BulletText("Web demo (w/ source code browser): ") + ImGui.SameLine(0, 0) + ImGui.TextLinkOpenURL("https://pthom.github.io/imgui_explorer") + + ImGui.SeparatorText("PROGRAMMER GUIDE:") + ImGui.BulletText("See the ShowDemoWindow() code in imgui_demo.lua. <- you are here!") + ImGui.BulletText("See comments in imgui.lua.") + ImGui.BulletText("See example applications in the examples/ folder.") + ImGui.BulletText("Read the FAQ at ") + ImGui.SameLine(0, 0) + ImGui.TextLinkOpenURL("https://www.dearimgui.com/faq/") + ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.") + ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.") + + ImGui.SeparatorText("USER GUIDE:") + ImGui.ShowUserGuide() end if ImGui.CollapsingHeader("Configuration") then - + DemoWindowConfiguration(ImGui.GetIO()) end - if ImGui.CollapsingHeader("Window Options") then + if ImGui.CollapsingHeader("Window options") then + IMGUI_DEMO_MARKER("Window options") if ImGui.BeginTable("split", 3) then - ImGui.TableNextColumn() _, no_titlebar = ImGui.Checkbox("No titlebar", no_titlebar) - ImGui.TableNextColumn() _, no_scrollbar = ImGui.Checkbox("No scrollbar", no_scrollbar) - ImGui.TableNextColumn() _, no_menu = ImGui.Checkbox("No menu", no_menu) - ImGui.TableNextColumn() _, no_move = ImGui.Checkbox("No move", no_move) - ImGui.TableNextColumn() _, no_resize = ImGui.Checkbox("No resize", no_resize) - ImGui.TableNextColumn() _, no_collapse = ImGui.Checkbox("No collapse", no_collapse) - ImGui.TableNextColumn() _, no_close = ImGui.Checkbox("No close", no_close) - ImGui.TableNextColumn() _, no_nav = ImGui.Checkbox("No nav", no_nav) - ImGui.TableNextColumn() _, no_background = ImGui.Checkbox("No background", no_background) - ImGui.TableNextColumn() _, no_bring_to_front = ImGui.Checkbox("No bring to front", no_bring_to_front) - ImGui.TableNextColumn() _, no_docking = ImGui.Checkbox("No docking", no_docking) - ImGui.TableNextColumn() _, unsaved_document = ImGui.Checkbox("Unsaved document", unsaved_document) + ImGui.TableNextColumn(); _, no_titlebar = ImGui.Checkbox("No titlebar", no_titlebar) + ImGui.TableNextColumn(); _, no_scrollbar = ImGui.Checkbox("No scrollbar", no_scrollbar) + ImGui.TableNextColumn(); _, no_menu = ImGui.Checkbox("No menu", no_menu) + ImGui.TableNextColumn(); _, no_move = ImGui.Checkbox("No move", no_move) + ImGui.TableNextColumn(); _, no_resize = ImGui.Checkbox("No resize", no_resize) + ImGui.TableNextColumn(); _, no_collapse = ImGui.Checkbox("No collapse", no_collapse) + ImGui.TableNextColumn(); _, no_close = ImGui.Checkbox("No close", no_close) + ImGui.TableNextColumn(); _, no_nav = ImGui.Checkbox("No nav", no_nav) + ImGui.TableNextColumn(); _, no_background = ImGui.Checkbox("No background", no_background) + ImGui.TableNextColumn(); _, no_bring_to_front = ImGui.Checkbox("No bring to front", no_bring_to_front) + ImGui.TableNextColumn(); _, no_docking = ImGui.Checkbox("No docking", no_docking) + ImGui.TableNextColumn(); _, unsaved_document = ImGui.Checkbox("Unsaved document", unsaved_document) ImGui.EndTable() end end - DemoWindowWidgets() - DemoWindowLayout() - DemoWindowPopups() - DemoWindowTables() - DemoWindowInputs() + -- All demo contents + DemoWindowWidgets(data) + if DemoWindowLayout then DemoWindowLayout() end + if DemoWindowPopups then DemoWindowPopups() end + if DemoWindowTables then DemoWindowTables() end + if DemoWindowInputs then DemoWindowInputs() end + + -- End of ShowDemoWindow() + ImGui.PopItemWidth() + ImGui.End() + return p_open +end + +---------------------------------------------------------------- +-- [SECTION] DemoWindowWidgets() +---------------------------------------------------------------- + +--- Calls a (global) demo section if it exists, otherwise shows a placeholder +local function Sub(fn, title, ...) + if fn then fn(...) else + if ImGui.TreeNode(title) then DemoNotPorted(title) ImGui.TreePop() end + end +end + +function DemoWindowWidgets(data) + if not ImGui.CollapsingHeader("Widgets") then + return + end + -- IMGUI_DEMO_MARKER("Widgets") + + local disable_all = data.DisableSections -- The Checkbox for that is inside the "Disabled" section at the bottom + local override_liveedit = data.LiveEditOverride + if disable_all then + ImGui.BeginDisabled() + end + if override_liveedit then + ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputText, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputText)) + ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputScalar, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputScalar)) + end + + Sub(DemoWindowWidgetsBasic, "Basic") + Sub(DemoWindowWidgetsBullets, "Bullets") + Sub(DemoWindowWidgetsCollapsingHeaders, "Collapsing Headers") + Sub(DemoWindowWidgetsComboBoxes, "Combo") + Sub(DemoWindowWidgetsColorAndPickers, "Color/Picker Widgets") + Sub(DemoWindowWidgetsDataTypes, "Data Types") + + if disable_all then + ImGui.EndDisabled() + end + Sub(DemoWindowWidgetsDisableBlocks, "Disable Blocks", data) + if disable_all then + ImGui.BeginDisabled() + end + + Sub(DemoWindowWidgetsDragAndDrop, "Drag and Drop") + Sub(DemoWindowWidgetsDragsAndSliders, "Drag/Slider Flags") + Sub(DemoWindowWidgetsFonts, "Fonts") + Sub(DemoWindowWidgetsImages, "Images") + Sub(DemoWindowWidgetsListBoxes, "List Boxes") + Sub(DemoWindowWidgetsLiveEdit, "Live Edit Flags", data) + Sub(DemoWindowWidgetsMixedValues, "Mixed Values") + Sub(DemoWindowWidgetsMultiComponents, "Multi-component Widgets") + Sub(DemoWindowWidgetsPlotting, "Plotting") + Sub(DemoWindowWidgetsProgressBars, "Progress Bars") + Sub(DemoWindowWidgetsQueryingStatuses, "Querying Item Status (Edited/Active/Hovered etc.)") + Sub(DemoWindowWidgetsSelectables, "Selectables") + Sub(DemoWindowWidgetsSelectionAndMultiSelect, "Selection State & Multi-Select", data) + Sub(DemoWindowWidgetsTabs, "Tabs") + Sub(DemoWindowWidgetsText, "Text") + Sub(DemoWindowWidgetsTextFilter, "Text Filter") + Sub(DemoWindowWidgetsTextInput, "Text Input") + Sub(DemoWindowWidgetsTooltips, "Tooltips") + Sub(DemoWindowWidgetsTreeNodes, "Tree Nodes") + Sub(DemoWindowWidgetsVerticalSliders, "Vertical Sliders") + + if override_liveedit then + ImGui.PopItemFlag() + ImGui.PopItemFlag() + end + if disable_all then + ImGui.EndDisabled() + end +end + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_demo_2.lua'] = function() +--- ImGui Sincerely WIP +-- (Demo Code, part 2): DemoWindowLayout(), DemoWindowPopups(), DemoWindowTables(), DemoWindowColumns(), +-- DemoWindowInputs() and all ShowExampleAppXXX() example apps. +-- Port of imgui_demo.cpp (docking branch). Globals are shared with imgui_demo.lua (HelpMarker, ShowExampleMenuFile, ...) + +local IM_MIN = math.min +local IM_MAX = math.max +local function IM_CLAMP(V, MN, MX) return (V < MN) and MN or (V > MX) and MX or V end +local _ +local function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here + +--- `char buf[size] = "str"` -> zero-terminated byte table +local function Buf(str, size) + local t = {} + for i = 1, #str do t[i] = string.byte(str, i) end + t[#str + 1] = 0 + if size then for i = #str + 2, size do t[i] = 0 end end + return t +end +--- byte table -> Lua string (up to the zero terminator) +local function BufStr(buf) + local n = 0 + while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end + return ImGui._ByteArrayToString(buf, 1, n + 1) +end +local function BufSet(buf, str) + for i = 1, #str do buf[i] = string.byte(str, i) end + buf[#str + 1] = 0 +end + +--- ImColor::HSV() as ImVec4 +local function HSV(h, s, v, a) + local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) + return ImVec4(r, g, b, a or 1.0) +end +local function B2I(b) return b and 1 or 0 end + +local function Has(flags, f) return bit32.band(flags, f) ~= 0 end +local function NotSupported() ImGui.TextDisabled("(not supported on Roblox)") end +local function NotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end + +local function DemoHelpMarker(desc) + if HelpMarker then HelpMarker(desc) return end + ImGui.TextDisabled("(?)") + if ImGui.BeginItemTooltip() then + ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) + ImGui.TextUnformatted(desc) + ImGui.PopTextWrapPos() + ImGui.EndTooltip() + end +end +local function DemoMenuFile() if ShowExampleMenuFile then ShowExampleMenuFile() end end + +--- Minimal ImGuiTextFilter stand-in when the library one isn't available +local function MakeTextFilter() + if ImGuiTextFilter then return ImGuiTextFilter() end + local f = { InputBuf = Buf("", 256) } + function f:Draw(label, width) + if width and width ~= 0 then ImGui.SetNextItemWidth(width) end + return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) + end + function f:IsActive() return self.InputBuf[1] ~= 0 end + function f:Clear() self.InputBuf[1] = 0 end + function f:Build() end + function f:PassFilter(text, text_end) + if text_end then text = string.sub(text, 1, text_end - 1) end + local s = BufStr(self.InputBuf) + if s == "" then return true end + local any_inc, pass_inc = false, false + for tok in string.gmatch(s, "[^,]+") do + tok = string.match(tok, "^%s*(.-)%s*$") + if tok ~= "" then + if string.sub(tok, 1, 1) == "-" then + if #tok > 1 and string.find(string.lower(text), string.lower(string.sub(tok, 2)), 1, true) then return false end + else + any_inc = true + if string.find(string.lower(text), string.lower(tok), 1, true) then pass_inc = true end + end + end + end + return (not any_inc) or pass_inc + end + return f +end + +-- ImGuiInputTextCallbackData helpers (the port's callback data has no methods). Buf is a 1-based zero-terminated +-- byte table, positions are 0-based like C++. +local function CB_DeleteChars(data, pos, bytes_count) + local buf = data.Buf + local len = data.BufTextLen + for i = pos + 1, len - bytes_count + 1 do buf[i] = buf[i + bytes_count] end + for i = len - bytes_count + 2, len + 1 do buf[i] = 0 end + if data.CursorPos >= pos + bytes_count then data.CursorPos = data.CursorPos - bytes_count + elseif data.CursorPos >= pos then data.CursorPos = pos end + data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos + data.BufDirty = true + data.BufTextLen = len - bytes_count +end +local function CB_InsertChars(data, pos, text) + local n = #text + if n == 0 then return end + if data.BufTextLen + n >= data.BufSize then return end + local buf = data.Buf + for i = data.BufTextLen + 1, pos + 1, -1 do buf[i + n] = buf[i] end + for i = 1, n do buf[pos + i] = string.byte(text, i) end + if data.CursorPos >= pos then data.CursorPos = data.CursorPos + n end + data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos + data.BufDirty = true + data.BufTextLen = data.BufTextLen + n +end +local function CB_SelectAll(data) data.SelectionStart = 0; data.SelectionEnd = data.BufTextLen end + +--- ImGui::BeginChild() wrapper accepting upstream args +local function BeginChild(id, size, child_flags, window_flags) + return ImGui.BeginChild(id, size or ImVec2(0, 0), child_flags or 0, window_flags or 0) +end + +------------------------------------------------------------------------------- +-- [SECTION] DemoWindowLayout() +------------------------------------------------------------------------------- + +local SL = { + disable_mouse_wheel = false, disable_menu = false, + draw_lines = 3, max_height_in_lines = 10, + offset_x = 0, override_bg_color = true, child_flags = nil, + f = 0.0, show_indented_items = true, + c1 = false, c2 = false, c3 = false, c4 = false, + f0 = 1.0, f1 = 2.0, f2 = 3.0, item = -1, selection = { 0, 1, 2, 3 }, + track_item = 50, enable_track = true, enable_extra_decorations = false, scroll_to_off_px = 0.0, scroll_to_pos_px = 200.0, + lines = 7, show_horizontal_contents_size_demo_window = false, + show_h_scrollbar = true, show_button = true, show_tree_nodes = true, show_text_wrapped = false, show_columns = true, + show_tab_bar = true, show_child = false, explicit_content_size = false, contents_size_x = 300.0, + clip_size = nil, clip_offset = nil, + enable_allow_overlap = true, +} + +local function DemoWindowLayout_ChildWindows() + IMGUI_DEMO_MARKER("Layout/Child windows") + ImGui.SeparatorText("Child windows") + + DemoHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.") + _, SL.disable_mouse_wheel = ImGui.Checkbox("Disable Mouse Wheel", SL.disable_mouse_wheel) + _, SL.disable_menu = ImGui.Checkbox("Disable Menu", SL.disable_menu) + + -- Child 1: no border, enable horizontal scrollbar + do + local window_flags = ImGuiWindowFlags.HorizontalScrollbar + if SL.disable_mouse_wheel then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) + end + BeginChild("ChildL", ImVec2(ImGui.GetContentRegionAvail().x * 0.5, 260), ImGuiChildFlags.None, window_flags) + for i = 0, 99 do + ImGui.Text("%04d: scrollable region", i) + end + ImGui.EndChild() + end + + ImGui.SameLine() + + -- Child 2: rounded border + do + local window_flags = ImGuiWindowFlags.None + if SL.disable_mouse_wheel then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) + end + if not SL.disable_menu then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) + end + ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, 5.0) + BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags.Borders, window_flags) + if not SL.disable_menu and ImGui.BeginMenuBar() then + if ImGui.BeginMenu("Menu") then + DemoMenuFile() + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end + if ImGui.BeginTable("split", 2, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.NoSavedSettings)) then + for i = 0, 99 do + local buf = string.format("%03d", i) + ImGui.TableNextColumn() + ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) + end + ImGui.EndTable() + end + ImGui.EndChild() + ImGui.PopStyleVar() + end + + -- Child 3: manual-resize + ImGui.SeparatorText("Manual-resize") + do + DemoHelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.") + ImGui.PushStyleColor(ImGuiCol.ChildBg, ImGui.GetStyleColorVec4(ImGuiCol.FrameBg)) + if BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui.GetTextLineHeightWithSpacing() * 8), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeY)) then + for n = 0, 9 do + ImGui.Text("Line %04d", n) + end + end + ImGui.PopStyleColor() + ImGui.EndChild() + end + + -- Child 4: auto-resizing height with a limit + ImGui.SeparatorText("Auto-resize with constraints") + do + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + SL.draw_lines = ImGui.DragInt("Lines Count", SL.draw_lines, 0.2) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + SL.max_height_in_lines = ImGui.DragInt("Max Height (in Lines)", SL.max_height_in_lines, 0.2) + + ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui.GetTextLineHeightWithSpacing() * SL.max_height_in_lines)) + if BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AutoResizeY)) then + for n = 0, SL.draw_lines - 1 do + ImGui.Text("Line %04d", n) + end + end + ImGui.EndChild() + end + + ImGui.SeparatorText("Misc/Advanced") + + do + if SL.child_flags == nil then SL.child_flags = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY) end + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + SL.offset_x = ImGui.DragInt("Offset X", SL.offset_x, 1.0, -1000, 1000) + _, SL.override_bg_color = ImGui.Checkbox("Override ChildBg color", SL.override_bg_color) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_Borders", SL.child_flags, ImGuiChildFlags.Borders) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", SL.child_flags, ImGuiChildFlags.AlwaysUseWindowPadding) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeX", SL.child_flags, ImGuiChildFlags.ResizeX) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeY", SL.child_flags, ImGuiChildFlags.ResizeY) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_FrameStyle", SL.child_flags, ImGuiChildFlags.FrameStyle) + ImGui.SameLine(); DemoHelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.") + if Has(SL.child_flags, ImGuiChildFlags.FrameStyle) then + SL.override_bg_color = false + end + + ImGui.SetCursorPosX(ImGui.GetCursorPosX() + SL.offset_x) + if SL.override_bg_color then + ImGui.PushStyleColor(ImGuiCol.ChildBg, IM_COL32(255, 0, 0, 100)) + end + BeginChild("Red", ImVec2(200, 100), SL.child_flags, ImGuiWindowFlags.None) + if SL.override_bg_color then + ImGui.PopStyleColor() + end + + for n = 0, 49 do + ImGui.Text("Some test %d", n) + end + ImGui.EndChild() + local child_is_hovered = ImGui.IsItemHovered() + local child_rect_min = ImGui.GetItemRectMin() + local child_rect_max = ImGui.GetItemRectMax() + ImGui.Text("Hovered: %d", B2I(child_is_hovered)) + ImGui.Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y) + end +end + +local function DemoWindowLayout_WidgetsWidth() + IMGUI_DEMO_MARKER("Layout/Widgets Width") + _, SL.show_indented_items = ImGui.Checkbox("Show indented items", SL.show_indented_items) + + local function block(text, help, width, l1, l2) + ImGui.Text(text) + if help then ImGui.SameLine(); DemoHelpMarker(help) end + ImGui.PushItemWidth(width) + SL.f = ImGui.DragFloat(l1, SL.f) + if SL.show_indented_items then + ImGui.Indent() + SL.f = ImGui.DragFloat(l2, SL.f) + ImGui.Unindent() + end + ImGui.PopItemWidth() + end + block("SetNextItemWidth/PushItemWidth(100)", "Fixed width.", 100, "float##1b", "float (indented)##1b") + block("SetNextItemWidth/PushItemWidth(-100)", "Align to right edge minus 100", -100, "float##2a", "float (indented)##2b") + block("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)", "Half of available width.\n(~ right-cursor_pos)\n(works within a column set)", ImGui.GetContentRegionAvail().x * 0.5, "float##3a", "float (indented)##3b") + block("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)", "Align to right edge minus half", -ImGui.GetContentRegionAvail().x * 0.5, "float##4a", "float (indented)##4b") + block("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))", nil, -IM_MIN(ImGui.GetFontSize() * 12, ImGui.GetContentRegionAvail().x * 0.40), "float##5a", "float (indented)##5b") + -- Demonstrate using PushItemWidth to surround three items. + block("SetNextItemWidth/PushItemWidth(-FLT_MIN)", "Align to right edge", -FLT_MIN, "##float6a", "float (indented)##6b") +end + +local function DemoWindowLayout_BasicHorizontal() + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout") + ImGui.TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)") + + -- Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine") + ImGui.Text("Two items: Hello"); ImGui.SameLine() + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") + + -- Adjust spacing + ImGui.Text("More spacing: Hello"); ImGui.SameLine(0, 20) + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") + + -- Button + ImGui.AlignTextToFramePadding() + ImGui.Text("Normal buttons"); ImGui.SameLine() + ImGui.Button("Banana"); ImGui.SameLine() + ImGui.Button("Apple"); ImGui.SameLine() + ImGui.Button("Corniflower") + + -- Button + ImGui.Text("Small buttons"); ImGui.SameLine() + ImGui.SmallButton("Like this one"); ImGui.SameLine() + ImGui.Text("can fit within a text block.") + + -- Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)") + ImGui.Text("Aligned") + ImGui.SameLine(150); ImGui.Text("x=150") + ImGui.SameLine(300); ImGui.Text("x=300") + ImGui.Text("Aligned") + ImGui.SameLine(150); ImGui.SmallButton("x=150") + ImGui.SameLine(300); ImGui.SmallButton("x=300") + + -- Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)") + _, SL.c1 = ImGui.Checkbox("My", SL.c1); ImGui.SameLine() + _, SL.c2 = ImGui.Checkbox("Tailor", SL.c2); ImGui.SameLine() + _, SL.c3 = ImGui.Checkbox("Is", SL.c3); ImGui.SameLine() + _, SL.c4 = ImGui.Checkbox("Rich", SL.c4) + + -- Various + ImGui.PushItemWidth(ImGui.CalcTextSize("AAAAAAA").x) + local items = { "AAAA", "BBBB", "CCCC", "DDDD" } + if ImGui.Combo then + SL.item = ImGui.Combo("Combo", SL.item, items, #items) + else + NotPorted("Combo") + end + ImGui.SameLine() + SL.f0 = ImGui.SliderFloat("X", SL.f0, 0.0, 5.0); ImGui.SameLine() + SL.f1 = ImGui.SliderFloat("Y", SL.f1, 0.0, 5.0); ImGui.SameLine() + SL.f2 = ImGui.SliderFloat("Z", SL.f2, 0.0, 5.0) + + ImGui.Text("Lists:") + for i = 1, 4 do + if i > 1 then ImGui.SameLine() end + ImGui.PushID(i - 1) + if ImGui.ListBox then + SL.selection[i] = ImGui.ListBox("", SL.selection[i], items, #items) + else + NotPorted("ListBox") + end + ImGui.PopID() + end + ImGui.PopItemWidth() + + -- Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy") + local button_sz = ImVec2(40, 40) + ImGui.Button("A", button_sz); ImGui.SameLine() + ImGui.Dummy(button_sz); ImGui.SameLine() + ImGui.Button("B", button_sz) + + -- Manually wrapping + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping") + ImGui.Text("Manual wrapping:") + local style = ImGui.GetStyle() + local buttons_count = 20 + local window_visible_x2 = ImGui.GetCursorScreenPos().x + ImGui.GetContentRegionAvail().x + for n = 0, buttons_count - 1 do + ImGui.PushID(n) + ImGui.Button("Box", button_sz) + local last_button_x2 = ImGui.GetItemRectMax().x + local next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x -- Expected position if next button was on same line + if n + 1 < buttons_count and next_button_x2 < window_visible_x2 then + ImGui.SameLine() + end + ImGui.PopID() + end +end + +local function DemoWindowLayout_Groups() + IMGUI_DEMO_MARKER("Layout/Groups") + DemoHelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " .. + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " .. + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.") + ImGui.BeginGroup() + do + ImGui.BeginGroup() + ImGui.Button("AAA") + ImGui.SameLine() + ImGui.Button("BBB") + ImGui.SameLine() + ImGui.BeginGroup() + ImGui.Button("CCC") + ImGui.Button("DDD") + ImGui.EndGroup() + ImGui.SameLine() + ImGui.Button("EEE") + ImGui.EndGroup() + ImGui.SetItemTooltip("First group hovered") + end + -- Capture the group size and create widgets using the same size + local size = ImGui.GetItemRectSize() + local values = { 0.5, 0.20, 0.80, 0.60, 0.25 } + ImGui.PlotHistogram("##values", values, nil, #values, 0, nil, 0.0, 1.0, size) + + ImGui.Button("ACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) + ImGui.SameLine() + ImGui.Button("REACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) + ImGui.EndGroup() + ImGui.SameLine() + + ImGui.Button("LEVERAGE\nBUZZWORD", size) + ImGui.SameLine() + + if ImGui.BeginListBox and ImGui.BeginListBox("List", size) then + ImGui.Selectable("Selected", true) + ImGui.Selectable("Not Selected", false) + ImGui.EndListBox() + end +end + +local function DemoWindowLayout_TextBaseline() + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment") + do + ImGui.BulletText("Text baseline:") + ImGui.SameLine(); DemoHelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " .. + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.") + ImGui.Indent() + + ImGui.Text("KO Blahblah"); ImGui.SameLine() + ImGui.Button("Some framed item"); ImGui.SameLine() + DemoHelpMarker("Baseline of button will look misaligned with text..") + + ImGui.AlignTextToFramePadding() + ImGui.Text("OK Blahblah"); ImGui.SameLine() + ImGui.Button("Some framed item##2"); ImGui.SameLine() + DemoHelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y") + + -- SmallButton() uses the same vertical padding as Text + ImGui.Button("TEST##1"); ImGui.SameLine() + ImGui.Text("TEST"); ImGui.SameLine() + ImGui.SmallButton("TEST##2") + + ImGui.AlignTextToFramePadding() + ImGui.Text("Text aligned to framed item"); ImGui.SameLine() + ImGui.Button("Item##1"); ImGui.SameLine() + ImGui.Text("Item"); ImGui.SameLine() + ImGui.SmallButton("Item##2"); ImGui.SameLine() + ImGui.Button("Item##3") + + ImGui.Unindent() + end + + ImGui.Spacing() + + do + ImGui.BulletText("Multi-line text:") + ImGui.Indent() + ImGui.Text("One\nTwo\nThree"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("Banana") + + ImGui.Text("Banana"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("One\nTwo\nThree") + + ImGui.Button("HOP##1"); ImGui.SameLine() + ImGui.Text("Banana"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("Banana") + + ImGui.Button("HOP##2"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("Banana") + ImGui.Unindent() + end + + ImGui.Spacing() + + do + ImGui.BulletText("Misc items:") + ImGui.Indent() + + ImGui.Button("80x80", ImVec2(80, 80)) + ImGui.SameLine() + ImGui.Button("50x50", ImVec2(50, 50)) + ImGui.SameLine() + ImGui.Button("Button()") + ImGui.SameLine() + ImGui.SmallButton("SmallButton()") + + -- Tree + local spacing = ImGui.GetStyle().ItemInnerSpacing.x + ImGui.Button("Button##1") -- Will make line higher + ImGui.SameLine(0.0, spacing) + if ImGui.TreeNodeEx("Node##1", ImGuiTreeNodeFlags.DrawLinesNone) then + for i = 0, 5 do + ImGui.BulletText("Item %d..", i) + end + ImGui.TreePop() + end + + local padding = math.floor(ImGui.GetFontSize() * 1.20) -- Large padding + ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, padding) + ImGui.Button("Button##2") + ImGui.PopStyleVar() + ImGui.SameLine(0.0, spacing) + if ImGui.TreeNodeEx("Node##2", ImGuiTreeNodeFlags.DrawLinesNone) then + ImGui.TreePop() + end + + ImGui.AlignTextToFramePadding() + + local node_open = ImGui.TreeNode("Node##3") + ImGui.SameLine(0.0, spacing); ImGui.Button("Button##3") + if node_open then + for i = 0, 5 do + ImGui.BulletText("Item %d..", i) + end + ImGui.TreePop() + end + + -- Bullet + ImGui.Button("Button##4") + ImGui.SameLine(0.0, spacing) + ImGui.BulletText("Bullet text") + + ImGui.AlignTextToFramePadding() + ImGui.BulletText("Node") + ImGui.SameLine(0.0, spacing); ImGui.Button("Button##5") + ImGui.Unindent() + end +end + +local function DemoWindowLayout_HorizontalContentsSizeWindow() + if SL.explicit_content_size then + ImGui.SetNextWindowContentSize(ImVec2(SL.contents_size_x, 0.0)) + end + SL.show_horizontal_contents_size_demo_window = ImGui.Begin("Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window, SL.show_h_scrollbar and ImGuiWindowFlags.HorizontalScrollbar or 0) + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window") + ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(2, 0)) + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2, 0)) + DemoHelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" .. + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.") + _, SL.show_h_scrollbar = ImGui.Checkbox("H-scrollbar", SL.show_h_scrollbar) + _, SL.show_button = ImGui.Checkbox("Button", SL.show_button) + _, SL.show_tree_nodes = ImGui.Checkbox("Tree nodes", SL.show_tree_nodes) + _, SL.show_text_wrapped = ImGui.Checkbox("Text wrapped", SL.show_text_wrapped) + _, SL.show_columns = ImGui.Checkbox("Columns", SL.show_columns) + _, SL.show_tab_bar = ImGui.Checkbox("Tab bar", SL.show_tab_bar) + _, SL.show_child = ImGui.Checkbox("Child", SL.show_child) + _, SL.explicit_content_size = ImGui.Checkbox("Explicit content size", SL.explicit_content_size) + ImGui.Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui.GetScrollX(), ImGui.GetScrollMaxX(), ImGui.GetScrollY(), ImGui.GetScrollMaxY()) + if SL.explicit_content_size then + ImGui.SameLine() + ImGui.SetNextItemWidth(ImGui.CalcTextSize("123456").x) + SL.contents_size_x = ImGui.DragFloat("##csx", SL.contents_size_x) + local p = ImGui.GetCursorScreenPos() + ImGui.GetWindowDrawList():AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE) + ImGui.GetWindowDrawList():AddRectFilled(ImVec2(p.x + SL.contents_size_x - 10, p.y), ImVec2(p.x + SL.contents_size_x, p.y + 10), IM_COL32_WHITE) + ImGui.Dummy(ImVec2(0, 10)) + end + ImGui.PopStyleVar(2) + ImGui.Separator() + if SL.show_button then + ImGui.Button("this is a 300-wide button", ImVec2(300, 0)) + end + if SL.show_tree_nodes then + local open = true + if ImGui.TreeNode("this is a tree node") then + if ImGui.TreeNode("another one of those tree node...") then + ImGui.Text("Some tree contents") + ImGui.TreePop() + end + ImGui.TreePop() + end + ImGui.CollapsingHeader("CollapsingHeader", open) + end + if SL.show_text_wrapped then + ImGui.TextWrapped("This text should automatically wrap on the edge of the work rectangle.") + end + if SL.show_columns then + ImGui.Text("Tables:") + if ImGui.BeginTable("table", 4, ImGuiTableFlags.Borders) then + for n = 0, 3 do + ImGui.TableNextColumn() + ImGui.Text("Width %.2f", ImGui.GetContentRegionAvail().x) + end + ImGui.EndTable() + end + ImGui.Text("Columns:") + if ImGui.Columns then + ImGui.Columns(4) + for n = 0, 3 do + ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) + ImGui.NextColumn() + end + ImGui.Columns(1) + else + NotPorted("Columns") + end + end + if SL.show_tab_bar and ImGui.BeginTabBar and ImGui.BeginTabBar("Hello") then + if ImGui.BeginTabItem("OneOneOne") then ImGui.EndTabItem() end + if ImGui.BeginTabItem("TwoTwoTwo") then ImGui.EndTabItem() end + if ImGui.BeginTabItem("ThreeThreeThree") then ImGui.EndTabItem() end + if ImGui.BeginTabItem("FourFourFour") then ImGui.EndTabItem() end + ImGui.EndTabBar() + end + if SL.show_child then + BeginChild("child", ImVec2(0, 0), ImGuiChildFlags.Borders) + ImGui.EndChild() + end + ImGui.End() +end + +local function DemoWindowLayout_Scrolling() + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical") + DemoHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.") + + _, SL.enable_extra_decorations = ImGui.Checkbox("Decoration", SL.enable_extra_decorations) + + ImGui.PushItemWidth(ImGui.GetFontSize() * 10) + local changed + SL.track_item, changed = ImGui.DragInt("##item", SL.track_item, 0.25, 0, 99, "Item = %d") + SL.enable_track = SL.enable_track or changed + ImGui.SameLine() + _, SL.enable_track = ImGui.Checkbox("Track", SL.enable_track) + + local scroll_to_off + SL.scroll_to_off_px, scroll_to_off = ImGui.DragFloat("##off", SL.scroll_to_off_px, 1.00, 0, FLT_MAX, "+%.0f px") + ImGui.SameLine() + scroll_to_off = ImGui.Button("Scroll Offset") or scroll_to_off + + local scroll_to_pos + SL.scroll_to_pos_px, scroll_to_pos = ImGui.DragFloat("##pos", SL.scroll_to_pos_px, 1.00, -10, FLT_MAX, "X/Y = %.0f px") + ImGui.SameLine() + scroll_to_pos = ImGui.Button("Scroll To Pos") or scroll_to_pos + ImGui.PopItemWidth() + + if scroll_to_off or scroll_to_pos then + SL.enable_track = false + end + + local style = ImGui.GetStyle() + local child_w = (ImGui.GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5 + if child_w < 1.0 then + child_w = 1.0 + end + ImGui.PushID("##VerticalScrolling") + local vnames = { "Top", "25%", "Center", "75%", "Bottom" } + for i = 0, 4 do + if i > 0 then ImGui.SameLine() end + ImGui.BeginGroup() + ImGui.TextUnformatted(vnames[i + 1]) + + local child_flags = SL.enable_extra_decorations and ImGuiWindowFlags.MenuBar or 0 + local child_id = ImGui.GetID(i) + local child_is_visible = BeginChild(child_id, ImVec2(child_w, 200.0), ImGuiChildFlags.Borders, child_flags) + if ImGui.BeginMenuBar() then + ImGui.TextUnformatted("abc") + ImGui.EndMenuBar() + end + if scroll_to_off then + ImGui.SetScrollY(SL.scroll_to_off_px) + end + if scroll_to_pos then + ImGui.SetScrollFromPosY(ImGui.GetCursorStartPos().y + SL.scroll_to_pos_px, i * 0.25) + end + if child_is_visible then -- Avoid calling SetScrollHereY when running with culled items + for item = 0, 99 do + if SL.enable_track and item == SL.track_item then + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) + ImGui.SetScrollHereY(i * 0.25) -- 0.0f:top, 0.5f:center, 1.0f:bottom + else + ImGui.Text("Item %d", item) + end + end + end + local scroll_y = ImGui.GetScrollY() + local scroll_max_y = ImGui.GetScrollMaxY() + ImGui.EndChild() + ImGui.Text("%.0f/%.0f", scroll_y, scroll_max_y) + ImGui.EndGroup() + end + ImGui.PopID() + + -- Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal") + ImGui.Spacing() + DemoHelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" .. + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " .. + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " .. + "equivalent SetScrollFromPosY(+1) wouldn't.") + ImGui.PushID("##HorizontalScrolling") + local hnames = { "Left", "25%", "Center", "75%", "Right" } + for i = 0, 4 do + local child_height = ImGui.GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0 + local child_flags = bit32.bor(ImGuiWindowFlags.HorizontalScrollbar, SL.enable_extra_decorations and ImGuiWindowFlags.AlwaysVerticalScrollbar or 0) + local child_id = ImGui.GetID(i) + local child_is_visible = BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags.Borders, child_flags) + if scroll_to_off then + ImGui.SetScrollX(SL.scroll_to_off_px) + end + if scroll_to_pos then + ImGui.SetScrollFromPosX(ImGui.GetCursorStartPos().x + SL.scroll_to_pos_px, i * 0.25) + end + if child_is_visible then + for item = 0, 99 do + if item > 0 then + ImGui.SameLine() + end + if SL.enable_track and item == SL.track_item then + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) + ImGui.SetScrollHereX(i * 0.25) -- 0.0f:left, 0.5f:center, 1.0f:right + else + ImGui.Text("Item %d", item) + end + end + end + local scroll_x = ImGui.GetScrollX() + local scroll_max_x = ImGui.GetScrollMaxX() + ImGui.EndChild() + ImGui.SameLine() + ImGui.Text("%s\n%.0f/%.0f", hnames[i + 1], scroll_x, scroll_max_x) + ImGui.Spacing() + end + ImGui.PopID() + + -- Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)") + DemoHelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" .. + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().") + SL.lines = ImGui.SliderInt("Lines", SL.lines, 1, 15) + ImGui.PushStyleVar(ImGuiStyleVar.FrameRounding, 3.0) + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2.0, 1.0)) + local scrolling_child_size = ImVec2(0, ImGui.GetFrameHeightWithSpacing() * 7 + 30) + BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags.Borders, ImGuiWindowFlags.HorizontalScrollbar) + for line = 0, SL.lines - 1 do + local num_buttons = 10 + ((line % 2 == 1) and line * 9 or line * 3) + local base_w = ImGui.GetFontSize() * 3 + for n = 0, num_buttons - 1 do + if n > 0 then ImGui.SameLine() end + ImGui.PushID(n + line * 1000) + local label = (n % 15 == 0) and "FizzBuzz" or (n % 3 == 0) and "Fizz" or (n % 5 == 0) and "Buzz" or tostring(n) + local hue = n * 0.05 + ImGui.PushStyleColor(ImGuiCol.Button, HSV(hue, 0.6, 0.6)) + ImGui.PushStyleColor(ImGuiCol.ButtonHovered, HSV(hue, 0.7, 0.7)) + ImGui.PushStyleColor(ImGuiCol.ButtonActive, HSV(hue, 0.8, 0.8)) + ImGui.Button(label, ImVec2(base_w + math.sin(line + n) * base_w * 0.5, 0.0)) + ImGui.PopStyleColor(3) + ImGui.PopID() + end + end + local scroll_x = ImGui.GetScrollX() + local scroll_max_x = ImGui.GetScrollMaxX() + ImGui.EndChild() + ImGui.PopStyleVar(2) + local scroll_x_delta = 0.0 + ImGui.SmallButton("<<") + if ImGui.IsItemActive() then + scroll_x_delta = -ImGui.GetIO().DeltaTime * 1000.0 + end + ImGui.SameLine() + ImGui.Text("Scroll from code"); ImGui.SameLine() + ImGui.SmallButton(">>") + if ImGui.IsItemActive() then + scroll_x_delta = ImGui.GetIO().DeltaTime * 1000.0 + end + ImGui.SameLine() + ImGui.Text("%.0f/%.0f", scroll_x, scroll_max_x) + if scroll_x_delta ~= 0.0 then + -- Demonstrate a trick: you can use Begin to set yourself in the context of another window + BeginChild("scrolling") + ImGui.SetScrollX(ImGui.GetScrollX() + scroll_x_delta) + ImGui.EndChild() + end + ImGui.Spacing() + + _, SL.show_horizontal_contents_size_demo_window = ImGui.Checkbox("Show Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window) + + if SL.show_horizontal_contents_size_demo_window then + DemoWindowLayout_HorizontalContentsSizeWindow() + end +end + +local function DemoWindowLayout_TextClipping() + IMGUI_DEMO_MARKER("Layout/Text Clipping") + if SL.clip_size == nil then SL.clip_size = { 100.0, 100.0 }; SL.clip_offset = ImVec2(30.0, 30.0) end + ImGui.DragFloat2("size", SL.clip_size, 0.5, 1.0, 200.0, "%.0f") + ImGui.TextWrapped("(Click and drag to scroll)") + + DemoHelpMarker( + "(Left) Using ImGui::PushClipRect():\n" .. + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" .. + "(use this if you want your clipping rectangle to affect interactions)\n\n" .. + "(Center) Using ImDrawList::PushClipRect():\n" .. + "Will alter ImDrawList rendering only.\n" .. + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" .. + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" .. + "Will alter only this specific ImDrawList::AddText() rendering.\n" .. + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.") + + local size = ImVec2(SL.clip_size[1], SL.clip_size[2]) + local offset = SL.clip_offset + for n = 0, 2 do repeat + if n > 0 then + ImGui.SameLine() + end + + ImGui.PushID(n) + ImGui.InvisibleButton("##canvas", size) + if ImGui.IsItemActive() and ImGui.IsMouseDragging(ImGuiMouseButton.Left) then + offset.x = offset.x + ImGui.GetIO().MouseDelta.x + offset.y = offset.y + ImGui.GetIO().MouseDelta.y + end + ImGui.PopID() + if not ImGui.IsItemVisible() then -- Skip rendering as ImDrawList elements are not clipped. + break + end + + local p0 = ImGui.GetItemRectMin() + local p1 = ImGui.GetItemRectMax() + local text_str = "Line 1 hello\nLine 2 clip me!" + local text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y) + local draw_list = ImGui.GetWindowDrawList() + if n == 0 then + ImGui.PushClipRect(p0, p1, true) + draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) + draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) + ImGui.PopClipRect() + elseif n == 1 then + draw_list:PushClipRect(p0, p1, true) + draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) + draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) + draw_list:PopClipRect() + else + local clip_rect = ImVec4(p0.x, p0.y, p1.x, p1.y) + draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) + draw_list:AddText(ImGui.GetFont(), ImGui.GetFontSize(), text_pos, IM_COL32_WHITE, text_str, nil, 0.0, clip_rect) + end + until true end +end + +local function DemoWindowLayout_OverlapMode() + IMGUI_DEMO_MARKER("Layout/Overlap Mode") + DemoHelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" .. + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " .. + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.") + _, SL.enable_allow_overlap = ImGui.Checkbox("Enable AllowOverlap", SL.enable_allow_overlap) + + local button1_pos = ImGui.GetCursorScreenPos() + local button2_pos = ImVec2(button1_pos.x + 50.0, button1_pos.y + 50.0) + if SL.enable_allow_overlap then + ImGui.SetNextItemAllowOverlap() + end + ImGui.Button("Button 1", ImVec2(80, 80)) + ImGui.SetCursorScreenPos(button2_pos) + ImGui.Button("Button 2", ImVec2(80, 80)) + + if SL.enable_allow_overlap then + ImGui.SetNextItemAllowOverlap() + end + ImGui.Selectable("Some Selectable", false) + ImGui.SameLine() + ImGui.SmallButton("++") +end + +function DemoWindowLayout() + if not ImGui.CollapsingHeader("Layout & Scrolling") then + return + end + if ImGui.TreeNode("Child windows") then DemoWindowLayout_ChildWindows(); ImGui.TreePop() end + if ImGui.TreeNode("Widgets Width") then DemoWindowLayout_WidgetsWidth(); ImGui.TreePop() end + if ImGui.TreeNode("Basic Horizontal Layout") then DemoWindowLayout_BasicHorizontal(); ImGui.TreePop() end + if ImGui.TreeNode("Groups") then DemoWindowLayout_Groups(); ImGui.TreePop() end + if ImGui.TreeNode("Text Baseline Alignment") then DemoWindowLayout_TextBaseline(); ImGui.TreePop() end + if ImGui.TreeNode("Scrolling") then DemoWindowLayout_Scrolling(); ImGui.TreePop() end + if ImGui.TreeNode("Text Clipping") then DemoWindowLayout_TextClipping(); ImGui.TreePop() end + if ImGui.TreeNode("Overlap Mode") then DemoWindowLayout_OverlapMode(); ImGui.TreePop() end +end + +------------------------------------------------------------------------------- +-- [SECTION] DemoWindowPopups() +------------------------------------------------------------------------------- + +local SP = { + selected_fish = -1, toggles = { true, false, false, false, false }, + ctx_selected = -1, value = 0.5, name = nil, + dont_ask_me_next_time = false, item = 1, color = { 0.4, 0.7, 0.0, 0.5 }, +} + +local function DemoWindowPopups_Popups() + IMGUI_DEMO_MARKER("Popups/Popups") + ImGui.TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " .. + "Clicking outside the popup closes it.") + + local names = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" } + local toggles = SP.toggles + + if ImGui.Button("Select..") then + ImGui.OpenPopup("my_select_popup") + end + ImGui.SameLine() + ImGui.TextUnformatted(SP.selected_fish == -1 and "" or names[SP.selected_fish + 1]) + if ImGui.BeginPopup("my_select_popup") then + ImGui.SeparatorText("Aquarium") + for i = 1, #names do + if ImGui.Selectable(names[i]) then + SP.selected_fish = i - 1 + end + end + ImGui.EndPopup() + end + + -- Showing a menu with toggles + if ImGui.Button("Toggle..") then + ImGui.OpenPopup("my_toggle_popup") + end + if ImGui.BeginPopup("my_toggle_popup") then + for i = 1, #names do + _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) + end + if ImGui.BeginMenu("Sub-menu") then + ImGui.MenuItem("Click me") + ImGui.EndMenu() + end + + ImGui.Separator() + ImGui.Text("Tooltip here") + ImGui.SetItemTooltip("I am a tooltip over a popup") + + if ImGui.Button("Stacked Popup") then + ImGui.OpenPopup("another popup") + end + if ImGui.BeginPopup("another popup") then + for i = 1, #names do + _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) + end + if ImGui.BeginMenu("Sub-menu") then + ImGui.MenuItem("Click me") + if ImGui.Button("Stacked Popup") then + ImGui.OpenPopup("another popup") + end + if ImGui.BeginPopup("another popup") then + ImGui.Text("I am the last one here.") + ImGui.EndPopup() + end + ImGui.EndMenu() + end + ImGui.EndPopup() + end + ImGui.EndPopup() + end + + -- Call the more complete ShowExampleMenuFile which we use in various places of this demo + if ImGui.Button("With a menu..") then + ImGui.OpenPopup("my_file_popup") + end + if ImGui.BeginPopup("my_file_popup", ImGuiWindowFlags.MenuBar) then + if ImGui.BeginMenuBar() then + if ImGui.BeginMenu("File") then + DemoMenuFile() + ImGui.EndMenu() + end + if ImGui.BeginMenu("Edit") then + ImGui.MenuItem("Dummy") + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end + ImGui.Text("Hello from popup!") + ImGui.Button("This is a dummy button..") + ImGui.EndPopup() + end +end + +local function DemoWindowPopups_ContextMenus() + IMGUI_DEMO_MARKER("Popups/Context menus") + DemoHelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.") + + -- Example 1 + do + local names = { "Label1", "Label2", "Label3", "Label4", "Label5" } + for n = 0, 4 do + if ImGui.Selectable(names[n + 1], SP.ctx_selected == n) then + SP.ctx_selected = n + end + if ImGui.BeginPopupContextItem() then -- <-- use last item id as popup id + SP.ctx_selected = n + ImGui.Text("This is a popup for \"%s\"!", names[n + 1]) + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.SetItemTooltip("Right-click to open popup") + end + end + + -- Example 2 + do + DemoHelpMarker("Text() elements don't have stable identifiers so we need to provide one.") + ImGui.Text("Value = %.3f <-- (1) right-click this text", SP.value) + if ImGui.BeginPopupContextItem("my popup") then + if ImGui.Selectable("Set to zero") then SP.value = 0.0 end + if ImGui.Selectable("Set to PI") then SP.value = 3.1415 end + ImGui.SetNextItemWidth(-FLT_MIN) + SP.value = ImGui.DragFloat("##Value", SP.value, 0.1, 0.0, 0.0) + ImGui.EndPopup() + end + + ImGui.Text("(2) Or right-click this text") + ImGui.OpenPopupOnItemClick("my popup", ImGuiPopupFlags.MouseButtonRight) + + if ImGui.Button("(3) Or click this button") then + ImGui.OpenPopup("my popup") + end + end + + -- Example 3 + do + DemoHelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.") + if SP.name == nil then SP.name = Buf("Label1", 32) end + local buf = string.format("Button: %s###Button", BufStr(SP.name)) -- ### operator override ID ignoring the preceding label + ImGui.Button(buf) + if ImGui.BeginPopupContextItem() then + ImGui.Text("Edit name:") + ImGui.InputText("##edit", SP.name, 32) + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.SameLine(); ImGui.Text("(<-- right-click here)") + end +end + +local function DemoWindowPopups_Modals() + IMGUI_DEMO_MARKER("Popups/Modals") + ImGui.TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.") + + if ImGui.Button("Delete..") then + ImGui.OpenPopup("Delete?") + end + + -- Always center this window when appearing + local center = ImGui.GetMainViewport():GetCenter() + ImGui.SetNextWindowPos(center, ImGuiCond.Appearing, ImVec2(0.5, 0.5)) + + if ImGui.BeginPopupModal("Delete?", nil, ImGuiWindowFlags.AlwaysAutoResize) then + ImGui.Text("All those beautiful files will be deleted.\nThis operation cannot be undone!") + ImGui.Separator() + + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) + _, SP.dont_ask_me_next_time = ImGui.Checkbox("Don't ask me next time", SP.dont_ask_me_next_time) + ImGui.PopStyleVar() + + if ImGui.Button("OK", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end + ImGui.SetItemDefaultFocus() + ImGui.SameLine() + if ImGui.Button("Cancel", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end + ImGui.EndPopup() + end + + if ImGui.Button("Stacked modals..") then + ImGui.OpenPopup("Stacked 1") + end + if ImGui.BeginPopupModal("Stacked 1", nil, ImGuiWindowFlags.MenuBar) then + if ImGui.BeginMenuBar() then + if ImGui.BeginMenu("File") then + if ImGui.MenuItem("Some menu item") then end + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end + ImGui.Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.") + + -- Testing behavior of widgets stacking their own regular popups over the modal. + if ImGui.Combo then + SP.item = ImGui.Combo("Combo", SP.item, { "aaaa", "bbbb", "cccc", "dddd", "eeee" }, 5) + else + NotPorted("Combo") + end + ImGui.ColorEdit4("Color", SP.color) + + if ImGui.Button("Add another modal..") then + ImGui.OpenPopup("Stacked 2") + end + + local unused_open = true + if ImGui.BeginPopupModal("Stacked 2", unused_open) then + ImGui.Text("Hello from Stacked The Second!") + ImGui.ColorEdit4("Color", SP.color) -- Allow opening another nested popup + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end +end + +function DemoWindowPopups() + if not ImGui.CollapsingHeader("Popups & Modal windows") then + return + end + + if ImGui.TreeNode("Popups") then DemoWindowPopups_Popups(); ImGui.TreePop() end + if ImGui.TreeNode("Context menus") then DemoWindowPopups_ContextMenus(); ImGui.TreePop() end + if ImGui.TreeNode("Modals") then + if ImGui.BeginPopupModal then DemoWindowPopups_Modals() else NotPorted("BeginPopupModal") end + ImGui.TreePop() + end + + if ImGui.TreeNode("Menus inside a regular window") then + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window") + ImGui.TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!") + ImGui.Separator() + + ImGui.MenuItem("Menu item", "Ctrl+M") + if ImGui.BeginMenu("Menu inside a regular window") then + DemoMenuFile() + ImGui.EndMenu() + end + ImGui.Separator() + ImGui.TreePop() + end +end + +------------------------------------------------------------------------------- +-- [SECTION] DemoWindowTables() +------------------------------------------------------------------------------- + +-- MyItemColumnID +local MyItemColumnID_ID, MyItemColumnID_Name, MyItemColumnID_Action, MyItemColumnID_Quantity, MyItemColumnID_Description = 0, 1, 2, 3, 4 + +local function MyItem(id, name, quantity) return { ID = id, Name = name, Quantity = quantity } end + +--- Sort a Lua array (1-based) of MyItem with ImGuiTableSortSpecs (Specs is 1-based array or ImVector) +local function MyItem_SortWithSortSpecs(sort_specs, items, items_count) + if items_count <= 1 then return end + local specs = sort_specs.Specs + local function get_spec(n) -- n: 0-based + if specs.Data then return specs.Data[n + 1] end + return specs[n + 1] + end + local function cmp(a, b) -- returns <0, 0, >0 + for n = 0, sort_specs.SpecsCount - 1 do + local sort_spec = get_spec(n) + local delta = 0 + local uid = sort_spec.ColumnUserID + if uid == MyItemColumnID_ID then delta = a.ID - b.ID + elseif uid == MyItemColumnID_Name then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 + elseif uid == MyItemColumnID_Quantity then delta = a.Quantity - b.Quantity + elseif uid == MyItemColumnID_Description then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 + else IM_ASSERT(false) end + if delta > 0 then + return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and 1 or -1 + end + if delta < 0 then + return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and -1 or 1 + end + end + return a.ID - b.ID + end + local arr = items.Data or items + if items.Data then + -- ImVector: sort only the used range + local tmp = {} + for i = 1, items_count do tmp[i] = arr[i] end + table.sort(tmp, function(a, b) return cmp(a, b) < 0 end) + for i = 1, items_count do arr[i] = tmp[i] end + else + table.sort(arr, function(a, b) return cmp(a, b) < 0 end) + end +end + +-- Make the UI compact because there are so many fields +local function PushStyleCompact() + local style = ImGui.GetStyle() + ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, math.floor(style.FramePadding.y * 0.60)) + ImGui.PushStyleVarY(ImGuiStyleVar.ItemSpacing, math.floor(style.ItemSpacing.y * 0.60)) +end + +local function PopStyleCompact() + ImGui.PopStyleVar(2) +end + +local table_sizing_policies = nil +-- Show a combo box with a choice of sizing policies +local function EditTableSizingFlags(flags) + if table_sizing_policies == nil then + table_sizing_policies = { + { Value = ImGuiTableFlags.None, Name = "Default", Tooltip = "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { Value = ImGuiTableFlags.SizingFixedFit, Name = "ImGuiTableFlags_SizingFixedFit", Tooltip = "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { Value = ImGuiTableFlags.SizingFixedSame, Name = "ImGuiTableFlags_SizingFixedSame", Tooltip = "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { Value = ImGuiTableFlags.SizingStretchProp, Name = "ImGuiTableFlags_SizingStretchProp", Tooltip = "Columns default to _WidthStretch with weights proportional to their widths." }, + { Value = ImGuiTableFlags.SizingStretchSame, Name = "ImGuiTableFlags_SizingStretchSame", Tooltip = "Columns default to _WidthStretch with same weights." }, + } + end + local policies = table_sizing_policies + local idx = 1 + while idx <= #policies do + if policies[idx].Value == bit32.band(flags, ImGuiTableFlags.SizingMask_) then break end + idx = idx + 1 + end + local preview_text = (idx <= #policies) and (idx > 1 and string.sub(policies[idx].Name, #"ImGuiTableFlags" + 1) or policies[idx].Name) or "" + if ImGui.BeginCombo("Sizing Policy", preview_text) then + for n = 1, #policies do + if ImGui.Selectable(policies[n].Name, idx == n) then + flags = bit32.bor(bit32.band(flags, bit32.bnot(ImGuiTableFlags.SizingMask_)), policies[n].Value) + end + end + ImGui.EndCombo() + end + ImGui.SameLine() + ImGui.TextDisabled("(?)") + if ImGui.BeginItemTooltip() then + ImGui.PushTextWrapPos(ImGui.GetFontSize() * 50.0) + for m = 1, #policies do + ImGui.Separator() + ImGui.Text("%s:", policies[m].Name) + ImGui.Separator() + ImGui.SetCursorPosX(ImGui.GetCursorPosX() + ImGui.GetStyle().IndentSpacing * 0.5) + ImGui.TextUnformatted(policies[m].Tooltip) + end + ImGui.PopTextWrapPos() + ImGui.EndTooltip() + end + return flags +end + +local function EditTableColumnsFlags(f) + local p + local F = ImGuiTableColumnFlags + _, f = ImGui.CheckboxFlags("_Disabled", f, F.Disabled); ImGui.SameLine(); DemoHelpMarker("Master disable flag (also hide from context menu)") + _, f = ImGui.CheckboxFlags("_DefaultHide", f, F.DefaultHide) + _, f = ImGui.CheckboxFlags("_DefaultSort", f, F.DefaultSort) + p, f = ImGui.CheckboxFlags("_WidthStretch", f, F.WidthStretch) + if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthStretch))) end + p, f = ImGui.CheckboxFlags("_WidthFixed", f, F.WidthFixed) + if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthFixed))) end + _, f = ImGui.CheckboxFlags("_NoResize", f, F.NoResize) + _, f = ImGui.CheckboxFlags("_NoReorder", f, F.NoReorder) + _, f = ImGui.CheckboxFlags("_NoHide", f, F.NoHide) + _, f = ImGui.CheckboxFlags("_NoClip", f, F.NoClip) + _, f = ImGui.CheckboxFlags("_NoSort", f, F.NoSort) + _, f = ImGui.CheckboxFlags("_NoSortAscending", f, F.NoSortAscending) + _, f = ImGui.CheckboxFlags("_NoSortDescending", f, F.NoSortDescending) + _, f = ImGui.CheckboxFlags("_NoHeaderLabel", f, F.NoHeaderLabel) + _, f = ImGui.CheckboxFlags("_NoHeaderWidth", f, F.NoHeaderWidth) + _, f = ImGui.CheckboxFlags("_PreferSortAscending", f, F.PreferSortAscending) + _, f = ImGui.CheckboxFlags("_PreferSortDescending", f, F.PreferSortDescending) + _, f = ImGui.CheckboxFlags("_IndentEnable", f, F.IndentEnable); ImGui.SameLine(); DemoHelpMarker("Default for column 0") + _, f = ImGui.CheckboxFlags("_IndentDisable", f, F.IndentDisable); ImGui.SameLine(); DemoHelpMarker("Default for column >0") + _, f = ImGui.CheckboxFlags("_AngledHeader", f, F.AngledHeader) + return f +end + +local function ShowTableColumnsStatusFlags(flags) + ImGui.CheckboxFlags("_IsEnabled", flags, ImGuiTableColumnFlags.IsEnabled) + ImGui.CheckboxFlags("_IsVisible", flags, ImGuiTableColumnFlags.IsVisible) + ImGui.CheckboxFlags("_IsSorted", flags, ImGuiTableColumnFlags.IsSorted) + ImGui.CheckboxFlags("_IsHovered", flags, ImGuiTableColumnFlags.IsHovered) +end + +local function bor(...) return bit32.bor(...) end +local TF = setmetatable({}, { __index = function(_, k) return ImGuiTableFlags[k] end }) + +local ST = {} -- statics for DemoWindowTables (one sub-table per section) +local TEXT_BASE_WIDTH, TEXT_BASE_HEIGHT = 0, 0 + +local function Tables_Basic() + IMGUI_DEMO_MARKER("Tables/Basic") + -- [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + DemoHelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.") + if ImGui.BeginTable("table1", 3) then + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Row %d Column %d", row, column) + end + end + ImGui.EndTable() + end + + -- [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + DemoHelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.") + if ImGui.BeginTable("table2", 3) then + for row = 0, 3 do + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.Text("Row %d", row) + ImGui.TableNextColumn() + ImGui.Text("Some contents") + ImGui.TableNextColumn() + ImGui.Text("123.456") + end + ImGui.EndTable() + end + + -- [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + DemoHelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " .. + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " .. + "Columns API, and provided to facilitate the Columns->Tables API transition.") + if ImGui.BeginTable("table3", 3) then + for item = 0, 13 do + ImGui.TableNextColumn() + ImGui.Text("Item %d", item) + end + ImGui.EndTable() + end +end + +local function Tables_BordersBackground() + IMGUI_DEMO_MARKER("Tables/Borders, background") + local CT_Text, CT_FillButton = 0, 1 + local s = ST.borders + if s == nil then s = { flags = bor(TF.Borders, TF.RowBg), display_headers = false, contents_type = CT_Text }; ST.borders = s end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) + ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH") + ImGui.Indent() + + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) + ImGui.Indent() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) + ImGui.Unindent() + + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) + ImGui.Indent() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) + ImGui.Unindent() + + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags, TF.BordersOuter) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags, TF.BordersInner) + ImGui.Unindent() + + ImGui.AlignTextToFramePadding(); ImGui.Text("Cell contents:") + ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("Text", s.contents_type, CT_Text) + ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("FillButton", s.contents_type, CT_FillButton) + _, s.display_headers = ImGui.Checkbox("Display headers", s.display_headers) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") + PopStyleCompact() + + if ImGui.BeginTable("table1", 3, s.flags) then + if s.display_headers then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + end + + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + local buf = string.format("Hello %d,%d", column, row) + if s.contents_type == CT_Text then + ImGui.TextUnformatted(buf) + elseif s.contents_type == CT_FillButton then + ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) + end + end + end + ImGui.EndTable() + end +end + +local function Tables_HelloGrid(id, flags, rows, cols, fmt) + if ImGui.BeginTable(id, cols, flags) then + for row = 0, rows - 1 do + ImGui.TableNextRow() + for column = 0, cols - 1 do + ImGui.TableSetColumnIndex(column) + ImGui.Text(fmt or "Hello %d,%d", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_ResizableStretch() + IMGUI_DEMO_MARKER("Tables/Resizable, stretch") + local s = ST.rstretch + if s == nil then s = { flags = bor(TF.SizingStretchSame, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rstretch = s end + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) + ImGui.SameLine(); DemoHelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " .. + "this is why the resize borders are still showing when unchecking this.") + PopStyleCompact() + + Tables_HelloGrid("table1", s.flags, 5, 3) +end + +local function Tables_ResizableFixed() + IMGUI_DEMO_MARKER("Tables/Resizable, fixed") + DemoHelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" .. + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" .. + "Double-click a column border to auto-fit the column to its contents.") + PushStyleCompact() + local s = ST.rfixed + if s == nil then s = { flags = bor(TF.SizingFixedFit, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rfixed = s end + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) + PopStyleCompact() + + Tables_HelloGrid("table1", s.flags, 5, 3) +end + +local function Tables_ResizableMixed() + IMGUI_DEMO_MARKER("Tables/Resizable, mixed") + DemoHelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" .. + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.") + local flags = bor(TF.SizingFixedFit, TF.RowBg, TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable) + local CF = ImGuiTableColumnFlags + + if ImGui.BeginTable("table1", 3, flags) then + ImGui.TableSetupColumn("AAA", CF.WidthFixed) + ImGui.TableSetupColumn("BBB", CF.WidthFixed) + ImGui.TableSetupColumn("CCC", CF.WidthStretch) + ImGui.TableHeadersRow() + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s %d,%d", (column == 2) and "Stretch" or "Fixed", column, row) + end + end + ImGui.EndTable() + end + if ImGui.BeginTable("table2", 6, flags) then + ImGui.TableSetupColumn("AAA", CF.WidthFixed) + ImGui.TableSetupColumn("BBB", CF.WidthFixed) + ImGui.TableSetupColumn("CCC", bor(CF.WidthFixed, CF.DefaultHide)) + ImGui.TableSetupColumn("DDD", CF.WidthStretch) + ImGui.TableSetupColumn("EEE", CF.WidthStretch) + ImGui.TableSetupColumn("FFF", bor(CF.WidthStretch, CF.DefaultHide)) + ImGui.TableHeadersRow() + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 5 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s %d,%d", (column >= 3) and "Stretch" or "Fixed", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_Reorderable() + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers") + DemoHelpMarker( + "Click and drag column headers to reorder columns.\n\n" .. + "Right-click on a header to open a context menu.") + local s = ST.reorder + if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.BordersOuter, TF.BordersV) }; ST.reorder = s end + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) + PopStyleCompact() + + if ImGui.BeginTable("table1", 3, s.flags) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + for row = 0, 5 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Hello %d,%d", column, row) + end + end + ImGui.EndTable() + end + + -- Use outer_size.x == 0.0f instead of default to make the table as tight as possible + if ImGui.BeginTable("table2", 3, bor(s.flags, TF.SizingFixedFit), ImVec2(0.0, 0.0)) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + for row = 0, 5 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Fixed %d,%d", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_Padding() + IMGUI_DEMO_MARKER("Tables/Padding") + DemoHelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" .. + "e.g.:\n" .. + "- BorderOuterV\n" .. + "- any form of row selection\n" .. + "Because of this, activating BorderOuterV sets the default to PadOuterX. " .. + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" .. + "Actual padding values are using style.CellPadding.\n\n" .. + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.") + + local s = ST.padding + if s == nil then + s = { flags1 = TF.BordersV, show_headers = false, flags2 = bor(TF.Borders, TF.RowBg), cell_padding = ImVec2(0.0, 0.0), + show_widget_frame_bg = true, text_bufs = {}, init = true } + ST.padding = s + end + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags1, TF.PadOuterX) + ImGui.SameLine(); DemoHelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)") + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags1, TF.NoPadOuterX) + ImGui.SameLine(); DemoHelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)") + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags1, TF.NoPadInnerX) + ImGui.SameLine(); DemoHelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)") + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags1, TF.BordersOuterV) + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags1, TF.BordersInnerV) + _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) + PopStyleCompact() + + if ImGui.BeginTable("table_padding", 3, s.flags1) then + if s.show_headers then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + end + + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + if row == 0 then + ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x) + else + local buf = string.format("Hello %d,%d", column, row) + ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) + end + end + end + ImGui.EndTable() + end + + -- Second example: set style.CellPadding to (0.0) or a custom value. + DemoHelpMarker("Setting style.CellPadding to (0,0) or a custom value.") + + PushStyleCompact() + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags2, TF.Borders) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags2, TF.BordersH) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags2, TF.BordersV) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags2, TF.BordersInner) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags2, TF.BordersOuter) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags2, TF.RowBg) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags2, TF.Resizable) + _, s.show_widget_frame_bg = ImGui.Checkbox("show_widget_frame_bg", s.show_widget_frame_bg) + ImGui.SliderFloat2("CellPadding", s.cell_padding, 0.0, 10.0, "%.0f") + PopStyleCompact() + + ImGui.PushStyleVar(ImGuiStyleVar.CellPadding, s.cell_padding) + if ImGui.BeginTable("table_padding_2", 3, s.flags2) then + if not s.show_widget_frame_bg then + ImGui.PushStyleColor(ImGuiCol.FrameBg, 0) + end + for cell = 0, 3 * 5 - 1 do + ImGui.TableNextColumn() + if s.init then + s.text_bufs[cell + 1] = Buf("edit me", 16) + end + ImGui.SetNextItemWidth(-FLT_MIN) + ImGui.PushID(cell) + ImGui.InputText("##cell", s.text_bufs[cell + 1], 16) + ImGui.PopID() + end + if not s.show_widget_frame_bg then + ImGui.PopStyleColor() + end + s.init = false + ImGui.EndTable() + end + ImGui.PopStyleVar() +end + +local function Tables_SizingPolicies() + IMGUI_DEMO_MARKER("Tables/Explicit widths") + local s = ST.sizing + if s == nil then + s = { flags1 = bor(TF.BordersV, TF.BordersOuterH, TF.RowBg, TF.ContextMenuInBody), + sizing_policy_flags = { TF.SizingFixedFit, TF.SizingFixedSame, TF.SizingStretchProp, TF.SizingStretchSame }, + flags = bor(TF.ScrollY, TF.Borders, TF.RowBg, TF.Resizable), contents_type = 0, column_count = 3, text_buf = Buf("", 32) } + ST.sizing = s + end + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags1, TF.NoHostExtendX) + PopStyleCompact() + + for table_n = 0, 3 do + ImGui.PushID(table_n) + ImGui.SetNextItemWidth(TEXT_BASE_WIDTH * 30) + s.sizing_policy_flags[table_n + 1] = EditTableSizingFlags(s.sizing_policy_flags[table_n + 1]) + + if ImGui.BeginTable("table1", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then + for row = 0, 2 do + ImGui.TableNextRow() + ImGui.TableNextColumn(); ImGui.Text("Oh dear") + ImGui.TableNextColumn(); ImGui.Text("Oh dear") + ImGui.TableNextColumn(); ImGui.Text("Oh dear") + end + ImGui.EndTable() + end + if ImGui.BeginTable("table2", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then + for row = 0, 2 do + ImGui.TableNextRow() + ImGui.TableNextColumn(); ImGui.Text("AAAA") + ImGui.TableNextColumn(); ImGui.Text("BBBBBBBB") + ImGui.TableNextColumn(); ImGui.Text("CCCCCCCCCCCC") + end + ImGui.EndTable() + end + ImGui.PopID() + end + + ImGui.Spacing() + ImGui.TextUnformatted("Advanced") + ImGui.SameLine() + DemoHelpMarker( + "This section allows you to interact and see the effect of various sizing policies " .. + "depending on whether Scroll is enabled and the contents of your columns.") + + local CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText = 0, 1, 2, 3, 4, 5 + + PushStyleCompact() + ImGui.PushID("Advanced") + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) + s.flags = EditTableSizingFlags(s.flags) + if ImGui.Combo then + s.contents_type = ImGui.Combo("Contents", s.contents_type, { "Show width", "Short Text", "Long Text", "Button", "Fill Button", "InputText" }, 6) + else + NotPorted("Combo") + end + if s.contents_type == CT_FillButton then + ImGui.SameLine() + DemoHelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " .. + "where contents width can feed into auto-column width can feed into contents width.") + end + s.column_count = ImGui.DragInt("Columns", s.column_count, 0.1, 1, 64, "%d", ImGuiSliderFlags.AlwaysClamp) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) + ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) + ImGui.PopItemWidth() + ImGui.PopID() + PopStyleCompact() + + if ImGui.BeginTable("table2", s.column_count, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 7)) then + for cell = 0, 10 * s.column_count - 1 do + ImGui.TableNextColumn() + local column = ImGui.TableGetColumnIndex() + local row = ImGui.TableGetRowIndex() + + ImGui.PushID(cell) + local label = string.format("Hello %d,%d", column, row) + local ct = s.contents_type + if ct == CT_ShortText then ImGui.TextUnformatted(label) + elseif ct == CT_LongText then ImGui.Text("Some %s text %d,%d\nOver two lines..", column == 0 and "long" or "longeeer", column, row) + elseif ct == CT_ShowWidth then ImGui.Text("W: %.1f", ImGui.GetContentRegionAvail().x) + elseif ct == CT_Button then ImGui.Button(label) + elseif ct == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) + elseif ct == CT_InputText then ImGui.SetNextItemWidth(-FLT_MIN); ImGui.InputText("##", s.text_buf, 32) + end + ImGui.PopID() + end + ImGui.EndTable() + end +end + +local function Tables_VerticalScrolling() + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping") + DemoHelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" .. + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items.") + local s = ST.vscroll + if s == nil then s = { flags = bor(TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable) }; ST.vscroll = s end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + PopStyleCompact() + + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) + if ImGui.BeginTable("table_scrolly", 3, s.flags, outer_size) then + ImGui.TableSetupScrollFreeze(0, 1) -- Make top row always visible + ImGui.TableSetupColumn("One", ImGuiTableColumnFlags.None) + ImGui.TableSetupColumn("Two", ImGuiTableColumnFlags.None) + ImGui.TableSetupColumn("Three", ImGuiTableColumnFlags.None) + ImGui.TableHeadersRow() + + -- Demonstrate using clipper for large vertical lists + local clipper = ImGuiListClipper() + clipper:Begin(1000) + while clipper:Step() do + for row = clipper.DisplayStart, clipper.DisplayEnd - 1 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Hello %d,%d", column, row) + end + end + end + ImGui.EndTable() + end +end + +local function Tables_HorizontalScrolling() + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling") + DemoHelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " .. + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" .. + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " .. + "because the container window won't automatically extend vertically to fix contents " .. + "(this may be improved in future versions).") + local s = ST.hscroll + if s == nil then + s = { flags = bor(TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable), + freeze_cols = 1, freeze_rows = 1, + flags2 = bor(TF.SizingStretchSame, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.RowBg, TF.ContextMenuInBody), inner_width = 1000.0 } + ST.hscroll = s + end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + PopStyleCompact() + + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) + if ImGui.BeginTable("table_scrollx", 7, s.flags, outer_size) then + ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) + ImGui.TableSetupColumn("Line #", ImGuiTableColumnFlags.NoHide) -- Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableSetupColumn("Four") + ImGui.TableSetupColumn("Five") + ImGui.TableSetupColumn("Six") + ImGui.TableHeadersRow() + for row = 0, 19 do + ImGui.TableNextRow() + for column = 0, 6 do repeat + if not ImGui.TableSetColumnIndex(column) and column > 0 then + break -- continue + end + if column == 0 then + ImGui.Text("Line %d", row) + else + ImGui.Text("Hello world %d,%d", column, row) + end + until true end + end + ImGui.EndTable() + end + + ImGui.Spacing() + ImGui.TextUnformatted("Stretch + ScrollX") + ImGui.SameLine() + DemoHelpMarker( + "Showcase using Stretch columns + ScrollX together: " .. + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" .. + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " .. + "along with ScrollX doesn't make sense.") + PushStyleCompact() + ImGui.PushID("flags3") + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags2, TF.ScrollX) + s.inner_width = ImGui.DragFloat("inner_width", s.inner_width, 1.0, 0.0, FLT_MAX, "%.1f") + ImGui.PopItemWidth() + ImGui.PopID() + PopStyleCompact() + if ImGui.BeginTable("table2", 7, s.flags2, outer_size, s.inner_width) then + for cell = 0, 20 * 7 - 1 do + ImGui.TableNextColumn() + ImGui.Text("Hello world %d,%d", ImGui.TableGetColumnIndex(), ImGui.TableGetRowIndex()) + end + ImGui.EndTable() + end +end + +local function Tables_ColumnsFlags() + IMGUI_DEMO_MARKER("Tables/Columns flags") + local column_count = 3 + local column_names = { "One", "Two", "Three" } + local s = ST.colflags + if s == nil then + s = { column_flags = { ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.None, ImGuiTableColumnFlags.DefaultHide }, column_flags_out = { 0, 0, 0 } } + ST.colflags = s + end + + if ImGui.BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags.None) then + PushStyleCompact() + for column = 1, column_count do + ImGui.TableNextColumn() + ImGui.PushID(column - 1) + ImGui.AlignTextToFramePadding() -- FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui.Text("'%s'", column_names[column]) + ImGui.Spacing() + ImGui.Text("Input flags:") + s.column_flags[column] = EditTableColumnsFlags(s.column_flags[column]) + ImGui.Spacing() + ImGui.Text("Output flags:") + ImGui.BeginDisabled() + ShowTableColumnsStatusFlags(s.column_flags_out[column]) + ImGui.EndDisabled() + ImGui.PopID() + end + PopStyleCompact() + ImGui.EndTable() + end + + local flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable) + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 9) + if ImGui.BeginTable("table_columns_flags", column_count, flags, outer_size) then + local has_angled_header = false + for column = 1, column_count do + has_angled_header = has_angled_header or Has(s.column_flags[column], ImGuiTableColumnFlags.AngledHeader) + ImGui.TableSetupColumn(column_names[column], s.column_flags[column]) + end + if has_angled_header then + ImGui.TableAngledHeadersRow() + end + ImGui.TableHeadersRow() + for column = 1, column_count do + s.column_flags_out[column] = ImGui.TableGetColumnFlags(column - 1) + end + local indent_step = math.floor(math.floor(TEXT_BASE_WIDTH) / 2) + for row = 0, 7 do + -- Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui.Indent(indent_step) + ImGui.TableNextRow() + for column = 0, column_count - 1 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s %s", (column == 0) and "Indented" or "Hello", ImGui.TableGetColumnName(column)) + end + end + ImGui.Unindent(indent_step * 8.0) + + ImGui.EndTable() + end +end + +local function Tables_ColumnsWidths() + IMGUI_DEMO_MARKER("Tables/Columns widths") + DemoHelpMarker("Using TableSetupColumn() to setup default width.") + local s = ST.colwidths + if s == nil then s = { flags1 = bor(TF.Borders, TF.NoBordersInBodyUntilResize), flags2 = TF.None }; ST.colwidths = s end + local CF = ImGuiTableColumnFlags + + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags1, TF.NoBordersInBodyUntilResize) + PopStyleCompact() + if ImGui.BeginTable("table1", 3, s.flags1) then + ImGui.TableSetupColumn("one", CF.WidthFixed, 100.0) -- Default to 100.0f + ImGui.TableSetupColumn("two", CF.WidthFixed, 200.0) -- Default to 200.0f + ImGui.TableSetupColumn("three", CF.WidthFixed) -- Default to auto + ImGui.TableHeadersRow() + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + if row == 0 then + ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) + else + ImGui.Text("Hello %d,%d", column, row) + end + end + end + ImGui.EndTable() + end + + DemoHelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " .. + "fixed columns with set width may still be shrunk down if there's not enough space in the host.") + + PushStyleCompact() + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags2, TF.NoKeepColumnsVisible) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags2, TF.BordersInnerV) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags2, TF.BordersOuterV) + PopStyleCompact() + if ImGui.BeginTable("table2", 4, s.flags2) then + ImGui.TableSetupColumn("", CF.WidthFixed, 100.0) + ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) + ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 30.0) + ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 3 do + ImGui.TableSetColumnIndex(column) + if row == 0 then + ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) + else + ImGui.Text("Hello %d,%d", column, row) + end + end + end + ImGui.EndTable() + end +end + +local function Tables_Nested() + IMGUI_DEMO_MARKER("Tables/Nested tables") + DemoHelpMarker("This demonstrates embedding a table into another table cell.") + + if ImGui.BeginTable("table_nested1", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then + ImGui.TableSetupColumn("A0") + ImGui.TableSetupColumn("A1") + ImGui.TableHeadersRow() + + ImGui.TableNextColumn() + ImGui.Text("A0 Row 0") + do + local rows_height = (TEXT_BASE_HEIGHT * 2.0) + (ImGui.GetStyle().CellPadding.y * 2.0) + if ImGui.BeginTable("table_nested2", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then + ImGui.TableSetupColumn("B0") + ImGui.TableSetupColumn("B1") + ImGui.TableHeadersRow() + + ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) + ImGui.TableNextColumn() + ImGui.Text("B0 Row 0") + ImGui.TableNextColumn() + ImGui.Text("B1 Row 0") + ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) + ImGui.TableNextColumn() + ImGui.Text("B0 Row 1") + ImGui.TableNextColumn() + ImGui.Text("B1 Row 1") + + ImGui.EndTable() + end + end + ImGui.TableNextColumn(); ImGui.Text("A1 Row 0") + ImGui.TableNextColumn(); ImGui.Text("A0 Row 1") + ImGui.TableNextColumn(); ImGui.Text("A1 Row 1") + ImGui.EndTable() + end +end + +local function Tables_RowHeight() + IMGUI_DEMO_MARKER("Tables/Row height") + DemoHelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " .. + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" .. + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.") + if ImGui.BeginTable("table_row_height", 1, TF.Borders) then + for row = 0, 7 do + local min_row_height = math.floor(TEXT_BASE_HEIGHT * 0.30 * row + ImGui.GetStyle().CellPadding.y * 2.0) + ImGui.TableNextRow(ImGuiTableRowFlags.None, min_row_height) + ImGui.TableNextColumn() + ImGui.Text("min_row_height = %.2f", min_row_height) + end + ImGui.EndTable() + end + + DemoHelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" .. + "Please note that Tables Row Height is not the same thing as Current Line Height, " .. + "as a table cell may contains multiple lines.") + if ImGui.BeginTable("table_share_lineheight", 2, TF.Borders) then + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.ColorButton("##1", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) + ImGui.TableNextColumn() + ImGui.Text("Line 1") + ImGui.Text("Line 2") + + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.ColorButton("##2", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) + ImGui.TableNextColumn() + ImGui.SameLine(0.0, 0.0) -- Reuse line height from previous column + ImGui.Text("Line 1, with SameLine(0,0)") + ImGui.Text("Line 2") + + ImGui.EndTable() + end + + DemoHelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.") + if ImGui.BeginTable("table_changing_cellpadding_y", 1, TF.Borders) then + local style = ImGui.GetStyle() + for row = 0, 7 do + if (row % 3) == 2 then + ImGui.PushStyleVarY(ImGuiStyleVar.CellPadding, 20.0) + end + ImGui.TableNextRow(ImGuiTableRowFlags.None) + ImGui.TableNextColumn() + ImGui.Text("CellPadding.y = %.2f", style.CellPadding.y) + if (row % 3) == 2 then + ImGui.PopStyleVar() + end + end + ImGui.EndTable() + end +end + +local function Tables_OuterSize() + IMGUI_DEMO_MARKER("Tables/Outer size") + ImGui.Text("Using NoHostExtendX and NoHostExtendY:") + PushStyleCompact() + local s = ST.outer + if s == nil then s = { flags = bor(TF.Borders, TF.Resizable, TF.ContextMenuInBody, TF.RowBg, TF.SizingFixedFit, TF.NoHostExtendX) }; ST.outer = s end + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) + ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) + ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") + PopStyleCompact() + + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 5.5) + if ImGui.BeginTable("table1", 3, s.flags, outer_size) then + for row = 0, 9 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableNextColumn() + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end + ImGui.SameLine() + ImGui.Text("Hello!") + + ImGui.Spacing() + + ImGui.Text("Using explicit size:") + if ImGui.BeginTable("table2", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableNextColumn() + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end + ImGui.SameLine() + if ImGui.BeginTable("table3", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then + local rows_height = TEXT_BASE_HEIGHT * 1.5 + ImGui.GetStyle().CellPadding.y * 2.0 + for row = 0, 2 do + ImGui.TableNextRow(0, rows_height) + for column = 0, 2 do + ImGui.TableNextColumn() + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_BackgroundColor() + IMGUI_DEMO_MARKER("Tables/Background color") + local s = ST.bgcolor + if s == nil then s = { flags = TF.RowBg, row_bg_type = 1, row_bg_target = 1, cell_bg_type = 1 }; ST.bgcolor = s end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) + ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.") + if ImGui.Combo then + s.row_bg_type = ImGui.Combo("row bg type", s.row_bg_type, { "None", "Red", "Gradient" }, 3) + s.row_bg_target = ImGui.Combo("row bg target", s.row_bg_target, { "RowBg0", "RowBg1" }, 2); ImGui.SameLine(); DemoHelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.") + s.cell_bg_type = ImGui.Combo("cell bg type", s.cell_bg_type, { "None", "Blue" }, 2); ImGui.SameLine(); DemoHelpMarker("We are colorizing cells to B1->C2 here.") + else + NotPorted("Combo") + end + IM_ASSERT(s.row_bg_type >= 0 and s.row_bg_type <= 2) + IM_ASSERT(s.row_bg_target >= 0 and s.row_bg_target <= 1) + IM_ASSERT(s.cell_bg_type >= 0 and s.cell_bg_type <= 1) + PopStyleCompact() + + if ImGui.BeginTable("table1", 5, s.flags) then + for row = 0, 5 do + ImGui.TableNextRow() + + if s.row_bg_type ~= 0 then + local row_bg_color = ImGui.GetColorU32(s.row_bg_type == 1 and ImVec4(0.7, 0.3, 0.3, 0.65) or ImVec4(0.2 + row * 0.1, 0.2, 0.2, 0.65)) -- Flat or Gradient? + ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBg0 + s.row_bg_target, row_bg_color) + end + + -- Fill cells + for column = 0, 4 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s%s", string.char(65 + row), string.char(48 + column)) + + if row >= 1 and row <= 2 and column >= 1 and column <= 2 and s.cell_bg_type == 1 then + local cell_bg_color = ImGui.GetColorU32(ImVec4(0.3, 0.3, 0.7, 0.65)) + ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, cell_bg_color) + end + end + end + ImGui.EndTable() + end +end + +local tree_view_nodes = { + { Name = "Root with Long Name", Type = "Folder", Size = -1, ChildIdx = 1, ChildCount = 3 }, -- 0 + { Name = "Music", Type = "Folder", Size = -1, ChildIdx = 4, ChildCount = 2 }, -- 1 + { Name = "Textures", Type = "Folder", Size = -1, ChildIdx = 6, ChildCount = 3 }, -- 2 + { Name = "desktop.ini", Type = "System file", Size = 1024, ChildIdx = -1, ChildCount = -1 }, -- 3 + { Name = "File1_a.wav", Type = "Audio file", Size = 123000, ChildIdx = -1, ChildCount = -1 }, -- 4 + { Name = "File1_b.wav", Type = "Audio file", Size = 456000, ChildIdx = -1, ChildCount = -1 }, -- 5 + { Name = "Image001.png", Type = "Image file", Size = 203128, ChildIdx = -1, ChildCount = -1 }, -- 6 + { Name = "Copy of Image001.png", Type = "Image file", Size = 203256, ChildIdx = -1, ChildCount = -1 }, -- 7 + { Name = "Copy of Image001 (Final2).png", Type = "Image file", Size = 203512, ChildIdx = -1, ChildCount = -1 }, -- 8 +} + +local function MyTreeNode_DisplayNode(node, all_nodes, tree_node_flags_base) + ImGui.TableNextRow() + ImGui.TableNextColumn() + local is_folder = (node.ChildCount > 0) + + local node_flags = tree_node_flags_base + if node ~= all_nodes[1] then + node_flags = bit32.band(node_flags, bit32.bnot(ImGuiTreeNodeFlags.LabelSpanAllColumns)) -- Only demonstrate this on the root node. + end + + if is_folder then + local open = ImGui.TreeNodeEx(node.Name, node_flags) + if bit32.band(node_flags, ImGuiTreeNodeFlags.LabelSpanAllColumns) == 0 then + ImGui.TableNextColumn() + ImGui.TextDisabled("--") + ImGui.TableNextColumn() + ImGui.TextUnformatted(node.Type) + end + if open then + for child_n = 0, node.ChildCount - 1 do + MyTreeNode_DisplayNode(all_nodes[node.ChildIdx + child_n + 1], all_nodes, tree_node_flags_base) + end + ImGui.TreePop() + end + else + ImGui.TreeNodeEx(node.Name, bor(node_flags, ImGuiTreeNodeFlags.Leaf, ImGuiTreeNodeFlags.Bullet, ImGuiTreeNodeFlags.NoTreePushOnOpen)) + ImGui.TableNextColumn() + ImGui.Text("%d", node.Size) + ImGui.TableNextColumn() + ImGui.TextUnformatted(node.Type) + end +end + +local function Tables_TreeView() + IMGUI_DEMO_MARKER("Tables/Tree view") + local s = ST.treeview + if s == nil then + s = { table_flags = bor(TF.BordersV, TF.BordersOuterH, TF.Resizable, TF.RowBg, TF.NoBordersInBody), + tree_node_flags_base = bor(ImGuiTreeNodeFlags.SpanAllColumns, ImGuiTreeNodeFlags.DefaultOpen, ImGuiTreeNodeFlags.DrawLinesFull) } + ST.treeview = s + end + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanFullWidth) + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanLabelWidth) + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanAllColumns) + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.LabelSpanAllColumns) + ImGui.SameLine(); DemoHelpMarker("Useful if you know that you aren't displaying contents in other columns") + + DemoHelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.") + if ImGui.BeginTable("3ways", 3, s.table_flags) then + ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags.NoHide) + ImGui.TableSetupColumn("Size", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 12.0) + ImGui.TableSetupColumn("Type", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 18.0) + ImGui.TableHeadersRow() + + MyTreeNode_DisplayNode(tree_view_nodes[1], tree_view_nodes, s.tree_node_flags_base) + + ImGui.EndTable() + end +end + +local function Tables_ItemWidth() + IMGUI_DEMO_MARKER("Tables/Item width") + DemoHelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" .. + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " .. + "e.g. right-alignment doesn't make sense.") + if ImGui.BeginTable("table_item_width", 3, TF.Borders) then + ImGui.TableSetupColumn("small") + ImGui.TableSetupColumn("half") + ImGui.TableSetupColumn("right-align") + ImGui.TableHeadersRow() + + for row = 0, 2 do + ImGui.TableNextRow() + if row == 0 then + -- Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui.TableSetColumnIndex(0) + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 3.0) -- Small + ImGui.TableSetColumnIndex(1) + ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5) + ImGui.TableSetColumnIndex(2) + ImGui.PushItemWidth(-FLT_MIN) -- Right-aligned + end + + -- Draw our contents + ImGui.PushID(row) + ImGui.TableSetColumnIndex(0) + ST.dummy_f = ImGui.SliderFloat("float0", ST.dummy_f or 0.0, 0.0, 1.0) + ImGui.TableSetColumnIndex(1) + ST.dummy_f = ImGui.SliderFloat("float1", ST.dummy_f, 0.0, 1.0) + ImGui.TableSetColumnIndex(2) + ST.dummy_f = ImGui.SliderFloat("##float2", ST.dummy_f, 0.0, 1.0) -- No visible label since right-aligned + ImGui.PopID() + end + ImGui.EndTable() + end +end + +local function Tables_CustomHeaders() + IMGUI_DEMO_MARKER("Tables/Custom headers") + local COLUMNS_COUNT = 3 + if ImGui.BeginTable("table_custom_headers", COLUMNS_COUNT, bor(TF.Borders, TF.Reorderable, TF.Hideable)) then + ImGui.TableSetupColumn("Apricot") + ImGui.TableSetupColumn("Banana") + ImGui.TableSetupColumn("Cherry") + + -- Dummy entire-column selection storage + if ST.column_selected == nil then ST.column_selected = { false, false, false } end + local column_selected = ST.column_selected + + ImGui.TableNextRow(ImGuiTableRowFlags.Headers) + for column = 0, COLUMNS_COUNT - 1 do + ImGui.TableSetColumnIndex(column) + local column_name = ImGui.TableGetColumnName(column) -- Retrieve name passed to TableSetupColumn() + ImGui.PushID(column) + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) + _, column_selected[column + 1] = ImGui.Checkbox("##checkall", column_selected[column + 1]) + ImGui.PopStyleVar() + ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) + ImGui.TableHeader(column_name) + ImGui.PopID() + end + + -- Submit table contents + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + local buf = string.format("Cell %d,%d", column, row) + ImGui.TableSetColumnIndex(column) + ImGui.Selectable(buf, column_selected[column + 1]) + end + end + ImGui.EndTable() + end +end + +local function Tables_AngledHeaders() + IMGUI_DEMO_MARKER("Tables/Angled headers") + local column_names = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" } + local columns_count = #column_names + local rows_count = 12 + + local s = ST.angled + if s == nil then + s = { table_flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.BordersInnerH, TF.Hideable, TF.Resizable, TF.Reorderable, TF.HighlightHoveredColumn), + column_flags = bor(ImGuiTableColumnFlags.AngledHeader, ImGuiTableColumnFlags.WidthFixed), + bools = {}, frozen_cols = 1, frozen_rows = 2 } + for i = 1, columns_count * rows_count do s.bools[i] = false end + ST.angled = s + end + _, s.table_flags = ImGui.CheckboxFlags("_ScrollX", s.table_flags, TF.ScrollX) + _, s.table_flags = ImGui.CheckboxFlags("_ScrollY", s.table_flags, TF.ScrollY) + _, s.table_flags = ImGui.CheckboxFlags("_Resizable", s.table_flags, TF.Resizable) + _, s.table_flags = ImGui.CheckboxFlags("_Sortable", s.table_flags, TF.Sortable) + _, s.table_flags = ImGui.CheckboxFlags("_NoBordersInBody", s.table_flags, TF.NoBordersInBody) + _, s.table_flags = ImGui.CheckboxFlags("_HighlightHoveredColumn", s.table_flags, TF.HighlightHoveredColumn) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + s.frozen_cols = ImGui.SliderInt("Frozen columns", s.frozen_cols, 0, 2) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + s.frozen_rows = ImGui.SliderInt("Frozen rows", s.frozen_rows, 0, 2) + _, s.column_flags = ImGui.CheckboxFlags("Disable header contributing to column width", s.column_flags, ImGuiTableColumnFlags.NoHeaderWidth) + + if ImGui.TreeNode("Style settings") then + ImGui.SameLine() + DemoHelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.") + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + local style = ImGui.GetStyle() + style.TableAngledHeadersAngle = ImGui.SliderAngle("style.TableAngledHeadersAngle", style.TableAngledHeadersAngle, -50.0, 50.0) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + ImGui.SliderFloat2("style.TableAngledHeadersTextAlign", style.TableAngledHeadersTextAlign, 0.0, 1.0, "%.2f") + ImGui.TreePop() + end + + if ImGui.BeginTable("table_angled_headers", columns_count, s.table_flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 12)) then + ImGui.TableSetupColumn(column_names[1], bor(ImGuiTableColumnFlags.NoHide, ImGuiTableColumnFlags.NoReorder)) + for n = 2, columns_count do + ImGui.TableSetupColumn(column_names[n], s.column_flags) + end + ImGui.TableSetupScrollFreeze(s.frozen_cols, s.frozen_rows) + + ImGui.TableAngledHeadersRow() -- Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui.TableHeadersRow() -- Draw remaining headers and allow access to context-menu and other functions. + for row = 0, rows_count - 1 do + ImGui.PushID(row) + ImGui.TableNextRow() + ImGui.TableSetColumnIndex(0) + ImGui.AlignTextToFramePadding() + ImGui.Text("Track %d", row) + for column = 1, columns_count - 1 do + if ImGui.TableSetColumnIndex(column) then + ImGui.PushID(column) + local idx = row * columns_count + column + 1 + _, s.bools[idx] = ImGui.Checkbox("", s.bools[idx]) + ImGui.PopID() + end + end + ImGui.PopID() + end + ImGui.EndTable() + end +end + +local function Tables_ContextMenus() + IMGUI_DEMO_MARKER("Tables/Context menus") + DemoHelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" .. + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.") + local s = ST.ctxmenu + if s == nil then s = { flags1 = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.ContextMenuInBody) }; ST.ctxmenu = s end + + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags1, TF.ContextMenuInBody) + PopStyleCompact() + + local COLUMNS_COUNT = 3 + if ImGui.BeginTable("table_context_menu", COLUMNS_COUNT, s.flags1) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + + -- [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui.TableHeadersRow() + + -- Submit dummy contents + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, COLUMNS_COUNT - 1 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end + + DemoHelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " .. + "and custom per-column context menu (over column body).") + local flags2 = bor(TF.Resizable, TF.SizingFixedFit, TF.Reorderable, TF.Hideable, TF.Borders) + if ImGui.BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + + -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui.TableHeadersRow() + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, COLUMNS_COUNT - 1 do + -- Submit dummy contents + ImGui.TableSetColumnIndex(column) + ImGui.Text("Cell %d,%d", column, row) + ImGui.SameLine() + + -- [2.2] Right-click on the ".." to open a custom popup + ImGui.PushID(row * COLUMNS_COUNT + column) + ImGui.SmallButton("..") + if ImGui.BeginPopupContextItem() then + ImGui.Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row) + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.PopID() + end + end + + -- [2.3] Right-click anywhere in columns to open another custom popup + local hovered_column = -1 + for column = 0, COLUMNS_COUNT do + ImGui.PushID(column) + if Has(ImGui.TableGetColumnFlags(column), ImGuiTableColumnFlags.IsHovered) then + hovered_column = column + end + if hovered_column == column and not ImGui.IsAnyItemHovered() and ImGui.IsMouseReleased(1) then + ImGui.OpenPopup("MyPopup") + end + if ImGui.BeginPopup("MyPopup") then + if column == COLUMNS_COUNT then + ImGui.Text("This is a custom popup for unused space after the last column.") + else + ImGui.Text("This is a custom popup for Column %d", column) + end + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.PopID() + end + + ImGui.EndTable() + ImGui.Text("Hovered column: %d", hovered_column) + end +end + +local function Tables_SyncedInstances() + IMGUI_DEMO_MARKER("Tables/Synced instances") + DemoHelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.") + + local s = ST.synced + if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.SizingFixedFit, TF.NoSavedSettings) }; ST.synced = s end + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SizingFixedFit", s.flags, TF.SizingFixedFit) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) + for n = 0, 2 do + local buf = string.format("Synced Table %d", n) + local open = ImGui.CollapsingHeader(buf, ImGuiTreeNodeFlags.DefaultOpen) + if open and ImGui.BeginTable("Table", 3, s.flags, ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 5)) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + local cell_count = (n == 1) and 27 or 9 -- Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for cell = 0, cell_count - 1 do + ImGui.TableNextColumn() + ImGui.Text("this cell %d", cell) + end + ImGui.EndTable() + end + end +end + +local template_items_names = { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" +} + +local function Tables_Sorting() + IMGUI_DEMO_MARKER("Tables/Sorting") + local s = ST.sorting + if s == nil then + s = { items = {}, + flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.NoBordersInBody, TF.ScrollY) } + for n = 0, 49 do + local template_n = n % #template_items_names + s.items[n + 1] = MyItem(n, template_items_names[template_n + 1], (n * n - n) % 20) -- Assign default quantities + end + ST.sorting = s + end + local items = s.items + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") + PopStyleCompact() + + if ImGui.BeginTable("table_sorting", 4, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 15), 0.0) then + local CF = ImGuiTableColumnFlags + ImGui.TableSetupColumn("ID", bor(CF.DefaultSort, CF.WidthFixed), 0.0, MyItemColumnID_ID) + ImGui.TableSetupColumn("Name", CF.WidthFixed, 0.0, MyItemColumnID_Name) + ImGui.TableSetupColumn("Action", bor(CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) + ImGui.TableSetupColumn("Quantity", bor(CF.PreferSortDescending, CF.WidthStretch), 0.0, MyItemColumnID_Quantity) + ImGui.TableSetupScrollFreeze(0, 1) -- Make row always visible + ImGui.TableHeadersRow() + + -- Sort our data if sort specs have been changed! + local sort_specs = ImGui.TableGetSortSpecs() + if sort_specs and sort_specs.SpecsDirty then + MyItem_SortWithSortSpecs(sort_specs, items, #items) + sort_specs.SpecsDirty = false + end + + -- Demonstrate using clipper for large vertical lists + local clipper = ImGuiListClipper() + clipper:Begin(#items) + while clipper:Step() do + for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do + -- Display a data item + local item = items[row_n + 1] + ImGui.PushID(item.ID) + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.Text("%04d", item.ID) + ImGui.TableNextColumn() + ImGui.TextUnformatted(item.Name) + ImGui.TableNextColumn() + ImGui.SmallButton("None") + ImGui.TableNextColumn() + ImGui.Text("%d", item.Quantity) + ImGui.PopID() + end + end + ImGui.EndTable() + end +end + +local function Tables_AdvancedOptions(s) + -- Make the UI compact because there are so many fields + PushStyleCompact() + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 28.0) + + if ImGui.TreeNodeEx("Features:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Sortable", s.flags, TF.Sortable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoSavedSettings", s.flags, TF.NoSavedSettings) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags, TF.ContextMenuInBody) + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Decorations:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Sizing:", ImGuiTreeNodeFlags.DefaultOpen) then + s.flags = EditTableSizingFlags(s.flags) + ImGui.SameLine(); DemoHelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) + ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) + ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags, TF.NoKeepColumnsVisible) + ImGui.SameLine(); DemoHelpMarker("Only available if ScrollX is disabled.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) + ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) + ImGui.SameLine(); DemoHelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Padding:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags, TF.PadOuterX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags, TF.NoPadOuterX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags, TF.NoPadInnerX) + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) + ImGui.SameLine() + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + ImGui.SameLine() + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Sorting:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Headers:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) + _, s.columns_base_flags = ImGui.CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", s.columns_base_flags, ImGuiTableColumnFlags.AngledHeader) + ImGui.SameLine(); DemoHelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Other:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.show_wrapped_text = ImGui.Checkbox("show_wrapped_text", s.show_wrapped_text) + + ImGui.DragFloat2("##OuterSize", s.outer_size_value) + ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) + _, s.outer_size_enabled = ImGui.Checkbox("outer_size", s.outer_size_enabled) + ImGui.SameLine() + DemoHelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" .. + "- The table is output directly in the parent window.\n" .. + "- OuterSize.x < 0.0f will right-align the table.\n" .. + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" .. + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).") + + s.inner_width_with_scroll = ImGui.DragFloat("inner_width (when ScrollX active)", s.inner_width_with_scroll, 1.0, 0.0, FLT_MAX) + + s.row_min_height = ImGui.DragFloat("row_min_height", s.row_min_height, 1.0, 0.0, FLT_MAX) + ImGui.SameLine(); DemoHelpMarker("Specify height of the Selectable item.") + + s.items_count = ImGui.DragInt("items_count", s.items_count, 0.1, 0, 9999) + local contents_type_names = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" } + if ImGui.Combo then + s.contents_type = ImGui.Combo("items_type (first column)", s.contents_type, contents_type_names, #contents_type_names) + else + NotPorted("Combo") + end + ImGui.TreePop() + end + + ImGui.PopItemWidth() + PopStyleCompact() + ImGui.Spacing() +end + +local function Tables_Advanced() + IMGUI_DEMO_MARKER("Tables/Advanced") + local CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow = 0, 1, 2, 3, 4, 5 + local s = ST.advanced + if s == nil then + s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.Borders, TF.NoBordersInBody, TF.ScrollX, TF.ScrollY, TF.SizingFixedFit), + columns_base_flags = ImGuiTableColumnFlags.None, contents_type = CT_SelectableSpanRow, + freeze_cols = 1, freeze_rows = 1, items_count = #template_items_names * 2, + outer_size_value = ImVec2(0.0, TEXT_BASE_HEIGHT * 12), row_min_height = 0.0, inner_width_with_scroll = 0.0, + outer_size_enabled = true, show_headers = true, show_wrapped_text = false, + items = {}, selection = {}, items_need_sort = false, show_debug_details = false } + ST.advanced = s + end + if ImGui.TreeNode("Options") then + Tables_AdvancedOptions(s) + ImGui.TreePop() + end + + -- Update item list if we changed the number of items + local items = s.items + local selection = s.selection + if #items ~= s.items_count then + for n = #items, s.items_count + 1, -1 do items[n] = nil end + for n = 0, s.items_count - 1 do + local template_n = n % #template_items_names + items[n + 1] = MyItem(n, template_items_names[template_n + 1], (template_n == 3) and 10 or (template_n == 4) and 20 or 0) -- Assign default quantities + end + end + + local parent_draw_list = ImGui.GetWindowDrawList() + local parent_draw_list_draw_cmd_count = parent_draw_list.CmdBuffer.Size + local table_scroll_cur, table_scroll_max -- For debug display + local table_draw_list = nil + + -- Submit table + local flags = s.flags + local columns_base_flags = s.columns_base_flags + local inner_width_to_use = Has(flags, TF.ScrollX) and s.inner_width_with_scroll or 0.0 + local CF = ImGuiTableColumnFlags + if ImGui.BeginTable("table_advanced", 6, flags, s.outer_size_enabled and s.outer_size_value or ImVec2(0, 0), inner_width_to_use) then + ImGui.TableSetupColumn("ID", bor(columns_base_flags, CF.DefaultSort, CF.WidthFixed, CF.NoHide), 0.0, MyItemColumnID_ID) + ImGui.TableSetupColumn("Name", bor(columns_base_flags, CF.WidthFixed), 0.0, MyItemColumnID_Name) + ImGui.TableSetupColumn("Action", bor(columns_base_flags, CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) + ImGui.TableSetupColumn("Quantity", bor(columns_base_flags, CF.PreferSortDescending), 0.0, MyItemColumnID_Quantity) + ImGui.TableSetupColumn("Description", bor(columns_base_flags, Has(flags, TF.NoHostExtendX) and 0 or CF.WidthStretch), 0.0, MyItemColumnID_Description) + ImGui.TableSetupColumn("Hidden", bor(columns_base_flags, CF.DefaultHide, CF.NoSort)) + ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) + + -- Sort our data if sort specs have been changed! + local sort_specs = ImGui.TableGetSortSpecs() + if sort_specs and sort_specs.SpecsDirty then + s.items_need_sort = true + end + if sort_specs and s.items_need_sort and #items > 1 then + MyItem_SortWithSortSpecs(sort_specs, items, #items) + sort_specs.SpecsDirty = false + end + s.items_need_sort = false + + local sorts_specs_using_quantity = Has(ImGui.TableGetColumnFlags(3), CF.IsSorted) + + -- Show headers + if s.show_headers and Has(columns_base_flags, CF.AngledHeader) then + ImGui.TableAngledHeadersRow() + end + if s.show_headers then + ImGui.TableHeadersRow() + end + + -- Demonstrate using clipper for large vertical lists + local clipper = ImGuiListClipper() + clipper:Begin(#items) + while clipper:Step() do + for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do + local item = items[row_n + 1] + + local item_is_selected = table.find(selection, item.ID) ~= nil + ImGui.PushID(item.ID) + ImGui.TableNextRow(ImGuiTableRowFlags.None, s.row_min_height) + + -- For the demo purpose we can select among different type of items submitted in the first column + ImGui.TableSetColumnIndex(0) + local label = string.format("%04d", item.ID) + local ct = s.contents_type + if ct == CT_Text then + ImGui.TextUnformatted(label) + elseif ct == CT_Button then + ImGui.Button(label) + elseif ct == CT_SmallButton then + ImGui.SmallButton(label) + elseif ct == CT_FillButton then + ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) + elseif ct == CT_Selectable or ct == CT_SelectableSpanRow then + local selectable_flags = (ct == CT_SelectableSpanRow) and bor(ImGuiSelectableFlags.SpanAllColumns, ImGuiSelectableFlags.AllowOverlap) or ImGuiSelectableFlags.None + if ImGui.Selectable(label, item_is_selected, selectable_flags, ImVec2(0, s.row_min_height)) then + if ImGui.GetIO().KeyCtrl then + if item_is_selected then + table.remove(selection, table.find(selection, item.ID)) + else + table.insert(selection, item.ID) + end + else + table.clear(selection) + table.insert(selection, item.ID) + end + end + end + + if ImGui.TableSetColumnIndex(1) then + ImGui.TextUnformatted(item.Name) + end + + if ImGui.TableSetColumnIndex(2) then + if ImGui.SmallButton("Chop") then item.Quantity = item.Quantity + 1 end + if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end + ImGui.SameLine() + if ImGui.SmallButton("Eat") then item.Quantity = item.Quantity - 1 end + if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end + end + + if ImGui.TableSetColumnIndex(3) then + ImGui.Text("%d", item.Quantity) + end + + ImGui.TableSetColumnIndex(4) + if s.show_wrapped_text then + ImGui.TextWrapped("Lorem ipsum dolor sit amet") + else + ImGui.Text("Lorem ipsum dolor sit amet") + end + + if ImGui.TableSetColumnIndex(5) then + ImGui.Text("1234") + end + + ImGui.PopID() + end + end + + -- Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui.GetScrollX(), ImGui.GetScrollY()) + table_scroll_max = ImVec2(ImGui.GetScrollMaxX(), ImGui.GetScrollMaxY()) + table_draw_list = ImGui.GetWindowDrawList() + ImGui.EndTable() + end + _, s.show_debug_details = ImGui.Checkbox("Debug details", s.show_debug_details) + if s.show_debug_details and table_draw_list then + ImGui.SameLine(0.0, 0.0) + local table_draw_list_draw_cmd_count = table_draw_list.CmdBuffer.Size + if table_draw_list == parent_draw_list then + ImGui.Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count) + else + ImGui.Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y) + end + end +end + +local tables_sections = { + { "Basic", Tables_Basic }, + { "Borders, background", Tables_BordersBackground }, + { "Resizable, stretch", Tables_ResizableStretch }, + { "Resizable, fixed", Tables_ResizableFixed }, + { "Resizable, mixed", Tables_ResizableMixed }, + { "Reorderable, hideable, with headers", Tables_Reorderable }, + { "Padding", Tables_Padding }, + { "Sizing policies", Tables_SizingPolicies }, + { "Vertical scrolling, with clipping", Tables_VerticalScrolling }, + { "Horizontal scrolling", Tables_HorizontalScrolling }, + { "Columns flags", Tables_ColumnsFlags }, + { "Columns widths", Tables_ColumnsWidths }, + { "Nested tables", Tables_Nested }, + { "Row height", Tables_RowHeight }, + { "Outer size", Tables_OuterSize }, + { "Background color", Tables_BackgroundColor }, + { "Tree view", Tables_TreeView }, + { "Item width", Tables_ItemWidth }, + { "Custom headers", Tables_CustomHeaders }, + { "Angled headers", Tables_AngledHeaders }, + { "Context menus", Tables_ContextMenus }, + { "Synced instances", Tables_SyncedInstances }, + { "Sorting", Tables_Sorting }, + { "Advanced", Tables_Advanced }, +} + +function DemoWindowTables() + if not ImGui.CollapsingHeader("Tables & Columns") then + return + end + + -- Using those as a base value to create width/height that are factor of the size of our font + TEXT_BASE_WIDTH = ImGui.CalcTextSize("A").x + TEXT_BASE_HEIGHT = ImGui.GetTextLineHeightWithSpacing() + + ImGui.PushID("Tables") + + local open_action = -1 + if ImGui.Button("Expand all") then + open_action = 1 + end + ImGui.SameLine() + if ImGui.Button("Collapse all") then + open_action = 0 + end + ImGui.SameLine() + + -- Options + _, ST.disable_indent = ImGui.Checkbox("Disable tree indentation", ST.disable_indent or false) + ImGui.SameLine() + DemoHelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.") + ImGui.Separator() + local disable_indent = ST.disable_indent + if disable_indent then + ImGui.PushStyleVar(ImGuiStyleVar.IndentSpacing, 0.0) + end + + -- Demos + for _, sec in ipairs(tables_sections) do + if open_action ~= -1 then + ImGui.SetNextItemOpen(open_action ~= 0) + end + if ImGui.TreeNode(sec[1]) then + sec[2]() + ImGui.TreePop() + end + end + + ImGui.PopID() + + DemoWindowColumns() + + if disable_indent then + ImGui.PopStyleVar() + end +end + +--@@COLUMNS@@ +end + +__FILES['imgui_docking.lua'] = function() +--- ImGui Sincerely +-- Docking: 1:1 port of imgui.cpp [SECTION] DOCKING (docking branch, 1.93 WIP) +-- +-- Port notes: +-- - Main viewport only (no multi-viewports on Roblox): viewport creation/merging code paths are kept where cheap, but +-- windows always live in the main viewport. +-- - ImGuiDockContext.Nodes (ImGuiStorage in C++) is a Lua table ID -> node. Iterations that upstream does over the +-- sorted storage are done over a sorted snapshot of the IDs (DockContextNodesSorted) for deterministic order. +-- - node.ChildNodes is a table indexed [0] and [1] like upstream. +-- - ImGuiDockPreviewData.DropRectsDraw is indexed [dir + 1] with dir in -1..3 (so keys 0..4), like upstream. + +local MT = ImGui.GetMetatables() + +IMGUI_PAYLOAD_TYPE_WINDOW = "_IMWINDOW" + +local DOCKING_HOST_DRAW_CHANNEL_BG = 0 -- Dock host: background fill +local DOCKING_HOST_DRAW_CHANNEL_FG = 1 -- Dock host: decorations and contents + +local DOCKING_SPLITTER_SIZE = 2.0 + +--------------------------------------------------------------------------------------- +-- Docking: flags & enums +--------------------------------------------------------------------------------------- + +ImGuiDockNodeFlags = { + None = 0, + KeepAliveOnly = bit32.lshift(1, 0), + NoDockingOverCentralNode = bit32.lshift(1, 2), + PassthruCentralNode = bit32.lshift(1, 3), + NoDockingSplit = bit32.lshift(1, 4), + NoResize = bit32.lshift(1, 5), + AutoHideTabBar = bit32.lshift(1, 6), + NoUndocking = bit32.lshift(1, 7), + -- [Internal] + DockSpace = bit32.lshift(1, 10), + CentralNode = bit32.lshift(1, 11), + NoTabBar = bit32.lshift(1, 12), + HiddenTabBar = bit32.lshift(1, 13), + NoWindowMenuButton = bit32.lshift(1, 14), + NoCloseButton = bit32.lshift(1, 15), + NoResizeX = bit32.lshift(1, 16), + NoResizeY = bit32.lshift(1, 17), + DockedWindowsInFocusRoute = bit32.lshift(1, 18), + NoDockingSplitOther = bit32.lshift(1, 19), + NoDockingOverMe = bit32.lshift(1, 20), + NoDockingOverOther = bit32.lshift(1, 21), + NoDockingOverEmpty = bit32.lshift(1, 22), +} +do + local F = ImGuiDockNodeFlags + F.NoSplit = F.NoDockingSplit + F.NoDockingInCentralNode = F.NoDockingOverCentralNode + F.NoDocking = bit32.bor(F.NoDockingOverMe, F.NoDockingOverOther, F.NoDockingOverEmpty, F.NoDockingSplit, F.NoDockingSplitOther) + F.SharedFlagsInheritMask_ = 0xFFFFFFFF + F.NoResizeFlagsMask_ = bit32.bor(F.NoResize, F.NoResizeX, F.NoResizeY) + F.LocalFlagsTransferMask_ = bit32.bor(F.NoDockingSplit, F.NoResizeFlagsMask_, F.AutoHideTabBar, F.CentralNode, F.NoTabBar, F.HiddenTabBar, F.NoWindowMenuButton, F.NoCloseButton) + F.SavedFlagsMask_ = bit32.bor(F.NoResizeFlagsMask_, F.DockSpace, F.CentralNode, F.NoTabBar, F.HiddenTabBar, F.NoWindowMenuButton, F.NoCloseButton) +end + +ImGuiDataAuthority = { Auto = 0, DockNode = 1, Window = 2 } + +ImGuiDockNodeState = { + Unknown = 0, + HostWindowHiddenBecauseSingleWindow = 1, + HostWindowHiddenBecauseWindowsAreResizing = 2, + HostWindowVisible = 3, +} + +ImGuiWindowDockStyleCol = { + Text = 0, TabHovered = 1, TabFocused = 2, TabSelected = 3, TabSelectedOverline = 4, + TabDimmed = 5, TabDimmedSelected = 6, TabDimmedSelectedOverline = 7, UnsavedMarker = 8, COUNT = 9, +} + +local ImGuiDockRequestType = { None = 0, Dock = 1, Undock = 2, Split = 3 } + +--------------------------------------------------------------------------------------- +-- Docking: Internal Types +--------------------------------------------------------------------------------------- + +local function ImGuiDockRequest() + return { + Type = ImGuiDockRequestType.None, + DockTargetWindow = nil, DockTargetNode = nil, DockPayload = nil, + DockSplitDir = ImGuiDir.None, DockSplitRatio = 0.5, DockSplitOuter = false, + UndockTargetWindow = nil, UndockTargetNode = nil, + } +end + +local function ImGuiDockNodeSettings() + return { + ID = 0, ParentNodeId = 0, ParentWindowId = 0, SelectedTabId = 0, + SplitAxis = ImGuiAxis.None, Depth = 0, Flags = 0, + Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), + } +end + +function ImGuiDockContext() + return { Nodes = {}, Requests = ImVector(), NodesSettings = ImVector(), WantFullRebuild = false } +end + +MT.ImGuiDockNode = {} +MT.ImGuiDockNode.__index = MT.ImGuiDockNode +local DN = MT.ImGuiDockNode + +function ImGuiDockNode(id) + return setmetatable({ + ID = id, + SharedFlags = 0, LocalFlags = 0, LocalFlagsInWindows = 0, MergedFlags = 0, + State = ImGuiDockNodeState.Unknown, + ParentNode = nil, + ChildNodes = { [0] = nil, [1] = nil }, + Windows = ImVector(), + TabBar = nil, + Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), + SplitAxis = ImGuiAxis.None, + LastBgColor = IM_COL32_WHITE, + WindowClass = ImGuiWindowClass(), + HostWindow = nil, VisibleWindow = nil, + CentralNode = nil, OnlyNodeWithWindows = nil, + CountNodeWithWindows = 0, + LastFrameAlive = -1, LastFrameActive = -1, LastFrameFocused = -1, + LastFocusedNodeId = 0, SelectedTabId = 0, WantCloseTabId = 0, RefViewportId = 0, + AuthorityForPos = ImGuiDataAuthority.DockNode, AuthorityForSize = ImGuiDataAuthority.DockNode, + AuthorityForViewport = ImGuiDataAuthority.Auto, + IsVisible = true, IsFocused = false, IsBgDrawnThisFrame = false, + HasCloseButton = false, HasWindowMenuButton = false, HasCentralNodeChild = false, + WantCloseAll = false, WantLockSizeOnce = false, WantMouseMove = false, + WantHiddenTabBarUpdate = false, WantHiddenTabBarToggle = false, + }, DN) +end + +function DN:IsRootNode() return self.ParentNode == nil end +function DN:IsDockSpace() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.DockSpace) ~= 0 end +function DN:IsFloatingNode() return self.ParentNode == nil and bit32.band(self.MergedFlags, ImGuiDockNodeFlags.DockSpace) == 0 end +function DN:IsCentralNode() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.CentralNode) ~= 0 end +function DN:IsHiddenTabBar() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 end +function DN:IsNoTabBar() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.NoTabBar) ~= 0 end +function DN:IsSplitNode() return self.ChildNodes[0] ~= nil end +function DN:IsLeafNode() return self.ChildNodes[0] == nil end +function DN:IsEmpty() return self.ChildNodes[0] == nil and self.Windows.Size == 0 end +function DN:Rect() return ImRect(self.Pos.x, self.Pos.y, self.Pos.x + self.Size.x, self.Pos.y + self.Size.y) end +function DN:SetLocalFlags(flags) self.LocalFlags = flags; self:UpdateMergedFlags() end +function DN:UpdateMergedFlags() self.MergedFlags = bit32.bor(self.SharedFlags, self.LocalFlags, self.LocalFlagsInWindows) end + +local function ImGuiDockPreviewData() + local d = { + FutureNode = ImGuiDockNode(0), + IsDropAllowed = false, IsCenterAvailable = false, IsSidesAvailable = false, IsSplitDirExplicit = false, + SplitNode = nil, SplitDir = ImGuiDir.None, SplitRatio = 0.0, + DropRectsDraw = {}, + } + for n = 0, 4 do d.DropRectsDraw[n] = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) end + return d +end + +local function DockNodeGetHostWindowTitle(node) + return string.format("##DockNode_%02X", node.ID) +end + +local function IsRectInverted(r) return r.Min.x > r.Max.x or r.Min.y > r.Max.y end + +--- Sorted snapshot of node IDs (upstream iterates ImGuiStorage which is sorted by key) +local function DockContextNodesSorted(ctx) + local ids = {} + for id in pairs(ctx.DockContext.Nodes) do ids[#ids + 1] = id end + table.sort(ids) + return ids +end +ImGui.DockContextNodesSorted = DockContextNodesSorted + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockContext +--------------------------------------------------------------------------------------- + +local DockSettingsHandler_ClearAll, DockSettingsHandler_ApplyAll, DockSettingsHandler_ReadOpen, DockSettingsHandler_ReadLine, DockSettingsHandler_WriteAll +local DockSettingsRenameNodeReferences, DockSettingsRemoveNodeReferences, DockSettingsFindNodeSettings + +function ImGui.DockContextInitialize(ctx) + local g = ctx + local ini_handler = ImGuiSettingsHandler() + ini_handler.TypeName = "Docking" + ini_handler.TypeHash = ImHashStr("Docking") + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll + g.SettingsHandlers:push_back(ini_handler) + + g.DockNodeWindowMenuHandler = ImGui.DockNodeWindowMenuHandler_Default +end + +function ImGui.DockContextShutdown(ctx) + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = ctx.DockContext.Nodes[id] + if node then ImGui.DockContextDeleteNode(ctx, node) end + end +end + +function ImGui.DockContextClearNodes(ctx, root_id, clear_settings_refs) + ImGui.DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs) + ImGui.DockBuilderRemoveNodeChildNodes(root_id) +end + +function ImGui.DockContextRebuildNodes(ctx) + local dc = ctx.DockContext + ImGui.SaveIniSettingsToMemory() + local root_id = 0 + ImGui.DockContextClearNodes(ctx, root_id, false) + ImGui.DockContextBuildNodesFromSettings(ctx, dc.NodesSettings.Data, dc.NodesSettings.Size) + ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) +end + +function ImGui.DockContextNewFrameUpdateUndocking(ctx) + local g = ctx + local dc = ctx.DockContext + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then + if next(dc.Nodes) ~= nil or dc.Requests.Size > 0 then + ImGui.DockContextClearNodes(ctx, 0, true) + end + return + end + + if g.IO.ConfigDockingNoSplit then + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node:IsRootNode() and node:IsSplitNode() then + ImGui.DockBuilderRemoveNodeChildNodes(node.ID) + end + end + end + + if dc.WantFullRebuild then + ImGui.DockContextRebuildNodes(ctx) + dc.WantFullRebuild = false + end + + for _, req in dc.Requests:iter() do + if req.Type == ImGuiDockRequestType.Undock and req.UndockTargetWindow then + ImGui.DockContextProcessUndockWindow(ctx, req.UndockTargetWindow) + elseif req.Type == ImGuiDockRequestType.Undock and req.UndockTargetNode then + ImGui.DockContextProcessUndockNode(ctx, req.UndockTargetNode) + end + end +end + +function ImGui.DockContextNewFrameUpdateDocking(ctx) + local g = ctx + local dc = ctx.DockContext + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return end + + g.DebugHoveredDockNode = nil + local hovered_window = g.HoveredWindowUnderMovingWindow + if hovered_window then + if hovered_window.DockNodeAsHost then + g.DebugHoveredDockNode = ImGui.DockNodeTreeFindVisibleNodeByPos(hovered_window.DockNodeAsHost, g.IO.MousePos) + elseif hovered_window.RootWindow.DockNode then + g.DebugHoveredDockNode = hovered_window.RootWindow.DockNode + end + end + + for _, req in dc.Requests:iter() do + if req.Type == ImGuiDockRequestType.Dock then + ImGui.DockContextProcessDock(ctx, req) + end + end + dc.Requests:resize(0) + + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node:IsFloatingNode() then + ImGui.DockNodeUpdate(node) + end + end +end + +function ImGui.DockContextEndFrame(ctx) + local g = ctx + local dc = g.DockContext + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node.LastFrameActive == g.FrameCount and node.IsVisible and node.HostWindow and node:IsLeafNode() and not node.IsBgDrawnThisFrame then + local bg_rect = ImRect(node.Pos + ImVec2(0.0, ImGui.GetFrameHeight()), node.Pos + node.Size) + local bg_rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(bg_rect, node.HostWindow:Rect(), g.Style.DockingSeparatorSize) + node.HostWindow.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) + node.HostWindow.DrawList:AddRectFilled(bg_rect.Min, bg_rect.Max, node.LastBgColor, node.HostWindow.WindowRounding, bg_rounding_flags) + end + end +end + +function ImGui.DockContextFindNodeByID(ctx, id) + return ctx.DockContext.Nodes[id] +end + +function ImGui.DockContextGenNodeID(ctx) + local id = 0x0001 + while ImGui.DockContextFindNodeByID(ctx, id) ~= nil do id = id + 1 end + return id +end + +function ImGui.DockContextAddNode(ctx, id) + if id == 0 then + id = ImGui.DockContextGenNodeID(ctx) + else + IM_ASSERT(ImGui.DockContextFindNodeByID(ctx, id) == nil) + end + local node = ImGuiDockNode(id) + ctx.DockContext.Nodes[node.ID] = node + return node +end + +function ImGui.DockContextRemoveNode(ctx, node, merge_sibling_into_parent_node) + IM_ASSERT(ImGui.DockContextFindNodeByID(ctx, node.ID) == node) + IM_ASSERT(node.ChildNodes[0] == nil and node.ChildNodes[1] == nil) + IM_ASSERT(node.Windows.Size == 0) + + if node.HostWindow then node.HostWindow.DockNodeAsHost = nil end + + local parent_node = node.ParentNode + local merge = (merge_sibling_into_parent_node and parent_node ~= nil) + if merge then + IM_ASSERT(parent_node.ChildNodes[0] == node or parent_node.ChildNodes[1] == node) + local sibling_node = (parent_node.ChildNodes[0] == node) and parent_node.ChildNodes[1] or parent_node.ChildNodes[0] + ImGui.DockNodeTreeMerge(ctx, parent_node, sibling_node) + else + if parent_node then + for n = 0, 1 do + if parent_node.ChildNodes[n] == node then node.ParentNode.ChildNodes[n] = nil end + end + end + ImGui.DockContextDeleteNode(ctx, node) + end +end + +function ImGui.DockContextDeleteNode(ctx, node) + local dc = ctx.DockContext + node.TabBar = nil + dc.Nodes[node.ID] = nil +end + +function ImGui.DockContextPruneUnusedSettingsNodes(ctx) + local g = ctx + local dc = ctx.DockContext + IM_ASSERT(g.Windows.Size == 0) + + local pool = {} + local function GetOrAdd(id) + local d = pool[id] + if not d then d = { CountWindows = 0, CountChildWindows = 0, CountChildNodes = 0, RootId = 0 }; pool[id] = d end + return d + end + + for _, settings in dc.NodesSettings:iter() do + if pool[settings.ID] ~= nil then + settings.ID = 0 + else + local parent_data = (settings.ParentNodeId ~= 0) and pool[settings.ParentNodeId] or nil + GetOrAdd(settings.ID).RootId = parent_data and parent_data.RootId or settings.ID + if settings.ParentNodeId ~= 0 then + local p = GetOrAdd(settings.ParentNodeId) + p.CountChildNodes = p.CountChildNodes + 1 + end + end + end + + for _, settings in dc.NodesSettings:iter() do + if settings.ParentWindowId ~= 0 then + local window_settings = ImGui.FindWindowSettingsByID(settings.ParentWindowId) + if window_settings and window_settings.DockId ~= 0 then + local data = pool[window_settings.DockId] + if data then data.CountChildNodes = data.CountChildNodes + 1 end + end + end + end + + for _, settings in g.SettingsWindows:iter() do + local dock_id = settings.DockId + if dock_id and dock_id ~= 0 then + local data = pool[dock_id] + if data then + data.CountWindows = data.CountWindows + 1 + local data_root = (data.RootId == dock_id) and data or pool[data.RootId] + if data_root then data_root.CountChildWindows = data_root.CountChildWindows + 1 end + end + end + end + + for _, settings in dc.NodesSettings:iter() do + local data = pool[settings.ID] + if data ~= nil and data.CountWindows <= 1 then + local data_root = (settings.ID == data.RootId) and data or pool[data.RootId] + local data_parent = (settings.ParentNodeId ~= 0) and pool[settings.ParentNodeId] or nil + + local remove = false + remove = remove or (data.CountWindows == 1 and settings.ParentNodeId == 0 and data.CountChildNodes == 0 and bit32.band(settings.Flags, ImGuiDockNodeFlags.CentralNode) == 0) + remove = remove or (data.CountWindows == 0 and settings.ParentNodeId == 0 and data.CountChildNodes == 0) + remove = remove or (data_root == nil or data_root.CountChildWindows == 0) + if remove then + DockSettingsRemoveNodeReferences({ settings.ID }, 1) + settings.ID = 0 + elseif data_parent and data_parent.CountChildNodes == 1 then + DockSettingsRenameNodeReferences(settings.ID, settings.ParentNodeId) + settings.ID = 0 + end + end + end +end + +--- @param node_settings_array table # 1-based array +function ImGui.DockContextBuildNodesFromSettings(ctx, node_settings_array, node_settings_count) + for node_n = 1, node_settings_count do + local settings = node_settings_array[node_n] + if settings.ID ~= 0 and ImGui.DockContextFindNodeByID(ctx, settings.ID) == nil then + local node = ImGui.DockContextAddNode(ctx, settings.ID) + node.ParentNode = (settings.ParentNodeId ~= 0) and ImGui.DockContextFindNodeByID(ctx, settings.ParentNodeId) or nil + node.Pos = ImVec2(settings.Pos.x, settings.Pos.y) + node.Size = ImVec2(settings.Size.x, settings.Size.y) + node.SizeRef = ImVec2(settings.SizeRef.x, settings.SizeRef.y) + node.AuthorityForPos = ImGuiDataAuthority.DockNode + node.AuthorityForSize = ImGuiDataAuthority.DockNode + node.AuthorityForViewport = ImGuiDataAuthority.DockNode + if node.ParentNode and node.ParentNode.ChildNodes[0] == nil then + node.ParentNode.ChildNodes[0] = node + elseif node.ParentNode and node.ParentNode.ChildNodes[1] == nil then + node.ParentNode.ChildNodes[1] = node + end + node.SelectedTabId = settings.SelectedTabId + node.SplitAxis = settings.SplitAxis + node:SetLocalFlags(bit32.band(settings.Flags, ImGuiDockNodeFlags.SavedFlagsMask_)) + + local root_node = ImGui.DockNodeGetRootNode(node) + node.HostWindow = ImGui.FindWindowByName(DockNodeGetHostWindowTitle(root_node)) + end + end +end + +function ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) + local g = ctx + for _, window in g.Windows:iter() do + if window.DockId ~= 0 and window.LastFrameActive >= g.FrameCount - 1 and window.DockNode == nil then + local node = ImGui.DockContextFindNodeByID(ctx, window.DockId) + IM_ASSERT(node ~= nil) + if root_id == 0 or ImGui.DockNodeGetRootNode(node).ID == root_id then + ImGui.DockNodeAddWindow(node, window, true) + end + end + end +end + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockContext Docking/Undocking functions +--------------------------------------------------------------------------------------- + +function ImGui.DockContextQueueDock(ctx, target, target_node, payload, split_dir, split_ratio, split_outer) + IM_ASSERT(target ~= payload) + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Dock + req.DockTargetWindow = target + req.DockTargetNode = target_node + req.DockPayload = payload + req.DockSplitDir = split_dir + req.DockSplitRatio = split_ratio + req.DockSplitOuter = split_outer + ctx.DockContext.Requests:push_back(req) +end + +function ImGui.DockContextQueueUndockWindow(ctx, window) + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Undock + req.UndockTargetWindow = window + ctx.DockContext.Requests:push_back(req) +end + +function ImGui.DockContextQueueUndockNode(ctx, node) + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Undock + req.UndockTargetNode = node + ctx.DockContext.Requests:push_back(req) +end + +function ImGui.DockContextQueueNotifyRemovedNode(ctx, node) + for _, req in ctx.DockContext.Requests:iter() do + if req.DockTargetNode == node then req.Type = ImGuiDockRequestType.None end + end +end + +function ImGui.DockContextProcessDock(ctx, req) + IM_ASSERT((req.Type == ImGuiDockRequestType.Dock and req.DockPayload ~= nil) or (req.Type == ImGuiDockRequestType.Split and req.DockPayload == nil)) + IM_ASSERT(req.DockTargetWindow ~= nil or req.DockTargetNode ~= nil) + local g = ctx + + local payload_window = req.DockPayload + local target_window = req.DockTargetWindow + local node = req.DockTargetNode + + local next_selected_id = 0 + local payload_node = nil + if payload_window then + payload_node = payload_window.DockNodeAsHost + payload_window.DockNodeAsHost = nil + if payload_node and payload_node:IsLeafNode() then + next_selected_id = (payload_node.TabBar.NextSelectedTabId ~= 0) and payload_node.TabBar.NextSelectedTabId or payload_node.TabBar.SelectedTabId + end + if payload_node == nil then next_selected_id = payload_window.TabId end + end + + if node then IM_ASSERT(node.LastFrameAlive <= g.FrameCount) end + if node and target_window and node == target_window.DockNodeAsHost then + IM_ASSERT(node.Windows.Size > 0 or node:IsSplitNode() or node:IsCentralNode()) + end + + if node == nil then + node = ImGui.DockContextAddNode(ctx, 0) + node.Pos = ImVec2(target_window.Pos.x, target_window.Pos.y) + node.Size = ImVec2(target_window.Size.x, target_window.Size.y) + if target_window.DockNodeAsHost == nil then + ImGui.DockNodeAddWindow(node, target_window, true) + local t0 = node.TabBar.Tabs.Data[1] + t0.Flags = bit32.band(t0.Flags, bit32.bnot(ImGuiTabItemFlags.Unsorted)) + target_window.DockIsActive = true + end + end + + local split_dir = req.DockSplitDir + if split_dir ~= ImGuiDir.None then + local split_axis = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y + local split_inheritor_child_idx = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) and 1 or 0 + local split_ratio = req.DockSplitRatio + ImGui.DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node) + local new_node = node.ChildNodes[bit32.bxor(split_inheritor_child_idx, 1)] + new_node.HostWindow = node.HostWindow + node = new_node + end + node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.HiddenTabBar))) + + if node ~= payload_node then + if node.Windows.Size > 0 and node.TabBar == nil then + ImGui.DockNodeAddTabBar(node) + for n = 1, node.Windows.Size do + ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.None, node.Windows.Data[n]) + end + end + + if payload_node ~= nil then + if payload_node:IsSplitNode() then + if node.Windows.Size > 0 then + IM_ASSERT(payload_node.OnlyNodeWithWindows ~= nil) + local visible_node = payload_node.OnlyNodeWithWindows + if visible_node.TabBar then IM_ASSERT(visible_node.TabBar.Tabs.Size > 0) end + ImGui.DockNodeMoveWindows(node, visible_node) + ImGui.DockNodeMoveWindows(visible_node, node) + DockSettingsRenameNodeReferences(node.ID, visible_node.ID) + end + if node:IsCentralNode() then + local last_focused_node = ImGui.DockContextFindNodeByID(ctx, payload_node.LastFocusedNodeId) + IM_ASSERT(last_focused_node ~= nil) + local last_focused_root_node = ImGui.DockNodeGetRootNode(last_focused_node) + IM_ASSERT(last_focused_root_node == ImGui.DockNodeGetRootNode(payload_node)) + last_focused_node:SetLocalFlags(bit32.bor(last_focused_node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.CentralNode))) + last_focused_root_node.CentralNode = last_focused_node + end + + IM_ASSERT(node.Windows.Size == 0) + ImGui.DockNodeMoveChildNodes(node, payload_node) + else + local payload_dock_id = payload_node.ID + ImGui.DockNodeMoveWindows(node, payload_node) + DockSettingsRenameNodeReferences(payload_dock_id, node.ID) + end + ImGui.DockContextRemoveNode(ctx, payload_node, true) + elseif payload_window then + local payload_dock_id = payload_window.DockId + node.VisibleWindow = payload_window + ImGui.DockNodeAddWindow(node, payload_window, true) + if payload_dock_id ~= 0 then + DockSettingsRenameNodeReferences(payload_dock_id, node.ID) + end + end + else + node.WantHiddenTabBarUpdate = true + end + + local tab_bar = node.TabBar + if tab_bar then tab_bar.NextSelectedTabId = next_selected_id end + ImGui.MarkIniSettingsDirty() +end + +local function FixLargeWindowsWhenUndocking(size, ref_viewport) + if ref_viewport == nil then return size end + local max_size = ImTrunc(ref_viewport.WorkSize * 0.90) + return ImVec2(ImMin(size.x, max_size.x), ImMin(size.y, max_size.y)) +end + +function ImGui.DockContextProcessUndockWindow(ctx, window, clear_persistent_docking_ref) + if window.DockNode then + ImGui.DockNodeRemoveWindow(window.DockNode, window, clear_persistent_docking_ref and 0 or window.DockId) + else + window.DockId = 0 + end + window.Collapsed = false + window.DockIsActive = false + window.DockNodeIsVisible = false + window.DockTabIsVisible = false + local sz = FixLargeWindowsWhenUndocking(window.SizeFull, window.Viewport) + ImVec2_Copy(window.Size, sz) + ImVec2_Copy(window.SizeFull, sz) + ImGui.MarkIniSettingsDirty() +end + +function ImGui.DockContextProcessUndockNode(ctx, node) + IM_ASSERT(node:IsLeafNode()) + IM_ASSERT(node.Windows.Size >= 1) + + if node:IsRootNode() or node:IsCentralNode() then + local new_node = ImGui.DockContextAddNode(ctx, 0) + new_node.Pos = ImVec2(node.Pos.x, node.Pos.y) + new_node.Size = ImVec2(node.Size.x, node.Size.y) + new_node.SizeRef = ImVec2(node.SizeRef.x, node.SizeRef.y) + ImGui.DockNodeMoveWindows(new_node, node) + DockSettingsRenameNodeReferences(node.ID, new_node.ID) + node = new_node + else + IM_ASSERT(node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node) + local index_in_parent = (node.ParentNode.ChildNodes[0] == node) and 0 or 1 + node.ParentNode.ChildNodes[index_in_parent] = nil + ImGui.DockNodeTreeMerge(ctx, node.ParentNode, node.ParentNode.ChildNodes[bit32.bxor(index_in_parent, 1)]) + node.ParentNode.AuthorityForViewport = ImGuiDataAuthority.Window + node.ParentNode = nil + end + for _, window in node.Windows:iter() do + window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.ChildWindow)) + if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end + ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) + end + node.AuthorityForPos = ImGuiDataAuthority.DockNode + node.AuthorityForSize = ImGuiDataAuthority.DockNode + node.Size = FixLargeWindowsWhenUndocking(node.Size, node.Windows.Data[1].Viewport) + node.WantMouseMove = true + ImGui.MarkIniSettingsDirty() +end + +--- @return bool ok, ImVec2? out_pos +function ImGui.DockContextCalcDropPosForDocking(target, target_node, payload_window, payload_node, split_dir, split_outer) + if target ~= nil and target_node == nil then target_node = target.DockNode end + if target_node and target_node.ParentNode == nil and target_node:IsCentralNode() and split_dir ~= ImGuiDir.None then + split_outer = true + end + local split_data = ImGuiDockPreviewData() + ImGui.DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, split_data, false, split_outer) + local r = split_data.DropRectsDraw[split_dir + 1] + if IsRectInverted(r) then return false, nil end + return true, r:GetCenter() +end + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockNode +--------------------------------------------------------------------------------------- + +function ImGui.DockNodeGetTabOrder(window) + local tab_bar = window.DockNode.TabBar + if tab_bar == nil then return -1 end + local tab = ImGui.TabBarFindTabByID(tab_bar, window.TabId) + return tab and ImGui.TabBarGetTabOrder(tab_bar, tab) or -1 +end + +local function DockNodeHideWindowDuringHostWindowCreation(window) + window.Hidden = true + window.HiddenFramesCanSkipItems = window.Active and 1 or 2 +end + +function ImGui.DockNodeAddWindow(node, window, add_to_tab_bar) + if window.DockNode then + IM_ASSERT(window.DockNode.ID ~= node.ID) + ImGui.DockNodeRemoveWindow(window.DockNode, window, 0) + end + IM_ASSERT(window.DockNode == nil or window.DockNodeAsHost == nil) + + if node.HostWindow == nil and node.Windows.Size == 1 and node.Windows.Data[1].WasActive == false then + DockNodeHideWindowDuringHostWindowCreation(node.Windows.Data[1]) + end + + node.Windows:push_back(window) + node.WantHiddenTabBarUpdate = true + window.DockNode = node + window.DockId = node.ID + window.DockIsActive = (node.Windows.Size > 1) + window.DockTabWantClose = false + + if node.HostWindow == nil and node:IsFloatingNode() then + if node.AuthorityForPos == ImGuiDataAuthority.Auto then node.AuthorityForPos = ImGuiDataAuthority.Window end + if node.AuthorityForSize == ImGuiDataAuthority.Auto then node.AuthorityForSize = ImGuiDataAuthority.Window end + if node.AuthorityForViewport == ImGuiDataAuthority.Auto then node.AuthorityForViewport = ImGuiDataAuthority.Window end + end + + if add_to_tab_bar then + if node.TabBar == nil then + ImGui.DockNodeAddTabBar(node) + node.TabBar.SelectedTabId = node.SelectedTabId + node.TabBar.NextSelectedTabId = node.SelectedTabId + for n = 1, node.Windows.Size - 1 do + ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.None, node.Windows.Data[n]) + end + end + ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.Unsorted, window) + end + + ImGui.DockNodeUpdateVisibleFlag(node) + + if node.HostWindow then + ImGui.UpdateWindowParentAndRootLinks(window, bit32.bor(window.Flags, ImGuiWindowFlags.ChildWindow), node.HostWindow) + end +end + +function ImGui.DockNodeRemoveWindow(node, window, save_dock_id) + IM_ASSERT(window.DockNode == node) + IM_ASSERT(save_dock_id == 0 or save_dock_id == node.ID) + + window.DockNode = nil + window.DockIsActive = false + window.DockTabWantClose = false + window.DockId = save_dock_id + window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.ChildWindow)) + if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end + ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) + + if node.HostWindow and node.HostWindow.ViewportOwned then + window.Viewport = nil + window.ViewportId = 0 + window.ViewportOwned = false + window.Hidden = true + end + + local idx = node.Windows:find_index(window) + IM_ASSERT(idx ~= nil) + node.Windows:erase(idx) + if node.VisibleWindow == window then node.VisibleWindow = nil end + + node.WantHiddenTabBarUpdate = true + if node.TabBar then + ImGui.TabBarRemoveTab(node.TabBar, window.TabId) + local tab_count_threshold_for_tab_bar = node:IsCentralNode() and 1 or 2 + if node.Windows.Size < tab_count_threshold_for_tab_bar then + ImGui.DockNodeRemoveTabBar(node) + end + end + if node.Windows.Size == 0 and not node:IsCentralNode() and not node:IsDockSpace() and window.DockId ~= node.ID then + ImGui.DockContextRemoveNode(ImGui.GetCurrentContext(), node, true) + return + end + + if node.Windows.Size == 1 and not node:IsCentralNode() and node.HostWindow then + local remaining_window = node.Windows.Data[1] + remaining_window.Collapsed = node.HostWindow.Collapsed + end + + ImGui.DockNodeUpdateVisibleFlag(node) +end + +function ImGui.DockNodeMoveChildNodes(dst_node, src_node) + IM_ASSERT(dst_node.Windows.Size == 0) + dst_node.ChildNodes[0] = src_node.ChildNodes[0] + dst_node.ChildNodes[1] = src_node.ChildNodes[1] + if dst_node.ChildNodes[0] then dst_node.ChildNodes[0].ParentNode = dst_node end + if dst_node.ChildNodes[1] then dst_node.ChildNodes[1].ParentNode = dst_node end + dst_node.SplitAxis = src_node.SplitAxis + dst_node.SizeRef = ImVec2(src_node.SizeRef.x, src_node.SizeRef.y) + src_node.ChildNodes[0] = nil + src_node.ChildNodes[1] = nil +end + +function ImGui.DockNodeMoveWindows(dst_node, src_node) + IM_ASSERT(src_node and dst_node and dst_node ~= src_node) + local src_tab_bar = src_node.TabBar + if src_tab_bar ~= nil then IM_ASSERT(src_node.Windows.Size <= src_node.TabBar.Tabs.Size) end + + local move_tab_bar = (src_tab_bar ~= nil) and (dst_node.TabBar == nil) + if move_tab_bar then + dst_node.TabBar = src_node.TabBar + src_node.TabBar = nil + end + + -- Snapshot: DockNodeAddWindow() won't touch src_node.Windows since window.DockNode is cleared first + local windows = {} + for i = 1, src_node.Windows.Size do windows[i] = src_node.Windows.Data[i] end + for _, window in ipairs(windows) do + window.DockNode = nil + window.DockIsActive = false + ImGui.DockNodeAddWindow(dst_node, window, not move_tab_bar) + end + src_node.Windows:clear() + + if not move_tab_bar and src_node.TabBar then + if dst_node.TabBar then dst_node.TabBar.SelectedTabId = src_node.TabBar.SelectedTabId end + ImGui.DockNodeRemoveTabBar(src_node) + end +end + +function ImGui.DockNodeApplyPosSizeToWindows(node) + for _, window in node.Windows:iter() do + ImGui.SetWindowPos(window, node.Pos, ImGuiCond.Always) + ImGui.SetWindowSize(window, node.Size, ImGuiCond.Always) + end +end + +function ImGui.DockNodeHideHostWindow(node) + if node.HostWindow then + if node.HostWindow.DockNodeAsHost == node then node.HostWindow.DockNodeAsHost = nil end + node.HostWindow = nil + end + if node.Windows.Size == 1 then + node.VisibleWindow = node.Windows.Data[1] + node.Windows.Data[1].DockIsActive = false + end + if node.TabBar then ImGui.DockNodeRemoveTabBar(node) end +end + +local function DockNodeFindInfo(node, info) + if node.Windows.Size > 0 then + if info.FirstNodeWithWindows == nil then info.FirstNodeWithWindows = node end + info.CountNodesWithWindows = info.CountNodesWithWindows + 1 + end + if node:IsCentralNode() then + IM_ASSERT(info.CentralNode == nil) + IM_ASSERT(node:IsLeafNode(), "If you get this assert: please submit .ini file + repro of actions leading to this.") + info.CentralNode = node + end + if info.CountNodesWithWindows > 1 and info.CentralNode ~= nil then return end + if node.ChildNodes[0] then DockNodeFindInfo(node.ChildNodes[0], info) end + if node.ChildNodes[1] then DockNodeFindInfo(node.ChildNodes[1], info) end +end + +function ImGui.DockNodeFindWindowByID(node, id) + IM_ASSERT(id ~= 0) + for _, window in node.Windows:iter() do + if window.ID == id then return window end + end + return nil +end + +function ImGui.DockNodeUpdateFlagsAndCollapse(node) + local g = ImGui.GetCurrentContext() + IM_ASSERT(node.ParentNode == nil or node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node) + + if node.ParentNode then + node.SharedFlags = bit32.band(node.ParentNode.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) + end + + node.HasCentralNodeChild = false + if node.ChildNodes[0] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[0]) end + if node.ChildNodes[1] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[1]) end + + node.LocalFlagsInWindows = ImGuiDockNodeFlags.None + local window_n = 1 + while window_n <= node.Windows.Size do + local window = node.Windows.Data[window_n] + IM_ASSERT(window.DockNode == node) + + local node_was_active = (node.LastFrameActive + 1 == g.FrameCount) + local remove = false + remove = remove or (node_was_active and (window.WasActive == false)) + remove = remove or (node_was_active and (node.WantCloseAll or node.WantCloseTabId == window.TabId) and window.HasCloseButton and bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) == 0) + remove = remove or window.DockTabWantClose + if remove then + window.DockTabWantClose = false + if node.Windows.Size == 1 and not node:IsCentralNode() then + ImGui.DockNodeHideHostWindow(node) + node.State = ImGuiDockNodeState.HostWindowHiddenBecauseSingleWindow + ImGui.DockNodeRemoveWindow(node, window, node.ID) + return + end + ImGui.DockNodeRemoveWindow(node, window, node.ID) + else + node.LocalFlagsInWindows = bit32.bor(node.LocalFlagsInWindows, window.WindowClass.DockNodeFlagsOverrideSet) + window_n = window_n + 1 + end + end + node:UpdateMergedFlags() + + local node_flags = node.MergedFlags + if node.WantHiddenTabBarUpdate and node.Windows.Size == 1 and bit32.band(node_flags, ImGuiDockNodeFlags.AutoHideTabBar) ~= 0 and not node:IsHiddenTabBar() then + node.WantHiddenTabBarToggle = true + end + node.WantHiddenTabBarUpdate = false + + if node.WantHiddenTabBarToggle and node.VisibleWindow and bit32.band(node.VisibleWindow.WindowClass.DockNodeFlagsOverrideSet, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 then + node.WantHiddenTabBarToggle = false + end + + local prev_local_flags = node.LocalFlags + if node.Windows.Size > 1 then + node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.HiddenTabBar))) + elseif node.WantHiddenTabBarToggle then + node:SetLocalFlags(bit32.bxor(node.LocalFlags, ImGuiDockNodeFlags.HiddenTabBar)) + end + if bit32.band(bit32.bxor(node.LocalFlags, prev_local_flags), ImGuiDockNodeFlags.SavedFlagsMask_) ~= 0 then + ImGui.MarkIniSettingsDirty() + end + node.WantHiddenTabBarToggle = false + + ImGui.DockNodeUpdateVisibleFlag(node) +end + +function ImGui.DockNodeUpdateHasCentralNodeChild(node) + node.HasCentralNodeChild = false + if node.ChildNodes[0] then ImGui.DockNodeUpdateHasCentralNodeChild(node.ChildNodes[0]) end + if node.ChildNodes[1] then ImGui.DockNodeUpdateHasCentralNodeChild(node.ChildNodes[1]) end + if node:IsRootNode() then + local mark_node = node.CentralNode + while mark_node do + mark_node.HasCentralNodeChild = true + mark_node = mark_node.ParentNode + end + end +end + +function ImGui.DockNodeUpdateVisibleFlag(node) + local is_visible = (node.ParentNode == nil) and node:IsDockSpace() or node:IsCentralNode() + is_visible = is_visible or (node.Windows.Size > 0) + is_visible = is_visible or (node.ChildNodes[0] ~= nil and node.ChildNodes[0].IsVisible) + is_visible = is_visible or (node.ChildNodes[1] ~= nil and node.ChildNodes[1].IsVisible) + node.IsVisible = is_visible and true or false +end + +function ImGui.DockNodeStartMouseMovingWindow(node, window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(node.WantMouseMove == true) + ImGui.StartMouseMovingWindow(window) + ImVec2_Copy(g.ActiveIdClickOffset, g.IO.MouseClickedPos[0] - node.Pos) + g.MovingWindow = window + node.WantMouseMove = false +end + +function ImGui.DockNodeUpdateForRootNode(node) + ImGui.DockNodeUpdateFlagsAndCollapse(node) + + local info = { CentralNode = nil, FirstNodeWithWindows = nil, CountNodesWithWindows = 0 } + DockNodeFindInfo(node, info) + node.CentralNode = info.CentralNode + node.OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) and info.FirstNodeWithWindows or nil + node.CountNodeWithWindows = info.CountNodesWithWindows + if node.LastFocusedNodeId == 0 and info.FirstNodeWithWindows ~= nil then + node.LastFocusedNodeId = info.FirstNodeWithWindows.ID + end + + local first_node_with_windows = info.FirstNodeWithWindows + if first_node_with_windows then + node.WindowClass = first_node_with_windows.Windows.Data[1].WindowClass + for n = 2, first_node_with_windows.Windows.Size do + if first_node_with_windows.Windows.Data[n].WindowClass.DockingAllowUnclassed == false then + node.WindowClass = first_node_with_windows.Windows.Data[n].WindowClass + break + end + end + end + + local mark_node = node.CentralNode + while mark_node do + mark_node.HasCentralNodeChild = true + mark_node = mark_node.ParentNode + end +end + +local function DockNodeSetupHostWindow(node, host_window) + if node.HostWindow and node.HostWindow ~= host_window and node.HostWindow.DockNodeAsHost == node then + node.HostWindow.DockNodeAsHost = nil + end + host_window.DockNodeAsHost = node + node.HostWindow = host_window +end + +function ImGui.DockNodeUpdate(node) + local g = ImGui.GetCurrentContext() + IM_ASSERT(node.LastFrameActive ~= g.FrameCount) + node.LastFrameAlive = g.FrameCount + node.IsBgDrawnThisFrame = false + + node.CentralNode = nil + node.OnlyNodeWithWindows = nil + if node:IsRootNode() then ImGui.DockNodeUpdateForRootNode(node) end + + if node.TabBar and node:IsNoTabBar() then ImGui.DockNodeRemoveTabBar(node) end + + local want_to_hide_host_window = false + if node:IsFloatingNode() then + if node.Windows.Size <= 1 and node:IsLeafNode() then + if not g.IO.ConfigDockingAlwaysTabBar and (node.Windows.Size == 0 or not node.Windows.Data[1].WindowClass.DockingAlwaysTabBar) then + want_to_hide_host_window = true + end + end + if node.CountNodeWithWindows == 0 then want_to_hide_host_window = true end + end + if want_to_hide_host_window then + if node.Windows.Size == 1 then + local single_window = node.Windows.Data[1] + node.Pos = ImVec2(single_window.Pos.x, single_window.Pos.y) + node.Size = ImVec2(single_window.SizeFull.x, single_window.SizeFull.y) + node.AuthorityForPos = ImGuiDataAuthority.Window + node.AuthorityForSize = ImGuiDataAuthority.Window + node.AuthorityForViewport = ImGuiDataAuthority.Window + + if node.HostWindow and g.NavWindow == node.HostWindow then + ImGui.FocusWindow(single_window) + end + if node.HostWindow then + single_window.Viewport = node.HostWindow.Viewport + single_window.ViewportId = node.HostWindow.ViewportId + end + node.RefViewportId = single_window.ViewportId or 0 + end + + ImGui.DockNodeHideHostWindow(node) + node.State = ImGuiDockNodeState.HostWindowHiddenBecauseSingleWindow + node.WantCloseAll = false + node.WantCloseTabId = 0 + node.HasCloseButton = false + node.HasWindowMenuButton = false + node.LastFrameActive = g.FrameCount + + if node.WantMouseMove and node.Windows.Size == 1 then + ImGui.DockNodeStartMouseMovingWindow(node, node.Windows.Data[1]) + end + return + end + + if node.IsVisible and node.HostWindow == nil and node:IsFloatingNode() and node:IsLeafNode() then + IM_ASSERT(node.Windows.Size > 0) + local ref_window = nil + if node.SelectedTabId ~= 0 then ref_window = ImGui.DockNodeFindWindowByID(node, node.SelectedTabId) end + if ref_window == nil then ref_window = node.Windows.Data[1] end + if ref_window.AutoFitFramesX > 0 or ref_window.AutoFitFramesY > 0 then + node.State = ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing + return + end + end + + local node_flags = node.MergedFlags + + node.HasWindowMenuButton = (node.Windows.Size > 0) and bit32.band(node_flags, ImGuiDockNodeFlags.NoWindowMenuButton) == 0 + node.HasCloseButton = false + for _, window in node.Windows:iter() do + node.HasCloseButton = node.HasCloseButton or window.HasCloseButton + window.DockIsActive = (node.Windows.Size > 1) + end + if bit32.band(node_flags, ImGuiDockNodeFlags.NoCloseButton) ~= 0 or not g.Style.DockingNodeHasCloseButton then + node.HasCloseButton = false + end + + local host_window = nil + local beginned_into_host_window = false + if node:IsDockSpace() then + IM_ASSERT(node.HostWindow) + host_window = node.HostWindow + else + if node:IsRootNode() and node.IsVisible then + local ref_window = (node.Windows.Size > 0) and node.Windows.Data[1] or nil + + if node.AuthorityForPos == ImGuiDataAuthority.Window and ref_window then + ImGui.SetNextWindowPos(ref_window.Pos) + elseif node.AuthorityForPos == ImGuiDataAuthority.DockNode then + ImGui.SetNextWindowPos(node.Pos) + end + + if node.AuthorityForSize == ImGuiDataAuthority.Window and ref_window then + ImGui.SetNextWindowSize(ref_window.SizeFull) + elseif node.AuthorityForSize == ImGuiDataAuthority.DockNode then + ImGui.SetNextWindowSize(node.Size) + end + + if node.AuthorityForSize == ImGuiDataAuthority.Window and ref_window then + ImGui.SetNextWindowCollapsed(ref_window.Collapsed) + end + + ImGui.SetNextWindowClass(node.WindowClass) + + local window_label = DockNodeGetHostWindowTitle(node) + local window_flags = bit32.bor(ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoScrollWithMouse, ImGuiWindowFlags.DockNodeHost) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoFocusOnAppearing) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoNavFocus, ImGuiWindowFlags.NoCollapse) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoTitleBar) + + ImGui.SetNextWindowBgAlpha(0.0) + ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) + ImGui.Begin(window_label, nil, window_flags) + ImGui.PopStyleVar() + beginned_into_host_window = true + + host_window = g.CurrentWindow + DockNodeSetupHostWindow(node, host_window) + ImVec2_Copy(host_window.DC.CursorPos, host_window.Pos) + node.Pos = ImVec2(host_window.Pos.x, host_window.Pos.y) + node.Size = ImVec2(host_window.Size.x, host_window.Size.y) + + if node.HostWindow.Appearing then ImGui.BringWindowToDisplayFront(node.HostWindow) end + + node.AuthorityForPos = ImGuiDataAuthority.Auto + node.AuthorityForSize = ImGuiDataAuthority.Auto + node.AuthorityForViewport = ImGuiDataAuthority.Auto + elseif node.ParentNode then + host_window = node.ParentNode.HostWindow + node.HostWindow = host_window + node.AuthorityForPos = ImGuiDataAuthority.Auto + node.AuthorityForSize = ImGuiDataAuthority.Auto + node.AuthorityForViewport = ImGuiDataAuthority.Auto + end + if node.WantMouseMove and node.HostWindow then + ImGui.DockNodeStartMouseMovingWindow(node, node.HostWindow) + end + end + node.RefViewportId = 0 + + if node:IsSplitNode() then IM_ASSERT(node.TabBar == nil) end + if node:IsRootNode() then + local p_window = g.NavWindow and g.NavWindow.RootWindow or nil + while p_window ~= nil and p_window.DockNode ~= nil do + local p_node = ImGui.DockNodeGetRootNode(p_window.DockNode) + if p_node == node then + node.LastFocusedNodeId = p_window.DockNode.ID + break + end + p_window = p_node.HostWindow and p_node.HostWindow.RootWindow or nil + end + end + + local central_node = node.CentralNode + local central_node_hole = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 and central_node ~= nil and central_node:IsEmpty() + local central_node_hole_register_hit_test_hole = central_node_hole + if central_node_hole then + local payload = ImGui.GetDragDropPayload() + if payload and ImGuiPayload_IsDataType(payload, IMGUI_PAYLOAD_TYPE_WINDOW) and ImGui.DockNodeIsDropAllowed(host_window, payload.Data) then + central_node_hole_register_hit_test_hole = false + end + end + if central_node_hole_register_hit_test_hole then + IM_ASSERT(node:IsDockSpace()) + local root_node = ImGui.DockNodeGetRootNode(central_node) + local root_rect = ImRect(root_node.Pos, root_node.Pos + root_node.Size) + local hole_rect = ImRect(central_node.Pos, central_node.Pos + central_node.Size) + if hole_rect.Min.x > root_rect.Min.x then hole_rect.Min.x = hole_rect.Min.x + g.WindowsBorderHoverPadding end + if hole_rect.Max.x < root_rect.Max.x then hole_rect.Max.x = hole_rect.Max.x - g.WindowsBorderHoverPadding end + if hole_rect.Min.y > root_rect.Min.y then hole_rect.Min.y = hole_rect.Min.y + g.WindowsBorderHoverPadding end + if hole_rect.Max.y < root_rect.Max.y then hole_rect.Max.y = hole_rect.Max.y - g.WindowsBorderHoverPadding end + if central_node_hole and not IsRectInverted(hole_rect) then + ImGui.SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min) + if host_window.ParentWindow then + ImGui.SetWindowHitTestHole(host_window.ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min) + end + end + end + + if node:IsRootNode() and host_window then + ImGui.DockNodeTreeUpdatePosSize(node, host_window.Pos, host_window.Size) + ImGui.PushStyleColor(ImGuiCol.Separator, g.Style.Colors[ImGuiCol.Border]) + ImGui.PushStyleColor(ImGuiCol.SeparatorActive, g.Style.Colors[ImGuiCol.ResizeGripActive]) + ImGui.PushStyleColor(ImGuiCol.SeparatorHovered, g.Style.Colors[ImGuiCol.ResizeGripHovered]) + ImGui.DockNodeTreeUpdateSplitter(node) + ImGui.PopStyleColor(3) + end + + if host_window and node:IsEmpty() and node.IsVisible then + host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) + node.LastBgColor = (bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0) and 0 or ImGui.GetColorU32(ImGuiCol.DockingEmptyBg) + if node.LastBgColor ~= 0 then + host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, node.LastBgColor) + end + node.IsBgDrawnThisFrame = true + end + + local render_dockspace_bg = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 + if render_dockspace_bg and node.IsVisible then + host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) + if central_node_hole then + ImGui.RenderRectFilledWithHole(host_window.DrawList, node:Rect(), central_node:Rect(), ImGui.GetColorU32(ImGuiCol.WindowBg), 0.0) + else + host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, ImGui.GetColorU32(ImGuiCol.WindowBg), 0.0) + end + end + + if host_window then host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG) end + if host_window and node.Windows.Size > 0 then + ImGui.DockNodeUpdateTabBar(node, host_window) + else + node.WantCloseAll = false + node.WantCloseTabId = 0 + node.IsFocused = false + end + if node.TabBar and node.TabBar.SelectedTabId ~= 0 then + node.SelectedTabId = node.TabBar.SelectedTabId + elseif node.Windows.Size > 0 then + node.SelectedTabId = node.Windows.Data[1].TabId + end + + if host_window and node.IsVisible then + if node:IsRootNode() and (g.MovingWindow == nil or g.MovingWindow.RootWindowDockTree ~= host_window) then + ImGui.BeginDockableDragDropTarget(host_window) + end + end + + node.LastFrameActive = g.FrameCount + + if host_window then + if node.ChildNodes[0] then ImGui.DockNodeUpdate(node.ChildNodes[0]) end + if node.ChildNodes[1] then ImGui.DockNodeUpdate(node.ChildNodes[1]) end + if node:IsRootNode() then ImGui.RenderWindowOuterBorders(host_window) end + end + + if beginned_into_host_window then ImGui.End() end +end + +local GWindowDockStyleColors = { + [0] = ImGuiCol.Text, ImGuiCol.TabHovered, ImGuiCol.Tab, ImGuiCol.TabSelected, ImGuiCol.TabSelectedOverline, + ImGuiCol.TabDimmed, ImGuiCol.TabDimmedSelected, ImGuiCol.TabDimmedSelectedOverline, ImGuiCol.UnsavedMarker, +} +ImGui.GWindowDockStyleColors = GWindowDockStyleColors + +local function TabItemComparerByDockOrder(ta, tb) + local a, b = ta.Window, tb.Window + local ao = (a.DockOrder == -1) and INT_MAX or a.DockOrder + local bo = (b.DockOrder == -1) and INT_MAX or b.DockOrder + if ao ~= bo then return ao < bo end + return a.BeginOrderWithinContext < b.BeginOrderWithinContext +end + +function ImGui.DockNodeWindowMenuHandler_Default(ctx, node, tab_bar) + if tab_bar.Tabs.Size == 1 then + if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.DockingHideTabBar), nil, node:IsHiddenTabBar()) then + node.WantHiddenTabBarToggle = true + end + else + for tab_n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[tab_n] + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + if ImGui.Selectable(ImGui.TabBarGetTabName(tab_bar, tab), tab.ID == tab_bar.SelectedTabId) then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + ImGui.SameLine() + ImGui.Text(" ") + end + end + end +end + +function ImGui.DockNodeWindowMenuUpdate(node, tab_bar) + local g = ImGui.GetCurrentContext() + if g.Style.WindowMenuButtonPosition == ImGuiDir.Left then + ImGui.SetNextWindowPos(ImVec2(node.Pos.x, node.Pos.y + ImGui.GetFrameHeight()), ImGuiCond.Always, ImVec2(0.0, 0.0)) + else + ImGui.SetNextWindowPos(ImVec2(node.Pos.x + node.Size.x, node.Pos.y + ImGui.GetFrameHeight()), ImGuiCond.Always, ImVec2(1.0, 0.0)) + end + if ImGui.BeginPopup("#WindowMenu") then + node.IsFocused = true + g.DockNodeWindowMenuHandler(g, node, tab_bar) + ImGui.EndPopup() + end +end + +function ImGui.DockNodeBeginAmendTabBar(node) + if node.TabBar == nil or node.HostWindow == nil then return false end + if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then return false end + if node.TabBar.ID == 0 then return false end + ImGui.Begin(node.HostWindow.Name) + ImGui.PushOverrideID(node.ID) + local ret = ImGui.BeginTabBarEx(node.TabBar, node.TabBar.BarRect, node.TabBar.Flags) + IM_ASSERT(ret) + return true +end + +function ImGui.DockNodeEndAmendTabBar() + ImGui.EndTabBar() + ImGui.PopID() + ImGui.End() +end + +local function IsDockNodeTitleBarHighlighted(node, root_node) + local g = ImGui.GetCurrentContext() + if g.NavWindowingTarget then + return g.NavWindowingTarget.DockNode == node + end + if g.NavWindow and root_node.LastFocusedNodeId == node.ID then + local parent_window = g.NavWindow.RootWindow + while bit32.band(parent_window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 do + parent_window = parent_window.ParentWindow.RootWindow + end + local parent_node = parent_window.DockNodeAsHost or parent_window.DockNode + while parent_node ~= nil do + parent_node = ImGui.DockNodeGetRootNode(parent_node) + if parent_node == root_node then return true end + parent_node = parent_node.HostWindow and parent_node.HostWindow.RootWindow.DockNode or nil + end + end + return false +end + +function ImGui.DockNodeUpdateTabBar(node, host_window) + local g = ImGui.GetCurrentContext() + local style = g.Style + + local node_was_active = (node.LastFrameActive + 1 == g.FrameCount) + node.WantCloseAll = false + node.WantCloseTabId = 0 + + local is_focused = false + local root_node = ImGui.DockNodeGetRootNode(node) + if IsDockNodeTitleBarHighlighted(node, root_node) then is_focused = true end + + if node:IsHiddenTabBar() or node:IsNoTabBar() then + node.VisibleWindow = (node.Windows.Size > 0) and node.Windows.Data[1] or nil + node.IsFocused = is_focused + if is_focused then node.LastFrameFocused = g.FrameCount end + if node.VisibleWindow then + if is_focused or root_node.VisibleWindow == nil then root_node.VisibleWindow = node.VisibleWindow end + if node.TabBar then node.TabBar.VisibleTabId = node.VisibleWindow.TabId end + end + return + end + + local backup_skip_item = host_window.SkipItems + if not node:IsDockSpace() then + host_window.SkipItems = false + host_window.DC.NavLayerCurrent = ImGuiNavLayer.Menu + end + + ImGui.PushOverrideID(node.ID) + local tab_bar = node.TabBar + local tab_bar_is_recreated = (tab_bar == nil) + if tab_bar == nil then + ImGui.DockNodeAddTabBar(node) + tab_bar = node.TabBar + end + + local focus_tab_id = 0 + node.IsFocused = is_focused + + local node_flags = node.MergedFlags + local has_window_menu_button = bit32.band(node_flags, ImGuiDockNodeFlags.NoWindowMenuButton) == 0 and (style.WindowMenuButtonPosition ~= ImGuiDir.None) + + if has_window_menu_button and ImGui.IsPopupOpen("#WindowMenu") then + local next_selected_tab_id = tab_bar.NextSelectedTabId + ImGui.DockNodeWindowMenuUpdate(node, tab_bar) + if tab_bar.NextSelectedTabId ~= 0 and tab_bar.NextSelectedTabId ~= next_selected_tab_id then + focus_tab_id = tab_bar.NextSelectedTabId + end + is_focused = is_focused or node.IsFocused + end + + local title_bar_rect, tab_bar_rect, window_menu_button_pos, close_button_pos = ImGui.DockNodeCalcTabBarLayout(node) + + local tabs_count_old = tab_bar.Tabs.Size + for window_n = 1, node.Windows.Size do + local window = node.Windows.Data[window_n] + if ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil then + ImGui.TabBarAddTab(tab_bar, ImGuiTabItemFlags.Unsorted, window) + end + end + + if is_focused then node.LastFrameFocused = g.FrameCount end + local title_bar_col = ImGui.GetColorU32(host_window.Collapsed and ImGuiCol.TitleBgCollapsed or (is_focused and ImGuiCol.TitleBgActive or ImGuiCol.TitleBg)) + local rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(title_bar_rect, host_window:Rect(), g.Style.DockingSeparatorSize) + host_window.DrawList:AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window.WindowRounding, rounding_flags) + + if has_window_menu_button then + if ImGui.CollapseButton(host_window:GetID("#COLLAPSE"), window_menu_button_pos, node) then + ImGui.OpenPopup("#WindowMenu") + end + if ImGui.IsItemActive() then focus_tab_id = tab_bar.SelectedTabId end + if ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.DelayNormal)) and g.HoveredIdTimer > 0.5 then + ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(ImGuiLocKey.DockingDragToUndockOrMoveNode)) + end + end + + local tabs_unsorted_start = tab_bar.Tabs.Size -- 0-based + local tab_n = tab_bar.Tabs.Size - 1 + while tab_n >= 0 and bit32.band(tab_bar.Tabs.Data[tab_n + 1].Flags, ImGuiTabItemFlags.Unsorted) ~= 0 do + local t = tab_bar.Tabs.Data[tab_n + 1] + t.Flags = bit32.band(t.Flags, bit32.bnot(ImGuiTabItemFlags.Unsorted)) + tabs_unsorted_start = tab_n + tab_n = tab_n - 1 + end + if tab_bar.Tabs.Size > tabs_unsorted_start + 1 then + local slice = {} + for i = tabs_unsorted_start + 1, tab_bar.Tabs.Size do slice[#slice + 1] = tab_bar.Tabs.Data[i] end + table.sort(slice, TabItemComparerByDockOrder) + for i, t in ipairs(slice) do tab_bar.Tabs.Data[tabs_unsorted_start + i] = t end + end + + if g.NavWindow and g.NavWindow.RootWindow.DockNode == node then + tab_bar.SelectedTabId = g.NavWindow.RootWindow.TabId + end + + if tab_bar_is_recreated and ImGui.TabBarFindTabByID(tab_bar, node.SelectedTabId) ~= nil then + tab_bar.SelectedTabId = node.SelectedTabId + tab_bar.NextSelectedTabId = node.SelectedTabId + elseif tab_bar.Tabs.Size > tabs_count_old then + tab_bar.SelectedTabId = tab_bar.Tabs.Data[tab_bar.Tabs.Size].Window.TabId + tab_bar.NextSelectedTabId = tab_bar.SelectedTabId + end + + local tab_bar_flags = bit32.bor(ImGuiTabBarFlags.Reorderable, ImGuiTabBarFlags.AutoSelectNewTabs) + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.SaveSettings, ImGuiTabBarFlags.DockNode) + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.FittingPolicyMixed) + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.DrawSelectedOverline) + if not host_window.Collapsed and is_focused then + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.IsFocused) + end + tab_bar.ID = node.ID + tab_bar.SeparatorMinX = node.Pos.x + host_window.WindowBorderSize + tab_bar.SeparatorMaxX = node.Pos.x + node.Size.x - host_window.WindowBorderSize + ImGui.BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags) + + local backup_style_cols = {} + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + local c = g.Style.Colors[GWindowDockStyleColors[color_n]] + backup_style_cols[color_n] = ImVec4(c.x, c.y, c.z, c.w) + end + + node.VisibleWindow = nil + for window_n = 1, node.Windows.Size do + local window = node.Windows.Data[window_n] + if not (window.LastFrameActive + 1 < g.FrameCount and node_was_active) then + local tab_item_flags = 0 + tab_item_flags = bit32.bor(tab_item_flags, window.WindowClass.TabItemFlagsOverrideSet or 0) + if bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 then + tab_item_flags = bit32.bor(tab_item_flags, ImGuiTabItemFlags.UnsavedDocument) + end + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) ~= 0 then + tab_item_flags = bit32.bor(tab_item_flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) + end + + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], ImGui.ColorConvertU32ToFloat4(window.DockStyle.Colors[color_n])) + end + + local _, tab_open = ImGui.TabItemEx(tab_bar, window.Name, window.HasCloseButton and true or nil, tab_item_flags, window) + if tab_open == false then node.WantCloseTabId = window.TabId end + if tab_bar.VisibleTabId == window.TabId then node.VisibleWindow = window end + + window.DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags + window.DC.DockTabItemRect = ImRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max) + + if g.NavWindow and g.NavWindow.RootWindow == window and bit32.band(window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Menu)) == 0 then + host_window.NavLastIds[1] = window.TabId + end + end + end + + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], backup_style_cols[color_n]) + end + + if node.VisibleWindow then + if is_focused or root_node.VisibleWindow == nil then root_node.VisibleWindow = node.VisibleWindow end + end + + local close_button_is_enabled = node.HasCloseButton and node.VisibleWindow and node.VisibleWindow.HasCloseButton + local close_button_is_visible = node.HasCloseButton + if close_button_is_visible then + if not close_button_is_enabled then + ImGui.PushItemFlag(ImGuiItemFlags.Disabled, true) + local tc = style.Colors[ImGuiCol.Text] + ImGui.PushStyleColor(ImGuiCol.Text, ImVec4(tc.x, tc.y, tc.z, tc.w * 0.4)) + end + if ImGui.CloseButton(host_window:GetID("#CLOSE"), close_button_pos) then + node.WantCloseAll = true + for n = 1, tab_bar.Tabs.Size do ImGui.TabBarCloseTab(tab_bar, tab_bar.Tabs.Data[n]) end + end + if not close_button_is_enabled then + ImGui.PopStyleColor() + ImGui.PopItemFlag() + end + end + + local title_bar_id = host_window:GetID("#TITLEBAR") + if g.HoveredId == 0 or g.HoveredId == title_bar_id or g.ActiveId == title_bar_id then + ImGui.KeepAliveID(title_bar_id) + local _, _, held = ImGui.ButtonBehavior(title_bar_rect, title_bar_id, ImGuiButtonFlags.AllowOverlap) + if g.HoveredId == title_bar_id then g.LastItemData.ID = title_bar_id end + if held then + if ImGui.IsMouseClicked(0) then focus_tab_id = tab_bar.SelectedTabId end + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId) + if tab then + ImGui.StartMouseMovingWindowOrNode(tab.Window or node.HostWindow, node, false) + end + end + end + + if tab_bar.NextSelectedTabId ~= 0 then focus_tab_id = tab_bar.NextSelectedTabId end + + if focus_tab_id ~= 0 then + local tab = ImGui.TabBarFindTabByID(tab_bar, focus_tab_id) + if tab and tab.Window then + ImGui.FocusWindow(tab.Window) + if g.NavId == 0 then ImGui.NavInitWindow(tab.Window, false) end + end + end + + ImGui.EndTabBar() + ImGui.PopID() + + if not node:IsDockSpace() then + host_window.DC.NavLayerCurrent = ImGuiNavLayer.Main + host_window.SkipItems = backup_skip_item + end +end + +function ImGui.DockNodeAddTabBar(node) + IM_ASSERT(node.TabBar == nil) + node.TabBar = ImGuiTabBar() +end + +function ImGui.DockNodeRemoveTabBar(node) + if node.TabBar == nil then return end + node.TabBar = nil +end +local function DockNodeIsDropAllowedOne(payload, host_window) + if host_window.DockNodeAsHost and host_window.DockNodeAsHost:IsDockSpace() and payload.BeginOrderWithinContext < host_window.BeginOrderWithinContext then + return false + end + + local host_class = host_window.DockNodeAsHost and host_window.DockNodeAsHost.WindowClass or host_window.WindowClass + local payload_class = payload.WindowClass + if host_class.ClassId ~= payload_class.ClassId then + local pass = false + if host_class.ClassId ~= 0 and host_class.DockingAllowUnclassed and payload_class.ClassId == 0 then pass = true end + if payload_class.ClassId ~= 0 and payload_class.DockingAllowUnclassed and host_class.ClassId == 0 then pass = true end + if not pass then return false end + end + + local g = ImGui.GetCurrentContext() + for i = g.OpenPopupStack.Size, 1, -1 do + local popup_window = g.OpenPopupStack.Data[i].Window + if popup_window and ImGui.IsWindowWithinBeginStackOf(payload, popup_window) then + return false + end + end + return true +end + +function ImGui.DockNodeIsDropAllowed(host_window, root_payload) + if root_payload.DockNodeAsHost and root_payload.DockNodeAsHost:IsSplitNode() then return true end + local payload_count = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.Windows.Size or 1 + for payload_n = 1, payload_count do + local payload = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.Windows.Data[payload_n] or root_payload + if DockNodeIsDropAllowedOne(payload, host_window) then return true end + end + return false +end + +--- @return ImRect title_rect, ImRect tab_bar_rect, ImVec2 window_menu_button_pos, ImVec2? close_button_pos +function ImGui.DockNodeCalcTabBarLayout(node) + local g = ImGui.GetCurrentContext() + local style = g.Style + + local r = ImRect(node.Pos.x, node.Pos.y, node.Pos.x + node.Size.x, node.Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0) + local out_title_rect = ImRect(r.Min, r.Max) + + r.Min.x = r.Min.x + style.WindowBorderSize + r.Max.x = r.Max.x - style.WindowBorderSize + + local button_sz = g.FontSize + r.Min.x = r.Min.x + style.FramePadding.x + r.Max.x = r.Max.x - style.FramePadding.x + local window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y) + local out_close_button_pos = nil + if node.HasCloseButton then + out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y) + r.Max.x = r.Max.x - (button_sz + style.ItemInnerSpacing.x) + end + if node.HasWindowMenuButton and style.WindowMenuButtonPosition == ImGuiDir.Left then + r.Min.x = r.Min.x + button_sz + style.ItemInnerSpacing.x + elseif node.HasWindowMenuButton and style.WindowMenuButtonPosition == ImGuiDir.Right then + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y) + r.Max.x = r.Max.x - (button_sz + style.ItemInnerSpacing.x) + end + return out_title_rect, r, window_menu_button_pos, out_close_button_pos +end + +--- Modifies pos_old/size_old/pos_new/size_new in place (ImVec2 tables) +function ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, dir, size_new_desired) + 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 + pos_new[o] = pos_old[o] + size_new[o] = size_old[o] + + local w_avail = size_old[a] - dock_spacing + if size_new_desired[a] > 0.0 and size_new_desired[a] <= w_avail * 0.5 then + size_new[a] = size_new_desired[a] + size_old[a] = IM_TRUNC(w_avail - size_new[a]) + else + size_new[a] = IM_TRUNC(w_avail * 0.5) + size_old[a] = IM_TRUNC(w_avail - size_new[a]) + end + + if dir == ImGuiDir.Right or dir == ImGuiDir.Down then + pos_new[a] = pos_old[a] + size_old[a] + dock_spacing + elseif dir == ImGuiDir.Left or dir == ImGuiDir.Up then + pos_new[a] = pos_old[a] + pos_old[a] = pos_new[a] + size_new[a] + dock_spacing + end +end + +local function ImGetDirQuadrantFromDeltaLocal(dx, dy) + if math.abs(dx) > math.abs(dy) then + return (dx > 0.0) and ImGuiDir.Right or ImGuiDir.Left + end + return (dy > 0.0) and ImGuiDir.Down or ImGuiDir.Up +end + +--- @return bool hit, ImRect out_r +function ImGui.DockNodeCalcDropRectsAndTestMousePos(parent, dir, outer_docking, test_mouse_pos) + local g = ImGui.GetCurrentContext() + + local parent_smaller_axis = ImMin(parent:GetWidth(), parent:GetHeight()) + local hs_for_central_nodes = ImMin(g.FontSize * 1.5, ImMax(g.FontSize * 0.5, parent_smaller_axis / 8.0)) + local hs_w, hs_h, off + if outer_docking then + hs_w = ImTrunc(hs_for_central_nodes * 1.50) + hs_h = ImTrunc(hs_for_central_nodes * 0.80) + off = ImVec2(ImTrunc(parent:GetWidth() * 0.5 - hs_h), ImTrunc(parent:GetHeight() * 0.5 - hs_h)) + else + hs_w = ImTrunc(hs_for_central_nodes) + hs_h = ImTrunc(hs_for_central_nodes * 0.90) + off = ImVec2(ImTrunc(hs_w * 2.40), ImTrunc(hs_w * 2.40)) + end + + local pc = parent:GetCenter() + local c = ImVec2(ImTrunc(pc.x), ImTrunc(pc.y)) + local out_r + if dir == ImGuiDir.None then out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w) + elseif dir == ImGuiDir.Up then out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h) + elseif dir == ImGuiDir.Down then out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h) + elseif dir == ImGuiDir.Left then out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w) + elseif dir == ImGuiDir.Right then out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w) end + + if test_mouse_pos == nil then return false, out_r end + + local hit_r = ImRect(out_r.Min, out_r.Max) + if not outer_docking then + hit_r:Expand(ImTrunc(hs_w * 0.30)) + local mdx, mdy = test_mouse_pos.x - c.x, test_mouse_pos.y - c.y + local mouse_delta_len2 = mdx * mdx + mdy * mdy + local r_threshold_center = hs_w * 1.4 + local r_threshold_sides = hs_w * (1.4 + 1.2) + if mouse_delta_len2 < r_threshold_center * r_threshold_center then + return (dir == ImGuiDir.None), out_r + end + if mouse_delta_len2 < r_threshold_sides * r_threshold_sides then + return (dir == ImGetDirQuadrantFromDeltaLocal(mdx, mdy)), out_r + end + end + return hit_r:Contains(test_mouse_pos), out_r +end + +function ImGui.DockNodePreviewDockSetup(host_window, host_node, payload_window, payload_node, data, is_explicit_target, is_outer_docking) + local g = ImGui.GetCurrentContext() + + if payload_node == nil then payload_node = payload_window.DockNodeAsHost end + local ref_node_for_rect = (host_node and not host_node.IsVisible) and ImGui.DockNodeGetRootNode(host_node) or host_node + if ref_node_for_rect then IM_ASSERT(ref_node_for_rect.IsVisible == true) end + + local src_node_flags = payload_node and payload_node.MergedFlags or payload_window.WindowClass.DockNodeFlagsOverrideSet + local dst_node_flags = host_node and host_node.MergedFlags or host_window.WindowClass.DockNodeFlagsOverrideSet + data.IsCenterAvailable = true + if is_outer_docking then + data.IsCenterAvailable = false + elseif g.IO.ConfigDockingNoDockingOver then + data.IsCenterAvailable = false + elseif bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingOverMe) ~= 0 then + data.IsCenterAvailable = false + elseif host_node and bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingOverCentralNode) ~= 0 and host_node:IsCentralNode() then + data.IsCenterAvailable = false + elseif (not host_node or not host_node:IsEmpty()) and payload_node and payload_node:IsSplitNode() and (payload_node.OnlyNodeWithWindows == nil) then + data.IsCenterAvailable = false + elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingOverOther) ~= 0 and (not host_node or not host_node:IsEmpty()) then + data.IsCenterAvailable = false + elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingOverEmpty) ~= 0 and host_node and host_node:IsEmpty() then + data.IsCenterAvailable = false + end + + data.IsSidesAvailable = true + if bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingSplit) ~= 0 or g.IO.ConfigDockingNoSplit then + data.IsSidesAvailable = false + elseif not is_outer_docking and host_node and host_node.ParentNode == nil and host_node:IsCentralNode() then + data.IsSidesAvailable = false + elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingSplitOther) ~= 0 then + data.IsSidesAvailable = false + end + + data.FutureNode.HasCloseButton = (host_node and host_node.HasCloseButton or (not host_node and host_window.HasCloseButton)) or payload_window.HasCloseButton + data.FutureNode.HasWindowMenuButton = host_node and true or (bit32.band(host_window.Flags, ImGuiWindowFlags.NoCollapse) == 0) + local rp = ref_node_for_rect and ref_node_for_rect.Pos or host_window.Pos + local rs = ref_node_for_rect and ref_node_for_rect.Size or host_window.Size + data.FutureNode.Pos = ImVec2(rp.x, rp.y) + data.FutureNode.Size = ImVec2(rs.x, rs.y) + + data.SplitNode = host_node + data.SplitDir = ImGuiDir.None + data.IsSplitDirExplicit = false + if not host_window.Collapsed then + for dir = ImGuiDir.None, ImGuiDir.COUNT - 1 do + if not ((dir == ImGuiDir.None and not data.IsCenterAvailable) or (dir ~= ImGuiDir.None and not data.IsSidesAvailable)) then + local hit, r = ImGui.DockNodeCalcDropRectsAndTestMousePos(data.FutureNode:Rect(), dir, is_outer_docking, g.IO.MousePos) + data.DropRectsDraw[dir + 1] = r + if hit then + data.SplitDir = dir + data.IsSplitDirExplicit = true + end + end + end + end + + data.IsDropAllowed = (data.SplitDir ~= ImGuiDir.None) or data.IsCenterAvailable + if not is_explicit_target and not data.IsSplitDirExplicit and not g.IO.ConfigDockingWithShift then + data.IsDropAllowed = false + end + + data.SplitRatio = 0.0 + if data.SplitDir ~= ImGuiDir.None then + local split_dir = data.SplitDir + local split_axis = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y + local pos_new, pos_old = ImVec2(0, 0), ImVec2(data.FutureNode.Pos.x, data.FutureNode.Pos.y) + 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]) + 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 + end +end + +function ImGui.DockNodePreviewDockRender(host_window, host_node, root_payload, data) + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.CurrentWindow == host_window) + + local is_transparent_payload = g.IO.ConfigDockingTransparentPayload + + local overlay_draw_lists = { ImGui.GetForegroundDrawList(host_window.Viewport) } + + local overlay_col_main = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 0.60 or 0.40) + local overlay_col_drop = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 0.90 or 0.70) + local overlay_col_drop_hovered = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 1.20 or 1.00) + local overlay_col_lines = ImGui.GetColorU32(ImGuiCol.NavWindowingHighlight, is_transparent_payload and 0.80 or 0.60) + + local can_preview_tabs = (root_payload.DockNodeAsHost == nil or root_payload.DockNodeAsHost.Windows.Size > 0) + if data.IsDropAllowed then + local overlay_rect = data.FutureNode:Rect() + if data.SplitDir == ImGuiDir.None and can_preview_tabs then + overlay_rect.Min.y = overlay_rect.Min.y + ImGui.GetFrameHeight() + end + if data.SplitDir ~= ImGuiDir.None or data.IsCenterAvailable then + for _, dl in ipairs(overlay_draw_lists) do + dl:AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window.WindowRounding, ImGui.CalcRoundingFlagsForRectInRect(overlay_rect, host_window:Rect(), g.Style.DockingSeparatorSize)) + end + end + end + + if data.IsDropAllowed and can_preview_tabs and data.SplitDir == ImGuiDir.None and data.IsCenterAvailable then + local _, tab_bar_rect = ImGui.DockNodeCalcTabBarLayout(data.FutureNode) + local tab_pos = ImVec2(tab_bar_rect.Min.x, tab_bar_rect.Min.y) + if host_node and host_node.TabBar then + if not host_node:IsHiddenTabBar() and not host_node:IsNoTabBar() then + tab_pos.x = tab_pos.x + host_node.TabBar.WidthAllTabs + g.Style.ItemInnerSpacing.x + else + tab_pos.x = tab_pos.x + g.Style.ItemInnerSpacing.x + ImGui.TabItemCalcSize(host_node.Windows.Data[1]).x + end + elseif bit32.band(host_window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 then + tab_pos.x = tab_pos.x + g.Style.ItemInnerSpacing.x + ImGui.TabItemCalcSize(host_window).x + end + + if root_payload.DockNodeAsHost then + IM_ASSERT(root_payload.DockNodeAsHost.Windows.Size <= root_payload.DockNodeAsHost.TabBar.Tabs.Size) + end + local tab_bar_with_payload = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.TabBar or nil + local payload_count = tab_bar_with_payload and tab_bar_with_payload.Tabs.Size or 1 + for payload_n = 1, payload_count do + local payload_window = tab_bar_with_payload and tab_bar_with_payload.Tabs.Data[payload_n].Window or root_payload + if not (tab_bar_with_payload and payload_window == nil) and DockNodeIsDropAllowedOne(payload_window, host_window) then + local tab_size = ImGui.TabItemCalcSize(payload_window) + local tab_bb = ImRect(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y) + tab_pos.x = tab_pos.x + tab_size.x + g.Style.ItemInnerSpacing.x + local overlay_col_text = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.Text], 1.0, true) + local overlay_col_tabs = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.TabSelected], 1.0, true) + local overlay_col_unsaved_marker = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.UnsavedMarker], 1.0, true) + ImGui.PushStyleColor(ImGuiCol.Text, ImGui.ColorConvertU32ToFloat4(overlay_col_text)) + ImGui.PushStyleColor(ImGuiCol.UnsavedMarker, ImGui.ColorConvertU32ToFloat4(overlay_col_unsaved_marker)) + for _, dl in ipairs(overlay_draw_lists) do + local tab_flags = bit32.band(payload_window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 and ImGuiTabItemFlags.UnsavedDocument or 0 + local contains = tab_bar_rect:Contains(tab_bb) + if not contains then dl:PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max) end + ImGui.TabItemBackground(dl, tab_bb, tab_flags, overlay_col_tabs) + ImGui.TabItemLabelAndCloseButton(dl, tab_bb, tab_flags, g.Style.FramePadding, payload_window.Name, 0, 0, false) + if not contains then dl:PopClipRect() end + end + ImGui.PopStyleColor(2) + end + end + end + + local scale = g.Style._MainScale or 1.0 + local overlay_rounding = ImMax(math.floor(3.0 * scale), g.Style.FrameRounding) + for dir = ImGuiDir.None, ImGuiDir.COUNT - 1 do + local draw_r = data.DropRectsDraw[dir + 1] + if not IsRectInverted(draw_r) then + local draw_r_in = ImRect(draw_r.Min, draw_r.Max) + draw_r_in:Expand(math.floor(-2.0 * scale)) + local overlay_col = (data.SplitDir == dir and data.IsSplitDirExplicit) and overlay_col_drop_hovered or overlay_col_drop + local thickness = math.floor(1.0 * scale) + for _, dl in ipairs(overlay_draw_lists) do + 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) + 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 + if dir == ImGuiDir.Up or dir == ImGuiDir.Down then + dl:AddLineH(draw_r_in.Min.x, draw_r_in.Max.x, center.y, overlay_col_lines, thickness) + end + end + end + if (host_node and bit32.band(host_node.MergedFlags, ImGuiDockNodeFlags.NoDockingSplit) ~= 0) or g.IO.ConfigDockingNoSplit then + return + end + end +end + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockNode Tree manipulation functions +--------------------------------------------------------------------------------------- + +function ImGui.DockNodeTreeSplit(ctx, parent_node, split_axis, split_inheritor_child_idx, split_ratio, new_node) + local g = ImGui.GetCurrentContext() + IM_ASSERT(split_axis ~= ImGuiAxis.None) + + local child_0 = (new_node and split_inheritor_child_idx ~= 0) and new_node or ImGui.DockContextAddNode(ctx, 0) + child_0.ParentNode = parent_node + + local child_1 = (new_node and split_inheritor_child_idx ~= 1) and new_node or ImGui.DockContextAddNode(ctx, 0) + child_1.ParentNode = parent_node + + local child_inheritor = (split_inheritor_child_idx == 0) and child_0 or child_1 + ImGui.DockNodeMoveChildNodes(child_inheritor, parent_node) + parent_node.ChildNodes[0] = child_0 + parent_node.ChildNodes[1] = child_1 + parent_node.ChildNodes[split_inheritor_child_idx].VisibleWindow = parent_node.VisibleWindow + parent_node.SplitAxis = split_axis + parent_node.VisibleWindow = nil + parent_node.AuthorityForPos = ImGuiDataAuthority.DockNode + parent_node.AuthorityForSize = ImGuiDataAuthority.DockNode + + local a = split_axis + 1 + 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) + child_0.SizeRef = ImVec2(parent_node.Size.x, parent_node.Size.y) + child_1.SizeRef = ImVec2(parent_node.Size.x, parent_node.Size.y) + child_0.SizeRef[a] = ImTrunc(size_avail * split_ratio) + child_1.SizeRef[a] = ImTrunc(size_avail - child_0.SizeRef[a]) + + ImGui.DockNodeMoveWindows(parent_node.ChildNodes[split_inheritor_child_idx], parent_node) + DockSettingsRenameNodeReferences(parent_node.ID, parent_node.ChildNodes[split_inheritor_child_idx].ID) + ImGui.DockNodeUpdateHasCentralNodeChild(ImGui.DockNodeGetRootNode(parent_node)) + ImGui.DockNodeTreeUpdatePosSize(parent_node, parent_node.Pos, parent_node.Size) + + child_0.SharedFlags = bit32.band(parent_node.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) + child_1.SharedFlags = bit32.band(parent_node.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) + child_inheritor.LocalFlags = bit32.band(parent_node.LocalFlags, ImGuiDockNodeFlags.LocalFlagsTransferMask_) + parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.LocalFlagsTransferMask_)) + child_0:UpdateMergedFlags() + child_1:UpdateMergedFlags() + parent_node:UpdateMergedFlags() + if child_inheritor:IsCentralNode() then + ImGui.DockNodeGetRootNode(parent_node).CentralNode = child_inheritor + end +end + +function ImGui.DockNodeTreeMerge(ctx, parent_node, merge_lead_child) + local child_0 = parent_node.ChildNodes[0] + local child_1 = parent_node.ChildNodes[1] + IM_ASSERT(child_0 or child_1) + IM_ASSERT(merge_lead_child == child_0 or merge_lead_child == child_1) + if (child_0 and child_0.Windows.Size > 0) or (child_1 and child_1.Windows.Size > 0) then + IM_ASSERT(parent_node.TabBar == nil) + IM_ASSERT(parent_node.Windows.Size == 0) + end + + local backup_last_explicit_size = ImVec2(parent_node.SizeRef.x, parent_node.SizeRef.y) + ImGui.DockNodeMoveChildNodes(parent_node, merge_lead_child) + if child_0 then + ImGui.DockNodeMoveWindows(parent_node, child_0) + DockSettingsRenameNodeReferences(child_0.ID, parent_node.ID) + end + if child_1 then + ImGui.DockNodeMoveWindows(parent_node, child_1) + DockSettingsRenameNodeReferences(child_1.ID, parent_node.ID) + end + ImGui.DockNodeApplyPosSizeToWindows(parent_node) + parent_node.AuthorityForPos = ImGuiDataAuthority.Auto + parent_node.AuthorityForSize = ImGuiDataAuthority.Auto + parent_node.AuthorityForViewport = ImGuiDataAuthority.Auto + parent_node.VisibleWindow = merge_lead_child.VisibleWindow + parent_node.SizeRef = backup_last_explicit_size + + local M = ImGuiDockNodeFlags.LocalFlagsTransferMask_ + parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(M)) + parent_node.LocalFlags = bit32.bor(parent_node.LocalFlags, bit32.band(child_0 and child_0.LocalFlags or 0, M)) + parent_node.LocalFlags = bit32.bor(parent_node.LocalFlags, bit32.band(child_1 and child_1.LocalFlags or 0, M)) + parent_node.LocalFlagsInWindows = bit32.bor(child_0 and child_0.LocalFlagsInWindows or 0, child_1 and child_1.LocalFlagsInWindows or 0) + parent_node:UpdateMergedFlags() + + if child_0 then ImGui.DockContextDeleteNode(ctx, child_0) end + if child_1 then ImGui.DockContextDeleteNode(ctx, child_1) end +end + +function ImGui.DockNodeTreeUpdatePosSize(node, pos, size, only_write_to_single_node) + local g = ImGui.GetCurrentContext() + local write_to_node = only_write_to_single_node == nil or only_write_to_single_node == node + if write_to_node then + node.Pos = ImVec2(pos.x, pos.y) + node.Size = ImVec2(size.x, size.y) + end + + if node:IsLeafNode() then return end + + local child_0 = node.ChildNodes[0] + local child_1 = node.ChildNodes[1] + local child_0_pos, child_1_pos = ImVec2(pos.x, pos.y), ImVec2(pos.x, pos.y) + local child_0_size, child_1_size = ImVec2(size.x, size.y), ImVec2(size.x, size.y) + + local child_0_is_toward_single_node = (only_write_to_single_node ~= nil and ImGui.DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)) + local child_1_is_toward_single_node = (only_write_to_single_node ~= nil and ImGui.DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)) + local child_0_is_or_will_be_visible = child_0.IsVisible or child_0_is_toward_single_node + local child_1_is_or_will_be_visible = child_1.IsVisible or child_1_is_toward_single_node + + 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 size_avail = ImMax(size[a] - spacing, 0.0) + + local size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[a] * 2.0) * 0.5) + + if child_0.WantLockSizeOnce and not child_1.WantLockSizeOnce then + child_0_size[a] = ImMin(size_avail - 1.0, child_0.Size[a]); child_0.SizeRef[a] = child_0_size[a] + child_1_size[a] = size_avail - child_0_size[a]; child_1.SizeRef[a] = child_1_size[a] + elseif child_1.WantLockSizeOnce and not child_0.WantLockSizeOnce then + child_1_size[a] = ImMin(size_avail - 1.0, child_1.Size[a]); child_1.SizeRef[a] = child_1_size[a] + child_0_size[a] = size_avail - child_1_size[a]; child_0.SizeRef[a] = child_0_size[a] + elseif child_0.WantLockSizeOnce and child_1.WantLockSizeOnce then + local split_ratio = child_0_size[a] / (child_0_size[a] + child_1_size[a]) + child_0_size[a] = ImTrunc(size_avail * split_ratio); child_0.SizeRef[a] = child_0_size[a] + child_1_size[a] = size_avail - child_0_size[a]; child_1.SizeRef[a] = child_1_size[a] + elseif child_0.SizeRef[a] ~= 0.0 and child_1.HasCentralNodeChild then + child_0_size[a] = ImMin(size_avail - size_min_each, child_0.SizeRef[a]) + child_1_size[a] = size_avail - child_0_size[a] + elseif child_1.SizeRef[a] ~= 0.0 and child_0.HasCentralNodeChild then + child_1_size[a] = ImMin(size_avail - size_min_each, child_1.SizeRef[a]) + child_0_size[a] = size_avail - child_1_size[a] + else + local split_ratio = child_0.SizeRef[a] / (child_0.SizeRef[a] + child_1.SizeRef[a]) + child_0_size[a] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5)) + child_1_size[a] = size_avail - child_0_size[a] + end + + child_1_pos[a] = child_1_pos[a] + spacing + child_0_size[a] + end + + if only_write_to_single_node == nil then + child_0.WantLockSizeOnce = false + child_1.WantLockSizeOnce = false + end + local child_0_recurse = only_write_to_single_node and child_0_is_toward_single_node or (not only_write_to_single_node and child_0.IsVisible) + local child_1_recurse = only_write_to_single_node and child_1_is_toward_single_node or (not only_write_to_single_node and child_1.IsVisible) + if child_0_recurse then ImGui.DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size) end + if child_1_recurse then ImGui.DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size) end +end + +local function DockNodeTreeUpdateSplitterFindTouchingNode(node, axis, side, touching_nodes) + if node:IsLeafNode() then + table.insert(touching_nodes, node) + return + end + if node.ChildNodes[0].IsVisible then + if node.SplitAxis ~= axis or side == 0 or not node.ChildNodes[1].IsVisible then + DockNodeTreeUpdateSplitterFindTouchingNode(node.ChildNodes[0], axis, side, touching_nodes) + end + end + if node.ChildNodes[1].IsVisible then + if node.SplitAxis ~= axis or side == 1 or not node.ChildNodes[0].IsVisible then + DockNodeTreeUpdateSplitterFindTouchingNode(node.ChildNodes[1], axis, side, touching_nodes) + end + end +end + +local WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04 + +function ImGui.DockNodeTreeUpdateSplitter(node) + if node:IsLeafNode() then return end + + local g = ImGui.GetCurrentContext() + + local child_0 = node.ChildNodes[0] + local child_1 = node.ChildNodes[1] + 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 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] + + local merged_flags = bit32.bor(child_0.MergedFlags, child_1.MergedFlags) + local no_resize_axis_flag = (axis == ImGuiAxis.X) and ImGuiDockNodeFlags.NoResizeX or ImGuiDockNodeFlags.NoResizeY + if bit32.band(merged_flags, ImGuiDockNodeFlags.NoResize) ~= 0 or bit32.band(merged_flags, no_resize_axis_flag) ~= 0 then + local window = g.CurrentWindow + window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator), g.Style.FrameRounding) + else + ImGui.PushID(node.ID) + + local touching_nodes = { [0] = {}, [1] = {} } + local min_size = g.Style.WindowMinSize[a] + local resize_limits = { [0] = node.ChildNodes[0].Pos[a] + min_size, [1] = node.ChildNodes[1].Pos[a] + node.ChildNodes[1].Size[a] - min_size } + + local splitter_id = ImGui.GetID("##Splitter") + if g.ActiveId == splitter_id then + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, touching_nodes[0]) + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, touching_nodes[1]) + for _, tn in ipairs(touching_nodes[0]) do + resize_limits[0] = ImMax(resize_limits[0], tn:Rect().Min[a] + min_size) + end + for _, tn in ipairs(touching_nodes[1]) do + resize_limits[1] = ImMin(resize_limits[1], tn:Rect().Max[a] - min_size) + end + end + + local cur_size_0 = child_0.Size[a] + local cur_size_1 = child_1.Size[a] + local min_size_0 = resize_limits[0] - child_0.Pos[a] + local min_size_1 = child_1.Pos[a] + child_1.Size[a] - resize_limits[1] + local bg_col = ImGui.GetColorU32(ImGuiCol.WindowBg) + local changed + changed, cur_size_0, cur_size_1 = ImGui.SplitterBehavior(bb, ImGui.GetID("##Splitter"), axis, cur_size_0, cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col) + if changed then + if #touching_nodes[0] > 0 and #touching_nodes[1] > 0 then + child_0.Size[a] = cur_size_0; child_0.SizeRef[a] = cur_size_0 + child_1.Pos[a] = child_1.Pos[a] - (cur_size_1 - child_1.Size[a]) + child_1.Size[a] = cur_size_1; child_1.SizeRef[a] = cur_size_1 + + for side_n = 0, 1 do + for _, touching_node in ipairs(touching_nodes[side_n]) do + while touching_node.ParentNode ~= node do + if touching_node.ParentNode.SplitAxis == axis then + local node_to_preserve = touching_node.ParentNode.ChildNodes[side_n] + node_to_preserve.WantLockSizeOnce = true + end + touching_node = touching_node.ParentNode + end + end + end + + ImGui.DockNodeTreeUpdatePosSize(child_0, child_0.Pos, child_0.Size) + ImGui.DockNodeTreeUpdatePosSize(child_1, child_1.Pos, child_1.Size) + ImGui.MarkIniSettingsDirty() + end + end + ImGui.PopID() + end + end + + if child_0.IsVisible then ImGui.DockNodeTreeUpdateSplitter(child_0) end + if child_1.IsVisible then ImGui.DockNodeTreeUpdateSplitter(child_1) end +end + +function ImGui.DockNodeTreeFindFallbackLeafNode(node) + if node:IsLeafNode() then return node end + local leaf_node = ImGui.DockNodeTreeFindFallbackLeafNode(node.ChildNodes[0]) + if leaf_node then return leaf_node end + leaf_node = ImGui.DockNodeTreeFindFallbackLeafNode(node.ChildNodes[1]) + if leaf_node then return leaf_node end + return nil +end + +function ImGui.DockNodeTreeFindVisibleNodeByPos(node, pos) + if not node.IsVisible then return nil end + local r = ImRect(node.Pos, node.Pos + node.Size) + if not r:Contains(pos) then return nil end + if node:IsLeafNode() then return node end + local hovered_node = ImGui.DockNodeTreeFindVisibleNodeByPos(node.ChildNodes[0], pos) + if hovered_node then return hovered_node end + hovered_node = ImGui.DockNodeTreeFindVisibleNodeByPos(node.ChildNodes[1], pos) + if hovered_node then return hovered_node end + return node +end + +--------------------------------------------------------------------------------------- +-- Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +--------------------------------------------------------------------------------------- + +function ImGui.SetWindowDock(window, dock_id, cond) + if cond and cond ~= 0 and bit32.band(window.SetWindowDockAllowFlags, cond) == 0 then return end + window.SetWindowDockAllowFlags = bit32.band(window.SetWindowDockAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) + + if window.DockId == dock_id then return end + + local g = ImGui.GetCurrentContext() + local new_node = ImGui.DockContextFindNodeByID(g, dock_id) + if new_node and new_node:IsSplitNode() then + new_node = ImGui.DockNodeGetRootNode(new_node) + if new_node.CentralNode then + IM_ASSERT(new_node.CentralNode:IsCentralNode()) + dock_id = new_node.CentralNode.ID + else + dock_id = new_node.LastFocusedNodeId + end + end + + if window.DockId == dock_id then return end + + if window.DockNode then ImGui.DockNodeRemoveWindow(window.DockNode, window, 0) end + window.DockId = dock_id +end + +function ImGui.DockSpace(dockspace_id, size_arg, flags, window_class) + if size_arg == nil then size_arg = ImVec2(0, 0) end + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = ImGui.GetCurrentWindowRead() + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return 0 end + + if window.SkipItems then flags = bit32.bor(flags, ImGuiDockNodeFlags.KeepAliveOnly) end + if bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 then window = ImGui.GetCurrentWindow() end + + IM_ASSERT(bit32.band(flags, ImGuiDockNodeFlags.DockSpace) == 0) + IM_ASSERT(bit32.band(flags, ImGuiDockNodeFlags.CentralNode) == 0) + + IM_ASSERT(dockspace_id ~= 0) + local node = ImGui.DockContextFindNodeByID(g, dockspace_id) + if node == nil then + node = ImGui.DockContextAddNode(g, dockspace_id) + node:SetLocalFlags(ImGuiDockNodeFlags.CentralNode) + end + node.SharedFlags = flags + node.WindowClass = window_class or ImGuiWindowClass() + + if node.LastFrameActive == g.FrameCount and bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 then + IM_ASSERT(node:IsDockSpace() == false, "Cannot call DockSpace() twice a frame with the same ID") + node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.DockSpace)) + return dockspace_id + end + node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.DockSpace)) + + if bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then + node.LastFrameAlive = g.FrameCount + return dockspace_id + end + + local content_avail = ImGui.GetContentRegionAvail() + local size = ImVec2(ImTrunc(size_arg.x), ImTrunc(size_arg.y)) + if size.x <= 0.0 then size.x = ImMax(content_avail.x + size.x, 4.0) end + if size.y <= 0.0 then size.y = ImMax(content_avail.y + size.y, 4.0) end + IM_ASSERT(size.x > 0.0 and size.y > 0.0) + + node.Pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + node.Size = ImVec2(size.x, size.y) + node.SizeRef = ImVec2(size.x, size.y) + ImGui.SetNextWindowPos(node.Pos) + ImGui.SetNextWindowSize(node.Size) + g.NextWindowData.PosUndock = false + + local window_flags = bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.DockNodeHost) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoTitleBar) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoScrollWithMouse) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBackground) + + local title = string.format("%s/DockSpace_%08X", window.Name, dockspace_id) + + ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, 0.0) + ImGui.Begin(title, nil, window_flags) + ImGui.PopStyleVar() + + local host_window = g.CurrentWindow + DockNodeSetupHostWindow(node, host_window) + host_window.ChildId = window:GetID(title) + node.OnlyNodeWithWindows = nil + + IM_ASSERT(node:IsRootNode()) + + if node:IsLeafNode() and not node:IsCentralNode() then + node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + end + + ImGui.DockNodeUpdate(node) ImGui.End() - return open + local bb = ImRect(node.Pos, node.Pos + size) + ImGui.ItemSize(size) + ImGui.ItemAdd(bb, dockspace_id, nil, ImGuiItemFlags.NoNav) + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) ~= 0 and ImGui.IsWindowChildOf(g.HoveredWindow, host_window, false, true) then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + + return dockspace_id end +function ImGui.DockSpaceOverViewport(dockspace_id, viewport, dockspace_flags, window_class) + if dockspace_id == nil then dockspace_id = 0 end + if dockspace_flags == nil then dockspace_flags = 0 end + if viewport == nil then viewport = ImGui.GetMainViewport() end + + ImGui.SetNextWindowPos(viewport.WorkPos) + ImGui.SetNextWindowSize(viewport.WorkSize) + ImGui.SetNextWindowViewport(viewport.ID) + + local host_window_flags = 0 + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoDocking) + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus, ImGuiWindowFlags.NoNavFocus) + if bit32.band(dockspace_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 then + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoBackground) + end + if bit32.band(dockspace_flags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoMouseInputs) + end + + local label = string.format("WindowOverViewport_%08X", viewport.ID) + + ImGui.PushStyleVar(ImGuiStyleVar.WindowRounding, 0.0) + ImGui.PushStyleVar(ImGuiStyleVar.WindowBorderSize, 0.0) + ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0.0, 0.0)) + ImGui.Begin(label, nil, host_window_flags) + ImGui.PopStyleVar(3) + + if dockspace_id == 0 then dockspace_id = ImGui.GetID("DockSpace") end + ImGui.DockSpace(dockspace_id, ImVec2(0.0, 0.0), dockspace_flags, window_class) + + ImGui.End() + + return dockspace_id end +--------------------------------------------------------------------------------------- +-- Docking: Builder Functions +--------------------------------------------------------------------------------------- -return true -- [Roblox] ModuleScripts must return exactly one value +function ImGui.DockBuilderDockWindow(window_name, node_id) + local window_id = ImHashStr(window_name) + local window = ImGui.FindWindowByID(window_id) + if window then + local prev_node_id = window.DockId + ImGui.SetWindowDock(window, node_id, ImGuiCond.Always) + if window.DockId ~= prev_node_id then window.DockOrder = -1 end + else + local settings = ImGui.FindWindowSettingsByID(window_id) + if settings == nil then settings = ImGui.CreateNewWindowSettings(window_name) end + if settings.DockId ~= node_id then settings.DockOrder = -1 end + settings.DockId = node_id + end +end + +function ImGui.DockBuilderGetNode(node_id) + return ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) +end + +function ImGui.DockBuilderGetCentralNode(node_id) + local node = ImGui.DockBuilderGetNode(node_id) + if not node then return nil end + return ImGui.DockNodeGetRootNode(node).CentralNode +end + +function ImGui.DockBuilderSetNodePos(node_id, pos) + local node = ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) + if node == nil then return end + node.Pos = ImVec2(pos.x, pos.y) + node.AuthorityForPos = ImGuiDataAuthority.DockNode +end + +function ImGui.DockBuilderSetNodeSize(node_id, size) + local node = ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) + if node == nil then return end + IM_ASSERT(size.x > 0.0 and size.y > 0.0) + node.Size = ImVec2(size.x, size.y) + node.SizeRef = ImVec2(size.x, size.y) + node.AuthorityForSize = ImGuiDataAuthority.DockNode +end + +function ImGui.DockBuilderAddNode(node_id, flags) + if node_id == nil then node_id = 0 end + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + if node_id ~= 0 then ImGui.DockBuilderRemoveNode(node_id) end + + local node + if bit32.band(flags, ImGuiDockNodeFlags.DockSpace) ~= 0 then + ImGui.DockSpace(node_id, ImVec2(0, 0), bit32.bor(bit32.band(flags, bit32.bnot(ImGuiDockNodeFlags.DockSpace)), ImGuiDockNodeFlags.KeepAliveOnly)) + node = ImGui.DockContextFindNodeByID(g, node_id) + else + node = ImGui.DockContextAddNode(g, node_id) + node:SetLocalFlags(flags) + end + node.LastFrameAlive = g.FrameCount + return node.ID +end + +function ImGui.DockBuilderRemoveNode(node_id) + local g = ImGui.GetCurrentContext() + local node = ImGui.DockContextFindNodeByID(g, node_id) + if node == nil then return end + ImGui.DockBuilderRemoveNodeDockedWindows(node_id, true) + ImGui.DockBuilderRemoveNodeChildNodes(node_id) + node = ImGui.DockContextFindNodeByID(g, node_id) + if node == nil then return end + if node:IsCentralNode() and node.ParentNode then + node.ParentNode:SetLocalFlags(bit32.bor(node.ParentNode.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + end + ImGui.DockContextRemoveNode(g, node, true) +end + +function ImGui.DockBuilderRemoveNodeChildNodes(root_id) + local g = ImGui.GetCurrentContext() + local dc = g.DockContext + + local root_node = (root_id ~= 0) and ImGui.DockContextFindNodeByID(g, root_id) or nil + if root_id ~= 0 and root_node == nil then return end + local has_central_node = false + + local backup_root_node_authority_for_pos = root_node and root_node.AuthorityForPos or ImGuiDataAuthority.Auto + local backup_root_node_authority_for_size = root_node and root_node.AuthorityForSize or ImGuiDataAuthority.Auto + + local nodes_to_remove = {} + for _, id in ipairs(DockContextNodesSorted(g)) do + local node = dc.Nodes[id] + if node then + local want_removal = (root_id == 0) or (node.ID ~= root_id and ImGui.DockNodeGetRootNode(node).ID == root_id) + if want_removal then + if node:IsCentralNode() then has_central_node = true end + if root_id ~= 0 then ImGui.DockContextQueueNotifyRemovedNode(g, node) end + if root_node then + ImGui.DockNodeMoveWindows(root_node, node) + DockSettingsRenameNodeReferences(node.ID, root_node.ID) + end + table.insert(nodes_to_remove, node) + end + end + end + + if root_node then + root_node.AuthorityForPos = backup_root_node_authority_for_pos + root_node.AuthorityForSize = backup_root_node_authority_for_size + end + + for _, settings in g.SettingsWindows:iter() do + local window_settings_dock_id = settings.DockId + if window_settings_dock_id and window_settings_dock_id ~= 0 then + for _, n in ipairs(nodes_to_remove) do + if n.ID == window_settings_dock_id then + settings.DockId = root_id + break + end + end + end + end + + if #nodes_to_remove > 1 then + local depth = {} + for _, n in ipairs(nodes_to_remove) do depth[n] = ImGui.DockNodeGetDepth(n) end + table.sort(nodes_to_remove, function(a, b) return depth[a] > depth[b] end) + end + for _, n in ipairs(nodes_to_remove) do + ImGui.DockContextRemoveNode(g, n, false) + end + + if root_id == 0 then + dc.Nodes = {} + dc.Requests:clear() + elseif has_central_node then + root_node.CentralNode = root_node + root_node:SetLocalFlags(bit32.bor(root_node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + end +end + +function ImGui.DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs) + if clear_settings_refs == nil then clear_settings_refs = true end + local g = ImGui.GetCurrentContext() + if clear_settings_refs then + for _, settings in g.SettingsWindows:iter() do + local want_removal = (root_id == 0) or (settings.DockId == root_id) + if not want_removal and settings.DockId ~= 0 then + local node = ImGui.DockContextFindNodeByID(g, settings.DockId) + if node and ImGui.DockNodeGetRootNode(node).ID == root_id then want_removal = true end + end + if want_removal then settings.DockId = 0 end + end + end + + for n = 1, g.Windows.Size do + local window = g.Windows.Data[n] + local want_removal = (root_id == 0) or (window.DockNode and ImGui.DockNodeGetRootNode(window.DockNode).ID == root_id) or (window.DockNodeAsHost and window.DockNodeAsHost.ID == root_id) + if want_removal then + local backup_dock_id = window.DockId + ImGui.DockContextProcessUndockWindow(g, window, clear_settings_refs) + if not clear_settings_refs then IM_ASSERT(window.DockId == backup_dock_id) end + end + end +end + +--- @return ImGuiID id_at_dir, ImGuiID id_at_opposite_dir +function ImGui.DockBuilderSplitNode(id, split_dir, size_ratio_for_node_at_dir) + local g = ImGui.GetCurrentContext() + IM_ASSERT(split_dir ~= ImGuiDir.None) + + local node = ImGui.DockContextFindNodeByID(g, id) + if node == nil then + IM_ASSERT(node ~= nil) + return 0, 0 + end + + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Split + req.DockTargetWindow = nil + req.DockTargetNode = node + req.DockPayload = nil + req.DockSplitDir = split_dir + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) and size_ratio_for_node_at_dir or (1.0 - size_ratio_for_node_at_dir)) + req.DockSplitOuter = false + ImGui.DockContextProcessDock(g, req) + + local first = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) + local id_at_dir = node.ChildNodes[first and 0 or 1].ID + local id_at_opposite_dir = node.ChildNodes[first and 1 or 0].ID + return id_at_dir, id_at_opposite_dir +end + +local function DockBuilderCopyNodeRec(src_node, dst_node_id_if_known, out_node_remap_pairs) + local g = ImGui.GetCurrentContext() + local dst_node = ImGui.DockContextAddNode(g, dst_node_id_if_known) + dst_node.SharedFlags = src_node.SharedFlags + dst_node.LocalFlags = src_node.LocalFlags + dst_node.LocalFlagsInWindows = ImGuiDockNodeFlags.None + dst_node.Pos = ImVec2(src_node.Pos.x, src_node.Pos.y) + dst_node.Size = ImVec2(src_node.Size.x, src_node.Size.y) + dst_node.SizeRef = ImVec2(src_node.SizeRef.x, src_node.SizeRef.y) + dst_node.SplitAxis = src_node.SplitAxis + dst_node:UpdateMergedFlags() + + table.insert(out_node_remap_pairs, src_node.ID) + table.insert(out_node_remap_pairs, dst_node.ID) + + for child_n = 0, 1 do + if src_node.ChildNodes[child_n] then + dst_node.ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node.ChildNodes[child_n], 0, out_node_remap_pairs) + dst_node.ChildNodes[child_n].ParentNode = dst_node + end + end + return dst_node +end + +--- @param out_node_remap_pairs table # 1-based array, cleared and filled with (src_id, dst_id) pairs +function ImGui.DockBuilderCopyNode(src_node_id, dst_node_id, out_node_remap_pairs) + local g = ImGui.GetCurrentContext() + IM_ASSERT(src_node_id ~= 0) + IM_ASSERT(dst_node_id ~= 0) + IM_ASSERT(out_node_remap_pairs ~= nil) + + ImGui.DockBuilderRemoveNode(dst_node_id) + + local src_node = ImGui.DockContextFindNodeByID(g, src_node_id) + IM_ASSERT(src_node ~= nil) + + for k in pairs(out_node_remap_pairs) do out_node_remap_pairs[k] = nil end + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs) + IM_ASSERT((#out_node_remap_pairs % 2) == 0) +end + +function ImGui.DockBuilderCopyWindowSettings(src_name, dst_name) + local src_window = ImGui.FindWindowByName(src_name) + if src_window == nil then return end + local dst_window = ImGui.FindWindowByName(dst_name) + if dst_window then + ImVec2_Copy(dst_window.Pos, src_window.Pos) + ImVec2_Copy(dst_window.Size, src_window.Size) + ImVec2_Copy(dst_window.SizeFull, src_window.SizeFull) + dst_window.Collapsed = src_window.Collapsed + else + local dst_settings = ImGui.FindWindowSettingsByID(ImHashStr(dst_name)) + if not dst_settings then dst_settings = ImGui.CreateNewWindowSettings(dst_name) end + local wx, wy = ImTrunc(src_window.Pos.x), ImTrunc(src_window.Pos.y) + if src_window.ViewportId ~= 0 and src_window.ViewportId ~= 0x11111111 then + ImVec2_CopyV(dst_settings.ViewportPos, wx, wy) + dst_settings.ViewportId = src_window.ViewportId + ImVec2_CopyV(dst_settings.Pos, 0, 0) + else + ImVec2_CopyV(dst_settings.Pos, wx, wy) + end + ImVec2_CopyV(dst_settings.Size, ImTrunc(src_window.SizeFull.x), ImTrunc(src_window.SizeFull.y)) + dst_settings.Collapsed = src_window.Collapsed + end +end + +--- @param in_window_remap_pairs table # 1-based array of window names: src0, dst0, src1, dst1, ... +function ImGui.DockBuilderCopyDockSpace(src_dockspace_id, dst_dockspace_id, in_window_remap_pairs) + IM_ASSERT(src_dockspace_id ~= 0) + IM_ASSERT(dst_dockspace_id ~= 0) + IM_ASSERT(in_window_remap_pairs ~= nil) + IM_ASSERT((#in_window_remap_pairs % 2) == 0) + + local node_remap_pairs = {} + ImGui.DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, node_remap_pairs) + + local src_windows = {} + for remap_window_n = 1, #in_window_remap_pairs, 2 do + local src_window_name = in_window_remap_pairs[remap_window_n] + local dst_window_name = in_window_remap_pairs[remap_window_n + 1] + local src_window_id = ImHashStr(src_window_name) + src_windows[src_window_id] = true + + local src_dock_id = 0 + local src_window = ImGui.FindWindowByID(src_window_id) + if src_window then + src_dock_id = src_window.DockId + else + local src_window_settings = ImGui.FindWindowSettingsByID(src_window_id) + if src_window_settings then src_dock_id = src_window_settings.DockId end + end + local dst_dock_id = 0 + for dock_remap_n = 1, #node_remap_pairs, 2 do + if node_remap_pairs[dock_remap_n] == src_dock_id then + dst_dock_id = node_remap_pairs[dock_remap_n + 1] + break + end + end + + if dst_dock_id ~= 0 then + ImGui.DockBuilderDockWindow(dst_window_name, dst_dock_id) + else + ImGui.DockBuilderCopyWindowSettings(src_window_name, dst_window_name) + end + end + + local dock_remaining_windows = {} + for dock_remap_n = 1, #node_remap_pairs, 2 do + local src_dock_id = node_remap_pairs[dock_remap_n] + if src_dock_id ~= 0 then + local dst_dock_id = node_remap_pairs[dock_remap_n + 1] + local node = ImGui.DockBuilderGetNode(src_dock_id) + for _, window in node.Windows:iter() do + if not src_windows[window.ID] then + table.insert(dock_remaining_windows, { Window = window, DockId = dst_dock_id }) + end + end + end + end + for _, task in ipairs(dock_remaining_windows) do + ImGui.DockBuilderDockWindow(task.Window.Name, task.DockId) + end +end + +function ImGui.DockBuilderFinish(root_id) + ImGui.DockContextBuildAddWindowsToNodes(ImGui.GetCurrentContext(), root_id) +end + +--------------------------------------------------------------------------------------- +-- Docking: Begin/End Support Functions (called from Begin/End) +--------------------------------------------------------------------------------------- + +function ImGui.GetWindowAlwaysWantOwnTabBar(window) + local g = ImGui.GetCurrentContext() + if g.IO.ConfigDockingAlwaysTabBar or window.WindowClass.DockingAlwaysTabBar then + if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoDocking)) == 0 then + if not window.IsFallbackWindow then return true end + end + end + return false +end + +function ImGui.DockContextBindNodeToWindow(ctx, window) + local g = ctx + local node = ImGui.DockContextFindNodeByID(ctx, window.DockId) + IM_ASSERT(window.DockNode == nil) + + if node and node:IsSplitNode() then + ImGui.DockContextProcessUndockWindow(ctx, window) + return nil + end + + if node == nil then + node = ImGui.DockContextAddNode(ctx, window.DockId) + node.AuthorityForPos = ImGuiDataAuthority.Window + node.AuthorityForSize = ImGuiDataAuthority.Window + node.AuthorityForViewport = ImGuiDataAuthority.Window + node.LastFrameAlive = g.FrameCount + end + + if not node.IsVisible then + local ancestor_node = node + while not ancestor_node.IsVisible and ancestor_node.ParentNode do + ancestor_node = ancestor_node.ParentNode + end + IM_ASSERT(ancestor_node.Size.x > 0.0 and ancestor_node.Size.y > 0.0) + ImGui.DockNodeUpdateHasCentralNodeChild(ImGui.DockNodeGetRootNode(ancestor_node)) + ImGui.DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node.Pos, ancestor_node.Size, node) + end + + local node_was_visible = node.IsVisible + ImGui.DockNodeAddWindow(node, window, true) + node.IsVisible = node_was_visible + IM_ASSERT(node == window.DockNode) + return node +end + +local function StoreDockStyleForWindow(window) + local g = ImGui.GetCurrentContext() + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + window.DockStyle.Colors[color_n] = ImGui.ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]) + end +end +ImGui.StoreDockStyleForWindow = StoreDockStyleForWindow + +--- @return bool? p_open +function ImGui.BeginDocked(window, p_open) + local g = ImGui.GetCurrentContext() + + if window.IsFallbackWindow and not window.WasActive then + DockNodeHideWindowDuringHostWindowCreation(window) + return p_open + end + + local auto_dock_node = ImGui.GetWindowAlwaysWantOwnTabBar(window) + if auto_dock_node then + if window.DockId == 0 then + IM_ASSERT(window.DockNode == nil) + window.DockId = ImGui.DockContextGenNodeID(g) + end + else + local want_undock = false + want_undock = want_undock or bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) ~= 0 + want_undock = want_undock or (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) ~= 0 and bit32.band(window.SetWindowPosAllowFlags, g.NextWindowData.PosCond) ~= 0 and g.NextWindowData.PosUndock) + if want_undock then + ImGui.DockContextProcessUndockWindow(g, window) + return p_open + end + end + + local node = window.DockNode + if node ~= nil then IM_ASSERT(window.DockId == node.ID) end + if window.DockId ~= 0 and node == nil then + node = ImGui.DockContextBindNodeToWindow(g, window) + if node == nil then return p_open end + end + + if node.LastFrameAlive < g.FrameCount then + local root_node = ImGui.DockNodeGetRootNode(node) + if root_node.LastFrameAlive < g.FrameCount then + ImGui.DockContextProcessUndockWindow(g, window) + else + window.DockIsActive = true + end + return p_open + end + + StoreDockStyleForWindow(window) + + if node.HostWindow == nil then + if node.State == ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing then + window.DockIsActive = true + end + if node.Windows.Size > 1 and window.Appearing then + DockNodeHideWindowDuringHostWindowCreation(window) + end + return p_open + end + + IM_ASSERT(node.HostWindow) + IM_ASSERT(node:IsLeafNode()) + IM_ASSERT(node.Size.x >= 0.0 and node.Size.y >= 0.0) + node.State = ImGuiDockNodeState.HostWindowVisible + + if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 and window.BeginOrderWithinContext < node.HostWindow.BeginOrderWithinContext then + ImGui.DockContextProcessUndockWindow(g, window) + return p_open + end + + ImGui.SetNextWindowPos(node.Pos) + ImGui.SetNextWindowSize(node.Size) + g.NextWindowData.PosUndock = false + window.DockIsActive = true + window.DockNodeIsVisible = true + window.DockTabIsVisible = false + if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then return p_open end + + if node.VisibleWindow == window then window.DockTabIsVisible = true end + + IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0) + window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoResize) + window.ChildFlags = bit32.bor(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) + if node:IsHiddenTabBar() or node:IsNoTabBar() then + window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoTitleBar) + else + window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.NoTitleBar)) + end + + if node.TabBar and window.WasActive then + window.DockOrder = ImGui.DockNodeGetTabOrder(window) + end + + if (node.WantCloseAll or node.WantCloseTabId == window.TabId) and p_open ~= nil then + p_open = false + end + + local parent_window = window.DockNode.HostWindow + window.ChildId = parent_window:GetID(window.Name) + return p_open +end + +function ImGui.BeginDockableDragDropSource(window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.ActiveId == window.MoveId) + IM_ASSERT(g.MovingWindow == window) + IM_ASSERT(g.CurrentWindow == window) + + if g.IO.ConfigDockingWithShift ~= g.IO.KeyShift then + if g.IO.ConfigDockingWithShift and g.MouseStationaryTimer >= 1.0 and g.ActiveId >= 1 then + ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(ImGuiLocKey.DockingHoldShiftToDock)) + end + return + end + + g.LastItemData.ID = window.MoveId + window = window.RootWindowDockTree + IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) == 0) + local is_drag_docking = g.IO.ConfigDockingWithShift or ImRect(0, 0, window.SizeFull.x, ImGui.GetFrameHeight()):Contains(g.ActiveIdClickOffset) + local drag_drop_flags = bit32.bor(ImGuiDragDropFlags.SourceNoPreviewTooltip, ImGuiDragDropFlags.SourceNoHoldToOpenOthers, ImGuiDragDropFlags.PayloadAutoExpire, ImGuiDragDropFlags.PayloadNoCrossContext, ImGuiDragDropFlags.PayloadNoCrossProcess) + if is_drag_docking and ImGui.BeginDragDropSource(drag_drop_flags) then + ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, window) + ImGui.EndDragDropSource() + StoreDockStyleForWindow(window) + end +end + +function ImGui.BeginDockableDragDropTarget(window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) == 0) + if not g.DragDropActive then return end + if not ImGui.BeginDragDropTargetCustom(window:Rect(), window.ID) then return end + + local payload = g.DragDropPayload + if not ImGuiPayload_IsDataType(payload, IMGUI_PAYLOAD_TYPE_WINDOW) or not ImGui.DockNodeIsDropAllowed(window, payload.Data) then + ImGui.EndDragDropTarget() + return + end + + local payload_window = payload.Data + if ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, bit32.bor(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoDrawDefaultRect)) then + local dock_into_floating_window = false + local node = nil + if window.DockNodeAsHost then + node = ImGui.DockNodeTreeFindVisibleNodeByPos(window.DockNodeAsHost, g.IO.MousePos) + if node and node:IsDockSpace() and node:IsRootNode() then + node = (node.CentralNode and node:IsLeafNode()) and node.CentralNode or ImGui.DockNodeTreeFindFallbackLeafNode(node) + end + else + if window.DockNode then + node = window.DockNode + else + dock_into_floating_window = true + end + end + + local explicit_target_rect + if node and node.TabBar and not node:IsHiddenTabBar() and not node:IsNoTabBar() then + explicit_target_rect = node.TabBar.BarRect + else + explicit_target_rect = ImRect(window.Pos, window.Pos + ImVec2(window.Size.x, ImGui.GetFrameHeight())) + end + local is_explicit_target = g.IO.ConfigDockingWithShift or ImGui.IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max) + + local do_preview = ImGuiPayload_IsPreview(payload) or ImGuiPayload_IsDelivery(payload) + if do_preview and (node ~= nil or dock_into_floating_window) then + local split_inner = ImGuiDockPreviewData() + local split_outer = ImGuiDockPreviewData() + local split_data = split_inner + if node and (node.ParentNode or node:IsCentralNode() or not node:IsLeafNode()) then + local root_node = ImGui.DockNodeGetRootNode(node) + if root_node then + ImGui.DockNodePreviewDockSetup(window, root_node, payload_window, nil, split_outer, is_explicit_target, true) + if split_outer.IsSplitDirExplicit then split_data = split_outer end + end + end + if not node or node:IsLeafNode() then + ImGui.DockNodePreviewDockSetup(window, node, payload_window, nil, split_inner, is_explicit_target, false) + end + if split_data == split_outer then split_inner.IsDropAllowed = false end + + ImGui.DockNodePreviewDockRender(window, node, payload_window, split_inner) + ImGui.DockNodePreviewDockRender(window, node, payload_window, split_outer) + + if split_data.IsDropAllowed and ImGuiPayload_IsDelivery(payload) then + ImGui.DockContextQueueDock(g, window, split_data.SplitNode, payload_window, split_data.SplitDir, split_data.SplitRatio, split_data == split_outer) + end + end + end + ImGui.EndDragDropTarget() +end + +--------------------------------------------------------------------------------------- +-- Docking: Settings +--------------------------------------------------------------------------------------- + +DockSettingsRenameNodeReferences = function(old_node_id, new_node_id) + local g = ImGui.GetCurrentContext() + for _, window in g.Windows:iter() do + if window.DockId == old_node_id and window.DockNode == nil then window.DockId = new_node_id end + end + for _, settings in g.SettingsWindows:iter() do + if settings.DockId == old_node_id then settings.DockId = new_node_id end + end +end + +--- @param node_ids table # 1-based array +DockSettingsRemoveNodeReferences = function(node_ids, node_ids_count) + local g = ImGui.GetCurrentContext() + local found = 0 + for _, settings in g.SettingsWindows:iter() do + for node_n = 1, node_ids_count do + if settings.DockId == node_ids[node_n] then + settings.DockId = 0 + settings.DockOrder = -1 + found = found + 1 + if found < node_ids_count then break end + return + end + end + end +end + +DockSettingsFindNodeSettings = function(ctx, id) + for _, s in ctx.DockContext.NodesSettings:iter() do + if s.ID == id then return s end + end + return nil +end + +DockSettingsHandler_ClearAll = function(ctx, handler) + local dc = ctx.DockContext + dc.NodesSettings:clear() + ImGui.DockContextClearNodes(ctx, 0, true) +end + +DockSettingsHandler_ApplyAll = function(ctx, handler) + local dc = ctx.DockContext + if ctx.Windows.Size == 0 then ImGui.DockContextPruneUnusedSettingsNodes(ctx) end + ImGui.DockContextBuildNodesFromSettings(ctx, dc.NodesSettings.Data or {}, dc.NodesSettings.Size) + ImGui.DockContextBuildAddWindowsToNodes(ctx, 0) +end + +DockSettingsHandler_ReadOpen = function(ctx, handler, name) + if name ~= "Data" then return nil end + return true +end + +DockSettingsHandler_ReadLine = function(ctx, handler, entry, line) + local node = ImGuiDockNodeSettings() + line = line:gsub("^[ \t]+", "") + if line:sub(1, 8) == "DockNode" then + line = line:sub(9) + elseif line:sub(1, 9) == "DockSpace" then + line = line:sub(10) + node.Flags = bit32.bor(node.Flags, ImGuiDockNodeFlags.DockSpace) + else + return + end + line = line:gsub("^[ \t]+", "") + local function take(pattern) + local caps = { line:match("^" .. pattern .. "()") } + if #caps == 0 then return nil end + line = line:sub(caps[#caps]) + caps[#caps] = nil + return table.unpack(caps) + end + local v = take("ID=0x(%x+)") + if not v then return end + node.ID = tonumber(v, 16) + v = take(" Parent=0x(%x+)") + if v then node.ParentNodeId = tonumber(v, 16); if node.ParentNodeId == 0 then return end end + v = take(" Window=0x(%x+)") + if v then node.ParentWindowId = tonumber(v, 16); if node.ParentWindowId == 0 then return end end + if node.ParentNodeId == 0 then + local x, y = take(" Pos=(%-?%d+),(%-?%d+)") + if not x then return end + node.Pos = ImVec2(tonumber(x), tonumber(y)) + x, y = take(" Size=(%-?%d+),(%-?%d+)") + if not x then return end + node.Size = ImVec2(tonumber(x), tonumber(y)) + else + local x, y = take(" SizeRef=(%-?%d+),(%-?%d+)") + if x then node.SizeRef = ImVec2(tonumber(x), tonumber(y)) end + end + local c = take(" Split=(%a)") + if c then + if c == "X" then node.SplitAxis = ImGuiAxis.X elseif c == "Y" then node.SplitAxis = ImGuiAxis.Y end + end + local function flag(name, f) + local x = take(" " .. name .. "=(%-?%d+)") + if x and tonumber(x) ~= 0 then node.Flags = bit32.bor(node.Flags, f) end + end + flag("NoResize", ImGuiDockNodeFlags.NoResize) + flag("CentralNode", ImGuiDockNodeFlags.CentralNode) + flag("NoTabBar", ImGuiDockNodeFlags.NoTabBar) + flag("HiddenTabBar", ImGuiDockNodeFlags.HiddenTabBar) + flag("NoWindowMenuButton", ImGuiDockNodeFlags.NoWindowMenuButton) + flag("NoCloseButton", ImGuiDockNodeFlags.NoCloseButton) + v = take(" Selected=0x(%x+)") + if v then node.SelectedTabId = tonumber(v, 16) end + if node.ParentNodeId ~= 0 then + local parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId) + if parent_settings then node.Depth = parent_settings.Depth + 1 end + end + ctx.DockContext.NodesSettings:push_back(node) +end + +local function DockSettingsHandler_DockNodeToSettings(dc, node, depth) + local node_settings = ImGuiDockNodeSettings() + node_settings.ID = node.ID + node_settings.ParentNodeId = node.ParentNode and node.ParentNode.ID or 0 + node_settings.ParentWindowId = (node:IsDockSpace() and node.HostWindow and node.HostWindow.ParentWindow) and node.HostWindow.ParentWindow.ID or 0 + node_settings.SelectedTabId = node.SelectedTabId + node_settings.SplitAxis = node:IsSplitNode() and node.SplitAxis or ImGuiAxis.None + node_settings.Depth = depth + node_settings.Flags = bit32.band(node.LocalFlags, ImGuiDockNodeFlags.SavedFlagsMask_) + node_settings.Pos = ImVec2(ImTrunc(node.Pos.x), ImTrunc(node.Pos.y)) + node_settings.Size = ImVec2(ImTrunc(node.Size.x), ImTrunc(node.Size.y)) + node_settings.SizeRef = ImVec2(ImTrunc(node.SizeRef.x), ImTrunc(node.SizeRef.y)) + dc.NodesSettings:push_back(node_settings) + if node.ChildNodes[0] then DockSettingsHandler_DockNodeToSettings(dc, node.ChildNodes[0], depth + 1) end + if node.ChildNodes[1] then DockSettingsHandler_DockNodeToSettings(dc, node.ChildNodes[1], depth + 1) end +end + +DockSettingsHandler_WriteAll = function(ctx, handler, buf) + local g = ctx + local dc = ctx.DockContext + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return end + + dc.NodesSettings:resize(0) + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node:IsRootNode() then + DockSettingsHandler_DockNodeToSettings(dc, node, 0) + end + end + + local max_depth = 0 + for _, s in dc.NodesSettings:iter() do max_depth = ImMax(s.Depth, max_depth) end + + buf:appendf("[%s][Data]\n", handler.TypeName) + for _, s in dc.NodesSettings:iter() do + buf:append(string.rep(" ", s.Depth * 2) .. ((bit32.band(s.Flags, ImGuiDockNodeFlags.DockSpace) ~= 0) and "DockSpace" or "DockNode ") .. string.rep(" ", (max_depth - s.Depth) * 2)) + buf:appendf(" ID=0x%08X", s.ID) + if s.ParentNodeId ~= 0 then + buf:appendf(" Parent=0x%08X SizeRef=%d,%d", s.ParentNodeId, s.SizeRef.x, s.SizeRef.y) + else + if s.ParentWindowId ~= 0 then buf:appendf(" Window=0x%08X", s.ParentWindowId) end + buf:appendf(" Pos=%d,%d Size=%d,%d", s.Pos.x, s.Pos.y, s.Size.x, s.Size.y) + end + if s.SplitAxis ~= ImGuiAxis.None then buf:appendf(" Split=%s", (s.SplitAxis == ImGuiAxis.X) and "X" or "Y") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoResize) ~= 0 then buf:append(" NoResize=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.CentralNode) ~= 0 then buf:append(" CentralNode=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoTabBar) ~= 0 then buf:append(" NoTabBar=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 then buf:append(" HiddenTabBar=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoWindowMenuButton) ~= 0 then buf:append(" NoWindowMenuButton=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoCloseButton) ~= 0 then buf:append(" NoCloseButton=1") end + if s.SelectedTabId ~= 0 then buf:appendf(" Selected=0x%08X", s.SelectedTabId) end + buf:append("\n") + end + buf:append("\n") +end + +--------------------------------------------------------------------------------------- +-- Docking: helpers (imgui_internal.h inlines) + widgets used by docking +--------------------------------------------------------------------------------------- + +function ImGui.DockNodeGetRootNode(node) + while node.ParentNode do node = node.ParentNode end + return node +end + +function ImGui.DockNodeIsInHierarchyOf(node, parent) + while node do + if node == parent then return true end + node = node.ParentNode + end + return false +end + +function ImGui.DockNodeGetDepth(node) + local depth = 0 + while node.ParentNode do node = node.ParentNode; depth = depth + 1 end + return depth +end + +function ImGui.DockNodeGetWindowMenuButtonId(node) + return ImHashStr("#COLLAPSE", nil, node.ID) +end + +function ImGui.GetWindowDockID() + return ImGui.GetCurrentContext().CurrentWindow.DockId +end + +function ImGui.IsWindowDocked() + return ImGui.GetCurrentContext().CurrentWindow.DockIsActive +end + +function ImGui.SetNextWindowDockID(id, cond) + local g = ImGui.GetCurrentContext() + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasDock) + g.NextWindowData.DockCond = (cond and cond ~= 0) and cond or ImGuiCond.Always + g.NextWindowData.DockId = id +end + +function ImGui.StartMouseMovingWindowOrNode(window, node, undock) + local g = ImGui.GetCurrentContext() + local can_undock_node = false + if undock and node ~= nil and node.VisibleWindow and bit32.band(node.VisibleWindow.Flags, ImGuiWindowFlags.NoMove) == 0 and bit32.band(node.MergedFlags, ImGuiDockNodeFlags.NoUndocking) == 0 then + local root_node = ImGui.DockNodeGetRootNode(node) + if root_node.OnlyNodeWithWindows ~= node or root_node.CentralNode ~= nil then + can_undock_node = true + end + end + + local clicked = ImGui.IsMouseClicked(0) + local dragging = ImGui.IsMouseDragging(0) + if can_undock_node and dragging then + ImGui.DockContextQueueUndockNode(g, node) + elseif not can_undock_node and (clicked or dragging) and g.MovingWindow ~= window then + ImGui.StartMouseMovingWindow(window) + end +end + +function ImGui.RenderArrowDockMenu(draw_list, p_min, sz, col) + draw_list:AddRectFilled(p_min + ImVec2(sz * 0.20, sz * 0.15), p_min + ImVec2(sz * 0.80, sz * 0.30), col) + ImGui.RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50, sz * 0.85), ImVec2(sz * 0.30, sz * 0.40), ImGuiDir.Down, col) +end + +-- Upstream CollapseButton (docking branch): replaces the port's simpler version +function ImGui.CollapseButton(id, pos, dock_node) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize)) + local is_clipped = not ImGui.ItemAdd(bb, id) + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, ImGuiButtonFlags.None) + if is_clipped then return pressed end + + local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or (hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button)) + local text_col = ImGui.GetColorU32(ImGuiCol.Text) + if hovered or held then + window.DrawList:AddRectFilled(bb.Min, bb.Max, bg_col) + end + ImGui.RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags and ImGuiNavRenderCursorFlags.Compact or nil) + + if dock_node then + ImGui.RenderArrowDockMenu(window.DrawList, bb.Min, g.FontSize, text_col) + else + ImGui.RenderArrow(window.DrawList, bb.Min, text_col, window.Collapsed and ImGuiDir.Right or ImGuiDir.Down, 1.0) + end + + if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then + ImGui.StartMouseMovingWindowOrNode(window, dock_node, true) + end + + return pressed +end + +--- @return bool held, float size1, float size2 +function ImGui.SplitterBehavior(bb, id, axis, size1, size2, min_size1, min_size2, hover_extend, hover_visibility_delay, bg_col) + hover_extend = hover_extend or 0.0 + hover_visibility_delay = hover_visibility_delay or 0.0 + bg_col = bg_col or 0 + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + if not ImGui.ItemAdd(bb, id, nil, ImGuiItemFlags.NoNav) then return false, size1, size2 end + + local button_flags = bit32.bor(ImGuiButtonFlags.FlattenChildren, ImGuiButtonFlags.AllowOverlap) + + local bb_interact = ImRect(bb.Min, bb.Max) + bb_interact:Expand(axis == ImGuiAxis.Y and ImVec2(0.0, hover_extend) or ImVec2(hover_extend, 0.0)) + local _, hovered, held = ImGui.ButtonBehavior(bb_interact, id, button_flags) + if hovered then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) + end + + if held or (hovered and g.HoveredIdPreviousFrame == id and g.HoveredIdTimer >= hover_visibility_delay) then + ImGui.SetMouseCursor(axis == ImGuiAxis.Y and ImGuiMouseCursor.ResizeNS or ImGuiMouseCursor.ResizeEW) + end + + 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 size_1_maximum_delta = ImMax(0.0, size1 - min_size1) + local size_2_maximum_delta = ImMax(0.0, size2 - min_size2) + if mouse_delta < -size_1_maximum_delta then mouse_delta = -size_1_maximum_delta end + if mouse_delta > size_2_maximum_delta then mouse_delta = size_2_maximum_delta end + + if mouse_delta ~= 0.0 then + size1 = ImMax(size1 + mouse_delta, min_size1) + size2 = ImMax(size2 - mouse_delta, min_size2) + bb_render:Translate(axis == ImGuiAxis.X and ImVec2(mouse_delta, 0.0) or ImVec2(0.0, mouse_delta)) + ImGui.MarkItemEdited(id) + end + end + + if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then + window.DrawList:AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0) + end + local col = ImGui.GetColorU32(held and ImGuiCol.SeparatorActive or ((hovered and g.HoveredIdTimer >= hover_visibility_delay) and ImGuiCol.SeparatorHovered or ImGuiCol.Separator)) + window.DrawList:AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0) + + return held, size1, size2 +end + +return true +end + +__FILES['imgui_dragdrop.lua'] = function() +--- ImGui Sincerely +-- Drag and drop: 1:1 port of imgui.cpp [SECTION] DRAG AND DROP (docking branch) +-- Payload `Data` is any Lua value (no copy is made). `data_size` is optional and only kept for API parity. + +function ImGui.IsDragDropActive() + return ImGui.GetCurrentContext().DragDropActive +end + +function ImGui.ClearDragDrop() + local g = ImGui.GetCurrentContext() + g.DragDropActive = false + ImGuiPayload_Clear(g.DragDropPayload) + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags.None + g.DragDropAcceptIdCurr = 0 + g.DragDropAcceptIdPrev = 0 + g.DragDropAcceptIdCurrRectSurface = FLT_MAX + g.DragDropAcceptFrameCount = -1 +end + +function ImGui.BeginDragDropSource(flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local mouse_button = ImGuiMouseButton.Left + + local source_drag_active = false + local source_id = 0 + local source_parent_id = 0 + if bit32.band(flags, ImGuiDragDropFlags.SourceExtern) == 0 then + source_id = g.LastItemData.ID + if source_id ~= 0 then + if g.ActiveId ~= source_id then return false end + if g.ActiveIdMouseButton ~= -1 then mouse_button = g.ActiveIdMouseButton end + if g.IO.MouseDown[mouse_button] == false or window.SkipItems then return false end + g.ActiveIdAllowOverlap = false + else + if g.IO.MouseDown[mouse_button] == false or window.SkipItems then return false end + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) == 0 and (g.ActiveId == 0 or g.ActiveIdWindow ~= window) then + return false + end + if bit32.band(flags, ImGuiDragDropFlags.SourceAllowNullID) == 0 then + IM_ASSERT(false, "Use ImGuiDragDropFlags.SourceAllowNullID for items without an ID") + return false + end + source_id = window:GetIDFromRectangle(g.LastItemData.Rect) + g.LastItemData.ID = source_id + ImGui.KeepAliveID(source_id) + local is_hovered = ImGui.ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags) + if is_hovered and g.IO.MouseClicked[mouse_button] then + ImGui.SetActiveID(source_id, window) + ImGui.FocusWindow(window) + end + if g.ActiveId == source_id then g.ActiveIdAllowOverlap = is_hovered end + end + if g.ActiveId ~= source_id then return false end + source_parent_id = window.IDStack.Data[window.IDStack.Size] + source_drag_active = ImGui.IsMouseDragging(mouse_button) + + ImGui.SetActiveIdUsingAllKeyboardKeys() + else + window = nil + source_id = ImHashStr("#SourceExtern") + source_drag_active = true + mouse_button = g.IO.MouseDown[0] and 0 or -1 + ImGui.KeepAliveID(source_id) + ImGui.SetActiveID(source_id, nil) + end + + IM_ASSERT(g.DragDropWithinTarget == false) + if not source_drag_active then return false end + + if not g.DragDropActive then + IM_ASSERT(source_id ~= 0) + ImGui.ClearDragDrop() + local payload = g.DragDropPayload + payload.SourceId = source_id + payload.SourceParentId = source_parent_id + g.DragDropActive = true + g.DragDropSourceFlags = flags + g.DragDropMouseButton = mouse_button + if payload.SourceId == g.ActiveId then g.ActiveIdNoClearOnFocusLoss = true end + end + g.DragDropSourceFrameCount = g.FrameCount + g.DragDropWithinSource = true + + if bit32.band(flags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0 then + local ret + if g.DragDropAcceptIdPrev ~= 0 and bit32.band(g.DragDropAcceptFlagsPrev, ImGuiDragDropFlags.AcceptNoPreviewTooltip) ~= 0 then + ret = ImGui.BeginTooltipHidden() + else + ret = ImGui.BeginTooltip() + end + IM_ASSERT(ret) + end + + if bit32.band(flags, ImGuiDragDropFlags.SourceNoDisableHover) == 0 and bit32.band(flags, ImGuiDragDropFlags.SourceExtern) == 0 then + g.LastItemData.StatusFlags = bit32.band(g.LastItemData.StatusFlags, bit32.bnot(ImGuiItemStatusFlags.HoveredRect)) + end + return true +end + +function ImGui.EndDragDropSource() + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.DragDropActive) + IM_ASSERT(g.DragDropWithinSource, "Not after a BeginDragDropSource()?") + + if bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0 then + ImGui.EndTooltip() + end + + if g.DragDropPayload.DataFrameCount == -1 then ImGui.ClearDragDrop() end + g.DragDropWithinSource = false +end + +--- @param data any # any Lua value +--- @return bool accepted +function ImGui.SetDragDropPayload(type, data, data_size, cond) + local g = ImGui.GetCurrentContext() + local payload = g.DragDropPayload + if cond == nil or cond == 0 then cond = ImGuiCond.Always end + + IM_ASSERT(type ~= nil) + IM_ASSERT(#type < 32, "Payload type can be at most 32 characters long") + IM_ASSERT(cond == ImGuiCond.Always or cond == ImGuiCond.Once) + IM_ASSERT(payload.SourceId ~= 0) + + if cond == ImGuiCond.Always or payload.DataFrameCount == -1 then + payload.DataType = type + payload.Data = data + payload.DataSize = data_size or ((data ~= nil) and 1 or 0) + end + payload.DataFrameCount = g.FrameCount + + return (g.DragDropAcceptFrameCount == g.FrameCount) or (g.DragDropAcceptFrameCount == g.FrameCount - 1) +end + +function ImGui.BeginDragDropTargetCustom(bb, id) + local g = ImGui.GetCurrentContext() + if not g.DragDropActive then return false end + + local window = g.CurrentWindow + local hovered_window = g.HoveredWindowUnderMovingWindow + if hovered_window == nil or window.RootWindowDockTree ~= hovered_window.RootWindowDockTree then return false end + IM_ASSERT(id ~= 0) + if not ImGui.IsMouseHoveringRect(bb.Min, bb.Max) or (id == g.DragDropPayload.SourceId) then return false end + if window.SkipItems then return false end + + IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) + g.DragDropTargetRect = ImRect(bb.Min, bb.Max) + g.DragDropTargetClipRect = ImRect(window.ClipRect.Min, window.ClipRect.Max) + g.DragDropTargetId = id + g.DragDropTargetFullViewport = 0 + g.DragDropWithinTarget = true + return true +end + +function ImGui.BeginDragDropTargetViewport(viewport, p_bb) + local g = ImGui.GetCurrentContext() + if not g.DragDropActive then return false end + + local bb = p_bb or viewport:GetWorkRect() + local id = viewport.ID + if g.MouseViewport ~= viewport or not ImGui.IsMouseHoveringRect(bb.Min, bb.Max, false) or (id == g.DragDropPayload.SourceId) then + return false + end + + IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) + g.DragDropTargetRect = ImRect(bb.Min, bb.Max) + g.DragDropTargetClipRect = ImRect(bb.Min, bb.Max) + g.DragDropTargetId = id + g.DragDropTargetFullViewport = id + g.DragDropWithinTarget = true + return true +end + +function ImGui.BeginDragDropTarget() + local g = ImGui.GetCurrentContext() + if not g.DragDropActive then return false end + + local window = g.CurrentWindow + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) == 0 then return false end + local hovered_window = g.HoveredWindowUnderMovingWindow + if hovered_window == nil or window.RootWindowDockTree ~= hovered_window.RootWindowDockTree or window.SkipItems then return false end + + local display_rect = (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDisplayRect) ~= 0) and g.LastItemData.DisplayRect or g.LastItemData.Rect + local id = g.LastItemData.ID + if id == 0 then + id = window:GetIDFromRectangle(display_rect) + ImGui.KeepAliveID(id) + end + if g.DragDropPayload.SourceId == id then return false end + + IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) + g.DragDropTargetRect = ImRect(display_rect.Min, display_rect.Max) + local clip = (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect) ~= 0) and g.LastItemData.ClipRect or window.ClipRect + g.DragDropTargetClipRect = ImRect(clip.Min, clip.Max) + g.DragDropTargetId = id + g.DragDropWithinTarget = true + return true +end + +function ImGui.IsDragDropPayloadBeingAccepted() + local g = ImGui.GetCurrentContext() + return g.DragDropActive and g.DragDropAcceptIdPrev ~= 0 +end + +--- @return ImGuiPayload? +function ImGui.AcceptDragDropPayload(type, flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local payload = g.DragDropPayload + IM_ASSERT(g.DragDropActive) + IM_ASSERT(payload.DataFrameCount ~= -1) + if type ~= nil and not ImGuiPayload_IsDataType(payload, type) then return nil end + + local was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId) + local r = g.DragDropTargetRect + local r_surface = r:GetWidth() * r:GetHeight() + if r_surface > g.DragDropAcceptIdCurrRectSurface then return nil end + + g.DragDropAcceptFlagsCurr = flags + g.DragDropAcceptIdCurr = g.DragDropTargetId + g.DragDropAcceptIdCurrRectSurface = r_surface + + payload.Preview = was_accepted_previously + flags = bit32.bor(flags, bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.AcceptNoDrawDefaultRect)) + local draw_target_rect = payload.Preview and bit32.band(flags, ImGuiDragDropFlags.AcceptNoDrawDefaultRect) == 0 + if draw_target_rect and g.DragDropTargetFullViewport ~= 0 then + ImGui.RenderDragDropTargetRectForViewport(g.DragDropTargetFullViewport, g.DragDropTargetRect) + elseif draw_target_rect then + ImGui.RenderDragDropTargetRectForItem(r) + end + + g.DragDropAcceptFrameCount = g.FrameCount + if bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceExtern) ~= 0 and g.DragDropMouseButton == -1 then + payload.Delivery = was_accepted_previously and (g.DragDropSourceFrameCount < g.FrameCount) + else + payload.Delivery = was_accepted_previously and not ImGui.IsMouseDown(g.DragDropMouseButton) + end + if not payload.Delivery and bit32.band(flags, ImGuiDragDropFlags.AcceptBeforeDelivery) == 0 then return nil end + return payload +end + +function ImGui.RenderDragDropTargetRectForItem(bb) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + local bb_display = ImRect(bb.Min, bb.Max) + bb_display:ClipWith(g.DragDropTargetClipRect) + bb_display:Expand(g.Style.DragDropTargetPadding) + local push_clip_rect = not window.ClipRect:Contains(bb_display) + if push_clip_rect then window.DrawList:PushClipRectFullScreen() end + ImGui.RenderDragDropTargetRectEx(window.DrawList, bb_display, g.Style.DragDropTargetRounding) + if push_clip_rect then window.DrawList:PopClipRect() end +end + +function ImGui.RenderDragDropTargetRectForViewport(viewport_id, bb) + local g = ImGui.GetCurrentContext() + local viewport = ImGui.FindViewportByID(viewport_id) + IM_ASSERT(viewport ~= nil) + local bb_padded = ImRect(bb.Min, bb.Max) + bb_padded:Expand(-g.Style.DragDropTargetPadding) + ImGui.RenderDragDropTargetRectEx(ImGui.GetForegroundDrawList(viewport), bb_padded, g.Style.DragDropTargetRounding) +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) +end + +--- @return ImGuiPayload? +function ImGui.GetDragDropPayload() + local g = ImGui.GetCurrentContext() + return (g.DragDropActive and g.DragDropPayload.DataFrameCount ~= -1) and g.DragDropPayload or nil +end + +function ImGui.EndDragDropTarget() + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.DragDropActive) + IM_ASSERT(g.DragDropWithinTarget) + g.DragDropWithinTarget = false + if g.DragDropPayload.Delivery then ImGui.ClearDragDrop() end +end + +-- Payload methods (C++ ImGuiPayload members): payload:IsDataType(t) etc. also work through these globals +function ImGui.PayloadIsDataType(payload, t) return ImGuiPayload_IsDataType(payload, t) end + +return true end __FILES['imgui_draw.lua'] = function() @@ -12368,6 +20267,8 @@ function ImGui.StyleColorsDark(dst) colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.50, 0.50, 0.50, 0.00) + colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.HeaderActive].x, colors[ImGuiCol.HeaderActive].y, colors[ImGuiCol.HeaderActive].z, colors[ImGuiCol.HeaderActive].w * 0.7) + colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(0.61, 0.61, 0.61, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) @@ -12436,6 +20337,8 @@ function ImGui.StyleColorsClassic(dst) colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.53, 0.53, 0.87, 0.00) + colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.Header].x, colors[ImGuiCol.Header].y, colors[ImGuiCol.Header].z, colors[ImGuiCol.Header].w * 0.7) + colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) @@ -12505,6 +20408,8 @@ function ImGui.StyleColorsLight(dst) colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.26, 0.59, 1.00, 0.00) + colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.Header].x, colors[ImGuiCol.Header].y, colors[ImGuiCol.Header].z, colors[ImGuiCol.Header].w * 0.7) + colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.68, 0.69, 0.73, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(0.39, 0.39, 0.39, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) @@ -12559,6 +20464,18 @@ function ImGui.ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, end end +-- Rotate and translate vertices [vert_start_idx, vert_end_idx) (1-based, like _VtxCurrentIdx) +function ImGui.ShadeVertsTransformPos(draw_list, vert_start_idx, vert_end_idx, pivot_in, cos_a, sin_a, pivot_out) + local data = draw_list.VtxBuffer.Data + local pix, piy, pox, poy = pivot_in.x, pivot_in.y, pivot_out.x, pivot_out.y + for i = vert_start_idx, vert_end_idx - 1 do + local pos = data[i][1] + local x, y = pos[1] - pix, pos[2] - piy + pos[1] = x * cos_a - y * sin_a + pox + pos[2] = x * sin_a + y * cos_a + poy + end +end + -- Distribute UV over (a, b) rectangle --- @param draw_list ImDrawList --- @param vert_start_idx int @@ -15376,7 +23293,7 @@ function MT.ImDrawList:_ClearFreeMemory() self._TextureStack:clear() -- self._CallbacksDataBuf:clear() self._Path:clear() - -- self._Splitter.ClearFreeMemory() + self._Splitter:ClearFreeMemory() end function MT.ImDrawList:AddDrawCmd() @@ -15543,6 +23460,184 @@ function MT.ImDrawList:_OnChangedVtxOffset() curr_cmd.VtxOffset = self._CmdHeader.VtxOffset end +---------------------------------------------------------------- +-- [SECTION] ImDrawListSplitter +---------------------------------------------------------------- +-- Lua: channels swap ImVector objects with the draw list (C++ memcpy of the vector headers). +-- Channel 0 holds nothing while it is the current channel (its buffers live in the draw list). + +-- Copy ClipRect, TexRef, VtxOffset (TexRef is assigned by reference, never mutated) +local function ImDrawCmd_HeaderCopyRef(dst, src) + ImVec4_Copy(dst.ClipRect, src.ClipRect) + dst.TexRef = src.TexRef + dst.VtxOffset = src.VtxOffset +end + +function MT.ImDrawListSplitter:Clear() + self._Current = 0 + self._Count = 1 +end + +function MT.ImDrawListSplitter:ClearFreeMemory() + for i = 1, self._Channels.Size do + local ch = self._Channels.Data[i] + if i - 1 == self._Current then + -- Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + self._Channels.Data[i] = ImDrawChannel() + else + ch._CmdBuffer:clear() + ch._IdxBuffer:clear() + end + end + self._Current = 0 + self._Count = 1 + self._Channels:clear() +end + +--- @param draw_list ImDrawList +--- @param channels_count int +function MT.ImDrawListSplitter:Split(draw_list, channels_count) + IM_ASSERT(self._Current == 0 and self._Count <= 1, "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.") + local old_channels_count = self._Channels.Size + if old_channels_count < channels_count then + self._Channels:reserve(channels_count) + self._Channels:resize(channels_count) + end + self._Count = channels_count + + -- Channel 0 is the draw list itself (memset to 0 in C++) + local channels = self._Channels.Data + channels[1] = { _CmdBuffer = nil, _IdxBuffer = nil } + for i = 2, channels_count do + if i > old_channels_count or channels[i] == nil then + channels[i] = ImDrawChannel() + else + channels[i]._CmdBuffer:resize(0) + channels[i]._IdxBuffer:resize(0) + end + end +end + +--- @param draw_list ImDrawList +function MT.ImDrawListSplitter:Merge(draw_list) + -- Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if self._Count <= 1 then + return + end + + self:SetCurrentChannel(draw_list, 0) + draw_list:_PopUnusedDrawCmd() + + -- Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + local new_cmd_buffer_count = 0 + local new_idx_buffer_count = 0 + local last_cmd = (self._Count > 0 and draw_list.CmdBuffer.Size > 0) and draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] or nil + local idx_offset = last_cmd and (last_cmd.IdxOffset + last_cmd.ElemCount) or 0 + local channels = self._Channels.Data + for i = 2, self._Count do + local ch = channels[i] + local cmds = ch._CmdBuffer + if cmds.Size > 0 and cmds.Data[cmds.Size].ElemCount == 0 and cmds.Data[cmds.Size].UserCallback == nil then -- Equivalent of PopUnusedDrawCmd() + cmds:pop_back() + end + + if cmds.Size > 0 and last_cmd ~= nil then + -- Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + -- Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + local next_cmd = cmds.Data[1] + if ImDrawCmd_HeaderCompare(last_cmd, next_cmd) and last_cmd.UserCallback == nil and next_cmd.UserCallback == nil then + -- Merge previous channel last draw command with current channel first draw command if matching. + last_cmd.ElemCount = last_cmd.ElemCount + next_cmd.ElemCount + idx_offset = idx_offset + next_cmd.ElemCount + cmds:erase(1) -- FIXME-OPT: Improve for multiple merges. + end + end + if cmds.Size > 0 then + last_cmd = cmds.Data[cmds.Size] + end + new_cmd_buffer_count = new_cmd_buffer_count + cmds.Size + new_idx_buffer_count = new_idx_buffer_count + ch._IdxBuffer.Size + for cmd_n = 1, cmds.Size do + cmds.Data[cmd_n].IdxOffset = idx_offset + idx_offset = idx_offset + cmds.Data[cmd_n].ElemCount + end + end + local cmd_write = draw_list.CmdBuffer.Size + 1 + local idx_write = draw_list.IdxBuffer.Size + 1 + draw_list.CmdBuffer:resize(draw_list.CmdBuffer.Size + new_cmd_buffer_count) + draw_list.IdxBuffer:resize(draw_list.IdxBuffer.Size + new_idx_buffer_count) + + -- Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + local dst_cmds = draw_list.CmdBuffer.Data + local dst_idx = draw_list.IdxBuffer.Data + for i = 2, self._Count do + local ch = channels[i] + local src_cmds = ch._CmdBuffer.Data + for n = 1, ch._CmdBuffer.Size do + dst_cmds[cmd_write] = src_cmds[n] + src_cmds[n] = nil -- ownership moved to the draw list + cmd_write = cmd_write + 1 + end + local src_idx = ch._IdxBuffer.Data + for n = 1, ch._IdxBuffer.Size do + dst_idx[idx_write] = src_idx[n] + idx_write = idx_write + 1 + end + end + draw_list._IdxWritePtr = idx_write + + -- Ensure there's always a non-callback draw command trailing the command-buffer + if draw_list.CmdBuffer.Size == 0 or draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].UserCallback ~= nil then + draw_list:AddDrawCmd() + end + + -- If current command is used with different settings we need to add a new command + local curr_cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] + if curr_cmd.ElemCount == 0 then + ImDrawCmd_HeaderCopyRef(curr_cmd, draw_list._CmdHeader) -- Copy ClipRect, TexRef, VtxOffset + elseif not ImDrawCmd_HeaderCompare(curr_cmd, draw_list._CmdHeader) then + draw_list:AddDrawCmd() + end + + self._Count = 1 +end + +--- @param draw_list ImDrawList +--- @param idx int # 0-based channel index +function MT.ImDrawListSplitter:SetCurrentChannel(draw_list, idx) + IM_ASSERT(idx >= 0 and idx < self._Count) + if self._Current == idx then + return + end + + -- Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + local channels = self._Channels.Data + local cur = channels[self._Current + 1] + cur._CmdBuffer = draw_list.CmdBuffer + cur._IdxBuffer = draw_list.IdxBuffer + self._Current = idx + local ch = channels[idx + 1] + draw_list.CmdBuffer = ch._CmdBuffer + draw_list.IdxBuffer = ch._IdxBuffer + 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] + if curr_cmd == nil then + draw_list:AddDrawCmd() + elseif curr_cmd.ElemCount == 0 then + ImDrawCmd_HeaderCopyRef(curr_cmd, draw_list._CmdHeader) -- Copy ClipRect, TexRef, VtxOffset + elseif not ImDrawCmd_HeaderCompare(curr_cmd, draw_list._CmdHeader) then + draw_list:AddDrawCmd() + end +end + +--- @param count int +function MT.ImDrawList:ChannelsSplit(count) self._Splitter:Split(self, count) end +function MT.ImDrawList:ChannelsMerge() self._Splitter:Merge(self) end +--- @param n int # 0-based +function MT.ImDrawList:ChannelsSetCurrent(n) self._Splitter:SetCurrentChannel(self, n) end + --- @param points ImVec2[] --- @param points_count int --- @param col ImU32 @@ -16143,6 +24238,27 @@ function MT.ImDrawList:AddTriangle(p1, p2, p3, col, thickness) self:PathStroke(col, thickness, ImDrawFlags.Closed) end +function MT.ImDrawList:AddQuad(p1, p2, p3, p4, col, thickness) + if thickness == nil then thickness = 1.0 end + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + self:PathLineTo(p1) + self:PathLineTo(p2) + self:PathLineTo(p3) + self:PathLineTo(p4) + self:PathStroke(col, thickness, ImDrawFlags.Closed) +end + +function MT.ImDrawList:AddQuadFilled(p1, p2, p3, p4, col) + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + self:PathLineTo(p1) + self:PathLineTo(p2) + self:PathLineTo(p3) + self:PathLineTo(p4) + self:PathFillConvex(col) +end + function MT.ImDrawList:AddTriangleFilled(p1, p2, p3, col) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end @@ -17502,7 +25618,9 @@ function ImDrawChannel() return { _CmdBuffer = ImVector(), _IdxBuffer = ImVector --- @return ImDrawListSplitter --- @nodiscard -function ImDrawListSplitter() return { _Current = 0, _Count = 0, _Channels = ImVector() } end +MT.ImDrawListSplitter = {} -- methods in imgui_draw.lua +MT.ImDrawListSplitter.__index = MT.ImDrawListSplitter +function ImDrawListSplitter() return setmetatable({ _Current = 0, _Count = 0, _Channels = ImVector() }, MT.ImDrawListSplitter) end --- @class ImDrawList --- @field CmdBuffer ImVector @@ -17989,6 +26107,7 @@ ImGuiConfigFlags = { NoMouse = bitLShift(1, 4), NoMouseCursorChange = bitLShift(1, 5), NoKeyboard = bitLShift(1, 6), + DockingEnable = bitLShift(1, 7), ViewportsEnable = bitLShift(1, 10), IsSRGB = bitLShift(1, 20), IsTouchScreen = bitLShift(1, 21) @@ -18043,7 +26162,25 @@ function ImGuiIO() ConfigWindowsResizeFromEdges = true, ConfigDebugIniSettings = false, + ConfigWindowsCopyContentsWithCtrlC = false, + ConfigWindowsMoveFromTitleBarOnly = false, + ConfigErrorRecovery = true, + ConfigErrorRecoveryEnableAssert = true, + ConfigErrorRecoveryEnableDebugLog = true, + ConfigErrorRecoveryEnableTooltip = true, + ConfigDebugHighlightIdConflicts = false, + ConfigDebugHighlightIdConflictsShowItemPicker = true, + IniFilename = "imgui.ini", -- Roblox: no disk access, only used as a flag (nil disables .ini handling) + IniSavingRate = 5.0, + LogFilename = "imgui_log.txt", + WantSaveIniSettings = false, + + ConfigDockingNoSplit = false, + ConfigDockingNoDockingOver = false, + ConfigDockingWithShift = false, + ConfigDockingAlwaysTabBar = false, + ConfigDockingTransparentPayload = false, ConfigViewportsNoAutoMerge = false, ConfigViewportsNoTaskBarIcon = false, ConfigViewportsNoDecoration = true, @@ -18073,6 +26210,7 @@ function ImGuiIO() MouseDoubleClicked = {[0] = false, [1] = false, [2] = false}, MouseDoubleClickTime = 0.30, + MouseSingleClickDelay = 0.50, MouseDoubleClickMaxDist = 6.0, MouseDragThreshold = 6.0, KeyRepeatDelay = 0.275, @@ -18535,6 +26673,7 @@ ImGuiHoveredFlags = { RootWindow = bitLShift(1, 1), AnyWindow = bitLShift(1, 2), NoPopupHierarchy = bitLShift(1, 3), + DockHierarchy = bitLShift(1, 4), AllowWhenBlockedByPopup = bitLShift(1, 5), AllowWhenBlockedByActiveItem = bitLShift(1, 7), AllowWhenOverlappedByItem = bitLShift(1, 8), @@ -18549,11 +26688,22 @@ ImGuiHoveredFlags = { NoSharedDelay = bitLShift(1, 17) } +--- @enum ImGuiFocusedFlags +ImGuiFocusedFlags = { + None = 0, + ChildWindows = bitLShift(1, 0), -- Return true if any children of the window is focused + RootWindow = bitLShift(1, 1), -- Test from root window (top most parent of the current hierarchy) + AnyWindow = bitLShift(1, 2), -- Return true if any window is focused + NoPopupHierarchy = bitLShift(1, 3), -- Do not consider popup hierarchy + DockHierarchy = bitLShift(1, 4), -- Consider docking hierarchy +} +ImGuiFocusedFlags.RootAndChildWindows = bitOr(ImGuiFocusedFlags.RootWindow, ImGuiFocusedFlags.ChildWindows) + ImGuiHoveredFlags.AllowWhenOverlapped = bitOr(ImGuiHoveredFlags.AllowWhenOverlappedByItem, ImGuiHoveredFlags.AllowWhenOverlappedByWindow) ImGuiHoveredFlags.RectOnly = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped) ImGuiHoveredFlags.RootAndChildWindows = bitOr(ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.ChildWindows) ImGuiHoveredFlags.DelayMask_ = bitOr(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal, ImGuiHoveredFlags.NoSharedDelay) -ImGuiHoveredFlags.AllowedMaskForIsWindowHovered = bitOr(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.AnyWindow, ImGuiHoveredFlags.NoPopupHierarchy, ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary) +ImGuiHoveredFlags.AllowedMaskForIsWindowHovered = bitOr(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.AnyWindow, ImGuiHoveredFlags.NoPopupHierarchy, ImGuiHoveredFlags.DockHierarchy, ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary) ImGuiHoveredFlags.AllowedMaskForIsItemHovered = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary, ImGuiHoveredFlags.DelayMask_) --- @enum ImGuiKey @@ -18672,26 +26822,28 @@ ImGuiCol = { TabDimmed = 39, TabDimmedSelected = 40, TabDimmedSelectedOverline = 41, - PlotLines = 42, - PlotLinesHovered = 43, - PlotHistogram = 44, - PlotHistogramHovered = 45, - TableHeaderBg = 46, - TableBorderStrong = 47, - TableBorderLight = 48, - TableRowBg = 49, - TableRowBgAlt = 50, - TextLink = 51, - TextSelectedBg = 52, - TreeLines = 53, - DragDropTarget = 54, - DragDropTargetBg = 55, - UnsavedMarker = 56, - NavCursor = 57, - NavWindowingHighlight = 58, - NavWindowingDimBg = 59, - ModalWindowDimBg = 60, - COUNT = 61 + DockingPreview = 42, + DockingEmptyBg = 43, + PlotLines = 44, + PlotLinesHovered = 45, + PlotHistogram = 46, + PlotHistogramHovered = 47, + TableHeaderBg = 48, + TableBorderStrong = 49, + TableBorderLight = 50, + TableRowBg = 51, + TableRowBgAlt = 52, + TextLink = 53, + TextSelectedBg = 54, + TreeLines = 55, + DragDropTarget = 56, + DragDropTargetBg = 57, + UnsavedMarker = 58, + NavCursor = 59, + NavWindowingHighlight = 60, + NavWindowingDimBg = 61, + ModalWindowDimBg = 62, + COUNT = 63 } --- @enum ImGuiBackendFlags @@ -18981,9 +27133,125 @@ ImGuiTreeNodeFlags.DrawLinesMask_ = bitOr(ImGuiTreeNodeFlags.DrawLinesNone, ImGu --- @enum ImGuiTableFlags ImGuiTableFlags = { - None = 0, + None = 0, + Resizable = bitLShift(1, 0), + Reorderable = bitLShift(1, 1), + Hideable = bitLShift(1, 2), + Sortable = bitLShift(1, 3), + NoSavedSettings = bitLShift(1, 4), + ContextMenuInBody = bitLShift(1, 5), + RowBg = bitLShift(1, 6), + BordersInnerH = bitLShift(1, 7), + BordersOuterH = bitLShift(1, 8), + BordersInnerV = bitLShift(1, 9), + BordersOuterV = bitLShift(1, 10), + NoBordersInBody = bitLShift(1, 11), + NoBordersInBodyUntilResize = bitLShift(1, 12), + SizingFixedFit = bitLShift(1, 13), + SizingFixedSame = bitLShift(2, 13), + SizingStretchProp = bitLShift(3, 13), + SizingStretchSame = bitLShift(4, 13), + NoHostExtendX = bitLShift(1, 16), + NoHostExtendY = bitLShift(1, 17), + NoKeepColumnsVisible = bitLShift(1, 18), + PreciseWidths = bitLShift(1, 19), + NoClip = bitLShift(1, 20), + PadOuterX = bitLShift(1, 21), + NoPadOuterX = bitLShift(1, 22), + NoPadInnerX = bitLShift(1, 23), + ScrollX = bitLShift(1, 24), + ScrollY = bitLShift(1, 25), + SortMulti = bitLShift(1, 26), + SortTristate = bitLShift(1, 27), + HighlightHoveredColumn = bitLShift(1, 28), } +ImGuiTableFlags.BordersH = bitOr(ImGuiTableFlags.BordersInnerH, ImGuiTableFlags.BordersOuterH) +ImGuiTableFlags.BordersV = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersOuterV) +ImGuiTableFlags.BordersInner = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersInnerH) +ImGuiTableFlags.BordersOuter = bitOr(ImGuiTableFlags.BordersOuterV, ImGuiTableFlags.BordersOuterH) +ImGuiTableFlags.Borders = bitOr(ImGuiTableFlags.BordersInner, ImGuiTableFlags.BordersOuter) +ImGuiTableFlags.SizingMask_ = bitOr(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.SizingFixedSame, ImGuiTableFlags.SizingStretchProp, ImGuiTableFlags.SizingStretchSame) +--- @enum ImGuiTableColumnFlags +ImGuiTableColumnFlags = +{ + None = 0, + Disabled = bitLShift(1, 0), + DefaultHide = bitLShift(1, 1), + DefaultSort = bitLShift(1, 2), + WidthStretch = bitLShift(1, 3), + WidthFixed = bitLShift(1, 4), + NoResize = bitLShift(1, 5), + NoReorder = bitLShift(1, 6), + NoHide = bitLShift(1, 7), + NoClip = bitLShift(1, 8), + NoSort = bitLShift(1, 9), + NoSortAscending = bitLShift(1, 10), + NoSortDescending = bitLShift(1, 11), + NoHeaderLabel = bitLShift(1, 12), + NoHeaderWidth = bitLShift(1, 13), + PreferSortAscending = bitLShift(1, 14), + PreferSortDescending = bitLShift(1, 15), + IndentEnable = bitLShift(1, 16), + IndentDisable = bitLShift(1, 17), + AngledHeader = bitLShift(1, 18), + + IsEnabled = bitLShift(1, 24), + IsVisible = bitLShift(1, 25), + IsSorted = bitLShift(1, 26), + IsHovered = bitLShift(1, 27), + + NoDirectResize_ = bitLShift(1, 30), +} +ImGuiTableColumnFlags.WidthMask_ = bitOr(ImGuiTableColumnFlags.WidthStretch, ImGuiTableColumnFlags.WidthFixed) +ImGuiTableColumnFlags.IndentMask_ = bitOr(ImGuiTableColumnFlags.IndentEnable, ImGuiTableColumnFlags.IndentDisable) +ImGuiTableColumnFlags.StatusMask_ = bitOr(ImGuiTableColumnFlags.IsEnabled, ImGuiTableColumnFlags.IsVisible, ImGuiTableColumnFlags.IsSorted, ImGuiTableColumnFlags.IsHovered) + +--- @enum ImGuiTableRowFlags +ImGuiTableRowFlags = { None = 0, Headers = bitLShift(1, 0) } + +--- @enum ImGuiTableBgTarget +ImGuiTableBgTarget = { None = 0, RowBg0 = 1, RowBg1 = 2, CellBg = 3 } + +--- @enum ImGuiSortDirection +ImGuiSortDirection = { None = 0, Ascending = 1, Descending = 2 } + + + +--- @class ImGuiPayload +--- Drag and drop payload. `Data` is any Lua value (C++ stores raw bytes); `DataSize` kept for API parity. +local IM_PAYLOAD = {} +IM_PAYLOAD.__index = IM_PAYLOAD +function IM_PAYLOAD:Clear() ImGuiPayload_Clear(self) end +function IM_PAYLOAD:IsDataType(t) return ImGuiPayload_IsDataType(self, t) end +function IM_PAYLOAD:IsPreview() return self.Preview end +function IM_PAYLOAD:IsDelivery() return self.Delivery end +function ImGuiPayload() + return setmetatable({ Data = nil, DataSize = 0, SourceId = 0, SourceParentId = 0, DataFrameCount = -1, DataType = "", Preview = false, Delivery = false }, IM_PAYLOAD) +end +function ImGuiPayload_Clear(p) p.SourceId = 0; p.SourceParentId = 0; p.Data = nil; p.DataSize = 0; p.DataType = ""; p.DataFrameCount = -1; p.Preview = false; p.Delivery = false end +function ImGuiPayload_IsDataType(p, t) return p.DataFrameCount ~= -1 and p.DataType == t end +function ImGuiPayload_IsPreview(p) return p.Preview end +function ImGuiPayload_IsDelivery(p) return p.Delivery end + +--- @class ImGuiTextBuffer # string builder: Buf is a list of string chunks +local ImGuiTextBufferMT = {} +ImGuiTextBufferMT.__index = ImGuiTextBufferMT +function ImGuiTextBuffer() return setmetatable({ Buf = {} }, ImGuiTextBufferMT) end +function ImGuiTextBufferMT:clear() self.Buf = {} end +function ImGuiTextBufferMT:empty() return #self.Buf == 0 end +function ImGuiTextBufferMT:append(str) self.Buf[#self.Buf + 1] = str end +function ImGuiTextBufferMT:appendf(fmt, ...) self.Buf[#self.Buf + 1] = string.format(fmt, ...) end +function ImGuiTextBufferMT:c_str() return table.concat(self.Buf) end +function ImGuiTextBufferMT:size() return #self:c_str() end + +--- @class ImGuiSettingsHandler +--- Fns take (ctx, handler, ...) like upstream. ReadOpenFn(ctx, handler, name) returns entry; ReadLineFn(ctx, handler, entry, line); +--- WriteAllFn(ctx, handler, buf: ImGuiTextBuffer) +function ImGuiSettingsHandler() + return { TypeName = nil, TypeHash = 0, ClearAllFn = nil, ReadInitFn = nil, ReadOpenFn = nil, ReadLineFn = nil, + ApplyAllFn = nil, WriteAllFn = nil, CleanupFn = nil, UserData = nil } +end return true -- [Roblox] ModuleScripts must return exactly one value end @@ -20558,6 +28826,44 @@ function ImGui._ByteArrayToString(buf, buf_begin, buf_end) return table.concat(str) end + +--- ImPool: pool of objects keyed by ID. Public indices are 0-based like upstream (Buf is stored 1-based). +--- `ctor` creates a new element. Removed slots are recycled via FreeIdx (-1 = none; free slots chain through `_NextFree`). +local IM_POOL = {} +IM_POOL.__index = IM_POOL +function ImPool(ctor) return setmetatable({ Buf = {}, Map = {}, FreeIdx = 0, AliveCount = 0, BufSize = 0, _Ctor = ctor }, IM_POOL) end +function IM_POOL:GetByKey(key) local i = self.Map[key]; return i and self.Buf[i + 1] or nil end +function IM_POOL:GetByIndex(n) return self.Buf[n + 1] end +function IM_POOL:GetIndex(p) return p._PoolIdx end +function IM_POOL:Contains(p) return p ~= nil and self.Buf[(p._PoolIdx or -1) + 1] == p end +function IM_POOL:GetMapSize() return self.BufSize end +function IM_POOL:Clear() self.Buf = {}; self.Map = {}; self.FreeIdx = 0; self.AliveCount = 0; self.BufSize = 0 end +function IM_POOL:Add() + local idx + if self._Free and #self._Free > 0 then idx = table.remove(self._Free) else idx = self.BufSize; self.BufSize = self.BufSize + 1 end + local p = self._Ctor and self._Ctor() or {} + p._PoolIdx = idx + self.Buf[idx + 1] = p + self.AliveCount = self.AliveCount + 1 + return p +end +function IM_POOL:GetOrAddByKey(key) + local i = self.Map[key] + if i then return self.Buf[i + 1] end + local p = self:Add(); self.Map[key] = p._PoolIdx; return p +end +function IM_POOL:Remove(key, p) + if type(key) == "table" then p = key; key = nil end + if key == nil then for k, i in pairs(self.Map) do if i == p._PoolIdx then key = k break end end end + if key ~= nil then self.Map[key] = nil end + self.Buf[p._PoolIdx + 1] = false + self._Free = self._Free or {} + table.insert(self._Free, p._PoolIdx) + self.AliveCount = self.AliveCount - 1 +end +function IM_POOL:Reserve(n) end +-- NOTE: removed slots hold `false`; iterate with `for i = 0, pool:GetMapSize() - 1 do local t = pool:GetByIndex(i) if t then ... end end` + --- @type ImGuiContext? local GImGui @@ -21687,6 +29993,15 @@ function ImGuiNextWindowData() ScrollVal = ImVec2(), WindowFlags = nil, ChildFlags = nil, + WindowFlagsSet = 0, + WindowFlagsClear = 0, + ChildFlagsSet = 0, + ChildFlagsClear = 0, + ViewportId = 0, + DockId = 0, + DockCond = 0, + PosUndock = false, + WindowClass = nil, CollapsedVal = nil, SizeConstraintRect = nil, SizeCallback = nil, @@ -21818,6 +30133,7 @@ function ImGuiStyle() PopupBorderSize = 1.0, DockingSeparatorSize = 2.0, + DockingNodeHasCloseButton = true, MouseCursorScale = 1.0, ItemSpacing = ImVec2(8, 4), @@ -22180,6 +30496,91 @@ end --- @field DebugAllocInfo ImGuiDebugAllocInfo --- @field TempBuffer ImVector +---------------------------------------------------------------- +-- [SECTION] Tab bar, Tab item support (public flags from imgui.h + private extensions) +---------------------------------------------------------------- + +--- @enum ImGuiTabBarFlags +ImGuiTabBarFlags = { + None = 0, + Reorderable = bitLShift(1, 0), + AutoSelectNewTabs = bitLShift(1, 1), + TabListPopupButton = bitLShift(1, 2), + NoCloseWithMiddleMouseButton = bitLShift(1, 3), + NoTabListScrollingButtons = bitLShift(1, 4), + NoTooltip = bitLShift(1, 5), + DrawSelectedOverline = bitLShift(1, 6), + FittingPolicyMixed = bitLShift(1, 7), + FittingPolicyShrink = bitLShift(1, 8), + FittingPolicyScroll = bitLShift(1, 9), + -- Private + DockNode = bitLShift(1, 20), + IsFocused = bitLShift(1, 21), + SaveSettings = bitLShift(1, 22), +} +ImGuiTabBarFlags.FittingPolicyMask_ = bitOr(ImGuiTabBarFlags.FittingPolicyMixed, ImGuiTabBarFlags.FittingPolicyShrink, ImGuiTabBarFlags.FittingPolicyScroll) +ImGuiTabBarFlags.FittingPolicyDefault_ = ImGuiTabBarFlags.FittingPolicyMixed +ImGuiTabBarFlags.FittingPolicyResizeDown = ImGuiTabBarFlags.FittingPolicyShrink + +--- @enum ImGuiTabItemFlags +ImGuiTabItemFlags = { + None = 0, + UnsavedDocument = bitLShift(1, 0), + SetSelected = bitLShift(1, 1), + NoCloseWithMiddleMouseButton = bitLShift(1, 2), + NoPushId = bitLShift(1, 3), + NoTooltip = bitLShift(1, 4), + NoReorder = bitLShift(1, 5), + Leading = bitLShift(1, 6), + Trailing = bitLShift(1, 7), + NoAssumedClosure = bitLShift(1, 8), + -- Private + NoCloseButton = bitLShift(1, 20), + Button = bitLShift(1, 21), + Invisible = bitLShift(1, 22), + Unsorted = bitLShift(1, 23), +} +ImGuiTabItemFlags.SectionMask_ = bitOr(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing) + +-- Storage for one active tab item. In this port the label is stored in `Name` (C++ uses NameOffset into TabBar.TabsNames) +--- @class ImGuiTabItem +--- @return ImGuiTabItem +function ImGuiTabItem() + return { + ID = 0, Flags = 0, Window = nil, + LastFrameVisible = -1, LastFrameSelected = -1, + Offset = 0.0, Width = 0.0, ContentWidth = 0.0, RequestedWidth = -1.0, + NameOffset = -1, Name = nil, + BeginOrder = -1, -- 0-based + IndexDuringLayout = -1, -- 0-based + WantClose = false, + } +end + +-- Storage for a tab bar. Tabs: ImVector of ImGuiTabItem tables (references; "pointers" stay valid across reorders) +--- @class ImGuiTabBar +--- @return ImGuiTabBar +function ImGuiTabBar() + return { + Window = nil, Tabs = ImVector(), Flags = 0, ID = 0, + SelectedTabId = 0, NextSelectedTabId = 0, NextScrollToTabId = 0, VisibleTabId = 0, + CurrFrameVisible = -1, PrevFrameVisible = -1, + BarRect = ImRect(), BarRectPrevWidth = 0.0, + CurrTabsContentsHeight = 0.0, PrevTabsContentsHeight = 0.0, + WidthAllTabs = 0.0, WidthAllTabsIdeal = 0.0, + ScrollingAnim = 0.0, ScrollingTarget = 0.0, ScrollingTargetDistToVisibility = 0.0, ScrollingSpeed = 0.0, + ScrollingRectMinX = 0.0, ScrollingRectMaxX = 0.0, SeparatorMinX = 0.0, SeparatorMaxX = 0.0, + ReorderRequestTabId = 0, ReorderRequestOffset = 0, BeginCount = 0, + WantLayout = false, VisibleTabWasSubmitted = false, TabsAddedNew = false, ScrollButtonEnabled = false, + TabsActiveCount = 0, + LastTabItemIdx = -1, -- 0-based + ItemSpacingY = 0.0, FramePadding = ImVec2(), BackupCursorPos = ImVec2(), + } +end + +--- @class ImGuiShrinkWidthItem +function ImGuiShrinkWidthItem() return { Index = 0, Width = 0.0, InitialWidth = 0.0 } end + --- @param shared_font_atlas? ImFontAtlas --- @return ImGuiContext --- @nodiscard @@ -22406,6 +30807,15 @@ function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this struct ComboPreviewData = ImGuiComboPreviewData(), + CurrentTabBar = nil, + TabBars = ImPool(ImGuiTabBar), -- ImPool + -- Docking + DockContext = ImGuiDockContext(), + DockNodeWindowMenuHandler = nil, + DebugHoveredDockNode = nil, + CurrentTabBarStack = ImVector(), -- holds ImGuiTabBar references directly (no ImGuiPtrOrIndex needed in Lua) + ShrinkWidthBuffer = ImVector(), -- ImGuiShrinkWidthItem + WindowResizeBorderExpectedRect = ImRect(), WindowResizeRelativeMode = false, @@ -22439,16 +30849,61 @@ function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this struct UserTextures = ImVector(), -- Settings + SettingsLoaded = false, + SettingsDirtyTimer = 0.0, + SettingsIniData = "", -- In memory .ini settings (string) + SettingsHandlers = ImVector(), -- List of .ini settings handlers SettingsWindows = ImVector(), + SettingsTables = ImVector(), + + -- Hooks + Hooks = ImVector(), + HookIdNext = 0, -- Drag and Drop DragDropActive = false, DragDropWithinSource = false, DragDropWithinTarget = false, DragDropSourceFlags = 0, + DragDropSourceFrameCount = -1, + DragDropMouseButton = -1, + DragDropPayload = ImGuiPayload(), + DragDropTargetRect = ImRect(), + DragDropTargetClipRect = ImRect(), + DragDropTargetId = 0, + DragDropTargetFullViewport = 0, + DragDropAcceptFlagsCurr = 0, DragDropAcceptFlagsPrev = 0, + DragDropAcceptIdCurrRectSurface = 0.0, + DragDropAcceptFrameCount = -1, + DragDropHoldJustPressedId = 0, DragDropAcceptIdPrev = 0, DragDropAcceptIdCurr = 0, + -- Clipper + ClipperTempDataStacked = 0, + ClipperTempData = ImVector(), + + -- Logging + LogEnabled = false, + LogLineFirstItem = false, + LogFlags = 0, + LogWindow = nil, + LogFile = nil, + LogBuffer = ImGuiTextBuffer(), + LogNextPrefix = nil, LogNextSuffix = nil, + LogLinePosY = FLT_MAX, + LogDepthRef = 0, + LogDepthToExpand = 2, LogDepthToExpandDefault = 2, + + -- Error handling + ErrorCallback = nil, ErrorCallbackUserData = nil, + ErrorTooltipLockedPos = ImVec2(), + ErrorFirst = true, + ErrorCountCurrentFrame = 0, + StackSizesInNewFrame = nil, + ContextName = "", + DebugBreakInWindow = 0, + LocalizationTable = {}, DebugLogFlags = bitOr(ImGuiDebugLogFlags.EventError, ImGuiDebugLogFlags.OutputToTTY), @@ -22467,6 +30922,16 @@ function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this struct WantCaptureKeyboardNextFrame = -1, WantTextInputNextFrame = -1, TempBuffer = ImVector(), + + -- Tables (imgui_tables.lua) + CurrentTable = nil, + DebugBreakInTable = 0, + TablesTempDataStacked = 0, + TablesTempData = ImVector(), + Tables = ImPool(), -- ImPool, 0-based indices (imgui_tables.lua) + TablesLastTimeActive = ImVector(), -- [table_idx + 1] = float + DrawChannelsTempMergeBuffer = ImVector(), + SettingsTables = ImVector(), -- ImChunkStream: plain vector, SettingsOffset = 1-based index } for i = 0, 59 do this.FramerateSecPerFrame[i] = 0 end @@ -22514,6 +30979,12 @@ function ImGuiWindowSettings() WantApply = false, WantDelete = false, Name = "", + ViewportId = 0, + ViewportPos = ImVec2(0, 0), + DockId = 0, + DockOrder = -1, + ClassId = 0, + LastUsedDate = 0, }, IMGUI_WINDOW_SETTINGS) end @@ -22574,6 +31045,8 @@ end --- @nodiscard local function ImGuiWindowTempData() return { + DockTabItemStatusFlags = 0, + DockTabItemRect = ImRect(), CursorPos = ImVec2(), CursorPosPrevLine = ImVec2(), CursorStartPos = ImVec2(), @@ -22607,6 +31080,8 @@ local function ImGuiWindowTempData() TreeRecordsClippedNodesY2Mask = nil, ChildWindows = ImVector(), + CurrentTableIdx = -1, -- 0-based index into g.Tables, -1 if none + CurrentColumns = nil, -- ImGuiOldColumns (legacy Columns API) StateStorage = nil, LayoutType = nil @@ -22799,6 +31274,7 @@ function ImGuiWindow(ctx, name) LastTimeActive = -1.0, StateStorage = {}, + ColumnsStorage = ImVector(), -- ImVector WriteAccessed = false, @@ -22822,6 +31298,21 @@ function ImGuiWindow(ctx, name) this.ID = ImHashStr(name) this.IDStack:push_back(this.ID) this.MoveId = this:GetID("#MOVE") + this.TabId = this:GetID("#TAB") + -- Docking + this.ChildId = this.ChildId or 0 + this.SetWindowDockAllowFlags = 0 + this.ParentWindowForFocusRoute = nil + this.DockIsActive = false + this.DockNodeIsVisible = false + this.DockTabIsVisible = false + this.DockTabWantClose = false + this.DockOrder = -1 + this.DockStyle = { Colors = {} } + for i = 0, 8 do this.DockStyle.Colors[i] = 0 end + this.DockNode = nil + this.DockNodeAsHost = nil + this.DockId = 0 return this end @@ -23495,6 +31986,1173 @@ end return true -- [Roblox] ModuleScripts must return exactly one value end +__FILES['imgui_tabs.lua'] = function() +--- ImGui Sincerely +-- Tab bars & tab items: 1:1 port of imgui_widgets.cpp [SECTION] Widgets: BeginTabBar/BeginTabItem (docking branch) +-- +-- Port notes: +-- - tab_bar.Tabs is an ImVector of ImGuiTabItem tables (references). C++ pointer arithmetic on the array is replaced by +-- index lookups. tab_bar.LastTabItemIdx and tab orders are 0-based like upstream. +-- - Tab names are stored on the tab itself (tab.Name) instead of tab_bar.TabsNames. +-- - ImGui.BeginTabItem(label, p_open, flags) returns `visible, p_open`. + +local MT = ImGui.GetMetatables() + +local GImGui +local function SyncContext() GImGui = ImGui.GetCurrentContext() end + +local function ImLinearSweep(current, target, speed) + if current < target then return ImMin(current + speed, target) end + if current > target then return ImMax(current - speed, target) end + return current +end + +local function TabItemGetSectionIdx(tab) + if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then return 0 end + if bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then return 2 end + return 1 +end + +-- Stable sorts (C++ ImQsort is not stable, but the comparers are total orders in practice) +local function SortTabsBySection(tab_bar) + table.sort(tab_bar.Tabs.Data, function(a, b) + if a == nil or b == nil then return false end + local sa, sb = TabItemGetSectionIdx(a), TabItemGetSectionIdx(b) + if sa ~= sb then return sa < sb end + return a.IndexDuringLayout < b.IndexDuringLayout + end) +end + +local function SortTabsByBeginOrder(tab_bar) + local data = tab_bar.Tabs.Data + if not data then return end + local arr = {} + for i = 1, tab_bar.Tabs.Size do arr[i] = data[i] end + table.sort(arr, function(a, b) return a.BeginOrder < b.BeginOrder end) + for i = 1, tab_bar.Tabs.Size do data[i] = arr[i] end +end + +local function TabBarCalcScrollableWidth(tab_bar, sections) + return tab_bar.BarRect:GetWidth() - sections[1].Width - sections[3].Width - sections[2].Spacing +end + +local function ImGuiTabBarSection() return { TabCount = 0, Width = 0.0, WidthAfterShrinkMinWidth = 0.0, Spacing = 0.0 } end + +-- items: 1-based array of ImGuiShrinkWidthItem, `first` = 1-based index of first item, `count` items +function ImGui.ShrinkWidths(items, first, count, width_excess, width_min) + if count <= 0 then return end + if count == 1 then + local it = items[first] + if it.Width >= 0.0 then it.Width = ImMax(it.Width - width_excess, width_min) end + return + end + local slice = {} + for n = 1, count do slice[n] = items[first + n - 1] end + table.sort(slice, function(a, b) + if a.Width ~= b.Width then return a.Width > b.Width end + return a.Index < b.Index + end) + for n = 1, count do items[first + n - 1] = slice[n] end + local it = slice + local count_same_width = 1 + while width_excess > 0.001 and count_same_width < count do + while count_same_width < count and it[1].Width <= it[count_same_width + 1].Width do + count_same_width = count_same_width + 1 + end + local max_width_to_remove_per_item = (count_same_width < count and it[count_same_width + 1].Width >= 0.0) + and (it[1].Width - it[count_same_width + 1].Width) or (it[1].Width - 1.0) + max_width_to_remove_per_item = ImMin(it[1].Width - width_min, max_width_to_remove_per_item) + if max_width_to_remove_per_item <= 0.0 then break end + local base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item) + for item_n = 1, count_same_width do + local w = ImMin(base_width_to_remove_per_item, it[item_n].Width - width_min) + it[item_n].Width = it[item_n].Width - w + width_excess = width_excess - w + end + end + width_excess = 0.0 + for n = 1, count do + local width_rounded = ImTrunc(it[n].Width) + width_excess = width_excess + it[n].Width - width_rounded + it[n].Width = width_rounded + end + local guard = 0 + while width_excess > 0.0 and guard < 10000 do + guard = guard + 1 + local progressed = false + for n = 1, count do + if width_excess <= 0.0 then break end + local width_to_add = ImMin(it[n].InitialWidth - it[n].Width, 1.0) + if width_to_add > 0 then progressed = true end + it[n].Width = it[n].Width + width_to_add + width_excess = width_excess - width_to_add + end + if not progressed then break end + end +end + +--------------------------------------------------------------------------------------- +-- [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +--------------------------------------------------------------------------------------- + +function ImGui.TabBarFindByID(id) + SyncContext() + return GImGui.TabBars:GetByKey(id) +end + +function ImGui.TabBarRemove(tab_bar) + SyncContext() + GImGui.TabBars:Remove(tab_bar.ID, tab_bar) +end + +function ImGui.BeginTabBar(str_id, flags) + if flags == nil then flags = 0 end + SyncContext() + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then return false end + + local id = window:GetID(str_id) + local tab_bar = g.TabBars:GetOrAddByKey(id) + local tab_bar_bb = ImRect(window.DC.CursorPos.x, window.DC.CursorPos.y, window.WorkRect.Max.x, window.DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2) + tab_bar.ID = id + tab_bar.SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window.WindowPadding.x * 0.5) + tab_bar.SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window.WindowPadding.x * 0.5) + flags = bit32.bor(flags, ImGuiTabBarFlags.IsFocused) + return ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags) +end + +function ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags) + SyncContext() + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then return false end + + IM_ASSERT(tab_bar.ID ~= 0) + if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then + ImGui.PushOverrideID(tab_bar.ID) + end + + g.CurrentTabBarStack:push_back(tab_bar) + g.CurrentTabBar = tab_bar + tab_bar.Window = window + + ImVec2_Copy(tab_bar.BackupCursorPos, window.DC.CursorPos) + if tab_bar.CurrFrameVisible == g.FrameCount then + ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY) + tab_bar.BeginCount = tab_bar.BeginCount + 1 + return true + end + + if bit32.band(flags, ImGuiTabBarFlags.Reorderable) ~= bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) + or (tab_bar.TabsAddedNew and bit32.band(flags, ImGuiTabBarFlags.Reorderable) == 0) then + if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then + SortTabsByBeginOrder(tab_bar) + end + end + tab_bar.TabsAddedNew = false + + if bit32.band(flags, ImGuiTabBarFlags.FittingPolicyMask_) == 0 then + flags = bit32.bor(flags, ImGuiTabBarFlags.FittingPolicyDefault_) + end + + tab_bar.Flags = flags + tab_bar.BarRect = ImRect(tab_bar_bb.Min, tab_bar_bb.Max) + tab_bar.WantLayout = true + tab_bar.PrevFrameVisible = tab_bar.CurrFrameVisible + tab_bar.CurrFrameVisible = g.FrameCount + tab_bar.PrevTabsContentsHeight = tab_bar.CurrTabsContentsHeight + tab_bar.CurrTabsContentsHeight = 0.0 + tab_bar.ItemSpacingY = g.Style.ItemSpacing.y + ImVec2_Copy(tab_bar.FramePadding, g.Style.FramePadding) + tab_bar.TabsActiveCount = 0 + tab_bar.LastTabItemIdx = -1 + tab_bar.BeginCount = 1 + + ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY) + + local col = ImGui.GetColorU32(bit32.band(flags, ImGuiTabBarFlags.IsFocused) ~= 0 and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected) + if g.Style.TabBarBorderSize > 0.0 then + local y = tab_bar.BarRect.Max.y + window.DrawList:AddRectFilled(ImVec2(tab_bar.SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar.SeparatorMaxX, y), col) + end + return true +end + +function ImGui.EndTabBar() + SyncContext() + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then return end + + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Mismatched BeginTabBar()/EndTabBar()!") + + if tab_bar.WantLayout then ImGui.TabBarLayout(tab_bar) end + + local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) + if tab_bar.VisibleTabWasSubmitted or tab_bar.VisibleTabId == 0 or tab_bar_appearing then + tab_bar.CurrTabsContentsHeight = ImMax(window.DC.CursorPos.y - tab_bar.BarRect.Max.y, tab_bar.CurrTabsContentsHeight) + window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.CurrTabsContentsHeight + else + window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.PrevTabsContentsHeight + end + if tab_bar.BeginCount > 1 then + ImVec2_Copy(window.DC.CursorPos, tab_bar.BackupCursorPos) + end + + tab_bar.LastTabItemIdx = -1 + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0 then + ImGui.PopID() + end + + g.CurrentTabBarStack:pop_back() + g.CurrentTabBar = (g.CurrentTabBarStack.Size == 0) and nil or g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size] +end + +function ImGui.TabBarLayout(tab_bar) + SyncContext() + local g = GImGui + tab_bar.WantLayout = false + + local scroll_to_selected_tab = (tab_bar.BarRectPrevWidth > tab_bar.BarRect:GetWidth()) + tab_bar.BarRectPrevWidth = tab_bar.BarRect:GetWidth() + + -- Garbage collect by compacting list + local tabs = tab_bar.Tabs + local tab_dst_n = 0 + local need_sort_by_section = false + local sections = { ImGuiTabBarSection(), ImGuiTabBarSection(), ImGuiTabBarSection() } -- 1-based: [1]=Leading,[2]=Central,[3]=Trailing + for tab_src_n = 0, tabs.Size - 1 do + local tab = tabs.Data[tab_src_n + 1] + if tab.LastFrameVisible < tab_bar.PrevFrameVisible or tab.WantClose then + if tab_bar.VisibleTabId == tab.ID then tab_bar.VisibleTabId = 0 end + if tab_bar.SelectedTabId == tab.ID then tab_bar.SelectedTabId = 0 end + if tab_bar.NextSelectedTabId == tab.ID then tab_bar.NextSelectedTabId = 0 end + else + if tab_dst_n ~= tab_src_n then tabs.Data[tab_dst_n + 1] = tab end + tab.IndexDuringLayout = tab_dst_n + + local curr_tab_section_n = TabItemGetSectionIdx(tab) + if tab_dst_n > 0 then + local prev_tab = tabs.Data[tab_dst_n] + local prev_tab_section_n = TabItemGetSectionIdx(prev_tab) + if curr_tab_section_n == 0 and prev_tab_section_n ~= 0 then need_sort_by_section = true end + if prev_tab_section_n == 2 and curr_tab_section_n ~= 2 then need_sort_by_section = true end + end + sections[curr_tab_section_n + 1].TabCount = sections[curr_tab_section_n + 1].TabCount + 1 + tab_dst_n = tab_dst_n + 1 + end + end + if tabs.Size ~= tab_dst_n then + for i = tab_dst_n + 1, tabs.Size do tabs.Data[i] = nil end + tabs.Size = tab_dst_n + end + + if need_sort_by_section then SortTabsBySection(tab_bar) end + + local tab_spacing = g.Style.ItemInnerSpacing.x + sections[1].Spacing = (sections[1].TabCount > 0 and (sections[2].TabCount + sections[3].TabCount) > 0) and tab_spacing or 0.0 + sections[2].Spacing = (sections[2].TabCount > 0 and sections[3].TabCount > 0) and tab_spacing or 0.0 + + local scroll_to_tab_id = 0 + if tab_bar.NextScrollToTabId ~= 0 then + scroll_to_tab_id = tab_bar.NextScrollToTabId + tab_bar.NextScrollToTabId = 0 + end + if tab_bar.NextSelectedTabId ~= 0 then + tab_bar.SelectedTabId = tab_bar.NextSelectedTabId + tab_bar.NextSelectedTabId = 0 + scroll_to_tab_id = tab_bar.SelectedTabId + end + + if tab_bar.ReorderRequestTabId ~= 0 then + if ImGui.TabBarProcessReorder(tab_bar) then + if tab_bar.ReorderRequestTabId == tab_bar.SelectedTabId then + scroll_to_tab_id = tab_bar.ReorderRequestTabId + end + end + tab_bar.ReorderRequestTabId = 0 + end + + local tab_list_popup_button = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.TabListPopupButton) ~= 0 + if tab_list_popup_button then + local tab_to_select = ImGui.TabBarTabListPopupButton(tab_bar) + if tab_to_select then + tab_bar.SelectedTabId = tab_to_select.ID + scroll_to_tab_id = tab_to_select.ID + end + end + + -- shrink buffer layout: leading, trailing, central (0-based offsets) + local shrink_buffer_indexes = { 0, sections[1].TabCount + sections[3].TabCount, sections[1].TabCount } + local swb = g.ShrinkWidthBuffer + swb:resize(tabs.Size) + for i = 1, tabs.Size do if swb.Data[i] == nil then swb.Data[i] = ImGuiShrinkWidthItem() end end + + local shrink_min_width = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0) and g.Style.TabMinWidthShrink or 1.0 + + local most_recently_selected_tab = nil + local curr_section_n = -1 + local found_selected_tab_id = false + for tab_n = 0, tabs.Size - 1 do + local tab = tabs.Data[tab_n + 1] + IM_ASSERT(tab.LastFrameVisible >= tab_bar.PrevFrameVisible) + + if (most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected) and bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + most_recently_selected_tab = tab + end + if tab.ID == tab_bar.SelectedTabId then found_selected_tab_id = true end + if scroll_to_tab_id == 0 and g.NavJustMovedToId == tab.ID then scroll_to_tab_id = tab.ID end + + local tab_name = ImGui.TabBarGetTabName(tab_bar, tab) + local has_close_button_or_unsaved_marker = bit32.band(tab.Flags, ImGuiTabItemFlags.NoCloseButton) == 0 or bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 + tab.ContentWidth = (tab.RequestedWidth >= 0.0) and tab.RequestedWidth or ImGui.TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + tab.ContentWidth = ImMax(tab.ContentWidth, g.Style.TabMinWidthBase) + end + + local section_n = TabItemGetSectionIdx(tab) + local section = sections[section_n + 1] + section.Width = section.Width + tab.ContentWidth + ((section_n == curr_section_n) and tab_spacing or 0.0) + section.WidthAfterShrinkMinWidth = section.WidthAfterShrinkMinWidth + ImMin(tab.ContentWidth, shrink_min_width) + ((section_n == curr_section_n) and tab_spacing or 0.0) + curr_section_n = section_n + + local item = swb.Data[shrink_buffer_indexes[section_n + 1] + 1] + shrink_buffer_indexes[section_n + 1] = shrink_buffer_indexes[section_n + 1] + 1 + item.Index = tab_n + item.Width = tab.ContentWidth + item.InitialWidth = tab.ContentWidth + tab.Width = ImMax(tab.ContentWidth, 1.0) + end + + local width_all_tabs_after_min_width_shrink = 0.0 + tab_bar.WidthAllTabsIdeal = 0.0 + for section_n = 1, 3 do + tab_bar.WidthAllTabsIdeal = tab_bar.WidthAllTabsIdeal + sections[section_n].Width + sections[section_n].Spacing + width_all_tabs_after_min_width_shrink = width_all_tabs_after_min_width_shrink + sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing + end + + local can_scroll = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0 + local width_all_tabs_to_use_for_scroll = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0) and tab_bar.WidthAllTabs or width_all_tabs_after_min_width_shrink + tab_bar.ScrollButtonEnabled = (width_all_tabs_to_use_for_scroll > tab_bar.BarRect:GetWidth() and tabs.Size > 1) + and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTabListScrollingButtons) == 0 and can_scroll + if tab_bar.ScrollButtonEnabled then + local scroll_and_select_tab = ImGui.TabBarScrollingButtons(tab_bar) + if scroll_and_select_tab then + if bit32.band(scroll_and_select_tab.Flags, ImGuiTabItemFlags.Button) == 0 then + tab_bar.SelectedTabId = scroll_and_select_tab.ID + end + scroll_to_tab_id = scroll_and_select_tab.ID + end + end + if scroll_to_tab_id == 0 and scroll_to_selected_tab then + scroll_to_tab_id = tab_bar.SelectedTabId + end + + local section_0_w = sections[1].Width + sections[1].Spacing + local section_1_w = sections[2].Width + sections[2].Spacing + local section_2_w = sections[3].Width + sections[3].Spacing + local central_section_is_visible = (section_0_w + section_2_w) < tab_bar.BarRect:GetWidth() + local width_excess + if central_section_is_visible then + width_excess = ImMax(section_1_w - (tab_bar.BarRect:GetWidth() - section_0_w - section_2_w), 0.0) + else + width_excess = (section_0_w + section_2_w) - tab_bar.BarRect:GetWidth() + end + + local can_shrink = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyShrink) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0 + if width_excess >= 1.0 and (can_shrink or not central_section_is_visible) then + local shrink_data_count = central_section_is_visible and sections[2].TabCount or (sections[1].TabCount + sections[3].TabCount) + local shrink_data_offset = central_section_is_visible and (sections[1].TabCount + sections[3].TabCount) or 0 + ImGui.ShrinkWidths(swb.Data, shrink_data_offset + 1, shrink_data_count, width_excess, shrink_min_width) + + for tab_n = shrink_data_offset, shrink_data_offset + shrink_data_count - 1 do + local item = swb.Data[tab_n + 1] + local tab = tabs.Data[item.Index + 1] + local shrinked_width = IM_TRUNC(item.Width) + if shrinked_width >= 0.0 then + shrinked_width = ImMax(1.0, shrinked_width) + local section_n = TabItemGetSectionIdx(tab) + sections[section_n + 1].Width = sections[section_n + 1].Width - (tab.Width - shrinked_width) + tab.Width = shrinked_width + end + end + end + + -- Layout all active tabs + local section_tab_index = 0 + local tab_offset = 0.0 + tab_bar.WidthAllTabs = 0.0 + for section_n = 0, 2 do + local section = sections[section_n + 1] + if section_n == 2 then + tab_offset = ImMin(ImMax(0.0, tab_bar.BarRect:GetWidth() - section.Width), tab_offset) + end + for tab_n = 0, section.TabCount - 1 do + local tab = tabs.Data[section_tab_index + tab_n + 1] + tab.Offset = tab_offset + tab.NameOffset = -1 + tab_offset = tab_offset + tab.Width + ((tab_n < section.TabCount - 1) and g.Style.ItemInnerSpacing.x or 0.0) + end + tab_bar.WidthAllTabs = tab_bar.WidthAllTabs + ImMax(section.Width + section.Spacing, 0.0) + tab_offset = tab_offset + section.Spacing + section_tab_index = section_tab_index + section.TabCount + end + + local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) + if found_selected_tab_id == false and not tab_bar_appearing then + tab_bar.SelectedTabId = 0 + end + if tab_bar.SelectedTabId == 0 and tab_bar.NextSelectedTabId == 0 and most_recently_selected_tab ~= nil then + tab_bar.SelectedTabId = most_recently_selected_tab.ID + scroll_to_tab_id = tab_bar.SelectedTabId + end + + tab_bar.VisibleTabId = tab_bar.SelectedTabId + tab_bar.VisibleTabWasSubmitted = false + + -- CTRL+TAB can override visible tab temporarily + if g.NavWindowingTarget ~= nil and g.NavWindowingTarget.DockNode and g.NavWindowingTarget.DockNode.TabBar == tab_bar then + tab_bar.VisibleTabId = g.NavWindowingTarget.TabId + scroll_to_tab_id = tab_bar.VisibleTabId + end + + if scroll_to_tab_id ~= 0 then + ImGui.TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections) + elseif tab_bar.ScrollButtonEnabled and ImGui.IsMouseHoveringRect(tab_bar.BarRect.Min, tab_bar.BarRect.Max, true) and ImGui.IsWindowContentHoverable(g.CurrentWindow) then + local wheel = g.IO.MouseWheelRequestAxisSwap and g.IO.MouseWheel or g.IO.MouseWheelH + local wheel_key = g.IO.MouseWheelRequestAxisSwap and ImGuiKey.MouseWheelY or ImGuiKey.MouseWheelX + if ImGui.TestKeyOwner(wheel_key, tab_bar.ID) and wheel ~= 0.0 then + local scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0 + tab_bar.ScrollingTargetDistToVisibility = 0.0 + tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget - scroll_step) + end + ImGui.SetKeyOwner(wheel_key, tab_bar.ID) + end + + tab_bar.ScrollingAnim = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingAnim) + tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget) + if tab_bar.ScrollingAnim ~= tab_bar.ScrollingTarget then + tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, 70.0 * g.FontSize) + tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, math.abs(tab_bar.ScrollingTarget - tab_bar.ScrollingAnim) / 0.3) + local teleport = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) or (tab_bar.ScrollingTargetDistToVisibility > 10.0 * g.FontSize) + tab_bar.ScrollingAnim = teleport and tab_bar.ScrollingTarget or ImLinearSweep(tab_bar.ScrollingAnim, tab_bar.ScrollingTarget, g.IO.DeltaTime * tab_bar.ScrollingSpeed) + else + tab_bar.ScrollingSpeed = 0.0 + end + tab_bar.ScrollingRectMinX = tab_bar.BarRect.Min.x + sections[1].Width + sections[1].Spacing + tab_bar.ScrollingRectMaxX = tab_bar.BarRect.Max.x - sections[3].Width - sections[2].Spacing + + local window = g.CurrentWindow + ImVec2_Copy(window.DC.CursorPos, tab_bar.BarRect.Min) + ImGui.ItemSize(ImVec2(tab_bar.WidthAllTabs, tab_bar.BarRect:GetHeight()), tab_bar.FramePadding.y) + window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, tab_bar.BarRect.Min.x + tab_bar.WidthAllTabsIdeal) +end + +function ImGui.TabBarCalcTabID(tab_bar, label, docked_window) + if docked_window ~= nil then + IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0) + local id = docked_window.TabId + ImGui.KeepAliveID(id) + return id + end + return ImGui.GetCurrentContext().CurrentWindow:GetID(label) +end + +function ImGui.TabBarCalcMaxTabWidth() + return ImGui.GetCurrentContext().FontSize * 20.0 +end + +function ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab_id ~= 0 then + for n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[n] + if tab.ID == tab_id then return tab end + end + end + return nil +end + +--- @param order int # 0-based visible order +function ImGui.TabBarFindTabByOrder(tab_bar, order) + if order < 0 or order >= tab_bar.Tabs.Size then return nil end + return tab_bar.Tabs.Data[order + 1] +end + +--- @return int # 0-based order +function ImGui.TabBarGetTabOrder(tab_bar, tab) + local i = tab_bar.Tabs:find_index(tab) + return i and (i - 1) or -1 +end + +function ImGui.TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar) + local most_recently_selected_tab = nil + for n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[n] + if most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected then + if tab.Window and tab.Window.WasActive then most_recently_selected_tab = tab end + end + end + return most_recently_selected_tab +end + +function ImGui.TabBarGetCurrentTab(tab_bar) + if tab_bar.LastTabItemIdx < 0 or tab_bar.LastTabItemIdx >= tab_bar.Tabs.Size then return nil end + return tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] +end + +function ImGui.TabBarGetTabName(tab_bar, tab) + if tab.Window then return tab.Window.Name end + if tab.Name == nil then return "N/A" end + return tab.Name +end + +function ImGui.TabBarGetTabPos(tab_bar, tab) + if bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 then + return tab_bar.BarRect.Min + ImVec2(IM_TRUNC(tab.Offset - tab_bar.ScrollingAnim), 0.0) + end + return tab_bar.BarRect.Min + ImVec2(tab.Offset, 0.0) +end + +function ImGui.TabBarAddTab(tab_bar, tab_flags, window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil) + IM_ASSERT(g.CurrentTabBar ~= tab_bar) + if not window.HasCloseButton then + tab_flags = bit32.bor(tab_flags, ImGuiTabItemFlags.NoCloseButton) + end + local new_tab = ImGuiTabItem() + new_tab.ID = window.TabId + new_tab.Flags = tab_flags + new_tab.LastFrameVisible = tab_bar.CurrFrameVisible + if new_tab.LastFrameVisible == -1 then new_tab.LastFrameVisible = g.FrameCount - 1 end + new_tab.Window = window + tab_bar.Tabs:push_back(new_tab) +end + +function ImGui.TabBarRemoveTab(tab_bar, tab_id) + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab then tab_bar.Tabs:erase(tab_bar.Tabs:find_index(tab)) end + if tab_bar.VisibleTabId == tab_id then tab_bar.VisibleTabId = 0 end + if tab_bar.SelectedTabId == tab_id then tab_bar.SelectedTabId = 0 end + if tab_bar.NextSelectedTabId == tab_id then tab_bar.NextSelectedTabId = 0 end +end + +function ImGui.TabBarCloseTab(tab_bar, tab) + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) ~= 0 then return end + if bit32.band(tab.Flags, bit32.bor(ImGuiTabItemFlags.UnsavedDocument, ImGuiTabItemFlags.NoAssumedClosure)) == 0 then + tab.WantClose = true + if tab_bar.VisibleTabId == tab.ID then + tab.LastFrameVisible = -1 + tab_bar.SelectedTabId = 0 + tab_bar.NextSelectedTabId = 0 + end + else + if tab_bar.VisibleTabId ~= tab.ID then ImGui.TabBarQueueFocus(tab_bar, tab) end + end +end + +function ImGui.TabBarScrollClamp(tab_bar, scrolling) + scrolling = ImMin(scrolling, tab_bar.WidthAllTabs - tab_bar.BarRect:GetWidth()) + return ImMax(scrolling, 0.0) +end + +function ImGui.TabBarScrollToTab(tab_bar, tab_id, sections) + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab == nil then return end + + if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then + tab = tab_bar.Tabs.Data[sections[1].TabCount + 1] + elseif bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then + tab = tab_bar.Tabs.Data[sections[1].TabCount + sections[2].TabCount + 1] + end + if tab == nil or bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= 0 then return end + + local g = ImGui.GetCurrentContext() + local margin = ImClamp(tab_bar.ScrollingRectMaxX - tab_bar.ScrollingRectMinX - tab.Width, g.Style.ItemInnerSpacing.x, g.FontSize * 1.0) + local order = ImGui.TabBarGetTabOrder(tab_bar, tab) + local scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections) + + local tab_x1 = tab.Offset - sections[1].Width + ((order > sections[1].TabCount - 1) and -margin or 0.0) + local tab_x2 = tab.Offset - sections[1].Width + tab.Width + ((order + 1 < tab_bar.Tabs.Size - sections[3].TabCount) and margin or 1.0) + tab_bar.ScrollingTargetDistToVisibility = 0.0 + if tab_bar.ScrollingTarget > tab_x1 or (tab_x2 - tab_x1 >= scrollable_width) then + tab_bar.ScrollingTargetDistToVisibility = ImMax(tab_bar.ScrollingAnim - tab_x2, 0.0) + tab_bar.ScrollingTarget = tab_x1 + elseif tab_bar.ScrollingTarget < tab_x2 - scrollable_width then + tab_bar.ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar.ScrollingAnim, 0.0) + tab_bar.ScrollingTarget = tab_x2 - scrollable_width + end +end + +--- TabBarQueueFocus(tab_bar, tab) or TabBarQueueFocus(tab_bar, tab_name) +function ImGui.TabBarQueueFocus(tab_bar, tab) + if type(tab) == "string" then + IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0) + tab_bar.NextSelectedTabId = ImGui.TabBarCalcTabID(tab_bar, tab, nil) + return + end + tab_bar.NextSelectedTabId = tab.ID +end + +function ImGui.TabBarQueueReorder(tab_bar, tab, offset) + IM_ASSERT(offset ~= 0) + IM_ASSERT(tab_bar.ReorderRequestTabId == 0) + tab_bar.ReorderRequestTabId = tab.ID + tab_bar.ReorderRequestOffset = offset +end + +function ImGui.TabBarQueueReorderFromMousePos(tab_bar, src_tab, mouse_pos) + local g = ImGui.GetCurrentContext() + IM_ASSERT(tab_bar.ReorderRequestTabId == 0) + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) == 0 then return end + + local tab_spacing = g.Style.ItemInnerSpacing.x + local is_central_section = bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 + local bar_offset = tab_bar.BarRect.Min.x - (is_central_section and tab_bar.ScrollingTarget or 0) + + local dir = ((bar_offset + src_tab.Offset) > mouse_pos.x) and -1 or 1 + local src_idx = ImGui.TabBarGetTabOrder(tab_bar, src_tab) + local dst_idx = src_idx + local i = src_idx + while i >= 0 and i < tab_bar.Tabs.Size do + local dst_tab = tab_bar.Tabs.Data[i + 1] + if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then break end + if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) then break end + dst_idx = i + local x1 = bar_offset + dst_tab.Offset - tab_spacing + local x2 = bar_offset + dst_tab.Offset + dst_tab.Width + tab_spacing + if (dir < 0 and mouse_pos.x > x1) or (dir > 0 and mouse_pos.x < x2) then break end + i = i + dir + end + + if dst_idx ~= src_idx then + ImGui.TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx) + end +end + +function ImGui.TabBarProcessReorder(tab_bar) + local tab1 = ImGui.TabBarFindTabByID(tab_bar, tab_bar.ReorderRequestTabId) + if tab1 == nil or bit32.band(tab1.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end + + local tab1_order = ImGui.TabBarGetTabOrder(tab_bar, tab1) + local tab2_order = tab1_order + tab_bar.ReorderRequestOffset + if tab2_order < 0 or tab2_order >= tab_bar.Tabs.Size then return false end + + local tab2 = tab_bar.Tabs.Data[tab2_order + 1] + if bit32.band(tab2.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end + if bit32.band(tab1.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(tab2.Flags, ImGuiTabItemFlags.SectionMask_) then return false end + + -- Move tab1 to tab2's position, shifting the tabs in between + table.remove(tab_bar.Tabs.Data, tab1_order + 1) + table.insert(tab_bar.Tabs.Data, tab2_order + 1, tab1) + + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.SaveSettings) ~= 0 then ImGui.MarkIniSettingsDirty() end + return true +end + +function ImGui.TabBarScrollingButtons(tab_bar) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local arrow_button_size = ImVec2(g.FontSize - 2.0, g.FontSize + g.Style.FramePadding.y * 2.0) + local scrolling_buttons_width = arrow_button_size.x * 2.0 + + local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + + local select_dir = 0 + local tc = g.Style.Colors[ImGuiCol.Text] + local arrow_col = ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5) + + ImGui.PushStyleColor(ImGuiCol.Text, arrow_col) + ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0)) + ImGui.PushItemFlag(bit32.bor(ImGuiItemFlags.ButtonRepeat, ImGuiItemFlags.NoNav), true) + local backup_repeat_delay = g.IO.KeyRepeatDelay + local backup_repeat_rate = g.IO.KeyRepeatRate + g.IO.KeyRepeatDelay = 0.250 + g.IO.KeyRepeatRate = 0.200 + local x = ImMax(tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.x - scrolling_buttons_width) + ImVec2_CopyV(window.DC.CursorPos, x, tab_bar.BarRect.Min.y) + if ImGui.ArrowButtonEx("##<", ImGuiDir.Left, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = -1 end + ImVec2_CopyV(window.DC.CursorPos, x + arrow_button_size.x, tab_bar.BarRect.Min.y) + if ImGui.ArrowButtonEx("##>", ImGuiDir.Right, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = 1 end + ImGui.PopItemFlag() + ImGui.PopStyleColor(2) + g.IO.KeyRepeatRate = backup_repeat_rate + g.IO.KeyRepeatDelay = backup_repeat_delay + + local tab_to_scroll_to = nil + if select_dir ~= 0 then + local tab_item = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId) + if tab_item then + local selected_order = ImGui.TabBarGetTabOrder(tab_bar, tab_item) + local target_order = selected_order + select_dir + while tab_to_scroll_to == nil do + local idx = (target_order >= 0 and target_order < tab_bar.Tabs.Size) and target_order or selected_order + tab_to_scroll_to = tab_bar.Tabs.Data[idx + 1] + if bit32.band(tab_to_scroll_to.Flags, ImGuiTabItemFlags.Button) ~= 0 then + target_order = target_order + select_dir + selected_order = selected_order + select_dir + if not (target_order < 0 or target_order >= tab_bar.Tabs.Size) then tab_to_scroll_to = nil end + end + end + end + end + ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos) + tab_bar.BarRect.Max.x = tab_bar.BarRect.Max.x - (scrolling_buttons_width + 1.0) + + return tab_to_scroll_to +end + +function ImGui.TabBarTabListPopupButton(tab_bar) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y + local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x - g.Style.FramePadding.y, tab_bar.BarRect.Min.y) + tab_bar.BarRect.Min.x = tab_bar.BarRect.Min.x + tab_list_popup_button_width + + local tc = g.Style.Colors[ImGuiCol.Text] + ImGui.PushStyleColor(ImGuiCol.Text, ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5)) + ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0)) + local open = ImGui.BeginCombo("##v", nil, bit32.bor(ImGuiComboFlags.NoPreview, ImGuiComboFlags.HeightLargest)) + ImGui.PopStyleColor(2) + + local tab_to_select = nil + if open then + for n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[n] + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + local tab_name = ImGui.TabBarGetTabName(tab_bar, tab) + if ImGui.Selectable(tab_name, tab_bar.SelectedTabId == tab.ID) then + tab_to_select = tab + end + end + end + ImGui.EndCombo() + end + + ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos) + return tab_to_select +end + +--------------------------------------------------------------------------------------- +-- [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +--------------------------------------------------------------------------------------- + +--- @return bool visible, bool? p_open +function ImGui.BeginTabItem(label, p_open, flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return false, p_open end + + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + IM_ASSERT(bit32.band(flags, ImGuiTabItemFlags.Button) == 0) + + local ret + ret, p_open = ImGui.TabItemEx(tab_bar, label, p_open, flags, nil) + if ret and bit32.band(flags, ImGuiTabItemFlags.NoPushId) == 0 then + local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] + ImGui.PushOverrideID(tab.ID) + end + return ret, p_open +end + +function ImGui.EndTabItem() + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return end + + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + IM_ASSERT(tab_bar.LastTabItemIdx >= 0) + local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] + if bit32.band(tab.Flags, ImGuiTabItemFlags.NoPushId) == 0 then + ImGui.PopID() + end +end + +function ImGui.TabItemButton(label, flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return false end + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + return (ImGui.TabItemEx(tab_bar, label, nil, bit32.bor(flags, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder), nil)) +end + +function ImGui.TabItemSpacing(str_id, flags, width) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return end + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + ImGui.SetNextItemWidth(width) + ImGui.TabItemEx(tab_bar, str_id, nil, bit32.bor(flags or 0, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder, ImGuiTabItemFlags.Invisible), nil) +end + +--- @return bool ret, bool? p_open +function ImGui.TabItemEx(tab_bar, label, p_open, flags, docked_window) + local g = ImGui.GetCurrentContext() + if tab_bar.WantLayout then + local backup_next_item_data = {} + for k, v in pairs(g.NextItemData) do backup_next_item_data[k] = v end + ImGui.TabBarLayout(tab_bar) + for k, v in pairs(backup_next_item_data) do g.NextItemData[k] = v end + end + local window = g.CurrentWindow + if window.SkipItems then return false, p_open end + + local style = g.Style + local id = ImGui.TabBarCalcTabID(tab_bar, label, docked_window) + + if p_open ~= nil and not p_open then + ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav) + return false, p_open + end + + IM_ASSERT(p_open == nil or bit32.band(flags, ImGuiTabItemFlags.Button) == 0) + IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) ~= bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) + + local has_p_open = (p_open ~= nil) + if bit32.band(flags, ImGuiTabItemFlags.NoCloseButton) ~= 0 then + has_p_open = false + elseif not has_p_open then + flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseButton) + end + + local tab = ImGui.TabBarFindTabByID(tab_bar, id) + local tab_is_new = false + if tab == nil then + tab = ImGuiTabItem() + tab_bar.Tabs:push_back(tab) + tab.ID = id + tab_bar.TabsAddedNew = true + tab_is_new = true + end + tab_bar.LastTabItemIdx = ImGui.TabBarGetTabOrder(tab_bar, tab) + + local size = ImGui.TabItemCalcSize(label, has_p_open or bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0) + tab.RequestedWidth = -1.0 + if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) ~= 0 then + size.x = g.NextItemData.Width + tab.RequestedWidth = size.x + end + if tab_is_new then tab.Width = ImMax(1.0, size.x) end + tab.ContentWidth = size.x + tab.BeginOrder = tab_bar.TabsActiveCount + tab_bar.TabsActiveCount = tab_bar.TabsActiveCount + 1 + + local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) + local tab_bar_focused = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.IsFocused) ~= 0 + local tab_appearing = (tab.LastFrameVisible + 1 < g.FrameCount) + local tab_just_unsaved = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) == 0 + local is_tab_button = bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0 + tab.LastFrameVisible = g.FrameCount + tab.Flags = flags + tab.Window = docked_window + + if docked_window ~= nil then + IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0) + tab.NameOffset = -1 + tab.Name = nil + else + tab.NameOffset = 0 + tab.Name = label + end + + if not is_tab_button then + if tab_appearing and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) ~= 0 and tab_bar.NextSelectedTabId == 0 then + if not tab_bar_appearing or tab_bar.SelectedTabId == 0 then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + end + if bit32.band(flags, ImGuiTabItemFlags.SetSelected) ~= 0 and tab_bar.SelectedTabId ~= id then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + end + + local tab_contents_visible = (tab_bar.VisibleTabId == id) + if tab_contents_visible then tab_bar.VisibleTabWasSubmitted = true end + + if not tab_contents_visible and tab_bar.SelectedTabId == 0 and tab_bar_appearing and docked_window == nil then + if tab_bar.Tabs.Size == 1 and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) == 0 then + tab_contents_visible = true + end + end + + if tab_appearing and (not tab_bar_appearing or tab_is_new) then + ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav) + if is_tab_button then return false, p_open end + return tab_contents_visible, p_open + end + + if tab_bar.SelectedTabId == id then tab.LastFrameSelected = g.FrameCount end + + local backup_main_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + + local is_central_section = bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 + size.x = tab.Width + local pos = ImGui.TabBarGetTabPos(tab_bar, tab) + ImVec2_Copy(window.DC.CursorPos, pos) + local bb = ImRect(pos, pos + size) + + local want_clip_rect = is_central_section and (bb.Min.x < tab_bar.ScrollingRectMinX or bb.Max.x > tab_bar.ScrollingRectMaxX) + if want_clip_rect then + ImGui.PushClipRect(ImVec2(ImClamp(bb.Min.x, tab_bar.ScrollingRectMinX, tab_bar.ScrollingRectMaxX), bb.Min.y - 1), ImVec2(tab_bar.ScrollingRectMaxX, bb.Max.y), true) + end + + local backup_cursor_max_pos = ImVec2(window.DC.CursorMaxPos.x, window.DC.CursorMaxPos.y) + ImGui.ItemSize(bb:GetSize(), style.FramePadding.y) + ImVec2_Copy(window.DC.CursorMaxPos, backup_cursor_max_pos) + + if not ImGui.ItemAdd(bb, id) then + if want_clip_rect then ImGui.PopClipRect() end + ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos) + return tab_contents_visible, p_open + end + + local button_flags = bit32.bor(is_tab_button and ImGuiButtonFlags.PressedOnClickRelease or ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.AllowOverlap) + if g.DragDropActive and not ImGuiPayload_IsDataType(g.DragDropPayload, IMGUI_PAYLOAD_TYPE_WINDOW) then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) + end + local hovered, held, pressed + if bit32.band(flags, ImGuiTabItemFlags.Invisible) ~= 0 then + hovered, held, pressed = false, false, false + else + pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags) + end + if pressed and not is_tab_button then ImGui.TabBarQueueFocus(tab_bar, tab) end + + if held and docked_window and g.ActiveId == id and g.ActiveIdIsJustActivated then + g.ActiveIdWindow = docked_window + end + + local node = docked_window and docked_window.DockNode or nil + local single_floating_window_node = node and node:IsFloatingNode() and (node.Windows.Size == 1) + if held and single_floating_window_node and ImGui.IsMouseDragging(0, 0.0) then + ImGui.StartMouseMovingWindow(docked_window) + elseif held and not tab_appearing and ImGui.IsMouseDragging(0) then + local drag_dir = 0 + local drag_distance_from_edge_x = 0.0 + if not g.DragDropActive and (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) ~= 0 or docked_window ~= nil) then + if g.IO.MouseDelta.x < 0.0 and g.IO.MousePos.x < bb.Min.x then + drag_dir = -1 + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x + ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos) + elseif g.IO.MouseDelta.x > 0.0 and g.IO.MousePos.x > bb.Max.x then + drag_dir = 1 + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x + ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos) + end + end + + local can_undock = docked_window ~= nil and bit32.band(docked_window.Flags, ImGuiWindowFlags.NoMove) == 0 and bit32.band(node.MergedFlags, ImGuiDockNodeFlags.NoUndocking) == 0 + if can_undock then + local undocking_tab = (g.DragDropActive and g.DragDropPayload.SourceId == id) + if not undocking_tab then + local threshold_base = g.FontSize + local threshold_x = threshold_base * 2.2 + local threshold_y = (threshold_base * 1.5) + ImClamp((math.abs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0) * 0.20, 0.0, threshold_base * 4.0) + local distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y) + if distance_from_edge_y >= threshold_y then undocking_tab = true end + if drag_distance_from_edge_x > threshold_x then + if (drag_dir < 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == 0) or (drag_dir > 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == tab_bar.Tabs.Size - 1) then + undocking_tab = true + end + end + end + + if undocking_tab then + ImGui.DockContextQueueUndockWindow(g, docked_window) + g.MovingWindow = docked_window + ImGui.SetActiveID(g.MovingWindow.MoveId, g.MovingWindow) + ImVec2_Copy(g.ActiveIdClickOffset, g.ActiveIdClickOffset - (g.MovingWindow.Pos - bb.Min)) + g.ActiveIdNoClearOnFocusLoss = true + ImGui.SetActiveIdUsingAllKeyboardKeys() + end + end + end + + local is_visible = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 and bit32.band(flags, ImGuiTabItemFlags.Invisible) == 0 + if is_visible then + local display_draw_list = window.DrawList + local col_idx + if held or hovered then col_idx = ImGuiCol.TabHovered + elseif tab_contents_visible then col_idx = tab_bar_focused and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected + else col_idx = tab_bar_focused and ImGuiCol.Tab or ImGuiCol.TabDimmed end + ImGui.TabItemBackground(display_draw_list, bb, flags, ImGui.GetColorU32(col_idx)) + if tab_contents_visible and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DrawSelectedOverline) ~= 0 and style.TabBarOverlineSize > 0.0 then + local tl = ImVec2(bb.Min.x, bb.Min.y + style.TabBarOverlineSize * 0.5) + local tr = ImVec2(bb.Max.x, bb.Min.y + style.TabBarOverlineSize * 0.5) + local overline_col = ImGui.GetColorU32(tab_bar_focused and ImGuiCol.TabSelectedOverline or ImGuiCol.TabDimmedSelectedOverline) + if style.TabRounding > 0.0 then + local rounding = style.TabRounding + display_draw_list:PathArcToFast(tl + ImVec2(rounding, rounding), rounding, 7, 9) + display_draw_list:PathArcToFast(tr + ImVec2(-rounding, rounding), rounding, 9, 11) + display_draw_list:PathStroke(overline_col, style.TabBarOverlineSize) + else + display_draw_list:AddLine(tl, tr, overline_col, style.TabBarOverlineSize) + end + end + ImGui.RenderNavCursor(bb, id) + + local hovered_unblocked = ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) + if tab_bar.SelectedTabId ~= tab.ID and hovered_unblocked and (ImGui.IsMouseClicked(1) or ImGui.IsMouseReleased(1)) and not is_tab_button then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) ~= 0 then + flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) + end + + local close_button_id = has_p_open and ImGui.GetIDWithSeed("#CLOSE", nil, docked_window and docked_window.ID or id) or 0 + local label_flags = tab_just_unsaved and bit32.band(flags, bit32.bnot(ImGuiTabItemFlags.UnsavedDocument)) or flags + local just_closed, text_clipped = ImGui.TabItemLabelAndCloseButton(display_draw_list, bb, label_flags, tab_bar.FramePadding, label, id, close_button_id, tab_contents_visible) + if just_closed and has_p_open then + p_open = false + ImGui.TabBarCloseTab(tab_bar, tab) + end + + if docked_window and (hovered or g.HoveredId == close_button_id) then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + + if text_clipped and g.HoveredId == id and not held then + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTooltip) == 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.NoTooltip) == 0 then + local label_end = ImGui.FindRenderedTextEnd(label) + ImGui.SetItemTooltip("%s", string.sub(label, 1, label_end - 1)) + end + end + end + + if want_clip_rect then ImGui.PopClipRect() end + ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos) + + if is_tab_button then return pressed, p_open end + return tab_contents_visible, p_open +end + +function ImGui.SetTabItemClosed(label) + local g = ImGui.GetCurrentContext() + local is_within_manual_tab_bar = g.CurrentTabBar and bit32.band(g.CurrentTabBar.Flags, ImGuiTabBarFlags.DockNode) == 0 + if is_within_manual_tab_bar then + local tab_bar = g.CurrentTabBar + local tab_id = ImGui.TabBarCalcTabID(tab_bar, label, nil) + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab then tab.WantClose = true end + else + local window = ImGui.FindWindowByName(label) + if window and window.DockIsActive then + local node = window.DockNode + if node then + local tab_id = ImGui.TabBarCalcTabID(node.TabBar, label, window) + ImGui.TabBarRemoveTab(node.TabBar, tab_id) + window.DockTabWantClose = true + end + end + end +end + +--- TabItemCalcSize(label, has_close_button_or_unsaved_marker) or TabItemCalcSize(window) +function ImGui.TabItemCalcSize(label, has_close_button_or_unsaved_marker) + if type(label) == "table" then + local window = label + return ImGui.TabItemCalcSize(window.Name, window.HasCloseButton or bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0) + end + local g = ImGui.GetCurrentContext() + local label_size = ImGui.CalcTextSize(label, nil, true) + local size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0) + if has_close_button_or_unsaved_marker then + size.x = size.x + g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize) + else + size.x = size.x + g.Style.FramePadding.x + 1.0 + end + return ImVec2(ImMin(size.x, ImGui.TabBarCalcMaxTabWidth()), size.y) +end + +function ImGui.TabItemBackground(draw_list, bb, flags, col) + local g = ImGui.GetCurrentContext() + local width = bb:GetWidth() + IM_ASSERT(width > 0.0) + local rounding = ImMax(0.0, ImMin(bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0 and g.Style.FrameRounding or g.Style.TabRounding, width * 0.5 - 1.0)) + local y1 = bb.Min.y + 1.0 + local y2 = bb.Max.y - g.Style.TabBarBorderSize + draw_list:AddRectFilled(ImVec2(bb.Min.x, y1), ImVec2(bb.Max.x, y2), col, rounding, ImDrawFlags.RoundCornersTop) + if g.Style.TabBorderSize > 0.0 then + draw_list:PathLineTo(ImVec2(bb.Min.x, y2)) + draw_list:PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9) + draw_list:PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12) + draw_list:PathLineTo(ImVec2(bb.Max.x, y2)) + draw_list:PathStroke(ImGui.GetColorU32(ImGuiCol.Border), g.Style.TabBorderSize) + end +end + +--- @return bool just_closed, bool text_clipped +function ImGui.TabItemLabelAndCloseButton(draw_list, bb, flags, frame_padding, label, tab_id, close_button_id, is_contents_visible) + local g = ImGui.GetCurrentContext() + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + if bb:GetWidth() <= 1.0 then return false, false end + + local text_ellipsis_clip_bb = ImRect(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y) + local text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x + + local button_sz = g.FontSize + local button_pos = ImVec2(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y) + + local close_button_pressed = false + local close_button_visible = false + local is_hovered = g.HoveredId == tab_id or g.HoveredId == close_button_id or g.ActiveId == tab_id or g.ActiveId == close_button_id + + if close_button_id ~= 0 then + if is_contents_visible then + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)) + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)) + end + end + + local unsaved_marker_visible = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and (button_pos.x + button_sz <= bb.Max.x) and (not close_button_visible or not is_hovered) + if unsaved_marker_visible then + local bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5 + ImGui.RenderBullet(draw_list, bullet_pos, ImGui.GetColorU32(ImGuiCol.UnsavedMarker)) + elseif close_button_visible then + local last_item_backup = ImGuiLastItemData() + ImGuiLastItemData_Copy(last_item_backup, g.LastItemData) + if ImGui.CloseButton(close_button_id, button_pos) then close_button_pressed = true end + ImGuiLastItemData_Copy(g.LastItemData, last_item_backup) + + if is_hovered and bit32.band(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) == 0 and ImGui.IsMouseClicked(2) then + close_button_pressed = true + end + end + + local ellipsis_max_x = text_ellipsis_clip_bb.Max.x + if close_button_visible or unsaved_marker_visible then + local visible_without_hover = unsaved_marker_visible or ((is_contents_visible and g.Style.TabCloseButtonMinWidthSelected or g.Style.TabCloseButtonMinWidthUnselected) < 0.0) + if visible_without_hover then + text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 0.90 + ellipsis_max_x = ellipsis_max_x - button_sz * 0.90 + else + text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 1.00 + end + end + ImGui.LogSetNextTextDecoration("/", "\\") + ImGui.RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, label_end, label_size) + + return close_button_pressed, text_clipped +end + +return true +end + __FILES['imgui_widgets.lua'] = function() --- ImGui Sincerely WIP -- (Widgets Code) @@ -23799,6 +33457,28 @@ function ImGui.BulletText(fmt, ...) ImGui.RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0), text, 1, text_end, false) end +-- va_list variants: identical to the varargs versions in Lua +ImGui.TextColoredV = ImGui.TextColored +ImGui.TextDisabledV = ImGui.TextDisabled +ImGui.TextWrappedV = ImGui.TextWrapped +ImGui.TextAlignedV = ImGui.TextAligned +ImGui.LabelTextV = ImGui.LabelText +ImGui.BulletTextV = ImGui.BulletText + +-- Value(prefix, b) / Value(prefix, int) / Value(prefix, float, float_format) +-- Lua can't tell int from float: integers without float_format print as %d, otherwise %.3f +function ImGui.Value(prefix, v, float_format) + if type(v) == "boolean" then + ImGui.Text("%s: %s", prefix, v and "true" or "false") + elseif float_format then + ImGui.Text("%s: " .. float_format, prefix, v) + elseif math.floor(v) == v then + ImGui.Text("%s: %d", prefix, v) + else + ImGui.Text("%s: %.3f", prefix, v) + end +end + ---------------------------------------------------------------- -- [SECTION] MAIN: BUTTONS, SCROLLBARS, ... ---------------------------------------------------------------- @@ -24696,6 +34376,7 @@ function ImGui.CheckboxFlags(label, flags, flags_value) return pressed, flags end +ImGui.CheckboxFlagsT = ImGui.CheckboxFlags --- @param label string --- @param active bool @@ -26123,6 +35804,26 @@ function ImGui.InputFloat3(label, v, format, flags) return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 3, nil, nil, format, flags) end +function ImGui.InputFloat2(label, v, format, flags) + return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 2, nil, nil, format or "%.3f", flags) +end + +function ImGui.InputFloat4(label, v, format, flags) + return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 4, nil, nil, format or "%.3f", flags) +end + +function ImGui.InputInt2(label, v, flags) + return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 2, nil, nil, "%d", flags) +end + +function ImGui.InputInt3(label, v, flags) + return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 3, nil, nil, "%d", flags) +end + +function ImGui.InputInt4(label, v, flags) + return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 4, nil, nil, "%d", flags) +end + --- @param label string --- @param v int --- @param step? int @@ -26539,6 +36240,112 @@ function ImGui.DragInt(label, v, v_speed, v_min, v_max, format, flags) return ImGui.DragScalar(label, ImGuiDataType.S32, v, v_speed, v_min, v_max, format, flags) end +-- `v` is mutated in place (1-based), returns value_changed +function ImGui.DragScalarN(label, data_type, v, components, v_speed, v_min, v_max, format, flags) + if v_speed == nil then v_speed = 1.0 end + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local value_changed = false + ImGui.BeginGroup() + ImGui.PushID(label) + ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth()) + for i = 1, components do + ImGui.PushID(i - 1) + if i > 1 then + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + end + if bit32.band(flags, ImGuiSliderFlags.ColorMarkers) ~= 0 then + ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]) + end + local changed + v[i], changed = ImGui.DragScalar("", data_type, v[i], v_speed, v_min, v_max, format, flags) + value_changed = value_changed or changed + ImGui.PopID() + ImGui.PopItemWidth() + end + ImGui.PopID() + + local label_end = ImGui.FindRenderedTextEnd(label) + if label_end > 1 then + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + ImGui.TextEx(label, label_end) + end + + ImGui.EndGroup() + return value_changed +end + +local function DragFloatN(n) + return function(label, v, v_speed, v_min, v_max, format, flags) + return ImGui.DragScalarN(label, ImGuiDataType.Float, v, n, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", flags or 0) + end +end +local function DragIntN(n) + return function(label, v, v_speed, v_min, v_max, format, flags) + return ImGui.DragScalarN(label, ImGuiDataType.S32, v, n, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", flags or 0) + end +end +ImGui.DragFloat2 = DragFloatN(2) +ImGui.DragFloat3 = DragFloatN(3) +ImGui.DragFloat4 = DragFloatN(4) +ImGui.DragInt2 = DragIntN(2) +ImGui.DragInt3 = DragIntN(3) +ImGui.DragInt4 = DragIntN(4) + +-- NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +--- @return float v_current_min +--- @return float v_current_max +--- @return bool value_changed +local function DragRange2(data_type, label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return v_current_min, v_current_max, false + end + + local g = GImGui + local lo = (data_type == ImGuiDataType.Float) and -FLT_MAX or INT_MIN + local hi = (data_type == ImGuiDataType.Float) and FLT_MAX or INT_MAX + ImGui.PushID(label) + ImGui.BeginGroup() + ImGui.PushMultiItemsWidths(2, ImGui.CalcItemWidth()) + + local min_min = (v_min >= v_max) and lo or v_min + local min_max = (v_min >= v_max) and v_current_max or ImMin(v_max, v_current_max) + local min_flags = bit32.bor(flags, (min_min == min_max) and ImGuiSliderFlags.ReadOnly or 0) + local value_changed, changed + v_current_min, value_changed = ImGui.DragScalar("##min", data_type, v_current_min, v_speed, min_min, min_max, format, min_flags) + ImGui.PopItemWidth() + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + + local max_min = (v_min >= v_max) and v_current_min or ImMax(v_min, v_current_min) + local max_max = (v_min >= v_max) and hi or v_max + local max_flags = bit32.bor(flags, (max_min == max_max) and ImGuiSliderFlags.ReadOnly or 0) + v_current_max, changed = ImGui.DragScalar("##max", data_type, v_current_max, v_speed, max_min, max_max, format_max or format, max_flags) + value_changed = value_changed or changed + ImGui.PopItemWidth() + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + + ImGui.TextEx(label, ImGui.FindRenderedTextEnd(label)) + ImGui.EndGroup() + ImGui.PopID() + + return v_current_min, v_current_max, value_changed +end + +function ImGui.DragFloatRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) + return DragRange2(ImGuiDataType.Float, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", format_max, flags or 0) +end + +function ImGui.DragIntRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) + return DragRange2(ImGuiDataType.S32, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", format_max, flags or 0) +end + ---------------------------------------------------------------- -- [SECTION] SLIDERXXX ---------------------------------------------------------------- @@ -27149,6 +36956,18 @@ function ImGui.SliderInt(label, v, v_min, v_max, format, flags) return ImGui.SliderScalar(label, ImGuiDataType.S32, v, v_min, v_max, format, flags) end +function ImGui.SliderInt2(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 2, v_min, v_max, format or "%d", flags) +end + +function ImGui.SliderInt3(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 3, v_min, v_max, format or "%d", flags) +end + +function ImGui.SliderInt4(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 4, v_min, v_max, format or "%d", flags) +end + --- @param label string --- @param size ImVec2 --- @param data_type ImGuiDataType @@ -27262,6 +37081,11 @@ function ImGui.InputText(label, buf, buf_size, flags, callback, user_data) return ImGui.InputTextEx(label, nil, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) end +--- @param size? ImVec2 +function ImGui.InputTextMultiline(label, buf, buf_size, size, flags, callback, user_data) + return ImGui.InputTextEx(label, nil, buf, buf_size, size or ImVec2(0, 0), bit32.bor(flags or 0, ImGuiInputTextFlags.Multiline), callback, user_data) +end + ImStb = {} --- @module "imstb_textedit" @@ -29309,6 +39133,27 @@ function ImGui.ColorEdit3(label, col, flags) return ImGui.ColorEdit4(label, col, bit32.bor(flags, ImGuiColorEditFlags.NoAlpha)) end +-- `col` mutated in place, returns value_changed +function ImGui.ColorPicker3(label, col, flags) + local col4 = { col[1], col[2], col[3], 1.0 } + if not ImGui.ColorPicker4(label, col4, bit32.bor(flags or 0, ImGuiColorEditFlags.NoAlpha)) then + return false + end + col[1] = col4[1]; col[2] = col4[2]; col[3] = col4[3] + return true +end + +function ImGui.SetColorEditOptions(flags) + local g = GImGui + local def = ImGuiColorEditFlags.DefaultOptions_ + for _, mask in ipairs({ ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_ }) do + if bit32.band(flags, mask) == 0 then + flags = bit32.bor(flags, bit32.band(def, mask)) + end + end + g.IO.ConfigColorEditFlags = flags +end + -- Helper for ColorPicker4() --- @param draw_list ImDrawList --- @param pos ImVec2 @@ -35780,17 +45625,44 @@ end IM_INCLUDE('imgui.lua') IM_INCLUDE('imgui_impl_roblox.lua') IM_INCLUDE('imgui_demo.lua') +IM_INCLUDE('imgui_demo_2.lua') return { BuildLoadGlyphGetAdvanceOrFallback = BuildLoadGlyphGetAdvanceOrFallback, CalcNextScrollFromScrollTargetAndClamp = CalcNextScrollFromScrollTargetAndClamp, DBL_MAX = DBL_MAX, - DemoWindowWidgetsBasic = DemoWindowWidgetsBasic, - DemoWindowWidgetsColorAndPickers = DemoWindowWidgetsColorAndPickers, - DemoWindowWidgetsImages = DemoWindowWidgetsImages, - DemoWindowWidgetsPlotting = DemoWindowWidgetsPlotting, - DemoWindowWidgetsProgressBars = DemoWindowWidgetsProgressBars, - DemoWindowWidgetsVerticalSliders = DemoWindowWidgetsVerticalSliders, + DemoB2I = DemoB2I, + DemoBuf = DemoBuf, + DemoBufStr = DemoBufStr, + DemoClamp = DemoClamp, + DemoCollapsingHeaderClosable = DemoCollapsingHeaderClosable, + DemoCombo = DemoCombo, + DemoHSV = DemoHSV, + DemoHas = DemoHas, + DemoItems = DemoItems, + DemoListBox = DemoListBox, + DemoNotPorted = DemoNotPorted, + DemoNotSupported = DemoNotSupported, + DemoTextFilter = DemoTextFilter, + DemoWindowLayout = DemoWindowLayout, + DemoWindowPopups = DemoWindowPopups, + DemoWindowTables = DemoWindowTables, + DemoWindowWidgets = DemoWindowWidgets, + DockSettingsFindNodeSettings = DockSettingsFindNodeSettings, + DockSettingsHandler_ApplyAll = DockSettingsHandler_ApplyAll, + DockSettingsHandler_ClearAll = DockSettingsHandler_ClearAll, + DockSettingsHandler_ReadLine = DockSettingsHandler_ReadLine, + DockSettingsHandler_ReadOpen = DockSettingsHandler_ReadOpen, + DockSettingsHandler_WriteAll = DockSettingsHandler_WriteAll, + DockSettingsRemoveNodeReferences = DockSettingsRemoveNodeReferences, + DockSettingsRenameNodeReferences = DockSettingsRenameNodeReferences, + ExampleImageViewerData = ExampleImageViewerData, + ExampleImageViewer_DrawCanvas = ExampleImageViewer_DrawCanvas, + ExampleImageViewer_DrawOptions = ExampleImageViewer_DrawOptions, + ExampleTreeNode = ExampleTreeNode, + ExampleTree_CreateDemoTree = ExampleTree_CreateDemoTree, + ExampleTree_CreateNode = ExampleTree_CreateNode, + ExampleTree_DestroyNode = ExampleTree_DestroyNode, FLT_MAX = FLT_MAX, FLT_MIN = FLT_MIN, FONT_ATLAS_DEFAULT_TEX_DATA_H = FONT_ATLAS_DEFAULT_TEX_DATA_H, @@ -35798,14 +45670,17 @@ return { GetDefaultFontDataProggyClean = GetDefaultFontDataProggyClean, GetDefaultFontDataProggyForever = GetDefaultFontDataProggyForever, GetMinimumStepAtDecimalPrecision = GetMinimumStepAtDecimalPrecision, + HelpMarker = HelpMarker, IMGUI_DEBUG_LOG_ACTIVEID = IMGUI_DEBUG_LOG_ACTIVEID, IMGUI_DEBUG_LOG_FONT = IMGUI_DEBUG_LOG_FONT, IMGUI_DEBUG_LOG_POPUP = IMGUI_DEBUG_LOG_POPUP, IMGUI_DEBUG_LOG_VIEWPORT = IMGUI_DEBUG_LOG_VIEWPORT, + IMGUI_DEMO_MARKER = IMGUI_DEMO_MARKER, IMGUI_DISABLE_DEBUG_TOOLS = IMGUI_DISABLE_DEBUG_TOOLS, IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS = IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS, IMGUI_FONT_SIZE_MAX = IMGUI_FONT_SIZE_MAX, IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE = IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE, + IMGUI_PAYLOAD_TYPE_WINDOW = IMGUI_PAYLOAD_TYPE_WINDOW, IMGUI_WINDOW_HARD_MIN_SIZE = IMGUI_WINDOW_HARD_MIN_SIZE, IMSTB_TEXTEDIT_UNDOSTATECOUNT = IMSTB_TEXTEDIT_UNDOSTATECOUNT, IM_ALLOC = IM_ALLOC, @@ -35955,12 +45830,19 @@ return { ImGuiCond = ImGuiCond, ImGuiConfigFlags = ImGuiConfigFlags, ImGuiContext = ImGuiContext, + ImGuiDataAuthority = ImGuiDataAuthority, ImGuiDataType = ImGuiDataType, ImGuiDebugLogFlags = ImGuiDebugLogFlags, + ImGuiDemoWindowData = ImGuiDemoWindowData, ImGuiDir = ImGuiDir, + ImGuiDockContext = ImGuiDockContext, + ImGuiDockNode = ImGuiDockNode, + ImGuiDockNodeFlags = ImGuiDockNodeFlags, + ImGuiDockNodeState = ImGuiDockNodeState, ImGuiDragDropFlags = ImGuiDragDropFlags, ImGuiFocusRequestFlags = ImGuiFocusRequestFlags, ImGuiFocusScopeData = ImGuiFocusScopeData, + ImGuiFocusedFlags = ImGuiFocusedFlags, ImGuiGroupData = ImGuiGroupData, ImGuiHoveredFlags = ImGuiHoveredFlags, ImGuiIO = ImGuiIO, @@ -35997,6 +45879,7 @@ return { ImGuiLastItemData_Copy = ImGuiLastItemData_Copy, ImGuiLayoutType = ImGuiLayoutType, ImGuiLocKey = ImGuiLocKey, + ImGuiLogFlags = ImGuiLogFlags, ImGuiMod_Alt = ImGuiMod_Alt, ImGuiMod_Ctrl = ImGuiMod_Ctrl, ImGuiMod_Mask_ = ImGuiMod_Mask_, @@ -36013,6 +45896,11 @@ return { ImGuiNextItemDataFlags = ImGuiNextItemDataFlags, ImGuiNextWindowData = ImGuiNextWindowData, ImGuiNextWindowDataFlags = ImGuiNextWindowDataFlags, + ImGuiPayload = ImGuiPayload, + ImGuiPayload_Clear = ImGuiPayload_Clear, + ImGuiPayload_IsDataType = ImGuiPayload_IsDataType, + ImGuiPayload_IsDelivery = ImGuiPayload_IsDelivery, + ImGuiPayload_IsPreview = ImGuiPayload_IsPreview, ImGuiPlatformIO = ImGuiPlatformIO, ImGuiPlatformImeData = ImGuiPlatformImeData, ImGuiPlatformImeData_Compare = ImGuiPlatformImeData_Compare, @@ -36027,12 +45915,23 @@ return { ImGuiSelectableFlags = ImGuiSelectableFlags, ImGuiSelectionUserData_Invalid = ImGuiSelectionUserData_Invalid, ImGuiSeparatorFlags = ImGuiSeparatorFlags, + ImGuiSettingsHandler = ImGuiSettingsHandler, + ImGuiShrinkWidthItem = ImGuiShrinkWidthItem, ImGuiSliderFlags = ImGuiSliderFlags, + ImGuiSortDirection = ImGuiSortDirection, ImGuiStyle = ImGuiStyle, ImGuiStyleMod = ImGuiStyleMod, ImGuiStyleVar = ImGuiStyleVar, ImGuiStyleVarInfo = ImGuiStyleVarInfo, + ImGuiTabBar = ImGuiTabBar, + ImGuiTabBarFlags = ImGuiTabBarFlags, + ImGuiTabItem = ImGuiTabItem, + ImGuiTabItemFlags = ImGuiTabItemFlags, + ImGuiTableBgTarget = ImGuiTableBgTarget, + ImGuiTableColumnFlags = ImGuiTableColumnFlags, ImGuiTableFlags = ImGuiTableFlags, + ImGuiTableRowFlags = ImGuiTableRowFlags, + ImGuiTextBuffer = ImGuiTextBuffer, ImGuiTextFlags = ImGuiTextFlags, ImGuiTooltipFlags = ImGuiTooltipFlags, ImGuiTreeNodeFlags = ImGuiTreeNodeFlags, @@ -36042,6 +45941,7 @@ return { ImGuiWindow = ImGuiWindow, ImGuiWindowBgClickFlags = ImGuiWindowBgClickFlags, ImGuiWindowClass = ImGuiWindowClass, + ImGuiWindowDockStyleCol = ImGuiWindowDockStyleCol, ImGuiWindowFlags = ImGuiWindowFlags, ImGuiWindowRefreshFlags = ImGuiWindowRefreshFlags, ImGuiWindowSettings = ImGuiWindowSettings, @@ -36065,6 +45965,7 @@ return { ImMul = ImMul, ImParseFormatFindStart = ImParseFormatFindStart, ImParseFormatSanitizeForScanning = ImParseFormatSanitizeForScanning, + ImPool = ImPool, ImPow = ImPow, ImRect = ImRect, ImRect_Copy = ImRect_Copy, @@ -36134,7 +46035,7 @@ return { STB_TEXTEDIT_K_WORDRIGHT = STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_NEWLINE = STB_TEXTEDIT_NEWLINE, STB_TexteditState = STB_TexteditState, - ShowExampleAppFullscreen = ShowExampleAppFullscreen, + ShowDockingDisabledMessage = ShowDockingDisabledMessage, TILE_SIZE = TILE_SIZE, UINT_MAX = UINT_MAX, stb_text_locate_coord = stb_text_locate_coord, diff --git a/imgui/imgui.lua b/imgui/imgui.lua index 33a26b7..28c649e 100644 --- a/imgui/imgui.lua +++ b/imgui/imgui.lua @@ -88,6 +88,12 @@ IM_INCLUDE"imgui_widgets.lua" IM_INCLUDE"imgui_tables.lua" +IM_INCLUDE"imgui_tabs.lua" + +IM_INCLUDE"imgui_dragdrop.lua" + +IM_INCLUDE"imgui_docking.lua" + local IMGUI_DEBUG_NAV_SCORING = false local IMGUI_DEBUG_NAV_RECTS = false @@ -873,6 +879,9 @@ function ImGui.Initialize() local g = GImGui IM_ASSERT(not g.Initialized and not g.SettingsLoaded) + ImGui.WindowSettingsAddSettingsHandler() + if ImGui.TableSettingsAddSettingsHandler then ImGui.TableSettingsAddSettingsHandler() end + ImGui.DockContextInitialize(g) ImGui.LocalizeRegisterEntries(GLocalizationEntriesEnUS, #GLocalizationEntriesEnUS) local viewport = ImGuiViewportP() @@ -1062,6 +1071,434 @@ local function CreateNewWindow(name, flags) return window end + +--------------------------------------------------------------------------------------- +-- [SECTION] SETTINGS (in-memory .ini; Roblox has no disk) +--------------------------------------------------------------------------------------- + +function ImGui.UpdateSettings() + local g = GImGui + if not g.SettingsLoaded then + if g.IO.IniFilename then ImGui.LoadIniSettingsFromDisk(g.IO.IniFilename) end + g.SettingsLoaded = true + end + if g.SettingsDirtyTimer > 0.0 then + g.SettingsDirtyTimer = g.SettingsDirtyTimer - g.IO.DeltaTime + if g.SettingsDirtyTimer <= 0.0 then + -- No disk: always let the user know they can call SaveIniSettingsToMemory() + g.IO.WantSaveIniSettings = true + g.SettingsDirtyTimer = 0.0 + end + end +end + +--- @param window? ImGuiWindow +function ImGui.MarkIniSettingsDirty(window) + local g = GImGui + if window ~= nil and bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) ~= 0 then return end + if g.SettingsDirtyTimer <= 0.0 then + g.SettingsDirtyTimer = g.IO.IniSavingRate + end +end + +--- @param handler ImGuiSettingsHandler +function ImGui.AddSettingsHandler(handler) + local g = GImGui + IM_ASSERT(ImGui.FindSettingsHandler(handler.TypeName) == nil) + if handler.TypeHash == 0 or handler.TypeHash == nil then handler.TypeHash = ImHashStr(handler.TypeName) end + g.SettingsHandlers:push_back(handler) +end + +function ImGui.RemoveSettingsHandler(type_name) + local g = GImGui + local handler = ImGui.FindSettingsHandler(type_name) + if handler then g.SettingsHandlers:find_erase(handler) end +end + +function ImGui.FindSettingsHandler(type_name) + local g = GImGui + local type_hash = ImHashStr(type_name) + for _, handler in g.SettingsHandlers:iter() do + if handler.TypeHash == type_hash then return handler end + end + return nil +end + +function ImGui.ClearIniSettings() + local g = GImGui + g.SettingsIniData = "" + for _, handler in g.SettingsHandlers:iter() do + if handler.ClearAllFn then handler.ClearAllFn(g, handler) end + end +end + +function ImGui.CleanupIniSettings(args) + local g = GImGui + if args.DiscardAll then + for _, handler in g.SettingsHandlers:iter() do + if (args.TypeHashFilter or 0) == 0 or handler.TypeHash == args.TypeHashFilter then + if handler.ClearAllFn then handler.ClearAllFn(g, handler) end + end + end + end +end + +function ImGui.LoadIniSettingsFromDisk(ini_filename) + local data = ImStd.ImFileLoadToMemory and ImStd.ImFileLoadToMemory(ini_filename, "rb") + if not data or #data == 0 then return end + local parts = {} + for i = 1, #data do parts[i] = string.char(data[i]) end + ImGui.LoadIniSettingsFromMemory(table.concat(parts)) +end + +--- Zero-tolerance, cheap .ini parsing. `ini_size` ignored (Lua strings know their length). +function ImGui.LoadIniSettingsFromMemory(ini_data, ini_size) + local g = GImGui + IM_ASSERT(g.Initialized) + if ini_size and ini_size > 0 then ini_data = ini_data:sub(1, ini_size) end + g.SettingsIniData = ini_data + + for _, handler in g.SettingsHandlers:iter() do + if handler.ReadInitFn then handler.ReadInitFn(g, handler) end + end + + local entry_data, entry_handler = nil, nil + for line in ini_data:gmatch("[^\r\n]+") do + local c = line:sub(1, 1) + if c == ";" then + -- comment + elseif c == "[" and line:sub(-1) == "]" then + -- "[Type][Name]" (Name may contain [] characters) + local type_name, name = line:match("^%[([^%]]*)%]%[(.*)%]$") + if type_name then + entry_handler = ImGui.FindSettingsHandler(type_name) + entry_data = entry_handler and entry_handler.ReadOpenFn(g, entry_handler, name) or nil + else + entry_handler, entry_data = nil, nil + end + elseif entry_handler ~= nil and entry_data ~= nil then + entry_handler.ReadLineFn(g, entry_handler, entry_data, line) + end + end + g.SettingsLoaded = true + + for _, handler in g.SettingsHandlers:iter() do + if handler.ApplyAllFn then handler.ApplyAllFn(g, handler) end + end +end + +function ImGui.SaveIniSettingsToDisk(ini_filename) + local g = GImGui + g.SettingsDirtyTimer = 0.0 + -- Roblox: no disk. Call SaveIniSettingsToMemory() and persist the string yourself (e.g. DataStore). +end + +--- @return string ini_data, int size +function ImGui.SaveIniSettingsToMemory() + local g = GImGui + g.SettingsDirtyTimer = 0.0 + local buf = ImGuiTextBuffer() + for _, handler in g.SettingsHandlers:iter() do + handler.WriteAllFn(g, handler, buf) + end + g.SettingsIniData = buf:c_str() + return g.SettingsIniData, #g.SettingsIniData +end + +function ImGui.CreateNewWindowSettings(name) + local g = GImGui + if not g.IO.ConfigDebugIniSettings then + -- ImHashSkipUncontributingPrefix: skip everything up to the last "###" + local p = name:match("^.*()###") + if p then name = name:sub(p) end + end + local settings = ImGuiWindowSettings() + settings.ID = ImHashStr(name) + settings.Name = name + g.SettingsWindows:push_back(settings) + return settings +end + +function ImGui.ClearWindowSettings(name) + local window = ImGui.FindWindowByName(name) + if window ~= nil then + window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoSavedSettings) + InitOrLoadWindowSettings(window, nil) + if window.DockId and window.DockId ~= 0 and ImGui.DockContextProcessUndockWindow then + ImGui.DockContextProcessUndockWindow(GImGui, window, true) + end + end + local settings = window and ImGui.FindWindowSettingsByWindow(window) or ImGui.FindWindowSettingsByID(ImHashStr(name)) + if settings then settings.WantDelete = true end +end + +local function WindowSettingsHandler_ClearAll(ctx, handler) + local g = ctx + for _, window in g.Windows:iter() do window.SettingsOffset = -1 end + g.SettingsWindows:clear() +end + +local function WindowSettingsHandler_ReadOpen(ctx, handler, name) + local id = ImHashStr(name) + local settings = ImGui.FindWindowSettingsByID(id) + if settings then + local fresh = ImGuiWindowSettings() + for k, v in pairs(fresh) do settings[k] = v end + settings.Name = name + else + settings = ImGui.CreateNewWindowSettings(name) + end + settings.ID = id + settings.WantApply = true + return settings +end + +local function WindowSettingsHandler_ReadLine(ctx, handler, settings, line) + local x, y = line:match("^Pos=(%-?%d+),(%-?%d+)") + if x then ImVec2_CopyV(settings.Pos, tonumber(x), tonumber(y)) return end + x, y = line:match("^Size=(%-?%d+),(%-?%d+)") + if x then ImVec2_CopyV(settings.Size, tonumber(x), tonumber(y)) return end + x = line:match("^ViewportId=0x(%x+)") + if x then settings.ViewportId = tonumber(x, 16) return end + x, y = line:match("^ViewportPos=(%-?%d+),(%-?%d+)") + if x then ImVec2_CopyV(settings.ViewportPos, tonumber(x), tonumber(y)) return end + x = line:match("^Collapsed=(%d+)") + if x then settings.Collapsed = tonumber(x) ~= 0 return end + x = line:match("^IsChild=(%d+)") + if x then settings.IsChild = tonumber(x) ~= 0 return end + x = line:match("^LastUsed=(%d+)") + if x then settings.LastUsedDate = tonumber(x) return end + x, y = line:match("^DockId=0x(%x+),(%-?%d+)") + if x then settings.DockId = tonumber(x, 16); settings.DockOrder = tonumber(y) return end + x = line:match("^DockId=0x(%x+)") + if x then settings.DockId = tonumber(x, 16); settings.DockOrder = -1 return end + x = line:match("^ClassId=0x(%x+)") + if x then settings.ClassId = tonumber(x, 16) return end +end + +local function WindowSettingsHandler_ApplyAll(ctx, handler) + local g = ctx + for _, settings in g.SettingsWindows:iter() do + if settings.WantApply then + local window = ImGui.FindWindowByID(settings.ID) + if window then ApplyWindowSettings(window, settings) end + settings.WantApply = false + end + end +end + +local function WindowSettingsHandler_WriteAll(ctx, handler, buf) + local g = ctx + for _, window in g.Windows:iter() do + if bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) == 0 then + local settings = ImGui.FindWindowSettingsByWindow(window) + if not settings then + settings = ImGui.CreateNewWindowSettings(window.Name) + window.SettingsOffset = g.SettingsWindows:index_from_ptr(settings) + end + IM_ASSERT(settings.ID == window.ID) + ImVec2_CopyV(settings.Pos, ImTrunc(window.Pos.x - window.ViewportPos.x), ImTrunc(window.Pos.y - window.ViewportPos.y)) + ImVec2_CopyV(settings.Size, ImTrunc(window.SizeFull.x), ImTrunc(window.SizeFull.y)) + settings.ViewportId = window.ViewportId or 0 + ImVec2_CopyV(settings.ViewportPos, ImTrunc(window.ViewportPos.x), ImTrunc(window.ViewportPos.y)) + settings.DockId = window.DockId or 0 + settings.ClassId = window.WindowClass and window.WindowClass.ClassId or 0 + settings.DockOrder = window.DockOrder or -1 + settings.Collapsed = window.Collapsed + settings.IsChild = (window.RootWindow ~= window) + settings.WantDelete = false + end + end + + for _, settings in g.SettingsWindows:iter() do + if not settings.WantDelete then + buf:appendf("[%s][%s]\n", handler.TypeName, settings.Name) + if settings.IsChild then + buf:appendf("IsChild=1\n") + buf:appendf("Size=%d,%d\n", settings.Size.x, settings.Size.y) + else + if settings.ViewportId ~= 0 and settings.ViewportId ~= IMGUI_VIEWPORT_DEFAULT_ID then + buf:appendf("ViewportPos=%d,%d\n", settings.ViewportPos.x, settings.ViewportPos.y) + buf:appendf("ViewportId=0x%08X\n", settings.ViewportId) + end + if settings.Pos.x ~= 0 or settings.Pos.y ~= 0 or settings.ViewportId == IMGUI_VIEWPORT_DEFAULT_ID then + buf:appendf("Pos=%d,%d\n", settings.Pos.x, settings.Pos.y) + end + if settings.Size.x ~= 0 or settings.Size.y ~= 0 then + buf:appendf("Size=%d,%d\n", settings.Size.x, settings.Size.y) + end + buf:appendf("Collapsed=%d\n", settings.Collapsed and 1 or 0) + if settings.DockId ~= 0 then + if settings.DockOrder == -1 then + buf:appendf("DockId=0x%08X\n", settings.DockId) + else + buf:appendf("DockId=0x%08X,%d\n", settings.DockId, settings.DockOrder) + end + if settings.ClassId ~= 0 then buf:appendf("ClassId=0x%08X\n", settings.ClassId) end + end + end + buf:append("\n") + end + end +end + +function ImGui.WindowSettingsAddSettingsHandler() + local ini_handler = ImGuiSettingsHandler() + ini_handler.TypeName = "Window" + ini_handler.TypeHash = ImHashStr("Window") + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll + ImGui.AddSettingsHandler(ini_handler) +end + +--------------------------------------------------------------------------------------- +-- [SECTION] LOGGING/CAPTURING +--------------------------------------------------------------------------------------- + +ImGuiLogFlags = ImGuiLogFlags or { + None = 0, OutputTTY = 1, OutputFile = 2, OutputBuffer = 4, OutputClipboard = 8, OutputMask_ = 15, +} + +local function LogTextV_Internal(g, fmt, ...) + local s = (select("#", ...) > 0) and string.format(fmt, ...) or fmt + if g.LogFile then + print(s) -- TTY (the only "file" available on Roblox) + else + g.LogBuffer:append(s) + end +end + +function ImGui.LogText(fmt, ...) + local g = GImGui + if not g.LogEnabled then return end + LogTextV_Internal(g, fmt, ...) +end +ImGui.LogTextV = ImGui.LogText + +--- Internal version that takes a position to decide on newline placement and pad items according to their depth. +--- `text` is a Lua string, `text_begin/text_end` optional 1-based byte range (text_end exclusive). +function ImGui.LogRenderedText(ref_pos, text, text_end, text_begin) + local g = GImGui + local window = g.CurrentWindow + + local prefix, suffix = g.LogNextPrefix, g.LogNextSuffix + g.LogNextPrefix = nil; g.LogNextSuffix = nil + + text_begin = text_begin or 1 + if not text_end then text_end = ImGui.FindRenderedTextEnd(text, text_end) end + + local log_new_line = ref_pos and (ref_pos.y > g.LogLinePosY + ImMax(g.Style.FramePadding.y, g.Style.ItemSpacing.y) + 1) + if ref_pos then g.LogLinePosY = ref_pos.y end + if log_new_line then + ImGui.LogText("\n") + g.LogLineFirstItem = true + end + + if prefix then ImGui.LogRenderedText(ref_pos, prefix, #prefix + 1) end + + if g.LogDepthRef > window.DC.TreeDepth then g.LogDepthRef = window.DC.TreeDepth end + local tree_depth = window.DC.TreeDepth - g.LogDepthRef + + local text_remaining = text_begin + while true do + local line_start = text_remaining + local nl = string.find(text, "\n", line_start, true) + local line_end = (nl and nl < text_end) and nl or text_end + local is_last_line = (line_end == text_end) + if line_start ~= line_end or not is_last_line then + local indentation = g.LogLineFirstItem and tree_depth * 4 or 1 + ImGui.LogText(string.rep(" ", indentation) .. string.sub(text, line_start, line_end - 1)) + g.LogLineFirstItem = false + if string.byte(text, line_end) == 10 then + ImGui.LogText("\n") + g.LogLineFirstItem = true + end + end + if is_last_line then break end + text_remaining = line_end + 1 + end + + if suffix then ImGui.LogRenderedText(ref_pos, suffix, #suffix + 1) end +end + +function ImGui.LogBegin(flags, auto_open_depth) + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT(g.LogEnabled == false) + g.LogEnabled = true; g.ItemUnclipByLog = true + g.LogFlags = flags + g.LogWindow = window + g.LogNextPrefix = nil; g.LogNextSuffix = nil + g.LogDepthRef = window.DC.TreeDepth + g.LogDepthToExpand = ((auto_open_depth or -1) >= 0) and auto_open_depth or g.LogDepthToExpandDefault + g.LogLinePosY = FLT_MAX + g.LogLineFirstItem = true + g.LogBuffer = ImGuiTextBuffer() +end + +function ImGui.LogSetNextTextDecoration(prefix, suffix) + local g = GImGui + g.LogNextPrefix = prefix + g.LogNextSuffix = suffix +end + +function ImGui.LogToTTY(auto_open_depth) + local g = GImGui + if g.LogEnabled then return end + ImGui.LogBegin(ImGuiLogFlags.OutputTTY, auto_open_depth or -1) + g.LogFile = "stdout" +end + +function ImGui.LogToFile(auto_open_depth, filename) + -- Roblox: no file access. Falls back to TTY (output window). + ImGui.LogToTTY(auto_open_depth) +end + +function ImGui.LogToClipboard(auto_open_depth) + local g = GImGui + if g.LogEnabled then return end + ImGui.LogBegin(ImGuiLogFlags.OutputClipboard, auto_open_depth or -1) +end + +function ImGui.LogToBuffer(auto_open_depth) + local g = GImGui + if g.LogEnabled then return end + ImGui.LogBegin(ImGuiLogFlags.OutputBuffer, auto_open_depth or -1) +end + +function ImGui.LogFinish() + local g = GImGui + if not g.LogEnabled then return end + ImGui.LogText("\n") + local out = bit32.band(g.LogFlags, ImGuiLogFlags.OutputMask_) + if out == ImGuiLogFlags.OutputClipboard then + if not g.LogBuffer:empty() then ImGui.SetClipboardText(g.LogBuffer:c_str()) end + end + g.LogEnabled = false; g.ItemUnclipByLog = false + g.LogFlags = ImGuiLogFlags.None + g.LogFile = nil + g.LogBuffer = ImGuiTextBuffer() +end + +function ImGui.LogButtons() + local g = GImGui + ImGui.PushID("LogButtons") + local log_to_tty = ImGui.Button("Log To TTY"); ImGui.SameLine() + local log_to_file = ImGui.Button("Log To File"); ImGui.SameLine() + local log_to_clipboard = ImGui.Button("Log To Clipboard"); ImGui.SameLine() + ImGui.PushItemFlag(ImGuiItemFlags.NoTabStop, true) + ImGui.SetNextItemWidth(ImGui.CalcTextSize("999").x) + g.LogDepthToExpandDefault = ImGui.SliderInt("Default Depth", g.LogDepthToExpandDefault, 0, 9, nil) + ImGui.PopItemFlag() + ImGui.PopID() + if log_to_tty then ImGui.LogToTTY() end + if log_to_file then ImGui.LogToFile() end + if log_to_clipboard then ImGui.LogToClipboard() end +end + --- @param window ImGuiWindow --- @return ImGuiWindow? local function GetWindowForTitleDisplay(window) @@ -1432,6 +1869,87 @@ function ImGui.SetCursorScreenPos(pos) window.DC.IsSetPos = true end +-- [window-local] cursor position, in window coordinates (relative to window position, including scrolling) +--- @return ImVec2 +function ImGui.GetCursorPos() + local window = ImGui.GetCurrentWindowRead() + return ImVec2(window.DC.CursorPos.x - window.Pos.x + window.Scroll.x, window.DC.CursorPos.y - window.Pos.y + window.Scroll.y) +end + +function ImGui.GetCursorPosX() + local window = ImGui.GetCurrentWindowRead() + return window.DC.CursorPos.x - window.Pos.x + window.Scroll.x +end + +function ImGui.GetCursorPosY() + local window = ImGui.GetCurrentWindowRead() + return window.DC.CursorPos.y - window.Pos.y + window.Scroll.y +end + +--- @param local_pos ImVec2 +function ImGui.SetCursorPos(local_pos) + local window = ImGui.GetCurrentWindow() + ImVec2_CopyV(window.DC.CursorPos, window.Pos.x - window.Scroll.x + local_pos.x, window.Pos.y - window.Scroll.y + local_pos.y) + window.DC.IsSetPos = true +end + +--- @param x float +function ImGui.SetCursorPosX(x) + local window = ImGui.GetCurrentWindow() + window.DC.CursorPos.x = window.Pos.x - window.Scroll.x + x + window.DC.IsSetPos = true +end + +--- @param y float +function ImGui.SetCursorPosY(y) + local window = ImGui.GetCurrentWindow() + window.DC.CursorPos.y = window.Pos.y - window.Scroll.y + y + window.DC.IsSetPos = true +end + +--- @return ImVec2 +function ImGui.GetCursorStartPos() + local window = ImGui.GetCurrentWindowRead() + return window.DC.CursorStartPos - window.Pos +end + +function ImGui.GetFrameHeightWithSpacing() + local g = GImGui + return g.FontSize + g.Style.FramePadding.y * 2.0 + g.Style.ItemSpacing.y +end + +function ImGui.GetTextLineHeightWithSpacing() + local g = GImGui + return g.FontSize + g.Style.ItemSpacing.y +end + +--- @return ImVec2 +function ImGui.GetContentRegionMax() + local window = GImGui.CurrentWindow + return ImGui.GetContentRegionAvail() + window.DC.CursorPos - window.Pos +end + +--- @return ImVec2 +function ImGui.GetWindowContentRegionMin() + local window = GImGui.CurrentWindow + return window.ContentRegionRect.Min - window.Pos +end + +--- @return ImVec2 +function ImGui.GetWindowContentRegionMax() + local window = GImGui.CurrentWindow + return window.ContentRegionRect.Max - window.Pos +end + +-- Overloads: IsRectVisible(size) / IsRectVisible(rect_min, rect_max) +function ImGui.IsRectVisible(a, b) + local window = GImGui.CurrentWindow + if b == nil then + return window.ClipRect:Overlaps(ImRect(window.DC.CursorPos, window.DC.CursorPos + a)) + end + return window.ClipRect:Overlaps(ImRect(a, b)) +end + -- 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.) -- Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. -- FIXME-OPT: Could we safely early out on ->SkipItems? @@ -1623,6 +2141,79 @@ function ImGui.IsItemDeactivatedAfterEdit() return ImGui.IsItemDeactivated() and g.DeactivatedItemData.HasBeenEditedBefore end +function ImGui.IsItemActivated() + local g = GImGui + if g.ActiveId ~= 0 then + if g.ActiveId == g.LastItemData.ID and g.ActiveIdPreviousFrame ~= g.LastItemData.ID then + return true + end + end + return false +end + +-- Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +--- @param mouse_button? ImGuiMouseButton +function ImGui.IsItemClicked(mouse_button) + if mouse_button == nil then mouse_button = 0 end + return ImGui.IsMouseClicked(mouse_button) and ImGui.IsItemHovered(ImGuiHoveredFlags.None) +end + +function ImGui.IsItemToggledOpen() + return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledOpen) ~= 0 +end + +function ImGui.IsItemToggledSelection() + local g = GImGui + IM_ASSERT(g.CurrentMultiSelect ~= nil) -- Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection) ~= 0 +end + +function ImGui.IsAnyItemHovered() + local g = GImGui + return g.HoveredId ~= 0 or g.HoveredIdPreviousFrame ~= 0 +end + +function ImGui.IsAnyItemActive() + return GImGui.ActiveId ~= 0 +end + +function ImGui.IsAnyItemFocused() + local g = GImGui + return g.NavId ~= 0 and g.NavCursorVisible +end + +function ImGui.IsItemVisible() + return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 +end + +function ImGui.IsItemEdited() + return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) ~= 0 +end + +-- Allow next item to be overlapped by subsequent items. +function ImGui.SetNextItemAllowOverlap() + local g = GImGui + g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.AllowOverlap) +end + +function ImGui.GetItemID() + return GImGui.LastItemData.ID +end + +function ImGui.GetItemFlags() + return GImGui.LastItemData.ItemFlags +end + +--- @return ImVec2 +function ImGui.GetItemRectSize() + return GImGui.LastItemData.Rect:GetSize() +end + +function ImGui.GetHoveredID() + local g = GImGui + return (g.HoveredId ~= 0) and g.HoveredId or g.HoveredIdPreviousFrame +end + --------------------------------------------------------------------------------------- -- [SECTION] WINDOW FOCUS --------------------------------------------------------------------------------------- @@ -1996,6 +2587,35 @@ function MT.ImGuiWindow:GetIDFromPos(p_abs) return ImHashData(p_rel, 2, seed) end +-- " +--- @param r_abs ImRect +--- @return ImGuiID +function MT.ImGuiWindow:GetIDFromRectangle(r_abs) + local seed = self.IDStack:back() + local r_rel = ImGui.WindowRectAbsToRel(self, r_abs) + return ImHashData({ math.floor(r_rel.Min.x), math.floor(r_rel.Min.y), math.floor(r_rel.Max.x), math.floor(r_rel.Max.y) }, 4, seed) +end + +-- Overloads: GetID(str_id) / GetID(str_id_begin, str_id_end) / GetID(int_id) +--- @param str_or_int string|int +--- @param str_end? int # exclusive end (1-based byte position) +--- @return ImGuiID +function ImGui.GetID(str_or_int, str_end) + local window = GImGui.CurrentWindow + if str_end ~= nil and type(str_or_int) == "string" then + return ImHashStr(str_or_int, str_end - 1, window.IDStack:back()) + end + return window:GetID(str_or_int) +end + +-- Overloads: GetIDWithSeed(str, str_end, seed) / GetIDWithSeed(n, seed) +function ImGui.GetIDWithSeed(a, b, c) + if type(a) == "number" then + return ImHashData(a, -1, b) + end + return ImHashStr(a, b and (b - 1) or nil, c) +end + --- @param id ImGuiID function ImGui.SetHoveredID(id) local g = GImGui @@ -2824,7 +3444,79 @@ end -- TODO: function ImGui.GetKeyChordName(key_chord) - error("NOT IMPLEMENTED", 2) + local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) + if ImGui.IsLRModKey(key) then + key_chord = bit32.band(key_chord, bit32.bnot(GetModForLRModKey(key))) -- Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + end + local s = ((bit32.band(key_chord, ImGuiMod_Ctrl) ~= 0) and "Ctrl+" or "") + .. ((bit32.band(key_chord, ImGuiMod_Shift) ~= 0) and "Shift+" or "") + .. ((bit32.band(key_chord, ImGuiMod_Alt) ~= 0) and "Alt+" or "") + .. ((bit32.band(key_chord, ImGuiMod_Super) ~= 0) and "Super+" or "") + .. ((key ~= ImGuiKey.None or key_chord == ImGuiKey.None) and ImGui.GetKeyName(key) or "") + if key == ImGuiKey.None and key_chord ~= 0 and #s > 0 then + s = string.sub(s, 1, #s - 1) -- Remove trailing '+' + end + return s +end + +local GKeyNames = { + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", "Oem102", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", -- ReservedForModXXX are showing the ModXXX names. +} + +--- @param key ImGuiKey +--- @return string +function ImGui.GetKeyName(key) + if key == ImGuiKey.None then + return "None" + end + IM_ASSERT(ImGui.IsNamedKeyOrMod(key), "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.") + if bit32.band(key, ImGuiMod_Mask_) ~= 0 then + key = ImGui.ConvertSingleModFlagToKey(key) + end + if not ImGui.IsNamedKey(key) then + return "Unknown" + end + return GKeyNames[key - ImGuiKey.NamedKey_BEGIN + 1] or "Unknown" +end + +--- @param key ImGuiKey +--- @return ImGuiID +function ImGui.GetKeyOwner(key) + if not ImGui.IsNamedKeyOrMod(key) then + return ImGuiKeyOwner_NoOwner + end + + local g = GImGui + local owner_data = ImGui.GetKeyOwnerData(g, key) + local owner_id = owner_data.OwnerCurr + + if g.ActiveIdUsingAllKeyboardKeys and owner_id ~= g.ActiveId and owner_id ~= ImGuiKeyOwner_Any then + if key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END then + return ImGuiKeyOwner_NoOwner + end + end + + return owner_id end --- @param t0 float @@ -3184,6 +3876,131 @@ function ImGui.IsMouseReleased(button, owner_id) return g.IO.MouseReleased[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) end +-- Use if you absolutely need to distinguish single-click from double-click by introducing a delay. +--- @param button ImGuiMouseButton +--- @param delay? float +function ImGui.IsMouseReleasedWithDelay(button, delay) + if delay == nil then delay = -1.0 end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + if ImGui.IsMouseDown(button) then + return false + end + if delay < 0.0 then + delay = g.IO.MouseSingleClickDelay or 0.50 + end + local time_since_release = g.Time - g.IO.MouseReleasedTime[button] + return (time_since_release - g.IO.DeltaTime < delay) and (time_since_release >= delay) +end + +--- @param button ImGuiMouseButton +--- @param owner_id? ImGuiID +function ImGui.IsMouseDoubleClicked(button, owner_id) + if owner_id == nil then owner_id = ImGuiKeyOwner_Any end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + return g.IO.MouseClickedCount[button] == 2 and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) +end + +--- @param button ImGuiMouseButton +function ImGui.GetMouseClickedCount(button) + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + return g.IO.MouseClickedCount[button] +end + +-- FIXME: This is close to what BeginDragDropSource() is doing, maybe rework. +--- @param mouse_button ImGuiMouseButton +local function LastItemOverlayButtonForNullId(mouse_button) + local g = GImGui + IM_ASSERT(g.LastItemData.ID == 0) + local window = g.CurrentWindow + local id = window:GetIDFromRectangle(g.LastItemData.Rect) + if g.IO.MouseClicked[mouse_button] and ImGui.ItemHoverable(g.LastItemData.Rect, id, g.LastItemData.ItemFlags) then + ImGui.SetActiveID(id, window) + ImGui.FocusWindow(window) + elseif g.ActiveId == id then + ImGui.KeepAliveID(id) + if not g.IO.MouseDown[mouse_button] then + ImGui.ClearActiveID() + end + end + return id +end + +--- @param mouse_button? ImGuiMouseButton +--- @param delay? float +--- @return int +function ImGui.GetItemClickedCountWithSingleClickDelay(mouse_button, delay) + if mouse_button == nil then mouse_button = 0 end + if delay == nil then delay = -1.0 end + -- Action: double-click and subsequent clicks + local g = GImGui + if g.IO.MouseClickedCount[mouse_button] >= 2 and ImGui.IsItemClicked(mouse_button) then + return g.IO.MouseClickedCount[mouse_button] + end + + -- Action: second click, delayed + local id = g.LastItemData.ID + if id == 0 then + id = LastItemOverlayButtonForNullId(mouse_button) + end + if g.LastActiveId == id then + if delay >= 0.0 then + delay = ImMax(delay, g.IO.MouseDoubleClickTime + 0.01) + end + if ImGui.IsMouseReleasedWithDelay(mouse_button, delay) and g.IO.MouseClickedLastCount[mouse_button] == 1 then + return 1 + end + end + return 0 +end + +--- @return ImVec2 # Ref +function ImGui.GetMousePos() + return GImGui.IO.MousePos +end + +--- @return ImVec2 +function ImGui.GetMousePosOnOpeningCurrentPopup() + local g = GImGui + if g.BeginPopupStack.Size > 0 then + return g.BeginPopupStack.Data[g.BeginPopupStack.Size].OpenMousePos + end + return g.IO.MousePos +end + +-- Return the delta from the initial clicking position while the mouse button is clicked or was just released. +--- @param button? ImGuiMouseButton +--- @param lock_threshold? float +--- @return ImVec2 +function ImGui.GetMouseDragDelta(button, lock_threshold) + if button == nil then button = 0 end + if lock_threshold == nil then lock_threshold = -1.0 end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + if lock_threshold < 0.0 then + lock_threshold = g.IO.MouseDragThreshold + end + if g.IO.MouseDown[button] or g.IO.MouseReleased[button] then + if g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold then + if ImGui.IsMousePosValid(g.IO.MousePos) and ImGui.IsMousePosValid(g.IO.MouseClickedPos[button]) then + return g.IO.MousePos - g.IO.MouseClickedPos[button] + end + end + end + return ImVec2(0.0, 0.0) +end + +--- @param button? ImGuiMouseButton +function ImGui.ResetMouseDragDelta(button) + if button == nil then button = 0 end + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) + -- NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + ImVec2_Copy(g.IO.MouseClickedPos[button], g.IO.MousePos) +end + do local key_changed_mask = ImBitArray(ImGuiKey.NamedKey_COUNT) @@ -4428,7 +5245,7 @@ local function RenderWindowTitleBarContents(window, title_bar_rect, name, open) if has_collapse_button then if ImGui.CollapseButton(window:GetID("#COLLAPSE"), collapse_button_pos) then - window.Collapsed = not window.Collapsed + window.WantCollapseToggle = true -- Defer actual collapsing to next frame as we are too far in the Begin() function end end @@ -4559,6 +5376,7 @@ local function SetCurrentWindow(window) local g = GImGui --- @diagnostic disable-next-line g.CurrentWindow = window + g.CurrentTable = (window and window.DC.CurrentTableIdx ~= -1) and g.Tables:GetByIndex(window.DC.CurrentTableIdx) or nil if window then if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 then @@ -4580,6 +5398,7 @@ function ImGui.GcCompactTransientMiscBuffers() g.ItemFlagsStack:clear() g.GroupStack:clear() g.InputTextLineIndex:clear() + ImGui.TableGcCompactSettings() for _, atlas in g.FontAtlases:iter() do atlas:CompactCache() end @@ -4615,6 +5434,13 @@ end --- @param pos ImVec2 --- @param cond? ImGuiCond function ImGui.SetWindowPos(window, pos, cond) + -- Overloads: SetWindowPos(pos, cond) / SetWindowPos(name, pos, cond) / SetWindowPos(window, pos, cond) + if type(window) == "string" then + window = ImGui.FindWindowByName(window) + if window == nil then return end + elseif window.SetWindowPosAllowFlags == nil then + window, pos, cond = ImGui.GetCurrentWindowRead(), window, pos + end if cond == nil then cond = 0 end if (cond ~= 0) and (bit32.band(window.SetWindowPosAllowFlags, cond) == 0) then @@ -4636,6 +5462,7 @@ function ImGui.SetWindowPos(window, pos, cond) if offset.x == 0 and offset.y == 0 then return end + ImGui.MarkIniSettingsDirty(window) ImVec2_Copy(window.DC.CursorPos, window.DC.CursorPos + offset) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorMaxPos + offset) @@ -4647,6 +5474,13 @@ end --- @param size ImVec2 --- @param cond? ImGuiCond function ImGui.SetWindowSize(window, size, cond) + -- Overloads: SetWindowSize(size, cond) / SetWindowSize(name, size, cond) / SetWindowSize(window, size, cond) + if type(window) == "string" then + window = ImGui.FindWindowByName(window) + if window == nil then return end + elseif window.SetWindowSizeAllowFlags == nil then + window, size, cond = GImGui.CurrentWindow, window, size + end if cond == nil then cond = 0 end if ((cond ~= 0) and bit32.band(window.SetWindowSizeAllowFlags, cond) == 0) then @@ -4663,8 +5497,7 @@ function ImGui.SetWindowSize(window, size, cond) window.AutoFitFramesY = (size.y <= 0.0) and 2 or 0 end - -- local old_size = ImVec2() - -- ImVec2_Copy(old_size, window.SizeFull) + local old_size_x, old_size_y = window.SizeFull.x, window.SizeFull.y if size.x <= 0.0 then window.AutoFitOnlyGrows = false @@ -4676,9 +5509,79 @@ function ImGui.SetWindowSize(window, size, cond) else window.SizeFull.y = IM_TRUNC(size.y) end - -- if old_size.x ~= window.SizeFull.x or old_size.y ~= window.SizeFull.y then - -- TODO: MarkIniSettingsDirty(window) - -- end + if old_size_x ~= window.SizeFull.x or old_size_y ~= window.SizeFull.y then + ImGui.MarkIniSettingsDirty(window) + end +end + +--- Overloads: SetWindowCollapsed(collapsed, cond) / SetWindowCollapsed(name, collapsed, cond) / SetWindowCollapsed(window, collapsed, cond) +function ImGui.SetWindowCollapsed(window, collapsed, cond) + if type(window) == "string" then + window = ImGui.FindWindowByName(window) + if window == nil then return end + elseif type(window) == "boolean" then + window, collapsed, cond = GImGui.CurrentWindow, window, collapsed + end + if cond == nil then cond = 0 end + if cond ~= 0 and bit32.band(window.SetWindowCollapsedAllowFlags, cond) == 0 then + return + end + window.SetWindowCollapsedAllowFlags = bit32.band(window.SetWindowCollapsedAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) + + -- Queue applying in Begin() + if window.WantCollapseToggle then + window.Collapsed = not window.Collapsed + end + window.WantCollapseToggle = (window.Collapsed ~= collapsed) +end + +--- @param window ImGuiWindow +--- @param pos ImVec2 +--- @param size ImVec2 +function ImGui.SetWindowHitTestHole(window, pos, size) + IM_ASSERT(window.HitTestHoleSize.x == 0) -- We don't support multiple holes/hit test filters + window.HitTestHoleSize = ImVec2(math.floor(size.x), math.floor(size.y)) + window.HitTestHoleOffset = ImVec2(math.floor(pos.x - window.Pos.x), math.floor(pos.y - window.Pos.y)) +end + +function ImGui.IsWindowCollapsed() + return ImGui.GetCurrentWindowRead().Collapsed +end + +function ImGui.IsWindowAppearing() + return ImGui.GetCurrentWindowRead().Appearing +end + +function ImGui.GetWindowHeight() + return GImGui.CurrentWindow.Size.y +end + +--- @return ImVec2 # Ref, do not modify +function ImGui.GetWindowPos() + return GImGui.CurrentWindow.Pos +end + +--- @return ImVec2 # Ref, do not modify +function ImGui.GetWindowSize() + return ImGui.GetCurrentWindowRead().Size +end + +-- Overloads: SetWindowFocus() / SetWindowFocus(name). Passing nil name removes focus. +--- @param name? string +function ImGui.SetWindowFocus(...) + if select("#", ...) == 0 then + ImGui.FocusWindow(GImGui.CurrentWindow) + return + end + local name = ... + if name then + local window = ImGui.FindWindowByName(name) + if window then + ImGui.FocusWindow(window) + end + else + ImGui.FocusWindow(nil) + end end --- @param window ImGuiWindow @@ -4702,6 +5605,7 @@ function ImGui.SetNextWindowPos(pos, cond, pivot) ImVec2_Copy(g.NextWindowData.PosVal, pos) ImVec2_Copy(g.NextWindowData.PosPivotVal, pivot) g.NextWindowData.PosCond = (cond ~= 0) and cond or ImGuiCond.Always + g.NextWindowData.PosUndock = true end --- @param size ImVec2 @@ -4789,6 +5693,13 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) local g = GImGui local parent_window = g.CurrentWindow IM_ASSERT(id ~= 0) + if child_flags == nil then child_flags = 0 end + if window_flags == nil then window_flags = 0 end + if size_arg == nil then size_arg = ImVec2(0, 0) end + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then + child_flags = bit32.band(bit32.bor(child_flags, g.NextWindowData.ChildFlagsSet), bit32.bnot(g.NextWindowData.ChildFlagsClear)) + end -- Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument local ImGuiChildFlags_SupportedMask_ = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AlwaysUseWindowPadding, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY, ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize, ImGuiChildFlags.FrameStyle, ImGuiChildFlags.NavFlattened) @@ -4807,7 +5718,7 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) end -- Set window flags - window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoDocking) window_flags = bit32.bor(window_flags, bit32.band(parent_window.Flags, ImGuiWindowFlags.NoMove)) -- Inherit the NoMove flag if bit32.band(child_flags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize)) ~= 0 then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.AlwaysAutoResize) @@ -4847,14 +5758,7 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) end end ImGui.SetNextWindowSize(size) - - -- Forward child flags (we allow prior settings to merge but it'll only work for adding flags) - if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then - g.NextWindowData.ChildFlags = bit32.bor(g.NextWindowData.ChildFlags, child_flags) - else - g.NextWindowData.ChildFlags = child_flags - end - g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) + ImGui.SetNextWindowChildFlags(child_flags, true) -- Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. -- FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. @@ -4908,8 +5812,184 @@ function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) return ret end +-- Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +-- `true` is accepted as ImGuiChildFlags.Borders for legacy code. +--- @param str_id_or_id string|ImGuiID +--- @param size_arg? ImVec2 +--- @param child_flags? ImGuiChildFlags|bool +--- @param window_flags? ImGuiWindowFlags +--- @return bool # visible (always call EndChild()!) +function ImGui.BeginChild(str_id_or_id, size_arg, child_flags, window_flags) + if child_flags == true then child_flags = ImGuiChildFlags.Borders elseif not child_flags then child_flags = 0 end + if type(str_id_or_id) == "number" then + return ImGui.BeginChildEx(nil, str_id_or_id, size_arg, child_flags, window_flags) + end + local id = ImGui.GetCurrentWindow():GetID(str_id_or_id) + return ImGui.BeginChildEx(str_id_or_id, id, size_arg, child_flags, window_flags) +end + --- @param window ImGuiWindow -local function StartMouseMovingWindow(window) +--- @param rect ImRect +function ImGui.SetLastItemDataForChildWindowItem(window, rect) + local g = GImGui + ImGui.SetLastItemData(window.ChildId, g.CurrentItemFlags, window.DC.ChildItemStatusFlags or 0, rect) +end + +function ImGui.EndChild() + local g = GImGui + local child_window = g.CurrentWindow + + local backup_within_end_child_id = g.WithinEndChildID + IM_ASSERT(bit32.band(child_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0) -- Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window.ID + local child_size = ImVec2(child_window.Size.x, child_window.Size.y) + ImGui.End() + if child_window.BeginCount == 1 then + local parent_window = g.CurrentWindow + local bb = ImRect(parent_window.DC.CursorPos, parent_window.DC.CursorPos + child_size) + ImGui.ItemSize(child_size) + local nav_flattened = bit32.band(child_window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0 + if (child_window.DC.NavLayersActiveMask ~= 0 or child_window.DC.NavWindowHasScrollY) and not nav_flattened then + ImGui.ItemAdd(bb, child_window.ChildId) + ImGui.RenderNavCursor(bb, child_window.ChildId) + + -- When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if child_window.DC.NavLayersActiveMask == 0 and child_window == g.NavWindow then + ImGui.RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags.Compact) + end + else + -- Not navigable into + ImGui.ItemAdd(bb, child_window.ChildId, nil, ImGuiItemFlags.NoNav) + + -- But when flattened we directly reach items, adjust active layer mask accordingly + if nav_flattened then + parent_window.DC.NavLayersActiveMaskNext = bit32.bor(parent_window.DC.NavLayersActiveMaskNext, child_window.DC.NavLayersActiveMaskNext) + end + end + if g.HoveredWindow == child_window then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + child_window.DC.ChildItemStatusFlags = g.LastItemData.StatusFlags + else + ImGui.SetLastItemDataForChildWindowItem(child_window, child_window:Rect()) + end + + g.WithinEndChildID = backup_within_end_child_id + g.LogLinePosY = -FLT_MAX -- To enforce a carriage return +end + +--- @param flags ImGuiChildFlags +--- @param enabled bool +function ImGui.SetNextWindowChildFlags(flags, enabled) + local g = GImGui + local nwd = g.NextWindowData + if bit32.band(nwd.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) == 0 then + nwd.ChildFlagsSet = 0; nwd.ChildFlagsClear = 0 + end + if enabled then + nwd.ChildFlagsSet = bit32.bor(nwd.ChildFlagsSet, flags) + nwd.ChildFlagsClear = bit32.band(nwd.ChildFlagsClear, bit32.bnot(flags)) + else + nwd.ChildFlagsSet = bit32.band(nwd.ChildFlagsSet, bit32.bnot(flags)) + nwd.ChildFlagsClear = bit32.bor(nwd.ChildFlagsClear, flags) + end + nwd.HasFlags = bit32.bor(nwd.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) +end + +--- @param flags ImGuiWindowFlags +--- @param enabled bool +function ImGui.SetNextWindowFlags(flags, enabled) + local g = GImGui + local nwd = g.NextWindowData + if bit32.band(nwd.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) == 0 then + nwd.WindowFlagsSet = 0; nwd.WindowFlagsClear = 0 + end + if enabled then + nwd.WindowFlagsSet = bit32.bor(nwd.WindowFlagsSet, flags) + nwd.WindowFlagsClear = bit32.band(nwd.WindowFlagsClear, bit32.bnot(flags)) + else + nwd.WindowFlagsSet = bit32.band(nwd.WindowFlagsSet, bit32.bnot(flags)) + nwd.WindowFlagsClear = bit32.bor(nwd.WindowFlagsClear, flags) + end + nwd.HasFlags = bit32.bor(nwd.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) +end + +-- Content size = inner scrollable rectangle, padded with WindowPadding. +--- @param size ImVec2 +function ImGui.SetNextWindowContentSize(size) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasContentSize) + ImVec2_CopyV(g.NextWindowData.ContentSizeVal, ImTrunc(size.x), ImTrunc(size.y)) +end + +--- @param scroll ImVec2 +function ImGui.SetNextWindowScroll(scroll) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasScroll) + ImVec2_Copy(g.NextWindowData.ScrollVal, scroll) +end + +--- @param collapsed bool +--- @param cond? ImGuiCond +function ImGui.SetNextWindowCollapsed(collapsed, cond) + if cond == nil then cond = 0 end + local g = GImGui + IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasCollapsed) + g.NextWindowData.CollapsedVal = collapsed + g.NextWindowData.CollapsedCond = (cond ~= 0) and cond or ImGuiCond.Always +end + +function ImGui.SetNextWindowFocus() + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasFocus) +end + +--- @param id ImGuiID +function ImGui.SetNextWindowViewport(id) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasViewport) + g.NextWindowData.ViewportId = id +end + +--- @param window_class ImGuiWindowClass +function ImGui.SetNextWindowClass(window_class) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowClass) + local wc = ImGuiWindowClass() + for k, v in pairs(window_class) do wc[k] = v end -- C++ copies the struct + g.NextWindowData.WindowClass = wc +end + +-- This is experimental and meant to be a toy for exploring a future/wider range of features. +--- @param flags ImGuiWindowRefreshFlags +function ImGui.SetNextWindowRefreshPolicy(flags) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasRefreshPolicy) + g.NextWindowData.RefreshFlagsVal = flags +end + +function ImGui.GetWindowDpiScale() + return 1.0 -- Roblox: single viewport, no DPI scaling +end + +function ImGui.GetWindowViewport() + local g = GImGui + return g.CurrentViewport or ImGui.GetMainViewport() +end + +-- Prefer using PushFont(nil, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. +--- @param scale float +function ImGui.SetWindowFontScale(scale) + IM_ASSERT(scale > 0.0) + local window = ImGui.GetCurrentWindow() + window.FontWindowScale = scale + ImGui.UpdateCurrentFontSize(0.0) +end + +--- @param window ImGuiWindow +function ImGui.StartMouseMovingWindow(window) local g = GImGui ImGui.FocusWindow(window) ImGui.SetActiveID(window.MoveId, window) @@ -4924,6 +6004,10 @@ local function StartMouseMovingWindow(window) if bit32.band(window.Flags, ImGuiWindowFlags.NoMove) ~= 0 or bit32.band(window.RootWindowDockTree.Flags, ImGuiWindowFlags.NoMove) ~= 0 then can_move_window = false end + local node = window.DockNodeAsHost + if node and node.VisibleWindow and bit32.band(node.VisibleWindow.Flags, ImGuiWindowFlags.NoMove) ~= 0 then + can_move_window = false + end if can_move_window then g.MovingWindow = window end @@ -5036,7 +6120,7 @@ function ImGui.UpdateMouseMovingWindowEndFrame() local is_queued_focus_request = g.NavMoveSubmitted and (bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0) if hovered_window ~= nil and not is_closed_popup and not is_queued_focus_request then - StartMouseMovingWindow(hovered_window) + ImGui.StartMouseMovingWindow(hovered_window) -- Cancel moving if clicked outside of title bar if bit32.band(hovered_window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0 then -- set by io.ConfigWindowsMoveFromTitleBarOnly @@ -5123,6 +6207,15 @@ function ImGui.Begin(name, open, flags) window = CreateNewWindow(name, flags) --- @cast window ImGuiWindow end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) ~= 0 then + flags = bit32.band(bit32.bor(flags, g.NextWindowData.WindowFlagsSet), bit32.bnot(g.NextWindowData.WindowFlagsClear)) + end + + -- Automatically disable manual moving/resizing when NoInputs is set + if bit32.band(flags, ImGuiWindowFlags.NoInputs) == ImGuiWindowFlags.NoInputs then + flags = bit32.bor(flags, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize) + end + local current_frame = g.FrameCount local first_begin_of_the_frame = (window.LastFrameActive ~= current_frame) window.IsFallbackWindow = (g.CurrentWindowStack.Size == 0 and g.WithinFrameScopeWithImplicitWindow) @@ -5134,11 +6227,6 @@ function ImGui.Begin(name, open, flags) window_just_activated_by_user = window_just_activated_by_user or (window ~= popup_ref.Window) end - window.Appearing = window_just_activated_by_user - if (window.Appearing) then - SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) - end - -- Update Flags, LastFrameActive, BeginOrderXXX fields local window_was_appearing = window.Appearing if first_begin_of_the_frame then @@ -5149,7 +6237,7 @@ function ImGui.Begin(name, open, flags) end window.FlagsPreviousFrame = window.Flags window.Flags = flags - window.ChildFlags = (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0) and g.NextWindowData.ChildFlags or 0 + window.ChildFlags = (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0) and g.NextWindowData.ChildFlagsSet or 0 window.LastFrameActive = current_frame window.LastTimeActive = g.Time window.BeginOrderWithinParent = 0 @@ -5159,8 +6247,41 @@ function ImGui.Begin(name, open, flags) flags = window.Flags end + -- Docking + -- (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window.DockNode == nil or window.DockNodeAsHost == nil) -- Cannot be both + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasDock) ~= 0 then + ImGui.SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond) + end + if first_begin_of_the_frame then + local has_dock_node = (window.DockId ~= 0 or window.DockNode ~= nil) + local new_auto_dock_node = not has_dock_node and ImGui.GetWindowAlwaysWantOwnTabBar(window) + local dock_node_was_visible = window.DockNodeIsVisible + local dock_tab_was_visible = window.DockTabIsVisible + window.DockIsActive = false + window.DockNodeIsVisible = false + window.DockTabIsVisible = false + + if has_dock_node or new_auto_dock_node then + open = ImGui.BeginDocked(window, open) + flags = window.Flags + if window.DockIsActive then + IM_ASSERT(window.DockNode ~= nil) + g.NextWindowData.HasFlags = bit32.band(g.NextWindowData.HasFlags, bit32.bnot(ImGuiNextWindowDataFlags.HasSizeConstraint)) + end + + -- Amend the Appearing flag + if window.DockTabIsVisible and not dock_tab_was_visible and dock_node_was_visible and not window.Appearing and not window_was_appearing then + window.Appearing = true + SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) + end + end + end + local parent_window_in_stack - if g.CurrentWindowStack:empty() then + if window.DockIsActive and window.DockNode.HostWindow then + parent_window_in_stack = window.DockNode.HostWindow + elseif g.CurrentWindowStack:empty() then parent_window_in_stack = nil else parent_window_in_stack = g.CurrentWindowStack:back().Window @@ -5189,7 +6310,9 @@ function ImGui.Begin(name, open, flags) ImGuiLastItemData_Copy(window_stack_data.ParentLastItemDataBackup, g.LastItemData) window_stack_data.DisabledOverrideReenable = (bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) and (bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0) window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0 - -- g.StackSizesInBeginForCurrentWindow = window_stack_data.StackSizesInBegin + window_stack_data.StackSizesInBegin = ImGuiErrorRecoveryState() + ImGui.ErrorRecoveryStoreState(window_stack_data.StackSizesInBegin) + g.StackSizesInBeginForCurrentWindow = window_stack_data.StackSizesInBegin if bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0 then g.BeginMenuDepth = g.BeginMenuDepth + 1 end @@ -5198,11 +6321,19 @@ function ImGui.Begin(name, open, flags) ImGui.UpdateWindowParentAndRootLinks(window, flags, parent_window) window.ParentWindowInBeginStack = parent_window_in_stack - if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if window.RootWindow ~= window then window.ParentWindowForFocusRoute = parent_window_in_stack else window.ParentWindowForFocusRoute = nil end + if window.ParentWindowForFocusRoute == nil and window.DockNode ~= nil then + if bit32.band(window.DockNode.MergedFlags, ImGuiDockNodeFlags.DockedWindowsInFocusRoute) ~= 0 then + window.ParentWindowForFocusRoute = window.DockNode.HostWindow + end + end + if window.WindowClass and window.WindowClass.FocusRouteParentWindowId ~= nil and window.WindowClass.FocusRouteParentWindowId ~= 0 then + window.ParentWindowForFocusRoute = ImGui.FindWindowByID(window.WindowClass.FocusRouteParentWindowId) + end if parent_window then window.FontWindowScaleParents = parent_window.FontWindowScaleParents * parent_window.FontWindowScale @@ -5266,6 +6397,15 @@ function ImGui.Begin(name, open, flags) if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowClass) ~= 0 then window.WindowClass = g.NextWindowData.WindowClass end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasCollapsed) ~= 0 then + ImGui.SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond) + end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasFocus) ~= 0 then + ImGui.FocusWindow(window) + end + if window.Appearing then + SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, false) + end -- [EXPERIMENTAL] Skip Refresh mode ImGui.UpdateWindowSkipRefresh(window) @@ -5287,6 +6427,11 @@ function ImGui.Begin(name, open, flags) window.IDStack:resize(1) window.DrawList:_ResetForNewFrame() + window.DC.CurrentTableIdx = -1 + if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) ~= 0 then + window.DrawList:ChannelsSplit(2) + window.DrawList:ChannelsSetCurrent(1) -- DOCKING_HOST_DRAW_CHANNEL_FG: render decorations on channel 1, backgrounds rendered manually later + end if window.MemoryCompacted then ImGui.GcAwakeTransientWindowBuffers(window) @@ -5306,7 +6451,7 @@ function ImGui.Begin(name, open, flags) end -- Hide new windows for one frame until they calculate their size - if window_just_created then + if window_just_created and (not window_size_x_set_by_api or not window_size_y_set_by_api) then window.HiddenFramesCannotSkipItems = 1 end @@ -5334,13 +6479,13 @@ function ImGui.Begin(name, open, flags) SetCurrentWindow(window) flags = window.Flags - if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if not window.DockIsActive and bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then window.WindowBorderSize = style.ChildBorderSize else window.WindowBorderSize = (bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) and style.PopupBorderSize or style.WindowBorderSize end window.WindowPadding = style.WindowPadding - if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) == 0) and window.WindowBorderSize == 0.0 then + if not window.DockIsActive and (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) == 0) and window.WindowBorderSize == 0.0 then if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then window.WindowPadding = ImVec2(0.0, style.WindowPadding.y) else @@ -5377,7 +6522,27 @@ function ImGui.Begin(name, open, flags) use_current_size_for_scrollbar_y = true end - -- TODO: Collapse window by double-clicking on title bar + -- Collapse window by double-clicking on title bar + -- At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and bit32.band(flags, ImGuiWindowFlags.NoCollapse) == 0 and not window.DockIsActive then + local title_bar_rect = window:TitleBarRect() + if g.HoveredWindow == window and g.HoveredId == 0 and g.HoveredIdPreviousFrame == 0 and g.ActiveId == 0 and ImGui.IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) then + if g.IO.MouseClickedCount[0] == 2 and ImGui.GetKeyOwner(ImGuiKey.MouseLeft) == ImGuiKeyOwner_NoOwner then + window.WantCollapseToggle = true + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, window.MoveId) + end + end + if window.WantCollapseToggle then + window.Collapsed = not window.Collapsed + if not window.Collapsed then + use_current_size_for_scrollbar_y = true + end + ImGui.MarkIniSettingsDirty(window) + end + else + window.Collapsed = false + end + window.WantCollapseToggle = false local scrollbar_sizes_from_last_frame = ImVec2() ImVec2_Copy(scrollbar_sizes_from_last_frame, window.ScrollbarSizes) @@ -5435,7 +6600,7 @@ function ImGui.Begin(name, open, flags) end if old_size.x ~= window.SizeFull.x or old_size.y ~= window.SizeFull.y then - -- ImGui.MarkIniSettingsDirty(window) + ImGui.MarkIniSettingsDirty(window) end end @@ -5495,19 +6660,32 @@ function ImGui.Begin(name, open, flags) local visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding) local visibility_rect = ImRect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding) + -- Clamp position/size so window stays visible within its viewport or monitor + if not window_pos_set_by_api and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0 then + if not window.ViewportOwned and viewport_rect:GetWidth() > 0 and viewport_rect:GetHeight() > 0.0 then + local size_for_clamping_y = window.Size.y + if bit32.band(window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0 and bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0 then + size_for_clamping_y = window.TitleBarHeight + end + window.Pos.x = ImClamp(window.Pos.x, visibility_rect.Min.x - window.Size.x, visibility_rect.Max.x) + window.Pos.y = ImClamp(window.Pos.y, visibility_rect.Min.y - size_for_clamping_y, visibility_rect.Max.y) + end + end window.Pos.x = ImTrunc(window.Pos.x) window.Pos.y = ImTrunc(window.Pos.y) local want_focus = false if (window_just_activated_by_user and bit32.band(flags, ImGuiWindowFlags.NoFocusOnAppearing) == 0) then if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then want_focus = true - elseif (bit32.band(flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.Tooltip)) == 0)then + elseif (window.DockIsActive or bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0) and bit32.band(flags, ImGuiWindowFlags.Tooltip) == 0 then want_focus = true end end - if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and not window.DockIsActive then window.WindowRounding = style.ChildRounding + elseif window.RootWindowDockTree.ViewportOwned then + window.WindowRounding = 0.0 else if (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) then window.WindowRounding = style.PopupRounding @@ -5516,7 +6694,7 @@ function ImGui.Begin(name, open, flags) end end - local handle_borders_and_resize_grips = true + local handle_borders_and_resize_grips = (window.DockNodeAsHost ~= nil or not window.DockIsActive) if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and window.ParentWindow.SkipItems then handle_borders_and_resize_grips = false end @@ -5623,6 +6801,9 @@ function ImGui.Begin(name, open, flags) local outer_rect = window:Rect() local title_bar_rect = window:TitleBarRect() ImRect_Copy(window.OuterRectClipped, outer_rect) + if window.DockIsActive then + window.OuterRectClipped.Min.y = window.OuterRectClipped.Min.y + window.TitleBarHeight + end window.OuterRectClipped:ClipWith(host_rect) window.InnerRect.Min.x = window.Pos.x + window.DecoOuterSizeX1 @@ -5654,7 +6835,8 @@ function ImGui.Begin(name, open, flags) window.DrawList:PushTexture(g.Font.OwnerAtlas.TexRef) ImGui.PushClipRect(host_rect.Min, host_rect.Max, false) - do + local is_undocked_or_docked_visible = not window.DockIsActive or window.DockTabIsVisible + if is_undocked_or_docked_visible then local render_decorations_in_parent = false if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and not window_is_child_tooltip then -- - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) @@ -5681,7 +6863,8 @@ function ImGui.Begin(name, open, flags) window.DrawList = parent_window.DrawList end - local title_bar_is_highlight = (g.NavWindow == window) -- TODO: proper cond, just simple highlight now + local window_to_highlight = g.NavWindowingTarget or g.NavWindow + local title_bar_is_highlight = want_focus or (window_to_highlight ~= nil and (window.RootWindowForTitleBarHighlight == window_to_highlight.RootWindowForTitleBarHighlight or (window.DockNode ~= nil and window.DockNode == window_to_highlight.DockNode))) RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_col, resize_grip_draw_size) @@ -5764,7 +6947,7 @@ function ImGui.Begin(name, open, flags) window.DC.TreeRecordsClippedNodesY2Mask = 0x00 window.DC.ChildWindows:resize(0) window.DC.StateStorage = window.StateStorage - -- TODO: CurrentColumns + window.DC.CurrentColumns = nil window.DC.LayoutType = ImGuiLayoutType.Vertical window.DC.ParentLayoutType = (parent_window ~= nil) and parent_window.DC.LayoutType or ImGuiLayoutType.Vertical @@ -5786,6 +6969,9 @@ function ImGui.Begin(name, open, flags) window.DC.ItemWidthStack:resize(0) window.DC.TextWrapPos = -1.0 window.DC.TextWrapPosStack:resize(0) + if bit32.band(flags, ImGuiWindowFlags.Modal) ~= 0 then + window.DC.ModalDimBgColor = ImGui.ColorConvertFloat4ToU32(ImGui.GetStyleColorVec4(ImGuiCol.ModalWindowDimBg)) + end if window.AutoFitFramesX > 0 then window.AutoFitFramesX = window.AutoFitFramesX - 1 @@ -5803,14 +6989,43 @@ function ImGui.Begin(name, open, flags) ImGui.NavInitWindow(window, false) end - if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 then - open = RenderWindowTitleBarContents(window, title_bar_rect, name, open) + -- Pressing Ctrl+C copy window content into the clipboard + if g.IO.ConfigWindowsCopyContentsWithCtrlC then + if g.NavWindow and g.NavWindow.RootWindow == window and g.ActiveId == 0 and ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.C)) then + ImGui.LogToClipboard(0) + end end + if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and not window.DockIsActive then + open = RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window.WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window.WindowBorderSize, title_bar_rect.Max.y), name, open) + elseif bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and window.DockIsActive then + ImGui.LogText("%s\n", string.sub(window.Name, 1, ImGui.FindRenderedTextEnd(window.Name) - 1)) + end + + -- Clear hit test shape every frame + window.HitTestHoleSize.x = 0; window.HitTestHoleSize.y = 0 + if bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 then g.TooltipPreviousWindow = window end + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) ~= 0 then + -- Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + -- We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if g.MovingWindow == window and bit32.band(window.RootWindowDockTree.Flags, ImGuiWindowFlags.NoDocking) == 0 then + ImGui.BeginDockableDragDropSource(window) + end + + -- Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if g.DragDropActive and bit32.band(flags, ImGuiWindowFlags.NoDocking) == 0 then + if g.MovingWindow == nil or g.MovingWindow.RootWindowDockTree ~= window then + if window == window.RootWindowDockTree and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 then + ImGui.BeginDockableDragDropTarget(window) + end + end + end + end + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then window.BgClickFlags = parent_window.BgClickFlags else @@ -5834,7 +7049,7 @@ function ImGui.Begin(name, open, flags) ImGui.SetLastItemDataForWindow(window, window:TitleBarRect()) end - if (not window.SkipRefresh) then + if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.SkipRefresh then ImGui.PushClipRect(window.InnerClipRect.Min, window.InnerClipRect.Max, true) end @@ -5843,10 +7058,19 @@ function ImGui.Begin(name, open, flags) g.NextWindowData:ClearFlags() if first_begin_of_the_frame and not window.SkipRefresh then + -- When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + if window.DockIsActive and not window.DockTabIsVisible then + if window.LastFrameJustFocused == g.FrameCount then + window.HiddenFramesCannotSkipItems = 1 + else + window.HiddenFramesCanSkipItems = 1 + end + end + if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.ChildMenu) == 0) then -- Child window can be out of sight and have "negative" clip windows. -- Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0)) + IM_ASSERT((bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) or window.DockIsActive) local nav_request = (bit32.band(window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0) and (g.NavAnyRequest and g.NavWindow and g.NavWindow.RootWindowForNav == window.RootWindowForNav) @@ -5890,6 +7114,11 @@ function ImGui.Begin(name, open, flags) end end window.SkipItems = skip_items + + -- Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if window.SkipItems then + window.DC.NavLayersActiveMaskNext = window.DC.NavLayersActiveMask + end elseif first_begin_of_the_frame then window.SkipItems = true end @@ -5912,11 +7141,14 @@ function ImGui.End() if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window.ID, "Must call EndPopup() and not End()!") end - if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.DockIsActive then IM_ASSERT_USER_ERROR(g.WithinEndChildID == window.ID, "Must call EndChild() and not End()!") end - if not window.SkipRefresh then + if window.DC.CurrentColumns then + ImGui.EndColumns() + end + if bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.SkipRefresh then ImGui.PopClipRect() end ImGui.PopFocusScope() @@ -5930,6 +7162,23 @@ function ImGui.End() window.DrawList = window.DrawListInst end + -- Stop logging + if g.LogWindow == window then -- FIXME: add more options for scope of logging + ImGui.LogFinish() + end + + if window.DC.IsSetPos then + ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() + end + + -- Docking: report contents sizes to parent to allow for auto-resize + if window.DockNode and window.DockTabIsVisible then + local host_window = window.DockNode.HostWindow + if host_window then + ImVec2_Copy(host_window.DC.CursorMaxPos, window.DC.CursorMaxPos + window.WindowPadding - host_window.WindowPadding) + end + end + -- Pop from window stack ImGuiLastItemData_Copy(g.LastItemData, window_stack_data.ParentLastItemDataBackup) if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then @@ -5939,6 +7188,11 @@ function ImGui.End() g.BeginPopupStack:pop_back() end + -- Error handling, state recovery + if g.IO.ConfigErrorRecovery and window_stack_data.StackSizesInBegin then + ImGui.ErrorRecoveryTryToRecoverWindowState(window_stack_data.StackSizesInBegin) + end + g.CurrentWindowStack:pop_back() -- LUA: No "Ternary Operator", since lua (... and (1) or (2)) will eval (1) and (2) no matter what @@ -6771,6 +8025,9 @@ function ImGui.NewFrame() g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame g.ConfigFlagsCurrFrame = g.IO.ConfigFlags + -- Load settings on first frame, save settings when modified (after a delay) + ImGui.UpdateSettings() + g.Time = g.Time + g.IO.DeltaTime g.FrameCount = g.FrameCount + 1 @@ -6907,12 +8164,32 @@ function ImGui.NewFrame() ImGui.UpdateKeyboardInputs() + -- Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr + g.DragDropAcceptIdCurr = 0 + g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags.None + g.DragDropAcceptIdCurrRectSurface = FLT_MAX + g.DragDropWithinSource = false + g.DragDropWithinTarget = false + g.DragDropHoldJustPressedId = 0 + if g.DragDropActive then + local owner_id = (g.ActiveId ~= 0) and g.ActiveId or ImHashStr("##DragDropCancelHandler") + if ImGui.Shortcut(ImGuiKey.Escape, ImGuiInputFlags.RouteGlobal, owner_id) then + ImGui.ClearActiveID() + ImGui.ClearDragDrop() + end + end g.TooltipPreviousWindow = nil ImGui.NavUpdate() ImGui.UpdateMouseInputs() + -- Undocking + -- (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + ImGui.DockContextNewFrameUpdateUndocking(g) + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size) local gc_all = g.GcCompactAll or g.IO.ConfigMemoryCompactTimer < 0.0 local memory_compact_start_time = gc_all and FLT_MAX or (g.Time - g.IO.ConfigMemoryCompactTimer) @@ -6933,6 +8210,13 @@ function ImGui.NewFrame() ImGui.UpdateMouseMovingWindowNewFrame() + -- Background darkening/whitening + if ImGui.GetTopMostPopupModal() ~= nil or (g.NavWindowingTarget ~= nil and g.NavWindowingHighlightAlpha > 0.0) then + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0, 1.0) + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0, 0.0) + end + g.MouseCursor = ImGuiMouseCursor.Arrow g.WantCaptureMouseNextFrame = -1 g.WantCaptureKeyboardNextFrame = -1 @@ -6945,6 +8229,18 @@ function ImGui.NewFrame() ImGui.UpdateMouseWheel() + -- Garbage collect transient buffers of recently unused tables + for i = 1, g.TablesLastTimeActive.Size do + if g.TablesLastTimeActive.Data[i] >= 0.0 and g.TablesLastTimeActive.Data[i] < memory_compact_start_time then + ImGui.TableGcCompactTransientBuffers(g.Tables:GetByIndex(i - 1)) + end + end + for _, table_temp_data in g.TablesTempData:iter() do + table_temp_data.ReconcileColumnsRequests:clear() -- Unusual: clear every frame because this is rarely used. + if table_temp_data.LastTimeActive >= 0.0 and table_temp_data.LastTimeActive < memory_compact_start_time then + ImGui.TableGcCompactTransientBuffers(table_temp_data) + end + end if g.GcCompactAll then ImGui.GcCompactTransientMiscBuffers() end @@ -6961,6 +8257,9 @@ function ImGui.NewFrame() g.CurrentItemFlags = g.ItemFlagsStack:back() g.GroupStack:resize(0) + -- Docking + ImGui.DockContextNewFrameUpdateDocking(g) + g.WithinFrameScopeWithImplicitWindow = true ImGui.SetNextWindowSize(ImVec2(400, 400), ImGuiCond.FirstUseEver) ImGui.Begin("Debug##Default") @@ -6994,8 +8293,21 @@ function ImGui.EndFrame() end ImGui.End() + -- Update navigation: Ctrl+Tab, wrap-around requests + if ImGui.NavEndFrame then ImGui.NavEndFrame() end + + -- Update docking + ImGui.DockContextEndFrame(g) + ImGui.SetCurrentViewport(nil, nil) + -- Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if g.DragDropActive then + local is_delivered = g.DragDropPayload.Delivery + local is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.PayloadAutoExpire) ~= 0 or g.DragDropMouseButton == -1 or not ImGui.IsMouseDown(g.DragDropMouseButton)) + if is_delivered or is_elapsed then ImGui.ClearDragDrop() end + end + -- Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. -- If you want to handle source item disappearing: instead of submitting your description tooltip -- in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot @@ -7065,7 +8377,7 @@ function ImGui.Render() end end - -- TODO: RenderDimmedBackgrounds() + ImGui.RenderDimmedBackgrounds() local windows_to_render_top_most = {nil, nil} windows_to_render_top_most[1] = (g.NavWindowingTarget and (bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0)) and g.NavWindowingTarget.RootWindowDockTree or nil @@ -7175,6 +8487,8 @@ function ImGui.Shutdown() end g.DrawListSharedData.TempBuffer:clear() + ImGui.DockContextShutdown(g) + if not g.Initialized then return end @@ -7621,6 +8935,86 @@ function ImGui.IsWindowAbove(potential_above, potential_below) return false end +-- Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags for options. +--- @param flags? ImGuiHoveredFlags +function ImGui.IsWindowHovered(flags) + if flags == nil then flags = 0 end + local g = GImGui + IM_ASSERT_USER_ERROR(bit32.band(flags, bit32.bnot(ImGuiHoveredFlags.AllowedMaskForIsWindowHovered)) == 0, "Invalid flags for IsWindowHovered()!") + + local ref_window = g.HoveredWindow + local cur_window = g.CurrentWindow + if ref_window == nil then + return false + end + + if bit32.band(flags, ImGuiHoveredFlags.AnyWindow) == 0 then + IM_ASSERT(cur_window) -- Not inside a Begin()/End() + local popup_hierarchy = bit32.band(flags, ImGuiHoveredFlags.NoPopupHierarchy) == 0 + local dock_hierarchy = bit32.band(flags, ImGuiHoveredFlags.DockHierarchy) ~= 0 + if bit32.band(flags, ImGuiHoveredFlags.RootWindow) ~= 0 then + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) + end + + local result + if bit32.band(flags, ImGuiHoveredFlags.ChildWindows) ~= 0 then + result = ImGui.IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy) + else + result = (ref_window == cur_window) + end + if not result then + return false + end + end + + if not ImGui.IsWindowContentHoverable(ref_window, flags) then + return false + end + if bit32.band(flags, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) == 0 then + if g.ActiveId ~= 0 and not g.ActiveIdAllowOverlap and g.ActiveId ~= ref_window.MoveId then + return false + end + end + + if bit32.band(flags, ImGuiHoveredFlags.ForTooltip) ~= 0 then + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse) + end + if bit32.band(flags, ImGuiHoveredFlags.Stationary) ~= 0 and g.HoverWindowUnlockedStationaryId ~= ref_window.ID then + return false + end + + return true +end + +-- Similar to IsWindowHovered() +--- @param flags? ImGuiFocusedFlags +function ImGui.IsWindowFocused(flags) + if flags == nil then flags = 0 end + local g = GImGui + local ref_window = g.NavWindow + local cur_window = g.CurrentWindow + + if ref_window == nil then + return false + end + if bit32.band(flags, ImGuiFocusedFlags.AnyWindow) ~= 0 then + return true + end + + IM_ASSERT(cur_window) -- Not inside a Begin()/End() + local popup_hierarchy = bit32.band(flags, ImGuiFocusedFlags.NoPopupHierarchy) == 0 + local dock_hierarchy = bit32.band(flags, ImGuiFocusedFlags.DockHierarchy) ~= 0 + if bit32.band(flags, ImGuiFocusedFlags.RootWindow) ~= 0 then + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) + end + + if bit32.band(flags, ImGuiFocusedFlags.ChildWindows) ~= 0 then + return ImGui.IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy) + else + return ref_window == cur_window + end +end + --- @param window ImGuiWindow --- @param scale float local function ScaleWindow(window, scale) @@ -7773,9 +9167,58 @@ function ImGui.GetScrollMaxY() return window.ScrollMax.y end ---- @param window ImGuiWindow ---- @param scroll_x float +function ImGui.GetScrollMaxX() + return GImGui.CurrentWindow.ScrollMax.x +end + +function ImGui.GetScrollX() + return GImGui.CurrentWindow.Scroll.x +end + +function ImGui.GetScrollY() + return GImGui.CurrentWindow.Scroll.y +end + +--- @param flags? ImGuiScrollFlags +function ImGui.ScrollToItem(flags) + local g = GImGui + ImGui.ScrollToRectEx(g.CurrentWindow, g.LastItemData.NavRect, flags or 0) +end + +--- @param window ImGuiWindow +--- @param item_rect ImRect +--- @param flags? ImGuiScrollFlags +function ImGui.ScrollToRect(window, item_rect, flags) + ImGui.ScrollToRectEx(window, item_rect, flags or 0) +end + +--- @param center_x_ratio? float +function ImGui.SetScrollHereX(center_x_ratio) + if center_x_ratio == nil then center_x_ratio = 0.5 end + local g = GImGui + local window = g.CurrentWindow + local spacing_x = ImMax(window.WindowPadding.x, g.Style.ItemSpacing.x) + local target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio) + ImGui.SetScrollFromPosX(window, target_pos_x - window.Pos.x, center_x_ratio) + window.ScrollTargetEdgeSnapDist.x = ImMax(0.0, window.WindowPadding.x - spacing_x) +end + +--- @param center_y_ratio? float +function ImGui.SetScrollHereY(center_y_ratio) + if center_y_ratio == nil then center_y_ratio = 0.5 end + local g = GImGui + local window = g.CurrentWindow + local spacing_y = ImMax(window.WindowPadding.y, g.Style.ItemSpacing.y) + local target_pos_y = ImLerp(window.DC.CursorPosPrevLine.y - spacing_y, window.DC.CursorPosPrevLine.y + window.DC.PrevLineSize.y + spacing_y, center_y_ratio) + ImGui.SetScrollFromPosY(window, target_pos_y - window.Pos.y, center_y_ratio) + window.ScrollTargetEdgeSnapDist.y = ImMax(0.0, window.WindowPadding.y - spacing_y) +end + +-- Overloads: SetScrollX(scroll_x) / SetScrollX(window, scroll_x) +--- @param window ImGuiWindow|float +--- @param scroll_x float? function ImGui.SetScrollX(window, scroll_x) + if type(window) == "number" then window, scroll_x = GImGui.CurrentWindow, window end window.ScrollTarget.x = scroll_x window.ScrollTargetCenterRatio.x = 0.0 window.ScrollTargetEdgeSnapDist.x = 0.0 @@ -7784,6 +9227,7 @@ end --- @param window ImGuiWindow --- @param scroll_y float function ImGui.SetScrollY(window, scroll_y) + if type(window) == "number" then window, scroll_y = GImGui.CurrentWindow, window end window.ScrollTarget.y = scroll_y window.ScrollTargetCenterRatio.y = 0.0 window.ScrollTargetEdgeSnapDist.y = 0.0 @@ -7793,6 +9237,8 @@ end --- @param local_x float --- @param center_x_ratio float function ImGui.SetScrollFromPosX(window, local_x, center_x_ratio) + if type(window) == "number" then window, local_x, center_x_ratio = GImGui.CurrentWindow, window, local_x end + if center_x_ratio == nil then center_x_ratio = 0.5 end IM_ASSERT(center_x_ratio >= 0.0 and center_x_ratio <= 1.0) window.ScrollTarget.x = IM_TRUNC(local_x - window.DecoOuterSizeX1 - window.DecoInnerSizeX1 + window.Scroll.x) window.ScrollTargetCenterRatio.x = center_x_ratio @@ -7803,6 +9249,8 @@ end --- @param local_y float --- @param center_y_ratio float function ImGui.SetScrollFromPosY(window, local_y, center_y_ratio) + if type(window) == "number" then window, local_y, center_y_ratio = GImGui.CurrentWindow, window, local_y end + if center_y_ratio == nil then center_y_ratio = 0.5 end IM_ASSERT(center_y_ratio >= 0.0 and center_y_ratio <= 1.0) window.ScrollTarget.y = IM_TRUNC(local_y - window.DecoOuterSizeY1 - window.DecoInnerSizeY1 + window.Scroll.y) window.ScrollTargetCenterRatio.y = center_y_ratio @@ -8168,12 +9616,7 @@ function ImGui.BeginPopupMenuEx(id, label, extra_window_flags) end if bit32.band(extra_window_flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(extra_window_flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 then - if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then - g.NextWindowData.ChildFlags = bit32.bor(g.NextWindowData.ChildFlags, ImGuiChildFlags.AlwaysAutoResize) - else - g.NextWindowData.ChildFlags = ImGuiChildFlags.AlwaysAutoResize - end - g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) + ImGui.SetNextWindowChildFlags(ImGuiChildFlags.AlwaysAutoResize, true) end IM_ASSERT(bit32.band(extra_window_flags, ImGuiWindowFlags.ChildMenu) ~= 0) @@ -11237,4 +12680,236 @@ function ImGui.ShowMetricsWindow(open) end + +--- @param idx ImGuiCol +--- @return ImVec4 # live reference to the style color (like upstream's const&) +function ImGui.GetStyleColorVec4(idx) + return GImGui.Style.Colors[idx] +end + +function ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT(window.DC.IsSetPos) + window.DC.IsSetPos = false + if window.DC.CursorPos.x <= window.DC.CursorMaxPos.x and window.DC.CursorPos.y <= window.DC.CursorMaxPos.y then return end + if window.SkipItems then return end + -- Upstream asserts (user error): "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. + -- Please submit an item e.g. Dummy() afterwards". We keep the old, tolerant behavior instead of erroring. + window.DC.CursorMaxPos = ImMax(window.DC.CursorMaxPos, window.DC.CursorPos) +end + +--------------------------------------------------------------------------------------- +-- [SECTION] POPUPS: modals, context popups, dimming +--------------------------------------------------------------------------------------- + +local function GetWindowDisplayLayer(window) + return (bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0) and 1 or 0 +end + +--- @return int # 0-based display index (like upstream), -1 if not found +function ImGui.FindWindowDisplayIndex(window) + local g = GImGui + local i = g.Windows:find_index(window) + return i and (i - 1) or -1 +end + +function ImGui.BringWindowToDisplayBack(window) + local g = GImGui + if g.Windows.Data[1] == window then return end + local i = g.Windows:find_index(window) + if i then + table.remove(g.Windows.Data, i) + table.insert(g.Windows.Data, 1, window) + end +end + +function ImGui.FindBottomMostVisibleWindowWithinBeginStack(parent_window) + local g = GImGui + local bottom_most_visible_window = parent_window + for i = ImGui.FindWindowDisplayIndex(parent_window), 0, -1 do + local window = g.Windows.Data[i + 1] + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 then + if not ImGui.IsWindowWithinBeginStackOf(window, parent_window) then break end + if ImGui.IsWindowActiveAndVisible(window) and GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window) then + bottom_most_visible_window = window + end + end + end + return bottom_most_visible_window +end + +function ImGui.GetTopMostAndVisiblePopupModal() + local g = GImGui + for n = g.OpenPopupStack.Size, 1, -1 do + local popup = g.OpenPopupStack.Data[n].Window + if popup and bit32.band(popup.Flags, ImGuiWindowFlags.Modal) ~= 0 and ImGui.IsWindowActiveAndVisible(popup) then + return popup + end + end + return nil +end + +function ImGui.RenderDimmedBackgroundBehindWindow(window, col) + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + local viewport = window.Viewport + local viewport_rect = viewport:GetMainRect() + -- Draw behind window by moving the draw command at the FRONT of the draw list + local draw_list = (window.RootWindowDockTree or window.RootWindow).DrawList + draw_list:ChannelsMerge() + if draw_list.CmdBuffer.Size == 0 then draw_list:AddDrawCmd() end + draw_list:PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false) + draw_list:AddRectFilled(viewport_rect.Min, viewport_rect.Max, col) + local cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] + draw_list.CmdBuffer:pop_back() + draw_list.CmdBuffer:push_front(cmd) + draw_list:AddDrawCmd() + draw_list:PopClipRect() +end + +function ImGui.RenderDimmedBackgrounds() + local g = GImGui + local modal_window = ImGui.GetTopMostAndVisiblePopupModal() + if g.DimBgRatio <= 0.0 and g.NavWindowingHighlightAlpha <= 0.0 then return end + local dim_bg_for_modal = (modal_window ~= nil) + local dim_bg_for_window_list = (g.NavWindowingTargetAnim ~= nil and g.NavWindowingTargetAnim.Active) + if not dim_bg_for_modal and not dim_bg_for_window_list then return end + + if dim_bg_for_modal then + local dim_behind_window = ImGui.FindBottomMostVisibleWindowWithinBeginStack(modal_window) + ImGui.RenderDimmedBackgroundBehindWindow(dim_behind_window, ImGui.GetColorU32(modal_window.DC.ModalDimBgColor, g.DimBgRatio, true)) + elseif dim_bg_for_window_list then + ImGui.RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, ImGui.GetColorU32(ImGuiCol.NavWindowingDimBg, g.DimBgRatio)) + if g.NavWindowingListWindow ~= nil and g.NavWindowingListWindow.Active and g.NavWindowingListWindow.Viewport and g.NavWindowingListWindow.Viewport ~= g.NavWindowingTargetAnim.Viewport then + ImGui.RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, ImGui.GetColorU32(ImGuiCol.NavWindowingDimBg, g.DimBgRatio)) + end + -- Draw border around Ctrl+Tab target window + local window = g.NavWindowingTargetAnim + local viewport = window.Viewport + local distance = g.FontSize + local bb = window:Rect() + bb:Expand(distance) + if bb:GetWidth() >= viewport.Size.x and bb:GetHeight() >= viewport.Size.y then bb:Expand(-distance - 1.0) end + window.DrawList:ChannelsMerge() + if window.DrawList.CmdBuffer.Size == 0 then window.DrawList:AddDrawCmd() end + window.DrawList:PushClipRect(viewport.Pos, viewport.Pos + viewport.Size) + window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.NavWindowingHighlight, g.NavWindowingHighlightAlpha), window.WindowRounding, 0, 3.0) + window.DrawList:PopClipRect() + end +end + +function ImGui.ClosePopupsExceptModals() + local g = GImGui + local popup_count_to_keep = g.OpenPopupStack.Size + while popup_count_to_keep > 0 do + local window = g.OpenPopupStack.Data[popup_count_to_keep].Window + if not window or bit32.band(window.Flags, ImGuiWindowFlags.Modal) ~= 0 then break end + popup_count_to_keep = popup_count_to_keep - 1 + end + if popup_count_to_keep < g.OpenPopupStack.Size then + ImGui.ClosePopupToLevel(popup_count_to_keep, true) + end +end + +--- @return bool visible, bool? p_open # p_open is the updated value of the optional close button flag +function ImGui.BeginPopupModal(name, p_open, flags) + if flags == nil then flags = 0 end + local g = GImGui + local window = g.CurrentWindow + local id = window:GetID(name) + if not ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then + g.NextWindowData:ClearFlags() + if p_open then p_open = false end + return false, p_open + end + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) == 0 then + local viewport = window.WasActive and window.Viewport or ImGui.GetMainViewport() + ImGui.SetNextWindowPos(viewport:GetCenter(), ImGuiCond.FirstUseEver, ImVec2(0.5, 0.5)) + end + + flags = bit32.bor(flags, ImGuiWindowFlags.Popup, ImGuiWindowFlags.Modal, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoDocking) + local is_open + p_open, is_open = ImGui.Begin(name, p_open, flags) + if not is_open or (p_open ~= nil and not p_open) then + ImGui.EndPopup() + if is_open then ImGui.ClosePopupToLevel(g.BeginPopupStack.Size, true) end + return false, p_open + end + return is_open, p_open +end + +function ImGui.IsPopupOpenRequestForWindow(popup_flags) + local g = GImGui + local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) + if ImGui.IsMouseReleased(mouse_button, ImGuiKeyOwner_NoOwner) and ImGui.IsWindowHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) then + if bit32.band(popup_flags, ImGuiPopupFlags.NoOpenOverItems) == 0 or not ImGui.IsAnyItemHovered() then + return true + end + end + if g.NavOpenContextMenuWindowId and g.NavOpenContextMenuWindowId ~= 0 and g.CurrentWindow.ID ~= 0 then + if ImGui.IsWindowChildOf(g.NavWindow, g.CurrentWindow, false, false) then return true end + end + return false +end + +function ImGui.BeginPopupContextWindow(str_id, popup_flags) + if popup_flags == nil then popup_flags = 0 end + local g = GImGui + local window = g.CurrentWindow + if not str_id then str_id = "window_context" end + local id = window:GetID(str_id) + if ImGui.IsPopupOpenRequestForWindow(popup_flags) then ImGui.OpenPopupEx(id, popup_flags) end + return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) +end + +function ImGui.BeginPopupContextVoid(str_id, popup_flags) + if popup_flags == nil then popup_flags = 0 end + local g = GImGui + local window = g.CurrentWindow + if not str_id then str_id = "void_context" end + local id = window:GetID(str_id) + local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) + if ImGui.IsMouseReleased(mouse_button, id) and not ImGui.IsWindowHovered(ImGuiHoveredFlags.AnyWindow) then + if ImGui.GetTopMostPopupModal() == nil then ImGui.OpenPopupEx(id, popup_flags) end + end + return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) +end + +function ImGui.BeginTooltipHidden() + local g = GImGui + local _, ret = ImGui.Begin("##Tooltip_Hidden", nil, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.NoInputs, ImGuiWindowFlags.NoTitleBar, + ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.AlwaysAutoResize)) + ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow) + return ret +end + +-- Baseline fallbacks (the real ports, if defined earlier in this file, win) +if not ImGuiErrorRecoveryState then + function ImGuiErrorRecoveryState() + return { SizeOfWindowStack = 0, SizeOfIDStack = 0, SizeOfTreeStack = 0, SizeOfColorStack = 0, SizeOfStyleVarStack = 0, + SizeOfFontStack = 0, SizeOfFocusScopeStack = 0, SizeOfGroupStack = 0, SizeOfItemFlagsStack = 0, + SizeOfBeginPopupStack = 0, SizeOfDisabledStack = 0 } + end +end +if not ImGui.ErrorRecoveryStoreState then + function ImGui.ErrorRecoveryStoreState(state_out) + local g = GImGui + state_out.SizeOfWindowStack = g.CurrentWindowStack.Size + state_out.SizeOfIDStack = g.CurrentWindow.IDStack.Size + state_out.SizeOfTreeStack = g.CurrentWindow.DC.TreeDepth + state_out.SizeOfColorStack = g.ColorStack.Size + state_out.SizeOfStyleVarStack = g.StyleVarStack.Size + state_out.SizeOfFontStack = g.FontStack.Size + state_out.SizeOfFocusScopeStack = g.FocusScopeStack.Size + state_out.SizeOfGroupStack = g.GroupStack.Size + state_out.SizeOfItemFlagsStack = g.ItemFlagsStack.Size + state_out.SizeOfBeginPopupStack = g.BeginPopupStack.Size + state_out.SizeOfDisabledStack = g.DisabledStackSize or 0 + end +end +if not ImGui.ErrorRecoveryTryToRecoverWindowState then + function ImGui.ErrorRecoveryTryToRecoverWindowState(state_in) end -- TODO(core agent) +end + return true -- [Roblox] ModuleScripts must return exactly one value diff --git a/imgui/imgui_demo.lua b/imgui/imgui_demo.lua index 7873a01..2079f43 100644 --- a/imgui/imgui_demo.lua +++ b/imgui/imgui_demo.lua @@ -1,48 +1,293 @@ --- ImGui Sincerely WIP --- (Demo Code) +-- (Demo Code) Port of imgui_demo.cpp (docking branch) +-- This file: shared demo helpers, ShowDemoWindow(), DemoWindowMenuBar(), DemoWindowWidgets() dispatcher, example tree/image viewer helpers. +-- Other parts (all global functions, loaded from the same bundle): +-- imgui_demo_w1.lua : DemoWindowWidgets{Basic,Bullets,CollapsingHeaders,ColorAndPickers,ComboBoxes,DataTypes,...} +-- imgui_demo_w2.lua : DemoWindowWidgets{QueryingStatuses,Selectables,SelectionAndMultiSelect} +-- imgui_demo_w3.lua : DemoWindowWidgets{Tabs,Text,TextInput,Tooltips,TreeNodes,VerticalSliders} +-- imgui_demo_style.lua : ShowAboutWindow, ShowStyleEditor, ShowUserGuide, ShowExampleMenuFile, ... +-- imgui_demo_2.lua : Layout, Popups, Tables, Columns, Inputs + example apps --- NOTE: Make sure to use fields with different names inside `static`! +local _ -local IM_MIN = math.min -local IM_MAX = math.max -local function IM_CLAMP(V, MN, MX) return (V < MN) and MN or (V > MX) and MX or V end +---------------------------------------------------------------- +-- Shared helpers (globals) +---------------------------------------------------------------- --- TODO: HelpMarker() --- TODO: ImColor helpers? +function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here ---- @class ImGuiDemoWindowData +--- Helper to display a little (?) mark which shows a tooltip when hovered. +function HelpMarker(desc) + ImGui.TextDisabled("(?)") + if ImGui.BeginItemTooltip() then + ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) + ImGui.TextUnformatted(desc) + ImGui.PopTextWrapPos() + ImGui.EndTooltip() + end +end ---- @return ImGuiDemoWindowData ---- @nodiscard -local function ImGuiDemoWindowData() +function ShowDockingDisabledMessage() + local io = ImGui.GetIO() + ImGui.Text("ERROR: Docking is not enabled! See Demo > Configuration.") + ImGui.Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ") + ImGui.SameLine(0.0, 0.0) + if ImGui.SmallButton("click here") then + io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.DockingEnable) + end +end + +function DemoNotSupported() ImGui.TextDisabled("(not supported on Roblox)") end +function DemoNotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end +function DemoB2I(b) return b and 1 or 0 end +function DemoHas(flags, f) return bit32.band(flags, f) ~= 0 end +function DemoClamp(v, mn, mx) return (v < mn) and mn or (v > mx) and mx or v end + +--- `char buf[size] = "str"` -> zero-terminated byte table +function DemoBuf(str, size) + local t = {} + for i = 1, #str do t[i] = string.byte(str, i) end + t[#str + 1] = 0 + if size then for i = #str + 2, size do t[i] = 0 end end + return t +end +--- byte table -> Lua string (up to the zero terminator) +function DemoBufStr(buf) + local n = 0 + while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end + if n == 0 then return "" end + return ImGui._ByteArrayToString(buf, 1, n + 1) +end + +--- "a\0b\0c\0\0" -> { "a", "b", "c" } +function DemoItems(s) + if type(s) == "table" then return s end + local t = {} + for item in string.gmatch(s, "([^%z]+)") do t[#t + 1] = item end + return t +end + +--- Combo() one-liner. `idx` is 0-based; `items` is a table of strings (1-based) or a "\0"-separated string. +--- Uses ImGui.Combo if it exists, falls back to BeginCombo/Selectable. +--- @return int idx, bool changed +function DemoCombo(label, idx, items, popup_max_height_in_items) + items = DemoItems(items) + if ImGui.Combo then + return ImGui.Combo(label, idx, items, #items, popup_max_height_in_items or -1) + end + local changed = false + local preview = (idx >= 0 and idx < #items) and items[idx + 1] or "" + if ImGui.BeginCombo(label, preview) then + for n = 0, #items - 1 do + local is_selected = (idx == n) + if ImGui.Selectable(items[n + 1], is_selected) then + idx = n + changed = true + end + if is_selected then ImGui.SetItemDefaultFocus() end + end + ImGui.EndCombo() + end + return idx, changed +end + +--- ListBox() one-liner (see DemoCombo) +function DemoListBox(label, idx, items, height_in_items) + items = DemoItems(items) + if ImGui.ListBox then + return ImGui.ListBox(label, idx, items, #items, height_in_items or -1) + end + local changed = false + if height_in_items == nil or height_in_items < 0 then height_in_items = math.min(#items, 7) end + local height_in_items_f = height_in_items + 0.25 + local height_in_pixels = math.floor(ImGui.GetTextLineHeightWithSpacing() * height_in_items_f + ImGui.GetStyle().FramePadding.y * 2.0) + if ImGui.BeginListBox and ImGui.BeginListBox(label, ImVec2(0.0, height_in_pixels)) then + for n = 0, #items - 1 do + local is_selected = (idx == n) + if ImGui.Selectable(items[n + 1], is_selected) then + idx = n + changed = true + end + if is_selected then ImGui.SetItemDefaultFocus() end + end + ImGui.EndListBox() + elseif not ImGui.BeginListBox then + DemoNotPorted("ListBox") + end + return idx, changed +end + +--- Closable header: CollapsingHeader(label, &p_open). Returns visible, open. +function DemoCollapsingHeaderClosable(label, open) + if not open then return false, open end + local visible = ImGui.CollapsingHeader(label, open) + -- ponytail: until CollapsingHeader(label, p_open) lands, a boolean 2nd arg is treated as flags=None by the library + if type(visible) == "table" then visible = visible[1] end + return visible, open +end + +--- ImColor::HSV() as ImVec4 +function DemoHSV(h, s, v, a) + local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) + return ImVec4(r, g, b, a or 1.0) +end + +--- Minimal ImGuiTextFilter when the library one isn't available (Draw/DrawWithHint/PassFilter/Clear/IsActive) +function DemoTextFilter() + if ImGuiTextFilter then return ImGuiTextFilter() end + local f = { InputBuf = DemoBuf("", 256) } + local function parse(self) + local inc, exc = {}, {} + for tok in string.gmatch(string.lower(DemoBufStr(self.InputBuf)), "[^,%s]+") do + if string.sub(tok, 1, 1) == "-" then + if #tok > 1 then exc[#exc + 1] = string.sub(tok, 2) end + else + inc[#inc + 1] = tok + end + end + return inc, exc + end + function f:Draw(label, width) + if width and width ~= 0 then ImGui.SetNextItemWidth(width) end + return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) + end + function f:DrawWithHint(label, hint, width) + if width and width ~= 0 then ImGui.SetNextItemWidth(width) end + return ImGui.InputTextWithHint(label, hint, self.InputBuf, 256) + end + function f:Clear() self.InputBuf[1] = 0 end + function f:IsActive() return self.InputBuf[1] ~= 0 and self.InputBuf[1] ~= nil end + function f:PassFilter(text) + local inc, exc = parse(self) + text = string.lower(text) + for _, e in ipairs(exc) do if string.find(text, e, 1, true) then return false end end + if #inc == 0 then return true end + for _, i in ipairs(inc) do if string.find(text, i, 1, true) then return true end end + return false + end + return f +end + +---------------------------------------------------------------- +-- [SECTION] Demo Window data +---------------------------------------------------------------- + +--- Data to be shared across different functions of the demo. +function ImGuiDemoWindowData() return { + -- Examples Apps (accessible from the "Examples" menu) + ShowMainMenuBar = false, + ShowAppAssetsBrowser = false, + ShowAppConsole = false, + ShowAppCustomRendering = false, + ShowAppDocuments = false, + ShowAppDockSpace = false, ShowAppImageViewer = false, + ShowAppLog = false, + ShowAppLayout = false, + ShowAppPropertyEditor = false, + ShowAppSimpleOverlay = false, + ShowAppAutoResize = false, + ShowAppConstrainedResize = false, ShowAppFullscreen = false, + ShowAppLongText = false, + ShowAppWindowTitles = false, + -- Dear ImGui Tools (accessible from the "Tools" menu) ShowMetrics = false, + ShowDebugLog = false, + ShowIDStackTool = false, ShowStyleEditor = false, + ShowAbout = false, + + -- Other data + DisableSections = false, + LiveEditOverride = false, + LiveEditFlags = ImGuiItemFlags.LiveEditOnInputText or 0, + DemoTree = nil, } end ---- @class ExampleImageViewerData +---------------------------------------------------------------- +-- [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +---------------------------------------------------------------- ---- @return ExampleImageViewerData ---- @nodiscard -local function ExampleImageViewerData() +function ExampleTreeNode() + return { + -- Tree structure + Name = "", + UID = 0, + Parent = nil, + Childs = {}, -- 1-based + IndexInParent = 0, -- 0-based + + -- Leaf Data + HasData = false, -- All leaves have data + DataMyBool = true, + DataMyInt = 128, + DataMyVec2 = ImVec2(0.0, 3.141592), + } +end + +function ExampleTree_CreateNode(name, uid, parent) + local node = ExampleTreeNode() + node.Name = string.sub(name, 1, 27) + node.UID = uid + node.Parent = parent + node.IndexInParent = parent and #parent.Childs or 0 + if parent then + parent.Childs[#parent.Childs + 1] = node + end + return node +end + +function ExampleTree_DestroyNode(node) end -- GC + +--- Create example tree data +function ExampleTree_CreateDemoTree() + local ROOT_ITEMS_COUNT = 20 + local category_names = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" } + local category_count = #category_names + local uid = 0 + uid = uid + 1 + local node_L0 = ExampleTree_CreateNode("", uid, nil) + for idx_L0 = 0, ROOT_ITEMS_COUNT - 1 do + local name_buf = string.format("%s %d", category_names[idx_L0 // (ROOT_ITEMS_COUNT // category_count) + 1], idx_L0 % (ROOT_ITEMS_COUNT // category_count)) + uid = uid + 1 + local node_L1 = ExampleTree_CreateNode(name_buf, uid, node_L0) + local number_of_childs = #node_L1.Name + for idx_L1 = 0, number_of_childs - 1 do + uid = uid + 1 + local node_L2 = ExampleTree_CreateNode(string.format("Child %d", idx_L1), uid, node_L1) + node_L2.HasData = true + if idx_L1 == 0 then + uid = uid + 1 + local node_L3 = ExampleTree_CreateNode(string.format("Sub-child %d", 0), uid, node_L2) + node_L3.HasData = true + end + end + end + return node_L0 +end + +---------------------------------------------------------------- +-- [SECTION] Helpers: ExampleImageViewer +---------------------------------------------------------------- + +function ExampleImageViewerData() return { ImageBgColor = IM_COL32(100, 100, 100, 255), GridColor = IM_COL32(255, 255, 255, 100), GridEnabled = true, ViewReset = true, - ViewOffset = ImVec2(0, 0), + ViewOffset = ImVec2(0, 0), -- in image space Zoom = 10.0, ZoomMin = 1.0, - ZoomMax = 10000.0 + ZoomMax = 10000.0, } end ---- @param data ExampleImageViewerData -local function ExampleImageViewer_DrawOptions(data) +function ExampleImageViewer_DrawOptions(data) ImGui.SetNextItemShortcut(ImGuiKey.G, ImGuiInputFlags.Tooltip) _, data.GridEnabled = ImGui.Checkbox("Grid", data.GridEnabled) ImGui.SameLine() @@ -55,29 +300,26 @@ local function ExampleImageViewer_DrawOptions(data) end end ---- @param data ExampleImageViewerData ---- @param canvas_size ImVec2 ---- @param image_tex_ref ImTextureRef ---- @param image_w int ---- @param image_h int -local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, image_w, image_h) +function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, image_w, image_h) local io = ImGui.GetIO() local platform_io = ImGui.GetPlatformIO() local draw_list = ImGui.GetWindowDrawList() IM_ASSERT(canvas_size.x >= 0.0 and canvas_size.y >= 0.0) + -- Layout canvas ImGui.InvisibleButton("##Canvas", canvas_size) local canvas_min = ImGui.GetItemRectMin() local canvas_max = ImGui.GetItemRectMax() if data.ViewReset then - data.ViewOffset = ImVec2((canvas_size.x * 0.5 / data.Zoom) - 0.5, (canvas_size.y * 0.5 / data.Zoom) - 0.5) + data.ViewOffset = ImVec2((canvas_size.x * 0.5 / data.Zoom) - 0.5, (canvas_size.y * 0.5 / data.Zoom) - 0.5) -- Add half a pixel padding end data.ViewReset = false + -- Handle inputs if ImGui.SetItemKeyOwner(ImGuiKey.MouseWheelY) then if io.MouseWheel ~= 0.0 then - data.Zoom = IM_CLAMP(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) + data.Zoom = DemoClamp(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) end end local zoom = data.Zoom @@ -86,12 +328,12 @@ local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, i data.ViewOffset.y = data.ViewOffset.y - io.MouseDelta.y / zoom end + -- Display image local image_min = ImVec2(); local image_max = ImVec2() image_min.x = math.floor((canvas_min.x - (data.ViewOffset.x * zoom)) + (canvas_size.x * 0.5)) image_min.y = math.floor((canvas_min.y - (data.ViewOffset.y * zoom)) + (canvas_size.y * 0.5)) image_max.x = math.floor(image_min.x + image_w * zoom) image_max.y = math.floor(image_min.y + image_h * zoom) - draw_list:AddRect(ImVec2(canvas_min.x - 1.0, canvas_min.y - 1.0), ImVec2(canvas_max.x + 1.0, canvas_max.y + 1.0), IM_COL32(255, 255, 255, 255)) draw_list:PushClipRect(canvas_min, canvas_max, true) draw_list:AddRectFilled(image_min, image_max, data.ImageBgColor) @@ -103,6 +345,7 @@ local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, i draw_list:AddCallback(ImGui.GetPlatformIO().DrawCallback_SetSamplerLinear) end + -- Display grid lines for visible pixels if data.GridEnabled and zoom > 6.0 then local step = zoom for px = math.floor((canvas_min.x - image_min.x) / step), math.floor((canvas_max.x - image_min.x) / step) do @@ -115,763 +358,9 @@ local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, i draw_list:PopClipRect() end -local function ShowExampleMenuFile() - ImGui.MenuItem("(demo menu)", nil, false, false) - if ImGui.MenuItem("New") then end - if ImGui.MenuItem("Open", "Ctrl+O") then end - if ImGui.BeginMenu("Open Recent") then - ImGui.MenuItem("fish_hat.c") - ImGui.MenuItem("fish_hat.inl") - ImGui.MenuItem("fish_hat.h") - if ImGui.BeginMenu("More..") then - ImGui.MenuItem("Hello") - ImGui.MenuItem("Sailor") - if ImGui.BeginMenu("Recurse..") then - ShowExampleMenuFile() - ImGui.EndMenu() - end - ImGui.EndMenu() - end - ImGui.EndMenu() - end - if ImGui.MenuItem("Save", "Ctrl+S") then end - if ImGui.MenuItem("Save As..") then end -end - -local function DemoWindowMenuBar(demo_data) - if ImGui.BeginMenuBar() then - if ImGui.BeginMenu("Menu") then - ShowExampleMenuFile() - ImGui.EndMenu() - end - if ImGui.BeginMenu("Examples") then - ImGui.SeparatorText("Concepts") - _, demo_data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, demo_data.ShowAppFullscreen) - - ImGui.EndMenu() - end - if ImGui.BeginMenu("Tools") then - -local has_debug_tools = false -if not IMGUI_DISABLE_DEBUG_TOOLS then - has_debug_tools = true -end - - _, demo_data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, demo_data.ShowMetrics, has_debug_tools) - _, demo_data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, demo_data.ShowStyleEditor) - - ImGui.EndMenu() - end - - ImGui.EndMenuBar() - end -end - -local DemoWindowWidgetsBasic -do - -local static = {} - -local clicked = 0 -local checked = true -local radio_v = 0 - -local col0 = ImVec4(0, 0, 0, 1) -local col1 = ImVec4(0, 0, 0, 1) -local col2 = ImVec4(0, 0, 0, 1) - -local counter = 0 - -local str0 = {string.byte("Hello, World!", 1, 13)} -table.insert(str0, 0) - -local str1 = {} -str1[1] = 0 - -local hint0 = {string.byte("enter text here", 1, 15)} -table.insert(hint0, 0) - -local vec4a = { 0.10, 0.20, 0.30, 0.44 } - -local Element = { Fire = 1, Earth = 2, Air = 3, Water = 4, COUNT = 5 } -local elems_names = { "Fire", "Earth", "Air", "Water" } - -function DemoWindowWidgetsBasic() - if ImGui.TreeNode("Basic") then - ImGui.SeparatorText("General") - - if ImGui.Button("Button") then - clicked = clicked + 1 - end - - if clicked % 2 ~= 0 then - ImGui.SameLine() - ImGui.Text("Thanks for clicking me!") - end - - _, check = ImGui.Checkbox("checkbox", check) - - _, radio_v = ImGui.RadioButton("radio a", radio_v, 0) ImGui.SameLine() - _, radio_v = ImGui.RadioButton("radio b", radio_v, 1) ImGui.SameLine() - _, radio_v = ImGui.RadioButton("radio c", radio_v, 2) - - ImGui.AlignTextToFramePadding() - ImGui.TextLinkOpenURL("Hyperlink", "https://github.com/GrayWolf64/imgui-lua") - - for i = 1, 7 do - if i > 1 then - ImGui.SameLine() - end - ImGui.PushID(i) - - col0.x, col0.y, col0.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.6, 0.6) - col1.x, col1.y, col1.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.7, 0.7) - col2.x, col2.y, col2.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.8, 0.8) - ImGui.PushStyleColor(ImGuiCol.Button, col0) - ImGui.PushStyleColor(ImGuiCol.ButtonHovered, col1) - ImGui.PushStyleColor(ImGuiCol.ButtonActive, col2) - - ImGui.Button("Click") - - ImGui.PopStyleColor(3) - ImGui.PopID() - end - - -- Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements - -- (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) - -- See 'Demo->Layout->Text Baseline Alignment' for details. - ImGui.AlignTextToFramePadding() - ImGui.Text("Hold to repeat:") - ImGui.SameLine() - - -- Arrow buttons with Repeater - local spacing = ImGui.GetStyle().ItemInnerSpacing.x - ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true) - if ImGui.ArrowButton("##left", ImGuiDir.Left) then counter = counter - 1 end - ImGui.SameLine(0.0, spacing) - if ImGui.ArrowButton("##right", ImGuiDir.Right) then counter = counter + 1 end - ImGui.PopItemFlag() - ImGui.SameLine() - ImGui.Text("%d", counter) - - ImGui.Button("Tooltip") - ImGui.SetItemTooltip("I am a tooltip") - - ImGui.LabelText("label", "Value") - - ImGui.SeparatorText("Inputs") - - do - ImGui.InputText("input text", str0, 128) - - ImGui.InputTextWithHint("input text (w/ hint)", hint0, str1, 128) - - if not static.i0 then static.i0 = 233 end - static.i0 = ImGui.InputInt("input int", static.i0) - - if not static.f0 then static.f0 = 0.001 end - static.f0 = ImGui.InputFloat("input float", static.f0, 0.01, 1.0) - - if not static.d0 then static.d0 = 999999.00000001 end - static.d0 = ImGui.InputDouble("input double", static.d0, 0.01, 1.0, "%.8f") - -- TODO: - - ImGui.InputFloat3("input float3", vec4a) - end - - ImGui.SeparatorText("Drags") - - do - if not static.i1 then static.i1 = 50 end - if not static.i2 then static.i2 = 42 end - if not static.i3 then static.i3 = 128 end - static.i1 = ImGui.DragInt("drag int", static.i1, 1) - static.i2 = ImGui.DragInt("drag int 0..100", static.i2, 1, 0, 100, "%d%%", ImGuiSliderFlags.AlwaysClamp) - static.i3 = ImGui.DragInt("drag int wrap 100..200", static.i3, 1, 100, 200, "%d", ImGuiSliderFlags.WrapAround) - - if not static.f1 then static.f1 = 1.00 end - if not static.f2 then static.f2 = 0.0067 end - static.f1 = ImGui.DragFloat("drag float", static.f1, 0.005) - static.f2 = ImGui.DragFloat("drag small float", static.f2, 0.0001, 0.0, 0.0, "%.06f ns") - end - - ImGui.SeparatorText("Sliders") - - do - if not static.f01 then static.f01 = 0.123 end - if not static.f02 then static.f02 = 0.0 end - static.f01 = ImGui.SliderFloat("slider float", static.f01, 0.0, 1.0, "ratio = %.3f") - static.f02 = ImGui.SliderFloat("slider float (log)", static.f02, -10.0, 10.0, "%.4f", ImGuiSliderFlags.Logarithmic) - - if not static.angle then static.angle = 0.0 end - static.angle = ImGui.SliderAngle("slider angle", static.angle) - - if not static.elem then static.elem = Element.Fire end - local elem_name = (static.elem >= 1 and static.elem < Element.COUNT) and elems_names[static.elem] or "Unknown" - static.elem = ImGui.SliderInt("slider enum", static.elem, 1, Element.COUNT - 1, elem_name) - end - - ImGui.TreePop() - end -end - -end - -local function DemoWindowWidgetsBullets() - if ImGui.TreeNode("Bullets") then - ImGui.BulletText("Bullet point 1") - ImGui.BulletText("Bullet point 2\nOn multiple lines") - if ImGui.TreeNode("Tree node") then - ImGui.BulletText("Another bullet point") - ImGui.TreePop() - end - ImGui.Bullet() ImGui.Text("Bullet point 3 (two calls)") - ImGui.Bullet() ImGui.SmallButton("Button") - ImGui.TreePop() - end -end - -local DemoWindowWidgetsColorAndPickers -do - -local color = {114.0 / 255.0, 144.0 / 255.0, 154.0 / 255.0, 200.0 / 255.0} -local base_flags = ImGuiColorEditFlags.None - -local ref_color = false -local ref_color_v = {1.0, 0.0, 1.0, 0.5} -local picker_mode = 0 -local display_mode = 0 -local color_picker_flags = ImGuiColorEditFlags.AlphaBar -local picker_mode_names = {"Auto/Current", "ImGuiColorEditFlags.PickerHueBar", "ImGuiColorEditFlags.PickerHueWheel"} -local display_mode_names = {"Auto/Current", "ImGuiColorEditFlags.NoInputs", "ImGuiColorEditFlags.DisplayRGB", "ImGuiColorEditFlags.DisplayHSV", "ImGuiColorEditFlags.DisplayHex"} - -function DemoWindowWidgetsColorAndPickers() - if ImGui.TreeNode("Color/Picker Widgets") then - ImGui.SeparatorText("Options") - - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoAlpha", base_flags, ImGuiColorEditFlags.NoAlpha) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaOpaque", base_flags, ImGuiColorEditFlags.AlphaOpaque) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaNoBg", base_flags, ImGuiColorEditFlags.AlphaNoBg) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaPreviewHalf", base_flags, ImGuiColorEditFlags.AlphaPreviewHalf) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoOptions", base_flags, ImGuiColorEditFlags.NoOptions) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoDragDrop", base_flags, ImGuiColorEditFlags.NoDragDrop) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoColorMarkers", base_flags, ImGuiColorEditFlags.NoColorMarkers) - _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.HDR", base_flags, ImGuiColorEditFlags.HDR) - - ImGui.SeparatorText("Inline color editor") - ImGui.Text("Color widget:") - ImGui.ColorEdit3("MyColor##1", color, base_flags) - - ImGui.Text("Color widget HSV with Alpha:") - ImGui.ColorEdit4("MyColor##2", color, bit32.bor(ImGuiColorEditFlags.DisplayHSV, base_flags)) - - ImGui.Text("Color widget with Float Display:") - ImGui.ColorEdit4("MyColor##2f", color, bit32.bor(ImGuiColorEditFlags.Float, base_flags)) - - ImGui.Text("Color button with Picker:") - ImGui.ColorEdit4("MyColor##3", color, bit32.bor(ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoLabel, base_flags)) - - -- TODO: - - ImGui.SeparatorText("Color picker") - - ImGui.PushID("Color picker") - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoAlpha", color_picker_flags, ImGuiColorEditFlags.NoAlpha) - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaBar", color_picker_flags, ImGuiColorEditFlags.AlphaBar) - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoSidePreview", color_picker_flags, ImGuiColorEditFlags.NoSidePreview) - - if bit32.band(color_picker_flags, ImGuiColorEditFlags.NoSidePreview) ~= 0 then - ImGui.SameLine() - _, ref_color = ImGui.Checkbox("With Ref Color", ref_color) - if ref_color then - ImGui.SameLine() - ImGui.ColorEdit4("##RefColor", ref_color_v, bit32.bor(ImGuiColorEditFlags.NoInputs, base_flags)) - end - end - _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.PickerNoRotate", color_picker_flags, ImGuiColorEditFlags.PickerNoRotate) - - if ImGui.BeginCombo("Picker Mode", picker_mode_names[picker_mode + 1], ImGuiComboFlags.None) then - for mode_idx, mode_name in ipairs(picker_mode_names) do - local pressed = ImGui.Selectable(mode_name, mode_idx == picker_mode + 1) - if pressed then - picker_mode = mode_idx - 1 - end - end - ImGui.EndCombo() - end - - if ImGui.BeginCombo("Display Mode", display_mode_names[display_mode + 1], ImGuiComboFlags.None) then - for mode_idx, mode_name in ipairs(display_mode_names) do - local pressed = ImGui.Selectable(mode_name, mode_idx == display_mode + 1) - if pressed then - display_mode = mode_idx - 1 - end - end - ImGui.EndCombo() - end - - local flags = bit32.bor(base_flags, color_picker_flags) - if picker_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueBar) end - if picker_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueWheel) end - if display_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.NoInputs) end -- Disable all RGB/HSV/Hex displays - if display_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayRGB) end -- Override display mode - if display_mode == 3 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayHSV) end - if display_mode == 4 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayHex) end - - ImGui.ColorPicker4("MyColor##4", color, flags, ref_color and ref_color_v or nil) - - ImGui.TreePop() - end -end - -end - -local DemoWindowWidgetsImages do - -local pressed_count = 0 - -local image_viewer = ExampleImageViewerData() - -function DemoWindowWidgetsImages() - if ImGui.TreeNode("Images") then - ImGui.TextWrapped( - "Below we are displaying the font texture (which is the only texture we have access to in this demo). " .. - "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " .. - "Hover the texture for a zoomed view!" - ) - - -- Grab the current texture identifier used by the font atlas - local io = ImGui.GetIO() - - local atlas = io.Fonts - local my_tex_id = atlas.TexRef - local my_tex_w = atlas.TexData.Width - local my_tex_h = atlas.TexData.Height - ImGui.Text("%.0fx%.0f", my_tex_w, my_tex_h) - - ImGui.SeparatorText("Image()/ImageWithBg() function") - local uv_min = ImVec2(0.0, 0.0) - local uv_max = ImVec2(1.0, 1.0) - ImGui.PushStyleVar(ImGuiStyleVar.ImageBorderSize, IM_MAX(1.0, ImGui.GetStyle().ImageBorderSize)) - ImGui.ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0, 0.0, 0.0, 1.0)) - ImGui.PopStyleVar() - - -- Fancy widget - ImGui.SeparatorText("Interactive Image Viewer") - - local canvas_size = ImVec2(ImGui.GetContentRegionAvail().x, my_tex_h * 2.0) - ExampleImageViewer_DrawOptions(image_viewer) - ExampleImageViewer_DrawCanvas(image_viewer, canvas_size, my_tex_id, my_tex_w, my_tex_h) - - ImGui.SeparatorText("Textured Buttons") - - ImGui.TextWrapped("And now some textured buttons..") - for i = 1, 8 do - -- UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. - -- Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. - ImGui.PushID(i) - if i > 1 then - ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(i, i)) - end - - local size = ImVec2(32.0, 32.0) -- Size of the image we want to make visible - local uv0 = ImVec2(0.0, 0.0) -- UV coordinates for lower-left - local uv1 = ImVec2(32.0 / my_tex_w, 32.0 / my_tex_h) -- UV coordinates for (32,32) in our texture - local bg_col = ImVec4(0.0, 0.0, 0.0, 1.0) -- Black background - local tint_col = ImVec4(1.0, 1.0, 1.0, 1.0) -- No tint - - if ImGui.ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col) then - pressed_count = pressed_count + 1 - end - - if i > 1 then - ImGui.PopStyleVar() - end - - ImGui.PopID() - ImGui.SameLine() - end - - ImGui.NewLine() - ImGui.Text("Pressed %d times.", pressed_count) - - ImGui.TreePop() - end -end - -end - -local function DemoWindowWidgetsLiveEdit() - -- TODO: -end - -local DemoWindowWidgetsPlotting -do - -local animate = true -local arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 } - -local values_sz = 90 -local values = {} for i = 1, values_sz do values[i] = 0 end -local values_offset = 0 -local refresh_time = 0.0 -local phase = 0.0 - -function DemoWindowWidgetsPlotting() - if ImGui.TreeNode("Plotting") then - _, animate = ImGui.Checkbox("Animate", animate) - - -- Plot as lines and plot as histogram - ImGui.PlotLines("Frame Times", arr, nil, #arr) - ImGui.PlotHistogram("Histogram", arr, nil, #arr, 0, nil, 0.0, 1.0, ImVec2(0, 80.0)) - - if not animate or refresh_time == 0.0 then - refresh_time = ImGui.GetTime() - end - while refresh_time < ImGui.GetTime() do -- Create data at fixed 60 Hz rate for the demo - values[values_offset + 1] = math.cos(phase) - values_offset = (values_offset + 1) % values_sz - phase = phase + 0.10 * values_offset - refresh_time = refresh_time + 1.0 / 60.0 - end - - -- Plots can display overlay texts - -- (in this example, we will display an average value) - do - local average = 0.0 - for i = 1, values_sz do - average = average + values[i] - end - average = average / values_sz - local overlay = string.format("avg %f", average) - ImGui.PlotLines("Lines", values, nil, values_sz, values_offset, overlay, -1.0, 1.0, ImVec2(0, 80.0)) - end - - ImGui.TreePop() - end -end - -end - -local DemoWindowWidgetsProgressBars do - -local progress_accum = 0.0 -local progress_dir = 1.0 - -function DemoWindowWidgetsProgressBars() - if ImGui.TreeNode("Progress Bars") then - -- Animate a simple progress bar - progress_accum = progress_accum + progress_dir * 0.4 * ImGui.GetIO().DeltaTime - if progress_accum >= 1.1 then - progress_accum = 1.1 - progress_dir = progress_dir * -1.0 - end - - if progress_accum <= -0.1 then - progress_accum = -0.1 - progress_dir = progress_dir * -1.0 - end - - local progress = IM_CLAMP(progress_accum, 0.0, 1.0) - - -- Typically we would use ImVec2(-1.0,0.0) or ImVec2(-math.huge,0.0) to use all available width, - -- or ImVec2(width,0.0) for a specified width. ImVec2(0.0,0.0) uses ItemWidth - ImGui.ProgressBar(progress, ImVec2(0.0, 0.0)) - ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) - ImGui.Text("Progress Bar") - - local buf = string.format("%d/%d", math.floor(progress * 1753), 1753) - ImGui.ProgressBar(progress, ImVec2(0.0, 0.0), buf) - - -- Pass an animated negative value, e.g. -1.0 * ImGui.GetTime() is the recommended value - -- Adjust the factor if you want to adjust the animation speed - ImGui.ProgressBar(-1.0 * ImGui.GetTime(), ImVec2(0.0, 0.0), "Searching..") - ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) - ImGui.Text("Indeterminate") - - ImGui.TreePop() - end -end - -end - -local DemoWindowWidgetsVerticalSliders do - -local int_value = 0 -local values = { 0.0, 0.60, 0.35, 0.9, 0.70, 0.20, 0.0 } -local values2 = { 0.20, 0.80, 0.40, 0.25 } - -local col0 = ImVec4(0, 0, 0, 1) -local col1 = ImVec4(0, 0, 0, 1) -local col2 = ImVec4(0, 0, 0, 1) -local col3 = ImVec4(0, 0, 0, 1) - -function DemoWindowWidgetsVerticalSliders() - if ImGui.TreeNode("Vertical Sliders") then - local spacing = 4 - ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(spacing, spacing)) - - int_value = ImGui.VSliderInt("##int", ImVec2(18, 160), int_value, 0, 5) - ImGui.SameLine() - - ImGui.PushID("set1") - for i = 1, 7 do - if i > 1 then ImGui.SameLine() end - ImGui.PushID(i) - local hue = (i - 1) / 7.0 - col0.x, col0.y, col0.z = ImGui.ColorConvertHSVtoRGB(hue, 0.5, 0.5) - col1.x, col1.y, col1.z = ImGui.ColorConvertHSVtoRGB(hue, 0.6, 0.5) - col2.x, col2.y, col2.z = ImGui.ColorConvertHSVtoRGB(hue, 0.7, 0.5) - col3.x, col3.y, col3.z = ImGui.ColorConvertHSVtoRGB(hue, 0.9, 0.9) - ImGui.PushStyleColor(ImGuiCol.FrameBg, col0) - ImGui.PushStyleColor(ImGuiCol.FrameBgHovered, col1) - ImGui.PushStyleColor(ImGuiCol.FrameBgActive, col2) - ImGui.PushStyleColor(ImGuiCol.SliderGrab, col3) - values[i] = ImGui.VSliderFloat("##v", ImVec2(18, 160), values[i], 0.0, 1.0, "") - if ImGui.IsItemActive() or ImGui.IsItemHovered() then - ImGui.SetTooltip("%.3f", values[i]) - end - ImGui.PopStyleColor(4) - ImGui.PopID() - end - ImGui.PopID() - - ImGui.SameLine() - ImGui.PushID("set2") - local rows = 3 - local small_slider_size = ImVec2(18, math.floor((160.0 - (rows - 1) * spacing) / rows)) - for nx = 1, 4 do - if nx > 1 then ImGui.SameLine() end - ImGui.BeginGroup() - for ny = 1, rows do - ImGui.PushID((nx - 1) * rows + ny) - values2[nx] = ImGui.VSliderFloat("##v", small_slider_size, values2[nx], 0.0, 1.0, "") - if ImGui.IsItemActive() or ImGui.IsItemHovered() then - ImGui.SetTooltip("%.3f", values2[nx]) - end - ImGui.PopID() - end - ImGui.EndGroup() - end - ImGui.PopID() - - ImGui.SameLine() - ImGui.PushID("set3") - for i = 1, 4 do - if i > 1 then ImGui.SameLine() end - ImGui.PushID(i) - ImGui.PushStyleVar(ImGuiStyleVar.GrabMinSize, 40) - values[i] = ImGui.VSliderFloat("##v", ImVec2(40, 160), values[i], 0.0, 1.0, "%.2f\nsec") - ImGui.PopStyleVar() - ImGui.PopID() - end - ImGui.PopID() - - ImGui.PopStyleVar() - - ImGui.TreePop() - end -end - -end - -local function DemoWindowWidgets() - if not ImGui.CollapsingHeader("Widgets") then - return - end - - DemoWindowWidgetsBasic() - DemoWindowWidgetsBullets() - DemoWindowWidgetsColorAndPickers() - DemoWindowWidgetsImages() - DemoWindowWidgetsLiveEdit() - DemoWindowWidgetsPlotting() - DemoWindowWidgetsProgressBars() - DemoWindowWidgetsVerticalSliders() -end - -local function DemoWindowLayout() - if not ImGui.CollapsingHeader("Layout & Scrolling") then - return - end - -end - -local function DemoWindowPopups() - if not ImGui.CollapsingHeader("Popups & Modal windows") then - return - end - -end - -local function DemoWindowTables() - if not ImGui.CollapsingHeader("Tables & Columns") then - return - end - -end - -local function DemoWindowInputs() - if not ImGui.CollapsingHeader("Inputs & Focus") then - return - end - -end - -do - -local static = {} - -local style_idx = -1 -local style_names = { "Dark", "Light", "Classic" } - ---- @param label string -function ImGui.ShowStyleSelector(label) - local ret = false - if ImGui.BeginCombo(label, (style_idx >= 1 and style_idx <= #style_names) and style_names[style_idx] or "") then - for n = 1, #style_names do - if ImGui.Selectable(style_names[n], style_idx == n, ImGuiSelectableFlags.SelectOnNav) then - style_idx = n - ret = true - - if style_idx == 1 then ImGui.StyleColorsDark() end - if style_idx == 2 then ImGui.StyleColorsLight() end - if style_idx == 3 then ImGui.StyleColorsClassic() end - - elseif style_idx == n then - ImGui.SetItemDefaultFocus() - end - end - ImGui.EndCombo() - end - return ret -end - ---- @param label string -function ImGui.ShowFontSelector(label) - local io = ImGui.GetIO() - local font_current = ImGui.GetFont() - if ImGui.BeginCombo(label, font_current:GetDebugName()) then - for _, font in io.Fonts.Fonts:iter() do - ImGui.PushID(tostring(font):match("0x%x+")) -- (void*)font - if ImGui.Selectable(font:GetDebugName(), font == font_current, ImGuiSelectableFlags.SelectOnNav) then - io.FontDefault = font - end - if font == font_current then - ImGui.SetItemDefaultFocus() - end - ImGui.PopID() - end - ImGui.EndCombo() - end -end - ---- @param ref ImGuiStyle? -function ImGui.ShowStyleEditor(ref) - local style = ImGui.GetStyle() - - local default_border_size = ImTrunc(style._MainScale) - local max_border_size = ImMax(default_border_size, 2.0) - - ImGui.PushItemWidth(ImGui.GetWindowWidth() * 0.50) - - ImGui.SeparatorText("General") - do - if ImGui.ShowStyleSelector("Colors##Selector") then - -- TODO: - end - ImGui.ShowFontSelector("Fonts##Selector") - - local ret0 - style.FontSizeBase, ret0 = ImGui.DragFloat("FontSizeBase", style.FontSizeBase, 0.20, 5.0, 100.0, "%.0f") - if ret0 then - style._NextFrameFontSizeBase = style.FontSizeBase -- FIXME: Temporary hack until we finish remaining work. - end - ImGui.SameLine(0.0, 0.0); ImGui.Text(" (out %.2f)", ImGui.GetFontSize()) - - style.FontScaleMain = ImGui.DragFloat("FontScaleMain", style.FontScaleMain, 0.02, 0.5, 4.0) - - ImGui.BeginDisabled(ImGui.GetIO().ConfigDpiScaleFonts) - style.FontScaleDpi = ImGui.DragFloat("FontScaleDpi", style.FontScaleDpi, 0.02, 0.5, 4.0) - ImGui.SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.") - ImGui.EndDisabled() - - local ret1 - style.FrameRounding, ret1 = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") - if ret1 then - style.GrabRounding = style.FrameRounding -- Make GrabRounding always the same value as FrameRounding - end - - do - local border = (style.WindowBorderSize > 0.0) - local pressed - pressed, border = ImGui.Checkbox("WindowBorder", border) - if pressed then style.WindowBorderSize = (border and default_border_size or 0.0) end - end - ImGui.SameLine() - do - local border = (style.FrameBorderSize > 0.0) - local pressed - pressed, border = ImGui.Checkbox("FrameBorder", border) - if pressed then style.FrameBorderSize = (border and default_border_size or 0.0) end - end - ImGui.SameLine() - do - local border = (style.PopupBorderSize > 0.0) - local pressed - pressed, border = ImGui.Checkbox("PopupBorder", border) - if pressed then style.PopupBorderSize = (border and default_border_size or 0.0) end - end - end - - ImGui.SeparatorText("Details") - -- TODO: - - ImGui.PopItemWidth() -end - -end - -local function ShowExampleAppImageViewer() - -- TODO: -end - -local ShowExampleAppFullscreen do - -local use_work_area = true -local flags = bit32.bor(ImGuiWindowFlags.NoDecoration, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoSavedSettings) - -function ShowExampleAppFullscreen(open) - local viewport = ImGui.GetMainViewport() - ImGui.SetNextWindowPos(use_work_area and viewport.WorkPos or viewport.Pos) - ImGui.SetNextWindowSize(use_work_area and viewport.WorkSize or viewport.Size) - - local ret - open, ret = ImGui.Begin("Example: Fullscreen window", open, flags) - if ret then - _, use_work_area = ImGui.Checkbox("Use work area instead of main area", use_work_area) - ImGui.SameLine() - - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoBackground", flags, ImGuiWindowFlags.NoBackground) - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoDecoration", flags, ImGuiWindowFlags.NoDecoration) - ImGui.Indent() - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoTitleBar", flags, ImGuiWindowFlags.NoTitleBar) - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoCollapse", flags, ImGuiWindowFlags.NoCollapse) - _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoScrollbar", flags, ImGuiWindowFlags.NoScrollbar) - ImGui.Unindent() - - if open and ImGui.Button("Close this window") then - open = false - end - end - ImGui.End() - - return open -end - -end - -do +---------------------------------------------------------------- +-- [SECTION] Demo Window / ShowDemoWindow() +---------------------------------------------------------------- local demo_data = ImGuiDemoWindowData() @@ -888,86 +377,514 @@ local no_bring_to_front = false local no_docking = false local unsaved_document = false -function ImGui.ShowDemoWindow(open) - if demo_data.ShowAppFullscreen then demo_data.ShowAppFullscreen = ShowExampleAppFullscreen(demo_data.ShowAppFullscreen) end - - if demo_data.ShowMetrics then - demo_data.ShowMetrics = ImGui.ShowMetricsWindow(demo_data.ShowMetrics) +--- Shows an example app: `if X then X.open = X(open) end`. Example apps return the new p_open. +local function RunApp(fn, key, ...) + if fn then + demo_data[key] = fn(demo_data[key], ...) + if demo_data[key] == nil then demo_data[key] = false end + else + demo_data[key] = false end - if demo_data.ShowStyleEditor then - demo_data.ShowStyleEditor = ImGui.Begin("ImGui Sincerely Style Editor", demo_data.ShowStyleEditor) - ImGui.ShowStyleEditor() +end + +local function DemoWindowMenuBar(data) + if ImGui.BeginMenuBar() then + if ImGui.BeginMenu("Menu") then + IMGUI_DEMO_MARKER("Menu/File") + ShowExampleMenuFile() + ImGui.EndMenu() + end + if ImGui.BeginMenu("Examples") then + IMGUI_DEMO_MARKER("Menu/Examples") + _, data.ShowMainMenuBar = ImGui.MenuItem("Main menu bar", nil, data.ShowMainMenuBar) + + ImGui.SeparatorText("Mini apps") + _, data.ShowAppAssetsBrowser = ImGui.MenuItem("Assets Browser", nil, data.ShowAppAssetsBrowser) + _, data.ShowAppConsole = ImGui.MenuItem("Console", nil, data.ShowAppConsole) + _, data.ShowAppCustomRendering = ImGui.MenuItem("Custom rendering", nil, data.ShowAppCustomRendering) + _, data.ShowAppDocuments = ImGui.MenuItem("Documents", nil, data.ShowAppDocuments) + _, data.ShowAppDockSpace = ImGui.MenuItem("Dockspace", nil, data.ShowAppDockSpace) + _, data.ShowAppImageViewer = ImGui.MenuItem("Image Viewer", nil, data.ShowAppImageViewer) + _, data.ShowAppLog = ImGui.MenuItem("Log", nil, data.ShowAppLog) + _, data.ShowAppPropertyEditor = ImGui.MenuItem("Property editor", nil, data.ShowAppPropertyEditor) + _, data.ShowAppLayout = ImGui.MenuItem("Simple layout", nil, data.ShowAppLayout) + _, data.ShowAppSimpleOverlay = ImGui.MenuItem("Simple overlay", nil, data.ShowAppSimpleOverlay) + + ImGui.SeparatorText("Concepts") + _, data.ShowAppAutoResize = ImGui.MenuItem("Auto-resizing window", nil, data.ShowAppAutoResize) + _, data.ShowAppConstrainedResize = ImGui.MenuItem("Constrained-resizing window", nil, data.ShowAppConstrainedResize) + _, data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, data.ShowAppFullscreen) + _, data.ShowAppLongText = ImGui.MenuItem("Long text display", nil, data.ShowAppLongText) + _, data.ShowAppWindowTitles = ImGui.MenuItem("Manipulating window titles", nil, data.ShowAppWindowTitles) + + ImGui.EndMenu() + end + if ImGui.BeginMenu("Tools") then + IMGUI_DEMO_MARKER("Menu/Tools") + local io = ImGui.GetIO() + local has_debug_tools = not IMGUI_DISABLE_DEBUG_TOOLS + _, data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, data.ShowMetrics, has_debug_tools and ImGui.ShowMetricsWindow ~= nil) + if ImGui.BeginMenu("Debug Options") then + ImGui.BeginDisabled(not has_debug_tools) + _, io.ConfigDebugHighlightIdConflicts = ImGui.Checkbox("Highlight ID Conflicts", io.ConfigDebugHighlightIdConflicts) + ImGui.EndDisabled() + _, io.ConfigErrorRecoveryEnableAssert = ImGui.Checkbox("Assert on error recovery", io.ConfigErrorRecoveryEnableAssert) + ImGui.TextDisabled("(see Demo->Configuration for more)") + ImGui.EndMenu() + end + _, data.ShowDebugLog = ImGui.MenuItem("Debug Log", nil, data.ShowDebugLog, has_debug_tools and ImGui.ShowDebugLogWindow ~= nil) + _, data.ShowIDStackTool = ImGui.MenuItem("ID Stack Tool", nil, data.ShowIDStackTool, has_debug_tools and ImGui.ShowIDStackToolWindow ~= nil) + local is_debugger_present = io.ConfigDebugIsDebuggerPresent + if ImGui.MenuItem("Item Picker", nil, false, has_debug_tools and ImGui.DebugStartItemPicker ~= nil) then + ImGui.DebugStartItemPicker() + end + if not is_debugger_present then + ImGui.SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application.") + end + _, data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, data.ShowStyleEditor) + _, data.ShowAbout = ImGui.MenuItem("About ImGui Sincerely", nil, data.ShowAbout) + + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end +end + +--- Configuration header contents (split from ShowDemoWindow to keep the function small) +local function DemoWindowConfiguration(io) + local F = ImGuiConfigFlags + local function CF(label, flag) + local pressed + pressed, io.ConfigFlags = ImGui.CheckboxFlags(label, io.ConfigFlags, flag) + return pressed + end + local function CB(label, field) + local pressed + pressed, io[field] = ImGui.Checkbox(label, io[field]) + return pressed + end + local function HM(desc) ImGui.SameLine(); HelpMarker(desc) end + + if ImGui.TreeNode("Configuration##2") then + IMGUI_DEMO_MARKER("Configuration") + ImGui.SeparatorText("General") + CF("io.ConfigFlags: NavEnableKeyboard", F.NavEnableKeyboard) + HM("Enable keyboard controls.") + CF("io.ConfigFlags: NavEnableGamepad", F.NavEnableGamepad) + HM("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.") + CF("io.ConfigFlags: NoMouse", F.NoMouse) + HM("Instruct dear imgui to disable mouse inputs and interactions.") + + -- The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if DemoHas(io.ConfigFlags, F.NoMouse) then + if (ImGui.GetTime() % 0.40) < 0.20 then + ImGui.SameLine() + ImGui.Text("<>") + end + -- Prevent both being checked + if ImGui.IsKeyPressed(ImGuiKey.Space) or DemoHas(io.ConfigFlags, F.NoKeyboard) then + io.ConfigFlags = bit32.band(io.ConfigFlags, bit32.bnot(F.NoMouse)) + end + end + + CF("io.ConfigFlags: NoMouseCursorChange", F.NoMouseCursorChange) + HM("Instruct backend to not alter mouse cursor shape and visibility.") + CF("io.ConfigFlags: NoKeyboard", F.NoKeyboard) + HM("Instruct dear imgui to disable keyboard inputs and interactions.") + + CB("io.ConfigInputTrickleEventQueue", "ConfigInputTrickleEventQueue") + HM("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.") + CB("io.MouseDrawCursor", "MouseDrawCursor") + HM("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).") + + ImGui.SeparatorText("Keyboard/Gamepad Navigation") + CB("io.ConfigNavSwapGamepadButtons", "ConfigNavSwapGamepadButtons") + CB("io.ConfigNavMoveSetMousePos", "ConfigNavMoveSetMousePos") + HM("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult") + CB("io.ConfigNavCaptureKeyboard", "ConfigNavCaptureKeyboard") + CB("io.ConfigNavEscapeClearFocusItem", "ConfigNavEscapeClearFocusItem") + HM("Pressing Escape clears focused item.") + CB("io.ConfigNavEscapeClearFocusWindow", "ConfigNavEscapeClearFocusWindow") + HM("Pressing Escape clears focused window.") + CB("io.ConfigNavCursorVisibleAuto", "ConfigNavCursorVisibleAuto") + HM("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.") + CB("io.ConfigNavCursorVisibleAlways", "ConfigNavCursorVisibleAlways") + HM("Navigation cursor is always visible.") + + ImGui.SeparatorText("Docking") + CF("io.ConfigFlags: DockingEnable", F.DockingEnable) + ImGui.SameLine() + if io.ConfigDockingWithShift then + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") + end + if DemoHas(io.ConfigFlags, F.DockingEnable) then + ImGui.Indent() + CB("io.ConfigDockingNoSplit", "ConfigDockingNoSplit") + HM("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.") + CB("io.ConfigDockingNoDockingOver", "ConfigDockingNoDockingOver") + HM("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.") + CB("io.ConfigDockingWithShift", "ConfigDockingWithShift") + HM("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)") + CB("io.ConfigDockingAlwaysTabBar", "ConfigDockingAlwaysTabBar") + HM("Create a docking node and tab-bar on single floating windows.") + CB("io.ConfigDockingTransparentPayload", "ConfigDockingTransparentPayload") + HM("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.") + ImGui.Unindent() + end + + ImGui.SeparatorText("Multi-viewports") + CF("io.ConfigFlags: ViewportsEnable", F.ViewportsEnable) + HM("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.") + if DemoHas(io.ConfigFlags, F.ViewportsEnable) then + ImGui.Indent() + DemoNotSupported() + ImGui.Unindent() + end + + ImGui.SeparatorText("Windows") + CB("io.ConfigWindowsResizeFromEdges", "ConfigWindowsResizeFromEdges") + HM("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.") + CB("io.ConfigWindowsMoveFromTitleBarOnly", "ConfigWindowsMoveFromTitleBarOnly") + CB("io.ConfigWindowsCopyContentsWithCtrlC", "ConfigWindowsCopyContentsWithCtrlC") -- [EXPERIMENTAL] + HM("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.") + CB("io.ConfigScrollbarScrollByPage", "ConfigScrollbarScrollByPage") + HM("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.") + + ImGui.SeparatorText("Widgets") + CB("io.ConfigInputTextCursorBlink", "ConfigInputTextCursorBlink") + HM("Enable blinking cursor (optional as some users consider it to be distracting).") + CB("io.ConfigInputTextEnterKeepActive", "ConfigInputTextEnterKeepActive") + HM("Pressing Enter will reactivate item and select all text (single-line only).") + CB("io.ConfigDragClickToInputText", "ConfigDragClickToInputText") + HM("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).") + CB("io.ConfigMacOSXBehaviors", "ConfigMacOSXBehaviors") + HM("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.") + ImGui.Text("Also see Style->Rendering for rendering options.") + + ImGui.SeparatorText("Settings") + CB("io.ConfigIniSettingsSaveLastUsedDate", "ConfigIniSettingsSaveLastUsedDate") + + -- Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui.SeparatorText("Error Handling") + + CB("io.ConfigErrorRecovery", "ConfigErrorRecovery") + HM( + "Options to configure how we handle recoverable errors.\n" .. + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" .. + "- You not are not supposed to rely on it in the course of a normal application run.\n" .. + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" .. + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " .. + "Otherwise it would severely hinder your ability to catch and correct mistakes!") + CB("io.ConfigErrorRecoveryEnableAssert", "ConfigErrorRecoveryEnableAssert") + CB("io.ConfigErrorRecoveryEnableDebugLog", "ConfigErrorRecoveryEnableDebugLog") + CB("io.ConfigErrorRecoveryEnableTooltip", "ConfigErrorRecoveryEnableTooltip") + if not io.ConfigErrorRecoveryEnableAssert and not io.ConfigErrorRecoveryEnableDebugLog and not io.ConfigErrorRecoveryEnableTooltip then + io.ConfigErrorRecoveryEnableAssert = true + io.ConfigErrorRecoveryEnableDebugLog = true + io.ConfigErrorRecoveryEnableTooltip = true + end + + -- Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui.SeparatorText("Debug") + CB("io.ConfigDebugIsDebuggerPresent", "ConfigDebugIsDebuggerPresent") + HM("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.") + CB("io.ConfigDebugHighlightIdConflicts", "ConfigDebugHighlightIdConflicts") + HM("Highlight and show an error message when multiple items have conflicting identifiers.") + ImGui.BeginDisabled() + CB("io.ConfigDebugBeginReturnValueOnce", "ConfigDebugBeginReturnValueOnce") + ImGui.EndDisabled() + HM("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.") + CB("io.ConfigDebugBeginReturnValueLoop", "ConfigDebugBeginReturnValueLoop") + HM("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.") + CB("io.ConfigDebugIgnoreFocusLoss", "ConfigDebugIgnoreFocusLoss") + HM("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.") + CB("io.ConfigDebugDrawListDefaultsToStrokeLegacy", "ConfigDebugDrawListDefaultsToStrokeLegacy") + HM("Option to default all ImDrawList to ImDrawFlags_StrokeLegacy mode, mimicking pre-1.93.0 rendering.") + CB("io.ConfigDebugIniSettings", "ConfigDebugIniSettings") + HM("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).") + + ImGui.TreePop() + ImGui.Spacing() + end + + if ImGui.TreeNode("Backend Flags") then + IMGUI_DEMO_MARKER("Configuration/Backend Flags") + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" .. + "Here we expose them as read-only fields to avoid breaking interactions with your backend.") + + -- Make a local copy to avoid modifying actual backend flags. + local B = ImGuiBackendFlags + local backend_flags = io.BackendFlags + ImGui.BeginDisabled() + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasGamepad", backend_flags, B.HasGamepad) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", backend_flags, B.HasMouseCursors) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasSetMousePos", backend_flags, B.HasSetMousePos) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: PlatformHasViewports", backend_flags, B.PlatformHasViewports) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", backend_flags, B.HasMouseHoveredViewport) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasParentViewport", backend_flags, B.HasParentViewport) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", backend_flags, B.RendererHasVtxOffset) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasTextures", backend_flags, B.RendererHasTextures) + _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasViewports", backend_flags, B.RendererHasViewports) + ImGui.EndDisabled() + + ImGui.TreePop() + ImGui.Spacing() + end + + if ImGui.TreeNode("Style, Fonts") then + IMGUI_DEMO_MARKER("Configuration/Style, Fonts") + _, demo_data.ShowStyleEditor = ImGui.Checkbox("Style Editor", demo_data.ShowStyleEditor) + ImGui.SameLine() + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.") + ImGui.TreePop() + ImGui.Spacing() + end + + if ImGui.TreeNode("Capture/Logging") then + IMGUI_DEMO_MARKER("Configuration/Capture, Logging") + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " .. + "a window or a block. Tree nodes can be automatically expanded.\n" .. + "Try opening any of the contents below in this window and then click one of the \"Log To\" button.") + if ImGui.LogButtons then + ImGui.LogButtons() + else + DemoNotPorted("LogButtons") + end + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.") + if ImGui.Button("Copy \"Hello, world!\" to clipboard") then + if ImGui.LogToClipboard then + ImGui.LogToClipboard() + ImGui.LogText("Hello, world!") + ImGui.LogFinish() + else + ImGui.SetClipboardText("Hello, world!") -- internal clipboard only on Roblox + end + end + ImGui.TreePop() + end +end + +--- Demonstrate most Dear ImGui features (this is big function!) +--- @param p_open? bool +--- @return bool? p_open +function ImGui.ShowDemoWindow(p_open) + IM_ASSERT(ImGui.GetCurrentContext() ~= nil, "Missing Dear ImGui context. Refer to examples app!") + + local data = demo_data + + -- Examples Apps (accessible from the "Examples" menu) + if data.ShowMainMenuBar then + if ShowExampleAppMainMenuBar then ShowExampleAppMainMenuBar() end + end + if data.ShowAppDockSpace then RunApp(ShowExampleAppDockSpace, "ShowAppDockSpace") end -- Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if data.ShowAppDocuments then RunApp(ShowExampleAppDocuments, "ShowAppDocuments") end -- ...process the Document app next, as it may also use a DockSpace() + if data.ShowAppAssetsBrowser then RunApp(ShowExampleAppAssetsBrowser, "ShowAppAssetsBrowser") end + if data.ShowAppConsole then RunApp(ShowExampleAppConsole, "ShowAppConsole") end + if data.ShowAppCustomRendering then RunApp(ShowExampleAppCustomRendering, "ShowAppCustomRendering") end + if data.ShowAppImageViewer then RunApp(ShowExampleAppImageViewer, "ShowAppImageViewer") end + if data.ShowAppLog then RunApp(ShowExampleAppLog, "ShowAppLog") end + if data.ShowAppLayout then RunApp(ShowExampleAppLayout, "ShowAppLayout") end + if data.ShowAppPropertyEditor then RunApp(ShowExampleAppPropertyEditor, "ShowAppPropertyEditor", data) end + if data.ShowAppSimpleOverlay then RunApp(ShowExampleAppSimpleOverlay, "ShowAppSimpleOverlay") end + if data.ShowAppAutoResize then RunApp(ShowExampleAppAutoResize, "ShowAppAutoResize") end + if data.ShowAppConstrainedResize then RunApp(ShowExampleAppConstrainedResize, "ShowAppConstrainedResize") end + if data.ShowAppFullscreen then RunApp(ShowExampleAppFullscreen, "ShowAppFullscreen") end + if data.ShowAppLongText then RunApp(ShowExampleAppLongText, "ShowAppLongText") end + if data.ShowAppWindowTitles then RunApp(ShowExampleAppWindowTitles, "ShowAppWindowTitles") end + + -- Dear ImGui Tools (accessible from the "Tools" menu) + if data.ShowMetrics then RunApp(ImGui.ShowMetricsWindow, "ShowMetrics") end + if data.ShowDebugLog then RunApp(ImGui.ShowDebugLogWindow, "ShowDebugLog") end + if data.ShowIDStackTool then RunApp(ImGui.ShowIDStackToolWindow, "ShowIDStackTool") end + if data.ShowAbout then RunApp(ImGui.ShowAboutWindow, "ShowAbout") end + if data.ShowStyleEditor then + local visible + data.ShowStyleEditor, visible = ImGui.Begin("ImGui Sincerely Style Editor", data.ShowStyleEditor) + if visible then + ImGui.ShowStyleEditor() + end ImGui.End() end + -- Demonstrate the various window flags. Typically you would just use the default! + local W = ImGuiWindowFlags local window_flags = 0 - if no_titlebar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoTitleBar) end - if no_scrollbar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollbar) end - if not no_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end - if no_move then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoMove) end - if no_resize then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoResize) end - if no_collapse then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoCollapse) end - if no_nav then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoNav) end - if no_background then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBackground) end - if no_bring_to_front then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus) end - if no_docking then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoDocking) end - if unsaved_document then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.UnsavedDocument) end - if no_close then open = nil end + if no_titlebar then window_flags = bit32.bor(window_flags, W.NoTitleBar) end + if no_scrollbar then window_flags = bit32.bor(window_flags, W.NoScrollbar) end + if not no_menu then window_flags = bit32.bor(window_flags, W.MenuBar) end + if no_move then window_flags = bit32.bor(window_flags, W.NoMove) end + if no_resize then window_flags = bit32.bor(window_flags, W.NoResize) end + if no_collapse then window_flags = bit32.bor(window_flags, W.NoCollapse) end + if no_nav then window_flags = bit32.bor(window_flags, W.NoNav) end + if no_background then window_flags = bit32.bor(window_flags, W.NoBackground) end + if no_bring_to_front then window_flags = bit32.bor(window_flags, W.NoBringToFrontOnFocus) end + if no_docking then window_flags = bit32.bor(window_flags, W.NoDocking) end + if unsaved_document then window_flags = bit32.bor(window_flags, W.UnsavedDocument) end + if no_close then p_open = nil end -- Don't pass our bool* to Begin - if not no_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end + -- We specify a default position/size in case there's no data in the .ini file. + local main_viewport = ImGui.GetMainViewport() + ImGui.SetNextWindowPos(ImVec2(main_viewport.WorkPos.x + 650, main_viewport.WorkPos.y + 20), ImGuiCond.FirstUseEver) + ImGui.SetNextWindowSize(ImVec2(550, 680), ImGuiCond.FirstUseEver) - local ret -- is_visible - open, ret = ImGui.Begin("ImGui Sincerely Demo", open, window_flags) - if not ret then + -- Main body of the Demo window starts here. + local visible + p_open, visible = ImGui.Begin("ImGui Sincerely Demo", p_open, window_flags) + if no_close then p_open = nil end + if not visible then + -- Early out if the window is collapsed, as an optimization. ImGui.End() - return open + return p_open end - local label_width_base = ImGui.GetFontSize() * 12 - local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 - local label_width = IM_MIN(label_width_base, label_width_max) - ImGui.PushItemWidth(-label_width) + -- Most framed widgets share a common width settings. Remaining width is used for the label. + local label_width_base = ImGui.GetFontSize() * 12 -- Some amount of width for label, based on font size. + local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 -- ...but always leave some room for framed widgets. + local label_width = math.min(label_width_base, label_width_max) + ImGui.PushItemWidth(-label_width) -- Right-align: framed items will leave 'label_width' available for the label. - DemoWindowMenuBar(demo_data) + -- Menu Bar + DemoWindowMenuBar(data) + + ImGui.Text("ImGui Sincerely says hello! (%s) (%d)", IMGUI_VERSION or "WIP", IMGUI_VERSION_NUM or 0) + ImGui.Spacing() if ImGui.CollapsingHeader("Help") then + IMGUI_DEMO_MARKER("Help") ImGui.SeparatorText("ABOUT THIS DEMO:") + ImGui.BulletText("Sections below are demonstrating many aspects of the library.") + ImGui.BulletText("The \"Examples\" menu above leads to more demo contents.") + ImGui.BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" .. + "and Metrics/Debugger (general purpose Dear ImGui debugging tool).") + ImGui.BulletText("Web demo (w/ source code browser): ") + ImGui.SameLine(0, 0) + ImGui.TextLinkOpenURL("https://pthom.github.io/imgui_explorer") + + ImGui.SeparatorText("PROGRAMMER GUIDE:") + ImGui.BulletText("See the ShowDemoWindow() code in imgui_demo.lua. <- you are here!") + ImGui.BulletText("See comments in imgui.lua.") + ImGui.BulletText("See example applications in the examples/ folder.") + ImGui.BulletText("Read the FAQ at ") + ImGui.SameLine(0, 0) + ImGui.TextLinkOpenURL("https://www.dearimgui.com/faq/") + ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.") + ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.") + + ImGui.SeparatorText("USER GUIDE:") + ImGui.ShowUserGuide() end if ImGui.CollapsingHeader("Configuration") then - + DemoWindowConfiguration(ImGui.GetIO()) end - if ImGui.CollapsingHeader("Window Options") then + if ImGui.CollapsingHeader("Window options") then + IMGUI_DEMO_MARKER("Window options") if ImGui.BeginTable("split", 3) then - ImGui.TableNextColumn() _, no_titlebar = ImGui.Checkbox("No titlebar", no_titlebar) - ImGui.TableNextColumn() _, no_scrollbar = ImGui.Checkbox("No scrollbar", no_scrollbar) - ImGui.TableNextColumn() _, no_menu = ImGui.Checkbox("No menu", no_menu) - ImGui.TableNextColumn() _, no_move = ImGui.Checkbox("No move", no_move) - ImGui.TableNextColumn() _, no_resize = ImGui.Checkbox("No resize", no_resize) - ImGui.TableNextColumn() _, no_collapse = ImGui.Checkbox("No collapse", no_collapse) - ImGui.TableNextColumn() _, no_close = ImGui.Checkbox("No close", no_close) - ImGui.TableNextColumn() _, no_nav = ImGui.Checkbox("No nav", no_nav) - ImGui.TableNextColumn() _, no_background = ImGui.Checkbox("No background", no_background) - ImGui.TableNextColumn() _, no_bring_to_front = ImGui.Checkbox("No bring to front", no_bring_to_front) - ImGui.TableNextColumn() _, no_docking = ImGui.Checkbox("No docking", no_docking) - ImGui.TableNextColumn() _, unsaved_document = ImGui.Checkbox("Unsaved document", unsaved_document) + ImGui.TableNextColumn(); _, no_titlebar = ImGui.Checkbox("No titlebar", no_titlebar) + ImGui.TableNextColumn(); _, no_scrollbar = ImGui.Checkbox("No scrollbar", no_scrollbar) + ImGui.TableNextColumn(); _, no_menu = ImGui.Checkbox("No menu", no_menu) + ImGui.TableNextColumn(); _, no_move = ImGui.Checkbox("No move", no_move) + ImGui.TableNextColumn(); _, no_resize = ImGui.Checkbox("No resize", no_resize) + ImGui.TableNextColumn(); _, no_collapse = ImGui.Checkbox("No collapse", no_collapse) + ImGui.TableNextColumn(); _, no_close = ImGui.Checkbox("No close", no_close) + ImGui.TableNextColumn(); _, no_nav = ImGui.Checkbox("No nav", no_nav) + ImGui.TableNextColumn(); _, no_background = ImGui.Checkbox("No background", no_background) + ImGui.TableNextColumn(); _, no_bring_to_front = ImGui.Checkbox("No bring to front", no_bring_to_front) + ImGui.TableNextColumn(); _, no_docking = ImGui.Checkbox("No docking", no_docking) + ImGui.TableNextColumn(); _, unsaved_document = ImGui.Checkbox("Unsaved document", unsaved_document) ImGui.EndTable() end end - DemoWindowWidgets() - DemoWindowLayout() - DemoWindowPopups() - DemoWindowTables() - DemoWindowInputs() + -- All demo contents + DemoWindowWidgets(data) + if DemoWindowLayout then DemoWindowLayout() end + if DemoWindowPopups then DemoWindowPopups() end + if DemoWindowTables then DemoWindowTables() end + if DemoWindowInputs then DemoWindowInputs() end + -- End of ShowDemoWindow() + ImGui.PopItemWidth() ImGui.End() - - return open + return p_open end +---------------------------------------------------------------- +-- [SECTION] DemoWindowWidgets() +---------------------------------------------------------------- + +--- Calls a (global) demo section if it exists, otherwise shows a placeholder +local function Sub(fn, title, ...) + if fn then fn(...) else + if ImGui.TreeNode(title) then DemoNotPorted(title) ImGui.TreePop() end + end end +function DemoWindowWidgets(data) + if not ImGui.CollapsingHeader("Widgets") then + return + end + -- IMGUI_DEMO_MARKER("Widgets") + + local disable_all = data.DisableSections -- The Checkbox for that is inside the "Disabled" section at the bottom + local override_liveedit = data.LiveEditOverride + if disable_all then + ImGui.BeginDisabled() + end + if override_liveedit then + ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputText, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputText)) + ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputScalar, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputScalar)) + end + + Sub(DemoWindowWidgetsBasic, "Basic") + Sub(DemoWindowWidgetsBullets, "Bullets") + Sub(DemoWindowWidgetsCollapsingHeaders, "Collapsing Headers") + Sub(DemoWindowWidgetsComboBoxes, "Combo") + Sub(DemoWindowWidgetsColorAndPickers, "Color/Picker Widgets") + Sub(DemoWindowWidgetsDataTypes, "Data Types") + + if disable_all then + ImGui.EndDisabled() + end + Sub(DemoWindowWidgetsDisableBlocks, "Disable Blocks", data) + if disable_all then + ImGui.BeginDisabled() + end + + Sub(DemoWindowWidgetsDragAndDrop, "Drag and Drop") + Sub(DemoWindowWidgetsDragsAndSliders, "Drag/Slider Flags") + Sub(DemoWindowWidgetsFonts, "Fonts") + Sub(DemoWindowWidgetsImages, "Images") + Sub(DemoWindowWidgetsListBoxes, "List Boxes") + Sub(DemoWindowWidgetsLiveEdit, "Live Edit Flags", data) + Sub(DemoWindowWidgetsMixedValues, "Mixed Values") + Sub(DemoWindowWidgetsMultiComponents, "Multi-component Widgets") + Sub(DemoWindowWidgetsPlotting, "Plotting") + Sub(DemoWindowWidgetsProgressBars, "Progress Bars") + Sub(DemoWindowWidgetsQueryingStatuses, "Querying Item Status (Edited/Active/Hovered etc.)") + Sub(DemoWindowWidgetsSelectables, "Selectables") + Sub(DemoWindowWidgetsSelectionAndMultiSelect, "Selection State & Multi-Select", data) + Sub(DemoWindowWidgetsTabs, "Tabs") + Sub(DemoWindowWidgetsText, "Text") + Sub(DemoWindowWidgetsTextFilter, "Text Filter") + Sub(DemoWindowWidgetsTextInput, "Text Input") + Sub(DemoWindowWidgetsTooltips, "Tooltips") + Sub(DemoWindowWidgetsTreeNodes, "Tree Nodes") + Sub(DemoWindowWidgetsVerticalSliders, "Vertical Sliders") + + if override_liveedit then + ImGui.PopItemFlag() + ImGui.PopItemFlag() + end + if disable_all then + ImGui.EndDisabled() + end +end return true -- [Roblox] ModuleScripts must return exactly one value diff --git a/imgui/imgui_demo_2.lua b/imgui/imgui_demo_2.lua new file mode 100644 index 0000000..62b6b3c --- /dev/null +++ b/imgui/imgui_demo_2.lua @@ -0,0 +1,2885 @@ +--- ImGui Sincerely WIP +-- (Demo Code, part 2): DemoWindowLayout(), DemoWindowPopups(), DemoWindowTables(), DemoWindowColumns(), +-- DemoWindowInputs() and all ShowExampleAppXXX() example apps. +-- Port of imgui_demo.cpp (docking branch). Globals are shared with imgui_demo.lua (HelpMarker, ShowExampleMenuFile, ...) + +local IM_MIN = math.min +local IM_MAX = math.max +local function IM_CLAMP(V, MN, MX) return (V < MN) and MN or (V > MX) and MX or V end +local _ +local function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here + +--- `char buf[size] = "str"` -> zero-terminated byte table +local function Buf(str, size) + local t = {} + for i = 1, #str do t[i] = string.byte(str, i) end + t[#str + 1] = 0 + if size then for i = #str + 2, size do t[i] = 0 end end + return t +end +--- byte table -> Lua string (up to the zero terminator) +local function BufStr(buf) + local n = 0 + while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end + return ImGui._ByteArrayToString(buf, 1, n + 1) +end +local function BufSet(buf, str) + for i = 1, #str do buf[i] = string.byte(str, i) end + buf[#str + 1] = 0 +end + +--- ImColor::HSV() as ImVec4 +local function HSV(h, s, v, a) + local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) + return ImVec4(r, g, b, a or 1.0) +end +local function B2I(b) return b and 1 or 0 end + +local function Has(flags, f) return bit32.band(flags, f) ~= 0 end +local function NotSupported() ImGui.TextDisabled("(not supported on Roblox)") end +local function NotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end + +local function DemoHelpMarker(desc) + if HelpMarker then HelpMarker(desc) return end + ImGui.TextDisabled("(?)") + if ImGui.BeginItemTooltip() then + ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) + ImGui.TextUnformatted(desc) + ImGui.PopTextWrapPos() + ImGui.EndTooltip() + end +end +local function DemoMenuFile() if ShowExampleMenuFile then ShowExampleMenuFile() end end + +--- Minimal ImGuiTextFilter stand-in when the library one isn't available +local function MakeTextFilter() + if ImGuiTextFilter then return ImGuiTextFilter() end + local f = { InputBuf = Buf("", 256) } + function f:Draw(label, width) + if width and width ~= 0 then ImGui.SetNextItemWidth(width) end + return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) + end + function f:IsActive() return self.InputBuf[1] ~= 0 end + function f:Clear() self.InputBuf[1] = 0 end + function f:Build() end + function f:PassFilter(text, text_end) + if text_end then text = string.sub(text, 1, text_end - 1) end + local s = BufStr(self.InputBuf) + if s == "" then return true end + local any_inc, pass_inc = false, false + for tok in string.gmatch(s, "[^,]+") do + tok = string.match(tok, "^%s*(.-)%s*$") + if tok ~= "" then + if string.sub(tok, 1, 1) == "-" then + if #tok > 1 and string.find(string.lower(text), string.lower(string.sub(tok, 2)), 1, true) then return false end + else + any_inc = true + if string.find(string.lower(text), string.lower(tok), 1, true) then pass_inc = true end + end + end + end + return (not any_inc) or pass_inc + end + return f +end + +-- ImGuiInputTextCallbackData helpers (the port's callback data has no methods). Buf is a 1-based zero-terminated +-- byte table, positions are 0-based like C++. +local function CB_DeleteChars(data, pos, bytes_count) + local buf = data.Buf + local len = data.BufTextLen + for i = pos + 1, len - bytes_count + 1 do buf[i] = buf[i + bytes_count] end + for i = len - bytes_count + 2, len + 1 do buf[i] = 0 end + if data.CursorPos >= pos + bytes_count then data.CursorPos = data.CursorPos - bytes_count + elseif data.CursorPos >= pos then data.CursorPos = pos end + data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos + data.BufDirty = true + data.BufTextLen = len - bytes_count +end +local function CB_InsertChars(data, pos, text) + local n = #text + if n == 0 then return end + if data.BufTextLen + n >= data.BufSize then return end + local buf = data.Buf + for i = data.BufTextLen + 1, pos + 1, -1 do buf[i + n] = buf[i] end + for i = 1, n do buf[pos + i] = string.byte(text, i) end + if data.CursorPos >= pos then data.CursorPos = data.CursorPos + n end + data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos + data.BufDirty = true + data.BufTextLen = data.BufTextLen + n +end +local function CB_SelectAll(data) data.SelectionStart = 0; data.SelectionEnd = data.BufTextLen end + +--- ImGui::BeginChild() wrapper accepting upstream args +local function BeginChild(id, size, child_flags, window_flags) + return ImGui.BeginChild(id, size or ImVec2(0, 0), child_flags or 0, window_flags or 0) +end + +------------------------------------------------------------------------------- +-- [SECTION] DemoWindowLayout() +------------------------------------------------------------------------------- + +local SL = { + disable_mouse_wheel = false, disable_menu = false, + draw_lines = 3, max_height_in_lines = 10, + offset_x = 0, override_bg_color = true, child_flags = nil, + f = 0.0, show_indented_items = true, + c1 = false, c2 = false, c3 = false, c4 = false, + f0 = 1.0, f1 = 2.0, f2 = 3.0, item = -1, selection = { 0, 1, 2, 3 }, + track_item = 50, enable_track = true, enable_extra_decorations = false, scroll_to_off_px = 0.0, scroll_to_pos_px = 200.0, + lines = 7, show_horizontal_contents_size_demo_window = false, + show_h_scrollbar = true, show_button = true, show_tree_nodes = true, show_text_wrapped = false, show_columns = true, + show_tab_bar = true, show_child = false, explicit_content_size = false, contents_size_x = 300.0, + clip_size = nil, clip_offset = nil, + enable_allow_overlap = true, +} + +local function DemoWindowLayout_ChildWindows() + IMGUI_DEMO_MARKER("Layout/Child windows") + ImGui.SeparatorText("Child windows") + + DemoHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.") + _, SL.disable_mouse_wheel = ImGui.Checkbox("Disable Mouse Wheel", SL.disable_mouse_wheel) + _, SL.disable_menu = ImGui.Checkbox("Disable Menu", SL.disable_menu) + + -- Child 1: no border, enable horizontal scrollbar + do + local window_flags = ImGuiWindowFlags.HorizontalScrollbar + if SL.disable_mouse_wheel then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) + end + BeginChild("ChildL", ImVec2(ImGui.GetContentRegionAvail().x * 0.5, 260), ImGuiChildFlags.None, window_flags) + for i = 0, 99 do + ImGui.Text("%04d: scrollable region", i) + end + ImGui.EndChild() + end + + ImGui.SameLine() + + -- Child 2: rounded border + do + local window_flags = ImGuiWindowFlags.None + if SL.disable_mouse_wheel then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) + end + if not SL.disable_menu then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) + end + ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, 5.0) + BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags.Borders, window_flags) + if not SL.disable_menu and ImGui.BeginMenuBar() then + if ImGui.BeginMenu("Menu") then + DemoMenuFile() + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end + if ImGui.BeginTable("split", 2, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.NoSavedSettings)) then + for i = 0, 99 do + local buf = string.format("%03d", i) + ImGui.TableNextColumn() + ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) + end + ImGui.EndTable() + end + ImGui.EndChild() + ImGui.PopStyleVar() + end + + -- Child 3: manual-resize + ImGui.SeparatorText("Manual-resize") + do + DemoHelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.") + ImGui.PushStyleColor(ImGuiCol.ChildBg, ImGui.GetStyleColorVec4(ImGuiCol.FrameBg)) + if BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui.GetTextLineHeightWithSpacing() * 8), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeY)) then + for n = 0, 9 do + ImGui.Text("Line %04d", n) + end + end + ImGui.PopStyleColor() + ImGui.EndChild() + end + + -- Child 4: auto-resizing height with a limit + ImGui.SeparatorText("Auto-resize with constraints") + do + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + SL.draw_lines = ImGui.DragInt("Lines Count", SL.draw_lines, 0.2) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + SL.max_height_in_lines = ImGui.DragInt("Max Height (in Lines)", SL.max_height_in_lines, 0.2) + + ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui.GetTextLineHeightWithSpacing() * SL.max_height_in_lines)) + if BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AutoResizeY)) then + for n = 0, SL.draw_lines - 1 do + ImGui.Text("Line %04d", n) + end + end + ImGui.EndChild() + end + + ImGui.SeparatorText("Misc/Advanced") + + do + if SL.child_flags == nil then SL.child_flags = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY) end + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + SL.offset_x = ImGui.DragInt("Offset X", SL.offset_x, 1.0, -1000, 1000) + _, SL.override_bg_color = ImGui.Checkbox("Override ChildBg color", SL.override_bg_color) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_Borders", SL.child_flags, ImGuiChildFlags.Borders) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", SL.child_flags, ImGuiChildFlags.AlwaysUseWindowPadding) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeX", SL.child_flags, ImGuiChildFlags.ResizeX) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeY", SL.child_flags, ImGuiChildFlags.ResizeY) + _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_FrameStyle", SL.child_flags, ImGuiChildFlags.FrameStyle) + ImGui.SameLine(); DemoHelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.") + if Has(SL.child_flags, ImGuiChildFlags.FrameStyle) then + SL.override_bg_color = false + end + + ImGui.SetCursorPosX(ImGui.GetCursorPosX() + SL.offset_x) + if SL.override_bg_color then + ImGui.PushStyleColor(ImGuiCol.ChildBg, IM_COL32(255, 0, 0, 100)) + end + BeginChild("Red", ImVec2(200, 100), SL.child_flags, ImGuiWindowFlags.None) + if SL.override_bg_color then + ImGui.PopStyleColor() + end + + for n = 0, 49 do + ImGui.Text("Some test %d", n) + end + ImGui.EndChild() + local child_is_hovered = ImGui.IsItemHovered() + local child_rect_min = ImGui.GetItemRectMin() + local child_rect_max = ImGui.GetItemRectMax() + ImGui.Text("Hovered: %d", B2I(child_is_hovered)) + ImGui.Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y) + end +end + +local function DemoWindowLayout_WidgetsWidth() + IMGUI_DEMO_MARKER("Layout/Widgets Width") + _, SL.show_indented_items = ImGui.Checkbox("Show indented items", SL.show_indented_items) + + local function block(text, help, width, l1, l2) + ImGui.Text(text) + if help then ImGui.SameLine(); DemoHelpMarker(help) end + ImGui.PushItemWidth(width) + SL.f = ImGui.DragFloat(l1, SL.f) + if SL.show_indented_items then + ImGui.Indent() + SL.f = ImGui.DragFloat(l2, SL.f) + ImGui.Unindent() + end + ImGui.PopItemWidth() + end + block("SetNextItemWidth/PushItemWidth(100)", "Fixed width.", 100, "float##1b", "float (indented)##1b") + block("SetNextItemWidth/PushItemWidth(-100)", "Align to right edge minus 100", -100, "float##2a", "float (indented)##2b") + block("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)", "Half of available width.\n(~ right-cursor_pos)\n(works within a column set)", ImGui.GetContentRegionAvail().x * 0.5, "float##3a", "float (indented)##3b") + block("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)", "Align to right edge minus half", -ImGui.GetContentRegionAvail().x * 0.5, "float##4a", "float (indented)##4b") + block("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))", nil, -IM_MIN(ImGui.GetFontSize() * 12, ImGui.GetContentRegionAvail().x * 0.40), "float##5a", "float (indented)##5b") + -- Demonstrate using PushItemWidth to surround three items. + block("SetNextItemWidth/PushItemWidth(-FLT_MIN)", "Align to right edge", -FLT_MIN, "##float6a", "float (indented)##6b") +end + +local function DemoWindowLayout_BasicHorizontal() + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout") + ImGui.TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)") + + -- Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine") + ImGui.Text("Two items: Hello"); ImGui.SameLine() + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") + + -- Adjust spacing + ImGui.Text("More spacing: Hello"); ImGui.SameLine(0, 20) + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") + + -- Button + ImGui.AlignTextToFramePadding() + ImGui.Text("Normal buttons"); ImGui.SameLine() + ImGui.Button("Banana"); ImGui.SameLine() + ImGui.Button("Apple"); ImGui.SameLine() + ImGui.Button("Corniflower") + + -- Button + ImGui.Text("Small buttons"); ImGui.SameLine() + ImGui.SmallButton("Like this one"); ImGui.SameLine() + ImGui.Text("can fit within a text block.") + + -- Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)") + ImGui.Text("Aligned") + ImGui.SameLine(150); ImGui.Text("x=150") + ImGui.SameLine(300); ImGui.Text("x=300") + ImGui.Text("Aligned") + ImGui.SameLine(150); ImGui.SmallButton("x=150") + ImGui.SameLine(300); ImGui.SmallButton("x=300") + + -- Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)") + _, SL.c1 = ImGui.Checkbox("My", SL.c1); ImGui.SameLine() + _, SL.c2 = ImGui.Checkbox("Tailor", SL.c2); ImGui.SameLine() + _, SL.c3 = ImGui.Checkbox("Is", SL.c3); ImGui.SameLine() + _, SL.c4 = ImGui.Checkbox("Rich", SL.c4) + + -- Various + ImGui.PushItemWidth(ImGui.CalcTextSize("AAAAAAA").x) + local items = { "AAAA", "BBBB", "CCCC", "DDDD" } + if ImGui.Combo then + SL.item = ImGui.Combo("Combo", SL.item, items, #items) + else + NotPorted("Combo") + end + ImGui.SameLine() + SL.f0 = ImGui.SliderFloat("X", SL.f0, 0.0, 5.0); ImGui.SameLine() + SL.f1 = ImGui.SliderFloat("Y", SL.f1, 0.0, 5.0); ImGui.SameLine() + SL.f2 = ImGui.SliderFloat("Z", SL.f2, 0.0, 5.0) + + ImGui.Text("Lists:") + for i = 1, 4 do + if i > 1 then ImGui.SameLine() end + ImGui.PushID(i - 1) + if ImGui.ListBox then + SL.selection[i] = ImGui.ListBox("", SL.selection[i], items, #items) + else + NotPorted("ListBox") + end + ImGui.PopID() + end + ImGui.PopItemWidth() + + -- Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy") + local button_sz = ImVec2(40, 40) + ImGui.Button("A", button_sz); ImGui.SameLine() + ImGui.Dummy(button_sz); ImGui.SameLine() + ImGui.Button("B", button_sz) + + -- Manually wrapping + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping") + ImGui.Text("Manual wrapping:") + local style = ImGui.GetStyle() + local buttons_count = 20 + local window_visible_x2 = ImGui.GetCursorScreenPos().x + ImGui.GetContentRegionAvail().x + for n = 0, buttons_count - 1 do + ImGui.PushID(n) + ImGui.Button("Box", button_sz) + local last_button_x2 = ImGui.GetItemRectMax().x + local next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x -- Expected position if next button was on same line + if n + 1 < buttons_count and next_button_x2 < window_visible_x2 then + ImGui.SameLine() + end + ImGui.PopID() + end +end + +local function DemoWindowLayout_Groups() + IMGUI_DEMO_MARKER("Layout/Groups") + DemoHelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " .. + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " .. + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.") + ImGui.BeginGroup() + do + ImGui.BeginGroup() + ImGui.Button("AAA") + ImGui.SameLine() + ImGui.Button("BBB") + ImGui.SameLine() + ImGui.BeginGroup() + ImGui.Button("CCC") + ImGui.Button("DDD") + ImGui.EndGroup() + ImGui.SameLine() + ImGui.Button("EEE") + ImGui.EndGroup() + ImGui.SetItemTooltip("First group hovered") + end + -- Capture the group size and create widgets using the same size + local size = ImGui.GetItemRectSize() + local values = { 0.5, 0.20, 0.80, 0.60, 0.25 } + ImGui.PlotHistogram("##values", values, nil, #values, 0, nil, 0.0, 1.0, size) + + ImGui.Button("ACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) + ImGui.SameLine() + ImGui.Button("REACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) + ImGui.EndGroup() + ImGui.SameLine() + + ImGui.Button("LEVERAGE\nBUZZWORD", size) + ImGui.SameLine() + + if ImGui.BeginListBox and ImGui.BeginListBox("List", size) then + ImGui.Selectable("Selected", true) + ImGui.Selectable("Not Selected", false) + ImGui.EndListBox() + end +end + +local function DemoWindowLayout_TextBaseline() + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment") + do + ImGui.BulletText("Text baseline:") + ImGui.SameLine(); DemoHelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " .. + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.") + ImGui.Indent() + + ImGui.Text("KO Blahblah"); ImGui.SameLine() + ImGui.Button("Some framed item"); ImGui.SameLine() + DemoHelpMarker("Baseline of button will look misaligned with text..") + + ImGui.AlignTextToFramePadding() + ImGui.Text("OK Blahblah"); ImGui.SameLine() + ImGui.Button("Some framed item##2"); ImGui.SameLine() + DemoHelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y") + + -- SmallButton() uses the same vertical padding as Text + ImGui.Button("TEST##1"); ImGui.SameLine() + ImGui.Text("TEST"); ImGui.SameLine() + ImGui.SmallButton("TEST##2") + + ImGui.AlignTextToFramePadding() + ImGui.Text("Text aligned to framed item"); ImGui.SameLine() + ImGui.Button("Item##1"); ImGui.SameLine() + ImGui.Text("Item"); ImGui.SameLine() + ImGui.SmallButton("Item##2"); ImGui.SameLine() + ImGui.Button("Item##3") + + ImGui.Unindent() + end + + ImGui.Spacing() + + do + ImGui.BulletText("Multi-line text:") + ImGui.Indent() + ImGui.Text("One\nTwo\nThree"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("Banana") + + ImGui.Text("Banana"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("One\nTwo\nThree") + + ImGui.Button("HOP##1"); ImGui.SameLine() + ImGui.Text("Banana"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("Banana") + + ImGui.Button("HOP##2"); ImGui.SameLine() + ImGui.Text("Hello\nWorld"); ImGui.SameLine() + ImGui.Text("Banana") + ImGui.Unindent() + end + + ImGui.Spacing() + + do + ImGui.BulletText("Misc items:") + ImGui.Indent() + + ImGui.Button("80x80", ImVec2(80, 80)) + ImGui.SameLine() + ImGui.Button("50x50", ImVec2(50, 50)) + ImGui.SameLine() + ImGui.Button("Button()") + ImGui.SameLine() + ImGui.SmallButton("SmallButton()") + + -- Tree + local spacing = ImGui.GetStyle().ItemInnerSpacing.x + ImGui.Button("Button##1") -- Will make line higher + ImGui.SameLine(0.0, spacing) + if ImGui.TreeNodeEx("Node##1", ImGuiTreeNodeFlags.DrawLinesNone) then + for i = 0, 5 do + ImGui.BulletText("Item %d..", i) + end + ImGui.TreePop() + end + + local padding = math.floor(ImGui.GetFontSize() * 1.20) -- Large padding + ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, padding) + ImGui.Button("Button##2") + ImGui.PopStyleVar() + ImGui.SameLine(0.0, spacing) + if ImGui.TreeNodeEx("Node##2", ImGuiTreeNodeFlags.DrawLinesNone) then + ImGui.TreePop() + end + + ImGui.AlignTextToFramePadding() + + local node_open = ImGui.TreeNode("Node##3") + ImGui.SameLine(0.0, spacing); ImGui.Button("Button##3") + if node_open then + for i = 0, 5 do + ImGui.BulletText("Item %d..", i) + end + ImGui.TreePop() + end + + -- Bullet + ImGui.Button("Button##4") + ImGui.SameLine(0.0, spacing) + ImGui.BulletText("Bullet text") + + ImGui.AlignTextToFramePadding() + ImGui.BulletText("Node") + ImGui.SameLine(0.0, spacing); ImGui.Button("Button##5") + ImGui.Unindent() + end +end + +local function DemoWindowLayout_HorizontalContentsSizeWindow() + if SL.explicit_content_size then + ImGui.SetNextWindowContentSize(ImVec2(SL.contents_size_x, 0.0)) + end + SL.show_horizontal_contents_size_demo_window = ImGui.Begin("Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window, SL.show_h_scrollbar and ImGuiWindowFlags.HorizontalScrollbar or 0) + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window") + ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(2, 0)) + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2, 0)) + DemoHelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" .. + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.") + _, SL.show_h_scrollbar = ImGui.Checkbox("H-scrollbar", SL.show_h_scrollbar) + _, SL.show_button = ImGui.Checkbox("Button", SL.show_button) + _, SL.show_tree_nodes = ImGui.Checkbox("Tree nodes", SL.show_tree_nodes) + _, SL.show_text_wrapped = ImGui.Checkbox("Text wrapped", SL.show_text_wrapped) + _, SL.show_columns = ImGui.Checkbox("Columns", SL.show_columns) + _, SL.show_tab_bar = ImGui.Checkbox("Tab bar", SL.show_tab_bar) + _, SL.show_child = ImGui.Checkbox("Child", SL.show_child) + _, SL.explicit_content_size = ImGui.Checkbox("Explicit content size", SL.explicit_content_size) + ImGui.Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui.GetScrollX(), ImGui.GetScrollMaxX(), ImGui.GetScrollY(), ImGui.GetScrollMaxY()) + if SL.explicit_content_size then + ImGui.SameLine() + ImGui.SetNextItemWidth(ImGui.CalcTextSize("123456").x) + SL.contents_size_x = ImGui.DragFloat("##csx", SL.contents_size_x) + local p = ImGui.GetCursorScreenPos() + ImGui.GetWindowDrawList():AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE) + ImGui.GetWindowDrawList():AddRectFilled(ImVec2(p.x + SL.contents_size_x - 10, p.y), ImVec2(p.x + SL.contents_size_x, p.y + 10), IM_COL32_WHITE) + ImGui.Dummy(ImVec2(0, 10)) + end + ImGui.PopStyleVar(2) + ImGui.Separator() + if SL.show_button then + ImGui.Button("this is a 300-wide button", ImVec2(300, 0)) + end + if SL.show_tree_nodes then + local open = true + if ImGui.TreeNode("this is a tree node") then + if ImGui.TreeNode("another one of those tree node...") then + ImGui.Text("Some tree contents") + ImGui.TreePop() + end + ImGui.TreePop() + end + ImGui.CollapsingHeader("CollapsingHeader", open) + end + if SL.show_text_wrapped then + ImGui.TextWrapped("This text should automatically wrap on the edge of the work rectangle.") + end + if SL.show_columns then + ImGui.Text("Tables:") + if ImGui.BeginTable("table", 4, ImGuiTableFlags.Borders) then + for n = 0, 3 do + ImGui.TableNextColumn() + ImGui.Text("Width %.2f", ImGui.GetContentRegionAvail().x) + end + ImGui.EndTable() + end + ImGui.Text("Columns:") + if ImGui.Columns then + ImGui.Columns(4) + for n = 0, 3 do + ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) + ImGui.NextColumn() + end + ImGui.Columns(1) + else + NotPorted("Columns") + end + end + if SL.show_tab_bar and ImGui.BeginTabBar and ImGui.BeginTabBar("Hello") then + if ImGui.BeginTabItem("OneOneOne") then ImGui.EndTabItem() end + if ImGui.BeginTabItem("TwoTwoTwo") then ImGui.EndTabItem() end + if ImGui.BeginTabItem("ThreeThreeThree") then ImGui.EndTabItem() end + if ImGui.BeginTabItem("FourFourFour") then ImGui.EndTabItem() end + ImGui.EndTabBar() + end + if SL.show_child then + BeginChild("child", ImVec2(0, 0), ImGuiChildFlags.Borders) + ImGui.EndChild() + end + ImGui.End() +end + +local function DemoWindowLayout_Scrolling() + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical") + DemoHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.") + + _, SL.enable_extra_decorations = ImGui.Checkbox("Decoration", SL.enable_extra_decorations) + + ImGui.PushItemWidth(ImGui.GetFontSize() * 10) + local changed + SL.track_item, changed = ImGui.DragInt("##item", SL.track_item, 0.25, 0, 99, "Item = %d") + SL.enable_track = SL.enable_track or changed + ImGui.SameLine() + _, SL.enable_track = ImGui.Checkbox("Track", SL.enable_track) + + local scroll_to_off + SL.scroll_to_off_px, scroll_to_off = ImGui.DragFloat("##off", SL.scroll_to_off_px, 1.00, 0, FLT_MAX, "+%.0f px") + ImGui.SameLine() + scroll_to_off = ImGui.Button("Scroll Offset") or scroll_to_off + + local scroll_to_pos + SL.scroll_to_pos_px, scroll_to_pos = ImGui.DragFloat("##pos", SL.scroll_to_pos_px, 1.00, -10, FLT_MAX, "X/Y = %.0f px") + ImGui.SameLine() + scroll_to_pos = ImGui.Button("Scroll To Pos") or scroll_to_pos + ImGui.PopItemWidth() + + if scroll_to_off or scroll_to_pos then + SL.enable_track = false + end + + local style = ImGui.GetStyle() + local child_w = (ImGui.GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5 + if child_w < 1.0 then + child_w = 1.0 + end + ImGui.PushID("##VerticalScrolling") + local vnames = { "Top", "25%", "Center", "75%", "Bottom" } + for i = 0, 4 do + if i > 0 then ImGui.SameLine() end + ImGui.BeginGroup() + ImGui.TextUnformatted(vnames[i + 1]) + + local child_flags = SL.enable_extra_decorations and ImGuiWindowFlags.MenuBar or 0 + local child_id = ImGui.GetID(i) + local child_is_visible = BeginChild(child_id, ImVec2(child_w, 200.0), ImGuiChildFlags.Borders, child_flags) + if ImGui.BeginMenuBar() then + ImGui.TextUnformatted("abc") + ImGui.EndMenuBar() + end + if scroll_to_off then + ImGui.SetScrollY(SL.scroll_to_off_px) + end + if scroll_to_pos then + ImGui.SetScrollFromPosY(ImGui.GetCursorStartPos().y + SL.scroll_to_pos_px, i * 0.25) + end + if child_is_visible then -- Avoid calling SetScrollHereY when running with culled items + for item = 0, 99 do + if SL.enable_track and item == SL.track_item then + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) + ImGui.SetScrollHereY(i * 0.25) -- 0.0f:top, 0.5f:center, 1.0f:bottom + else + ImGui.Text("Item %d", item) + end + end + end + local scroll_y = ImGui.GetScrollY() + local scroll_max_y = ImGui.GetScrollMaxY() + ImGui.EndChild() + ImGui.Text("%.0f/%.0f", scroll_y, scroll_max_y) + ImGui.EndGroup() + end + ImGui.PopID() + + -- Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal") + ImGui.Spacing() + DemoHelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" .. + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " .. + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " .. + "equivalent SetScrollFromPosY(+1) wouldn't.") + ImGui.PushID("##HorizontalScrolling") + local hnames = { "Left", "25%", "Center", "75%", "Right" } + for i = 0, 4 do + local child_height = ImGui.GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0 + local child_flags = bit32.bor(ImGuiWindowFlags.HorizontalScrollbar, SL.enable_extra_decorations and ImGuiWindowFlags.AlwaysVerticalScrollbar or 0) + local child_id = ImGui.GetID(i) + local child_is_visible = BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags.Borders, child_flags) + if scroll_to_off then + ImGui.SetScrollX(SL.scroll_to_off_px) + end + if scroll_to_pos then + ImGui.SetScrollFromPosX(ImGui.GetCursorStartPos().x + SL.scroll_to_pos_px, i * 0.25) + end + if child_is_visible then + for item = 0, 99 do + if item > 0 then + ImGui.SameLine() + end + if SL.enable_track and item == SL.track_item then + ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) + ImGui.SetScrollHereX(i * 0.25) -- 0.0f:left, 0.5f:center, 1.0f:right + else + ImGui.Text("Item %d", item) + end + end + end + local scroll_x = ImGui.GetScrollX() + local scroll_max_x = ImGui.GetScrollMaxX() + ImGui.EndChild() + ImGui.SameLine() + ImGui.Text("%s\n%.0f/%.0f", hnames[i + 1], scroll_x, scroll_max_x) + ImGui.Spacing() + end + ImGui.PopID() + + -- Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)") + DemoHelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" .. + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().") + SL.lines = ImGui.SliderInt("Lines", SL.lines, 1, 15) + ImGui.PushStyleVar(ImGuiStyleVar.FrameRounding, 3.0) + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2.0, 1.0)) + local scrolling_child_size = ImVec2(0, ImGui.GetFrameHeightWithSpacing() * 7 + 30) + BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags.Borders, ImGuiWindowFlags.HorizontalScrollbar) + for line = 0, SL.lines - 1 do + local num_buttons = 10 + ((line % 2 == 1) and line * 9 or line * 3) + local base_w = ImGui.GetFontSize() * 3 + for n = 0, num_buttons - 1 do + if n > 0 then ImGui.SameLine() end + ImGui.PushID(n + line * 1000) + local label = (n % 15 == 0) and "FizzBuzz" or (n % 3 == 0) and "Fizz" or (n % 5 == 0) and "Buzz" or tostring(n) + local hue = n * 0.05 + ImGui.PushStyleColor(ImGuiCol.Button, HSV(hue, 0.6, 0.6)) + ImGui.PushStyleColor(ImGuiCol.ButtonHovered, HSV(hue, 0.7, 0.7)) + ImGui.PushStyleColor(ImGuiCol.ButtonActive, HSV(hue, 0.8, 0.8)) + ImGui.Button(label, ImVec2(base_w + math.sin(line + n) * base_w * 0.5, 0.0)) + ImGui.PopStyleColor(3) + ImGui.PopID() + end + end + local scroll_x = ImGui.GetScrollX() + local scroll_max_x = ImGui.GetScrollMaxX() + ImGui.EndChild() + ImGui.PopStyleVar(2) + local scroll_x_delta = 0.0 + ImGui.SmallButton("<<") + if ImGui.IsItemActive() then + scroll_x_delta = -ImGui.GetIO().DeltaTime * 1000.0 + end + ImGui.SameLine() + ImGui.Text("Scroll from code"); ImGui.SameLine() + ImGui.SmallButton(">>") + if ImGui.IsItemActive() then + scroll_x_delta = ImGui.GetIO().DeltaTime * 1000.0 + end + ImGui.SameLine() + ImGui.Text("%.0f/%.0f", scroll_x, scroll_max_x) + if scroll_x_delta ~= 0.0 then + -- Demonstrate a trick: you can use Begin to set yourself in the context of another window + BeginChild("scrolling") + ImGui.SetScrollX(ImGui.GetScrollX() + scroll_x_delta) + ImGui.EndChild() + end + ImGui.Spacing() + + _, SL.show_horizontal_contents_size_demo_window = ImGui.Checkbox("Show Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window) + + if SL.show_horizontal_contents_size_demo_window then + DemoWindowLayout_HorizontalContentsSizeWindow() + end +end + +local function DemoWindowLayout_TextClipping() + IMGUI_DEMO_MARKER("Layout/Text Clipping") + if SL.clip_size == nil then SL.clip_size = { 100.0, 100.0 }; SL.clip_offset = ImVec2(30.0, 30.0) end + ImGui.DragFloat2("size", SL.clip_size, 0.5, 1.0, 200.0, "%.0f") + ImGui.TextWrapped("(Click and drag to scroll)") + + DemoHelpMarker( + "(Left) Using ImGui::PushClipRect():\n" .. + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" .. + "(use this if you want your clipping rectangle to affect interactions)\n\n" .. + "(Center) Using ImDrawList::PushClipRect():\n" .. + "Will alter ImDrawList rendering only.\n" .. + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" .. + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" .. + "Will alter only this specific ImDrawList::AddText() rendering.\n" .. + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.") + + local size = ImVec2(SL.clip_size[1], SL.clip_size[2]) + local offset = SL.clip_offset + for n = 0, 2 do repeat + if n > 0 then + ImGui.SameLine() + end + + ImGui.PushID(n) + ImGui.InvisibleButton("##canvas", size) + if ImGui.IsItemActive() and ImGui.IsMouseDragging(ImGuiMouseButton.Left) then + offset.x = offset.x + ImGui.GetIO().MouseDelta.x + offset.y = offset.y + ImGui.GetIO().MouseDelta.y + end + ImGui.PopID() + if not ImGui.IsItemVisible() then -- Skip rendering as ImDrawList elements are not clipped. + break + end + + local p0 = ImGui.GetItemRectMin() + local p1 = ImGui.GetItemRectMax() + local text_str = "Line 1 hello\nLine 2 clip me!" + local text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y) + local draw_list = ImGui.GetWindowDrawList() + if n == 0 then + ImGui.PushClipRect(p0, p1, true) + draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) + draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) + ImGui.PopClipRect() + elseif n == 1 then + draw_list:PushClipRect(p0, p1, true) + draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) + draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) + draw_list:PopClipRect() + else + local clip_rect = ImVec4(p0.x, p0.y, p1.x, p1.y) + draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) + draw_list:AddText(ImGui.GetFont(), ImGui.GetFontSize(), text_pos, IM_COL32_WHITE, text_str, nil, 0.0, clip_rect) + end + until true end +end + +local function DemoWindowLayout_OverlapMode() + IMGUI_DEMO_MARKER("Layout/Overlap Mode") + DemoHelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" .. + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " .. + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.") + _, SL.enable_allow_overlap = ImGui.Checkbox("Enable AllowOverlap", SL.enable_allow_overlap) + + local button1_pos = ImGui.GetCursorScreenPos() + local button2_pos = ImVec2(button1_pos.x + 50.0, button1_pos.y + 50.0) + if SL.enable_allow_overlap then + ImGui.SetNextItemAllowOverlap() + end + ImGui.Button("Button 1", ImVec2(80, 80)) + ImGui.SetCursorScreenPos(button2_pos) + ImGui.Button("Button 2", ImVec2(80, 80)) + + if SL.enable_allow_overlap then + ImGui.SetNextItemAllowOverlap() + end + ImGui.Selectable("Some Selectable", false) + ImGui.SameLine() + ImGui.SmallButton("++") +end + +function DemoWindowLayout() + if not ImGui.CollapsingHeader("Layout & Scrolling") then + return + end + if ImGui.TreeNode("Child windows") then DemoWindowLayout_ChildWindows(); ImGui.TreePop() end + if ImGui.TreeNode("Widgets Width") then DemoWindowLayout_WidgetsWidth(); ImGui.TreePop() end + if ImGui.TreeNode("Basic Horizontal Layout") then DemoWindowLayout_BasicHorizontal(); ImGui.TreePop() end + if ImGui.TreeNode("Groups") then DemoWindowLayout_Groups(); ImGui.TreePop() end + if ImGui.TreeNode("Text Baseline Alignment") then DemoWindowLayout_TextBaseline(); ImGui.TreePop() end + if ImGui.TreeNode("Scrolling") then DemoWindowLayout_Scrolling(); ImGui.TreePop() end + if ImGui.TreeNode("Text Clipping") then DemoWindowLayout_TextClipping(); ImGui.TreePop() end + if ImGui.TreeNode("Overlap Mode") then DemoWindowLayout_OverlapMode(); ImGui.TreePop() end +end + +------------------------------------------------------------------------------- +-- [SECTION] DemoWindowPopups() +------------------------------------------------------------------------------- + +local SP = { + selected_fish = -1, toggles = { true, false, false, false, false }, + ctx_selected = -1, value = 0.5, name = nil, + dont_ask_me_next_time = false, item = 1, color = { 0.4, 0.7, 0.0, 0.5 }, +} + +local function DemoWindowPopups_Popups() + IMGUI_DEMO_MARKER("Popups/Popups") + ImGui.TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " .. + "Clicking outside the popup closes it.") + + local names = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" } + local toggles = SP.toggles + + if ImGui.Button("Select..") then + ImGui.OpenPopup("my_select_popup") + end + ImGui.SameLine() + ImGui.TextUnformatted(SP.selected_fish == -1 and "" or names[SP.selected_fish + 1]) + if ImGui.BeginPopup("my_select_popup") then + ImGui.SeparatorText("Aquarium") + for i = 1, #names do + if ImGui.Selectable(names[i]) then + SP.selected_fish = i - 1 + end + end + ImGui.EndPopup() + end + + -- Showing a menu with toggles + if ImGui.Button("Toggle..") then + ImGui.OpenPopup("my_toggle_popup") + end + if ImGui.BeginPopup("my_toggle_popup") then + for i = 1, #names do + _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) + end + if ImGui.BeginMenu("Sub-menu") then + ImGui.MenuItem("Click me") + ImGui.EndMenu() + end + + ImGui.Separator() + ImGui.Text("Tooltip here") + ImGui.SetItemTooltip("I am a tooltip over a popup") + + if ImGui.Button("Stacked Popup") then + ImGui.OpenPopup("another popup") + end + if ImGui.BeginPopup("another popup") then + for i = 1, #names do + _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) + end + if ImGui.BeginMenu("Sub-menu") then + ImGui.MenuItem("Click me") + if ImGui.Button("Stacked Popup") then + ImGui.OpenPopup("another popup") + end + if ImGui.BeginPopup("another popup") then + ImGui.Text("I am the last one here.") + ImGui.EndPopup() + end + ImGui.EndMenu() + end + ImGui.EndPopup() + end + ImGui.EndPopup() + end + + -- Call the more complete ShowExampleMenuFile which we use in various places of this demo + if ImGui.Button("With a menu..") then + ImGui.OpenPopup("my_file_popup") + end + if ImGui.BeginPopup("my_file_popup", ImGuiWindowFlags.MenuBar) then + if ImGui.BeginMenuBar() then + if ImGui.BeginMenu("File") then + DemoMenuFile() + ImGui.EndMenu() + end + if ImGui.BeginMenu("Edit") then + ImGui.MenuItem("Dummy") + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end + ImGui.Text("Hello from popup!") + ImGui.Button("This is a dummy button..") + ImGui.EndPopup() + end +end + +local function DemoWindowPopups_ContextMenus() + IMGUI_DEMO_MARKER("Popups/Context menus") + DemoHelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.") + + -- Example 1 + do + local names = { "Label1", "Label2", "Label3", "Label4", "Label5" } + for n = 0, 4 do + if ImGui.Selectable(names[n + 1], SP.ctx_selected == n) then + SP.ctx_selected = n + end + if ImGui.BeginPopupContextItem() then -- <-- use last item id as popup id + SP.ctx_selected = n + ImGui.Text("This is a popup for \"%s\"!", names[n + 1]) + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.SetItemTooltip("Right-click to open popup") + end + end + + -- Example 2 + do + DemoHelpMarker("Text() elements don't have stable identifiers so we need to provide one.") + ImGui.Text("Value = %.3f <-- (1) right-click this text", SP.value) + if ImGui.BeginPopupContextItem("my popup") then + if ImGui.Selectable("Set to zero") then SP.value = 0.0 end + if ImGui.Selectable("Set to PI") then SP.value = 3.1415 end + ImGui.SetNextItemWidth(-FLT_MIN) + SP.value = ImGui.DragFloat("##Value", SP.value, 0.1, 0.0, 0.0) + ImGui.EndPopup() + end + + ImGui.Text("(2) Or right-click this text") + ImGui.OpenPopupOnItemClick("my popup", ImGuiPopupFlags.MouseButtonRight) + + if ImGui.Button("(3) Or click this button") then + ImGui.OpenPopup("my popup") + end + end + + -- Example 3 + do + DemoHelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.") + if SP.name == nil then SP.name = Buf("Label1", 32) end + local buf = string.format("Button: %s###Button", BufStr(SP.name)) -- ### operator override ID ignoring the preceding label + ImGui.Button(buf) + if ImGui.BeginPopupContextItem() then + ImGui.Text("Edit name:") + ImGui.InputText("##edit", SP.name, 32) + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.SameLine(); ImGui.Text("(<-- right-click here)") + end +end + +local function DemoWindowPopups_Modals() + IMGUI_DEMO_MARKER("Popups/Modals") + ImGui.TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.") + + if ImGui.Button("Delete..") then + ImGui.OpenPopup("Delete?") + end + + -- Always center this window when appearing + local center = ImGui.GetMainViewport():GetCenter() + ImGui.SetNextWindowPos(center, ImGuiCond.Appearing, ImVec2(0.5, 0.5)) + + if ImGui.BeginPopupModal("Delete?", nil, ImGuiWindowFlags.AlwaysAutoResize) then + ImGui.Text("All those beautiful files will be deleted.\nThis operation cannot be undone!") + ImGui.Separator() + + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) + _, SP.dont_ask_me_next_time = ImGui.Checkbox("Don't ask me next time", SP.dont_ask_me_next_time) + ImGui.PopStyleVar() + + if ImGui.Button("OK", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end + ImGui.SetItemDefaultFocus() + ImGui.SameLine() + if ImGui.Button("Cancel", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end + ImGui.EndPopup() + end + + if ImGui.Button("Stacked modals..") then + ImGui.OpenPopup("Stacked 1") + end + if ImGui.BeginPopupModal("Stacked 1", nil, ImGuiWindowFlags.MenuBar) then + if ImGui.BeginMenuBar() then + if ImGui.BeginMenu("File") then + if ImGui.MenuItem("Some menu item") then end + ImGui.EndMenu() + end + ImGui.EndMenuBar() + end + ImGui.Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.") + + -- Testing behavior of widgets stacking their own regular popups over the modal. + if ImGui.Combo then + SP.item = ImGui.Combo("Combo", SP.item, { "aaaa", "bbbb", "cccc", "dddd", "eeee" }, 5) + else + NotPorted("Combo") + end + ImGui.ColorEdit4("Color", SP.color) + + if ImGui.Button("Add another modal..") then + ImGui.OpenPopup("Stacked 2") + end + + local unused_open = true + if ImGui.BeginPopupModal("Stacked 2", unused_open) then + ImGui.Text("Hello from Stacked The Second!") + ImGui.ColorEdit4("Color", SP.color) -- Allow opening another nested popup + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end +end + +function DemoWindowPopups() + if not ImGui.CollapsingHeader("Popups & Modal windows") then + return + end + + if ImGui.TreeNode("Popups") then DemoWindowPopups_Popups(); ImGui.TreePop() end + if ImGui.TreeNode("Context menus") then DemoWindowPopups_ContextMenus(); ImGui.TreePop() end + if ImGui.TreeNode("Modals") then + if ImGui.BeginPopupModal then DemoWindowPopups_Modals() else NotPorted("BeginPopupModal") end + ImGui.TreePop() + end + + if ImGui.TreeNode("Menus inside a regular window") then + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window") + ImGui.TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!") + ImGui.Separator() + + ImGui.MenuItem("Menu item", "Ctrl+M") + if ImGui.BeginMenu("Menu inside a regular window") then + DemoMenuFile() + ImGui.EndMenu() + end + ImGui.Separator() + ImGui.TreePop() + end +end + +------------------------------------------------------------------------------- +-- [SECTION] DemoWindowTables() +------------------------------------------------------------------------------- + +-- MyItemColumnID +local MyItemColumnID_ID, MyItemColumnID_Name, MyItemColumnID_Action, MyItemColumnID_Quantity, MyItemColumnID_Description = 0, 1, 2, 3, 4 + +local function MyItem(id, name, quantity) return { ID = id, Name = name, Quantity = quantity } end + +--- Sort a Lua array (1-based) of MyItem with ImGuiTableSortSpecs (Specs is 1-based array or ImVector) +local function MyItem_SortWithSortSpecs(sort_specs, items, items_count) + if items_count <= 1 then return end + local specs = sort_specs.Specs + local function get_spec(n) -- n: 0-based + if specs.Data then return specs.Data[n + 1] end + return specs[n + 1] + end + local function cmp(a, b) -- returns <0, 0, >0 + for n = 0, sort_specs.SpecsCount - 1 do + local sort_spec = get_spec(n) + local delta = 0 + local uid = sort_spec.ColumnUserID + if uid == MyItemColumnID_ID then delta = a.ID - b.ID + elseif uid == MyItemColumnID_Name then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 + elseif uid == MyItemColumnID_Quantity then delta = a.Quantity - b.Quantity + elseif uid == MyItemColumnID_Description then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 + else IM_ASSERT(false) end + if delta > 0 then + return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and 1 or -1 + end + if delta < 0 then + return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and -1 or 1 + end + end + return a.ID - b.ID + end + local arr = items.Data or items + if items.Data then + -- ImVector: sort only the used range + local tmp = {} + for i = 1, items_count do tmp[i] = arr[i] end + table.sort(tmp, function(a, b) return cmp(a, b) < 0 end) + for i = 1, items_count do arr[i] = tmp[i] end + else + table.sort(arr, function(a, b) return cmp(a, b) < 0 end) + end +end + +-- Make the UI compact because there are so many fields +local function PushStyleCompact() + local style = ImGui.GetStyle() + ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, math.floor(style.FramePadding.y * 0.60)) + ImGui.PushStyleVarY(ImGuiStyleVar.ItemSpacing, math.floor(style.ItemSpacing.y * 0.60)) +end + +local function PopStyleCompact() + ImGui.PopStyleVar(2) +end + +local table_sizing_policies = nil +-- Show a combo box with a choice of sizing policies +local function EditTableSizingFlags(flags) + if table_sizing_policies == nil then + table_sizing_policies = { + { Value = ImGuiTableFlags.None, Name = "Default", Tooltip = "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { Value = ImGuiTableFlags.SizingFixedFit, Name = "ImGuiTableFlags_SizingFixedFit", Tooltip = "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { Value = ImGuiTableFlags.SizingFixedSame, Name = "ImGuiTableFlags_SizingFixedSame", Tooltip = "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { Value = ImGuiTableFlags.SizingStretchProp, Name = "ImGuiTableFlags_SizingStretchProp", Tooltip = "Columns default to _WidthStretch with weights proportional to their widths." }, + { Value = ImGuiTableFlags.SizingStretchSame, Name = "ImGuiTableFlags_SizingStretchSame", Tooltip = "Columns default to _WidthStretch with same weights." }, + } + end + local policies = table_sizing_policies + local idx = 1 + while idx <= #policies do + if policies[idx].Value == bit32.band(flags, ImGuiTableFlags.SizingMask_) then break end + idx = idx + 1 + end + local preview_text = (idx <= #policies) and (idx > 1 and string.sub(policies[idx].Name, #"ImGuiTableFlags" + 1) or policies[idx].Name) or "" + if ImGui.BeginCombo("Sizing Policy", preview_text) then + for n = 1, #policies do + if ImGui.Selectable(policies[n].Name, idx == n) then + flags = bit32.bor(bit32.band(flags, bit32.bnot(ImGuiTableFlags.SizingMask_)), policies[n].Value) + end + end + ImGui.EndCombo() + end + ImGui.SameLine() + ImGui.TextDisabled("(?)") + if ImGui.BeginItemTooltip() then + ImGui.PushTextWrapPos(ImGui.GetFontSize() * 50.0) + for m = 1, #policies do + ImGui.Separator() + ImGui.Text("%s:", policies[m].Name) + ImGui.Separator() + ImGui.SetCursorPosX(ImGui.GetCursorPosX() + ImGui.GetStyle().IndentSpacing * 0.5) + ImGui.TextUnformatted(policies[m].Tooltip) + end + ImGui.PopTextWrapPos() + ImGui.EndTooltip() + end + return flags +end + +local function EditTableColumnsFlags(f) + local p + local F = ImGuiTableColumnFlags + _, f = ImGui.CheckboxFlags("_Disabled", f, F.Disabled); ImGui.SameLine(); DemoHelpMarker("Master disable flag (also hide from context menu)") + _, f = ImGui.CheckboxFlags("_DefaultHide", f, F.DefaultHide) + _, f = ImGui.CheckboxFlags("_DefaultSort", f, F.DefaultSort) + p, f = ImGui.CheckboxFlags("_WidthStretch", f, F.WidthStretch) + if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthStretch))) end + p, f = ImGui.CheckboxFlags("_WidthFixed", f, F.WidthFixed) + if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthFixed))) end + _, f = ImGui.CheckboxFlags("_NoResize", f, F.NoResize) + _, f = ImGui.CheckboxFlags("_NoReorder", f, F.NoReorder) + _, f = ImGui.CheckboxFlags("_NoHide", f, F.NoHide) + _, f = ImGui.CheckboxFlags("_NoClip", f, F.NoClip) + _, f = ImGui.CheckboxFlags("_NoSort", f, F.NoSort) + _, f = ImGui.CheckboxFlags("_NoSortAscending", f, F.NoSortAscending) + _, f = ImGui.CheckboxFlags("_NoSortDescending", f, F.NoSortDescending) + _, f = ImGui.CheckboxFlags("_NoHeaderLabel", f, F.NoHeaderLabel) + _, f = ImGui.CheckboxFlags("_NoHeaderWidth", f, F.NoHeaderWidth) + _, f = ImGui.CheckboxFlags("_PreferSortAscending", f, F.PreferSortAscending) + _, f = ImGui.CheckboxFlags("_PreferSortDescending", f, F.PreferSortDescending) + _, f = ImGui.CheckboxFlags("_IndentEnable", f, F.IndentEnable); ImGui.SameLine(); DemoHelpMarker("Default for column 0") + _, f = ImGui.CheckboxFlags("_IndentDisable", f, F.IndentDisable); ImGui.SameLine(); DemoHelpMarker("Default for column >0") + _, f = ImGui.CheckboxFlags("_AngledHeader", f, F.AngledHeader) + return f +end + +local function ShowTableColumnsStatusFlags(flags) + ImGui.CheckboxFlags("_IsEnabled", flags, ImGuiTableColumnFlags.IsEnabled) + ImGui.CheckboxFlags("_IsVisible", flags, ImGuiTableColumnFlags.IsVisible) + ImGui.CheckboxFlags("_IsSorted", flags, ImGuiTableColumnFlags.IsSorted) + ImGui.CheckboxFlags("_IsHovered", flags, ImGuiTableColumnFlags.IsHovered) +end + +local function bor(...) return bit32.bor(...) end +local TF = setmetatable({}, { __index = function(_, k) return ImGuiTableFlags[k] end }) + +local ST = {} -- statics for DemoWindowTables (one sub-table per section) +local TEXT_BASE_WIDTH, TEXT_BASE_HEIGHT = 0, 0 + +local function Tables_Basic() + IMGUI_DEMO_MARKER("Tables/Basic") + -- [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + DemoHelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.") + if ImGui.BeginTable("table1", 3) then + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Row %d Column %d", row, column) + end + end + ImGui.EndTable() + end + + -- [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + DemoHelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.") + if ImGui.BeginTable("table2", 3) then + for row = 0, 3 do + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.Text("Row %d", row) + ImGui.TableNextColumn() + ImGui.Text("Some contents") + ImGui.TableNextColumn() + ImGui.Text("123.456") + end + ImGui.EndTable() + end + + -- [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + DemoHelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " .. + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " .. + "Columns API, and provided to facilitate the Columns->Tables API transition.") + if ImGui.BeginTable("table3", 3) then + for item = 0, 13 do + ImGui.TableNextColumn() + ImGui.Text("Item %d", item) + end + ImGui.EndTable() + end +end + +local function Tables_BordersBackground() + IMGUI_DEMO_MARKER("Tables/Borders, background") + local CT_Text, CT_FillButton = 0, 1 + local s = ST.borders + if s == nil then s = { flags = bor(TF.Borders, TF.RowBg), display_headers = false, contents_type = CT_Text }; ST.borders = s end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) + ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH") + ImGui.Indent() + + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) + ImGui.Indent() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) + ImGui.Unindent() + + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) + ImGui.Indent() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) + ImGui.Unindent() + + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags, TF.BordersOuter) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags, TF.BordersInner) + ImGui.Unindent() + + ImGui.AlignTextToFramePadding(); ImGui.Text("Cell contents:") + ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("Text", s.contents_type, CT_Text) + ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("FillButton", s.contents_type, CT_FillButton) + _, s.display_headers = ImGui.Checkbox("Display headers", s.display_headers) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") + PopStyleCompact() + + if ImGui.BeginTable("table1", 3, s.flags) then + if s.display_headers then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + end + + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + local buf = string.format("Hello %d,%d", column, row) + if s.contents_type == CT_Text then + ImGui.TextUnformatted(buf) + elseif s.contents_type == CT_FillButton then + ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) + end + end + end + ImGui.EndTable() + end +end + +local function Tables_HelloGrid(id, flags, rows, cols, fmt) + if ImGui.BeginTable(id, cols, flags) then + for row = 0, rows - 1 do + ImGui.TableNextRow() + for column = 0, cols - 1 do + ImGui.TableSetColumnIndex(column) + ImGui.Text(fmt or "Hello %d,%d", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_ResizableStretch() + IMGUI_DEMO_MARKER("Tables/Resizable, stretch") + local s = ST.rstretch + if s == nil then s = { flags = bor(TF.SizingStretchSame, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rstretch = s end + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) + ImGui.SameLine(); DemoHelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " .. + "this is why the resize borders are still showing when unchecking this.") + PopStyleCompact() + + Tables_HelloGrid("table1", s.flags, 5, 3) +end + +local function Tables_ResizableFixed() + IMGUI_DEMO_MARKER("Tables/Resizable, fixed") + DemoHelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" .. + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" .. + "Double-click a column border to auto-fit the column to its contents.") + PushStyleCompact() + local s = ST.rfixed + if s == nil then s = { flags = bor(TF.SizingFixedFit, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rfixed = s end + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) + PopStyleCompact() + + Tables_HelloGrid("table1", s.flags, 5, 3) +end + +local function Tables_ResizableMixed() + IMGUI_DEMO_MARKER("Tables/Resizable, mixed") + DemoHelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" .. + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.") + local flags = bor(TF.SizingFixedFit, TF.RowBg, TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable) + local CF = ImGuiTableColumnFlags + + if ImGui.BeginTable("table1", 3, flags) then + ImGui.TableSetupColumn("AAA", CF.WidthFixed) + ImGui.TableSetupColumn("BBB", CF.WidthFixed) + ImGui.TableSetupColumn("CCC", CF.WidthStretch) + ImGui.TableHeadersRow() + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s %d,%d", (column == 2) and "Stretch" or "Fixed", column, row) + end + end + ImGui.EndTable() + end + if ImGui.BeginTable("table2", 6, flags) then + ImGui.TableSetupColumn("AAA", CF.WidthFixed) + ImGui.TableSetupColumn("BBB", CF.WidthFixed) + ImGui.TableSetupColumn("CCC", bor(CF.WidthFixed, CF.DefaultHide)) + ImGui.TableSetupColumn("DDD", CF.WidthStretch) + ImGui.TableSetupColumn("EEE", CF.WidthStretch) + ImGui.TableSetupColumn("FFF", bor(CF.WidthStretch, CF.DefaultHide)) + ImGui.TableHeadersRow() + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 5 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s %d,%d", (column >= 3) and "Stretch" or "Fixed", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_Reorderable() + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers") + DemoHelpMarker( + "Click and drag column headers to reorder columns.\n\n" .. + "Right-click on a header to open a context menu.") + local s = ST.reorder + if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.BordersOuter, TF.BordersV) }; ST.reorder = s end + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) + PopStyleCompact() + + if ImGui.BeginTable("table1", 3, s.flags) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + for row = 0, 5 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Hello %d,%d", column, row) + end + end + ImGui.EndTable() + end + + -- Use outer_size.x == 0.0f instead of default to make the table as tight as possible + if ImGui.BeginTable("table2", 3, bor(s.flags, TF.SizingFixedFit), ImVec2(0.0, 0.0)) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + for row = 0, 5 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Fixed %d,%d", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_Padding() + IMGUI_DEMO_MARKER("Tables/Padding") + DemoHelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" .. + "e.g.:\n" .. + "- BorderOuterV\n" .. + "- any form of row selection\n" .. + "Because of this, activating BorderOuterV sets the default to PadOuterX. " .. + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" .. + "Actual padding values are using style.CellPadding.\n\n" .. + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.") + + local s = ST.padding + if s == nil then + s = { flags1 = TF.BordersV, show_headers = false, flags2 = bor(TF.Borders, TF.RowBg), cell_padding = ImVec2(0.0, 0.0), + show_widget_frame_bg = true, text_bufs = {}, init = true } + ST.padding = s + end + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags1, TF.PadOuterX) + ImGui.SameLine(); DemoHelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)") + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags1, TF.NoPadOuterX) + ImGui.SameLine(); DemoHelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)") + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags1, TF.NoPadInnerX) + ImGui.SameLine(); DemoHelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)") + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags1, TF.BordersOuterV) + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags1, TF.BordersInnerV) + _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) + PopStyleCompact() + + if ImGui.BeginTable("table_padding", 3, s.flags1) then + if s.show_headers then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + end + + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + if row == 0 then + ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x) + else + local buf = string.format("Hello %d,%d", column, row) + ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) + end + end + end + ImGui.EndTable() + end + + -- Second example: set style.CellPadding to (0.0) or a custom value. + DemoHelpMarker("Setting style.CellPadding to (0,0) or a custom value.") + + PushStyleCompact() + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags2, TF.Borders) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags2, TF.BordersH) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags2, TF.BordersV) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags2, TF.BordersInner) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags2, TF.BordersOuter) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags2, TF.RowBg) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags2, TF.Resizable) + _, s.show_widget_frame_bg = ImGui.Checkbox("show_widget_frame_bg", s.show_widget_frame_bg) + ImGui.SliderFloat2("CellPadding", s.cell_padding, 0.0, 10.0, "%.0f") + PopStyleCompact() + + ImGui.PushStyleVar(ImGuiStyleVar.CellPadding, s.cell_padding) + if ImGui.BeginTable("table_padding_2", 3, s.flags2) then + if not s.show_widget_frame_bg then + ImGui.PushStyleColor(ImGuiCol.FrameBg, 0) + end + for cell = 0, 3 * 5 - 1 do + ImGui.TableNextColumn() + if s.init then + s.text_bufs[cell + 1] = Buf("edit me", 16) + end + ImGui.SetNextItemWidth(-FLT_MIN) + ImGui.PushID(cell) + ImGui.InputText("##cell", s.text_bufs[cell + 1], 16) + ImGui.PopID() + end + if not s.show_widget_frame_bg then + ImGui.PopStyleColor() + end + s.init = false + ImGui.EndTable() + end + ImGui.PopStyleVar() +end + +local function Tables_SizingPolicies() + IMGUI_DEMO_MARKER("Tables/Explicit widths") + local s = ST.sizing + if s == nil then + s = { flags1 = bor(TF.BordersV, TF.BordersOuterH, TF.RowBg, TF.ContextMenuInBody), + sizing_policy_flags = { TF.SizingFixedFit, TF.SizingFixedSame, TF.SizingStretchProp, TF.SizingStretchSame }, + flags = bor(TF.ScrollY, TF.Borders, TF.RowBg, TF.Resizable), contents_type = 0, column_count = 3, text_buf = Buf("", 32) } + ST.sizing = s + end + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags1, TF.NoHostExtendX) + PopStyleCompact() + + for table_n = 0, 3 do + ImGui.PushID(table_n) + ImGui.SetNextItemWidth(TEXT_BASE_WIDTH * 30) + s.sizing_policy_flags[table_n + 1] = EditTableSizingFlags(s.sizing_policy_flags[table_n + 1]) + + if ImGui.BeginTable("table1", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then + for row = 0, 2 do + ImGui.TableNextRow() + ImGui.TableNextColumn(); ImGui.Text("Oh dear") + ImGui.TableNextColumn(); ImGui.Text("Oh dear") + ImGui.TableNextColumn(); ImGui.Text("Oh dear") + end + ImGui.EndTable() + end + if ImGui.BeginTable("table2", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then + for row = 0, 2 do + ImGui.TableNextRow() + ImGui.TableNextColumn(); ImGui.Text("AAAA") + ImGui.TableNextColumn(); ImGui.Text("BBBBBBBB") + ImGui.TableNextColumn(); ImGui.Text("CCCCCCCCCCCC") + end + ImGui.EndTable() + end + ImGui.PopID() + end + + ImGui.Spacing() + ImGui.TextUnformatted("Advanced") + ImGui.SameLine() + DemoHelpMarker( + "This section allows you to interact and see the effect of various sizing policies " .. + "depending on whether Scroll is enabled and the contents of your columns.") + + local CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText = 0, 1, 2, 3, 4, 5 + + PushStyleCompact() + ImGui.PushID("Advanced") + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) + s.flags = EditTableSizingFlags(s.flags) + if ImGui.Combo then + s.contents_type = ImGui.Combo("Contents", s.contents_type, { "Show width", "Short Text", "Long Text", "Button", "Fill Button", "InputText" }, 6) + else + NotPorted("Combo") + end + if s.contents_type == CT_FillButton then + ImGui.SameLine() + DemoHelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " .. + "where contents width can feed into auto-column width can feed into contents width.") + end + s.column_count = ImGui.DragInt("Columns", s.column_count, 0.1, 1, 64, "%d", ImGuiSliderFlags.AlwaysClamp) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) + ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) + ImGui.PopItemWidth() + ImGui.PopID() + PopStyleCompact() + + if ImGui.BeginTable("table2", s.column_count, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 7)) then + for cell = 0, 10 * s.column_count - 1 do + ImGui.TableNextColumn() + local column = ImGui.TableGetColumnIndex() + local row = ImGui.TableGetRowIndex() + + ImGui.PushID(cell) + local label = string.format("Hello %d,%d", column, row) + local ct = s.contents_type + if ct == CT_ShortText then ImGui.TextUnformatted(label) + elseif ct == CT_LongText then ImGui.Text("Some %s text %d,%d\nOver two lines..", column == 0 and "long" or "longeeer", column, row) + elseif ct == CT_ShowWidth then ImGui.Text("W: %.1f", ImGui.GetContentRegionAvail().x) + elseif ct == CT_Button then ImGui.Button(label) + elseif ct == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) + elseif ct == CT_InputText then ImGui.SetNextItemWidth(-FLT_MIN); ImGui.InputText("##", s.text_buf, 32) + end + ImGui.PopID() + end + ImGui.EndTable() + end +end + +local function Tables_VerticalScrolling() + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping") + DemoHelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" .. + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items.") + local s = ST.vscroll + if s == nil then s = { flags = bor(TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable) }; ST.vscroll = s end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + PopStyleCompact() + + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) + if ImGui.BeginTable("table_scrolly", 3, s.flags, outer_size) then + ImGui.TableSetupScrollFreeze(0, 1) -- Make top row always visible + ImGui.TableSetupColumn("One", ImGuiTableColumnFlags.None) + ImGui.TableSetupColumn("Two", ImGuiTableColumnFlags.None) + ImGui.TableSetupColumn("Three", ImGuiTableColumnFlags.None) + ImGui.TableHeadersRow() + + -- Demonstrate using clipper for large vertical lists + local clipper = ImGuiListClipper() + clipper:Begin(1000) + while clipper:Step() do + for row = clipper.DisplayStart, clipper.DisplayEnd - 1 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Hello %d,%d", column, row) + end + end + end + ImGui.EndTable() + end +end + +local function Tables_HorizontalScrolling() + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling") + DemoHelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " .. + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" .. + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " .. + "because the container window won't automatically extend vertically to fix contents " .. + "(this may be improved in future versions).") + local s = ST.hscroll + if s == nil then + s = { flags = bor(TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable), + freeze_cols = 1, freeze_rows = 1, + flags2 = bor(TF.SizingStretchSame, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.RowBg, TF.ContextMenuInBody), inner_width = 1000.0 } + ST.hscroll = s + end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + PopStyleCompact() + + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) + if ImGui.BeginTable("table_scrollx", 7, s.flags, outer_size) then + ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) + ImGui.TableSetupColumn("Line #", ImGuiTableColumnFlags.NoHide) -- Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableSetupColumn("Four") + ImGui.TableSetupColumn("Five") + ImGui.TableSetupColumn("Six") + ImGui.TableHeadersRow() + for row = 0, 19 do + ImGui.TableNextRow() + for column = 0, 6 do repeat + if not ImGui.TableSetColumnIndex(column) and column > 0 then + break -- continue + end + if column == 0 then + ImGui.Text("Line %d", row) + else + ImGui.Text("Hello world %d,%d", column, row) + end + until true end + end + ImGui.EndTable() + end + + ImGui.Spacing() + ImGui.TextUnformatted("Stretch + ScrollX") + ImGui.SameLine() + DemoHelpMarker( + "Showcase using Stretch columns + ScrollX together: " .. + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" .. + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " .. + "along with ScrollX doesn't make sense.") + PushStyleCompact() + ImGui.PushID("flags3") + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags2, TF.ScrollX) + s.inner_width = ImGui.DragFloat("inner_width", s.inner_width, 1.0, 0.0, FLT_MAX, "%.1f") + ImGui.PopItemWidth() + ImGui.PopID() + PopStyleCompact() + if ImGui.BeginTable("table2", 7, s.flags2, outer_size, s.inner_width) then + for cell = 0, 20 * 7 - 1 do + ImGui.TableNextColumn() + ImGui.Text("Hello world %d,%d", ImGui.TableGetColumnIndex(), ImGui.TableGetRowIndex()) + end + ImGui.EndTable() + end +end + +local function Tables_ColumnsFlags() + IMGUI_DEMO_MARKER("Tables/Columns flags") + local column_count = 3 + local column_names = { "One", "Two", "Three" } + local s = ST.colflags + if s == nil then + s = { column_flags = { ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.None, ImGuiTableColumnFlags.DefaultHide }, column_flags_out = { 0, 0, 0 } } + ST.colflags = s + end + + if ImGui.BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags.None) then + PushStyleCompact() + for column = 1, column_count do + ImGui.TableNextColumn() + ImGui.PushID(column - 1) + ImGui.AlignTextToFramePadding() -- FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui.Text("'%s'", column_names[column]) + ImGui.Spacing() + ImGui.Text("Input flags:") + s.column_flags[column] = EditTableColumnsFlags(s.column_flags[column]) + ImGui.Spacing() + ImGui.Text("Output flags:") + ImGui.BeginDisabled() + ShowTableColumnsStatusFlags(s.column_flags_out[column]) + ImGui.EndDisabled() + ImGui.PopID() + end + PopStyleCompact() + ImGui.EndTable() + end + + local flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable) + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 9) + if ImGui.BeginTable("table_columns_flags", column_count, flags, outer_size) then + local has_angled_header = false + for column = 1, column_count do + has_angled_header = has_angled_header or Has(s.column_flags[column], ImGuiTableColumnFlags.AngledHeader) + ImGui.TableSetupColumn(column_names[column], s.column_flags[column]) + end + if has_angled_header then + ImGui.TableAngledHeadersRow() + end + ImGui.TableHeadersRow() + for column = 1, column_count do + s.column_flags_out[column] = ImGui.TableGetColumnFlags(column - 1) + end + local indent_step = math.floor(math.floor(TEXT_BASE_WIDTH) / 2) + for row = 0, 7 do + -- Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui.Indent(indent_step) + ImGui.TableNextRow() + for column = 0, column_count - 1 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s %s", (column == 0) and "Indented" or "Hello", ImGui.TableGetColumnName(column)) + end + end + ImGui.Unindent(indent_step * 8.0) + + ImGui.EndTable() + end +end + +local function Tables_ColumnsWidths() + IMGUI_DEMO_MARKER("Tables/Columns widths") + DemoHelpMarker("Using TableSetupColumn() to setup default width.") + local s = ST.colwidths + if s == nil then s = { flags1 = bor(TF.Borders, TF.NoBordersInBodyUntilResize), flags2 = TF.None }; ST.colwidths = s end + local CF = ImGuiTableColumnFlags + + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags1, TF.NoBordersInBodyUntilResize) + PopStyleCompact() + if ImGui.BeginTable("table1", 3, s.flags1) then + ImGui.TableSetupColumn("one", CF.WidthFixed, 100.0) -- Default to 100.0f + ImGui.TableSetupColumn("two", CF.WidthFixed, 200.0) -- Default to 200.0f + ImGui.TableSetupColumn("three", CF.WidthFixed) -- Default to auto + ImGui.TableHeadersRow() + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableSetColumnIndex(column) + if row == 0 then + ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) + else + ImGui.Text("Hello %d,%d", column, row) + end + end + end + ImGui.EndTable() + end + + DemoHelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " .. + "fixed columns with set width may still be shrunk down if there's not enough space in the host.") + + PushStyleCompact() + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags2, TF.NoKeepColumnsVisible) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags2, TF.BordersInnerV) + _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags2, TF.BordersOuterV) + PopStyleCompact() + if ImGui.BeginTable("table2", 4, s.flags2) then + ImGui.TableSetupColumn("", CF.WidthFixed, 100.0) + ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) + ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 30.0) + ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 3 do + ImGui.TableSetColumnIndex(column) + if row == 0 then + ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) + else + ImGui.Text("Hello %d,%d", column, row) + end + end + end + ImGui.EndTable() + end +end + +local function Tables_Nested() + IMGUI_DEMO_MARKER("Tables/Nested tables") + DemoHelpMarker("This demonstrates embedding a table into another table cell.") + + if ImGui.BeginTable("table_nested1", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then + ImGui.TableSetupColumn("A0") + ImGui.TableSetupColumn("A1") + ImGui.TableHeadersRow() + + ImGui.TableNextColumn() + ImGui.Text("A0 Row 0") + do + local rows_height = (TEXT_BASE_HEIGHT * 2.0) + (ImGui.GetStyle().CellPadding.y * 2.0) + if ImGui.BeginTable("table_nested2", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then + ImGui.TableSetupColumn("B0") + ImGui.TableSetupColumn("B1") + ImGui.TableHeadersRow() + + ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) + ImGui.TableNextColumn() + ImGui.Text("B0 Row 0") + ImGui.TableNextColumn() + ImGui.Text("B1 Row 0") + ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) + ImGui.TableNextColumn() + ImGui.Text("B0 Row 1") + ImGui.TableNextColumn() + ImGui.Text("B1 Row 1") + + ImGui.EndTable() + end + end + ImGui.TableNextColumn(); ImGui.Text("A1 Row 0") + ImGui.TableNextColumn(); ImGui.Text("A0 Row 1") + ImGui.TableNextColumn(); ImGui.Text("A1 Row 1") + ImGui.EndTable() + end +end + +local function Tables_RowHeight() + IMGUI_DEMO_MARKER("Tables/Row height") + DemoHelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " .. + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" .. + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.") + if ImGui.BeginTable("table_row_height", 1, TF.Borders) then + for row = 0, 7 do + local min_row_height = math.floor(TEXT_BASE_HEIGHT * 0.30 * row + ImGui.GetStyle().CellPadding.y * 2.0) + ImGui.TableNextRow(ImGuiTableRowFlags.None, min_row_height) + ImGui.TableNextColumn() + ImGui.Text("min_row_height = %.2f", min_row_height) + end + ImGui.EndTable() + end + + DemoHelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" .. + "Please note that Tables Row Height is not the same thing as Current Line Height, " .. + "as a table cell may contains multiple lines.") + if ImGui.BeginTable("table_share_lineheight", 2, TF.Borders) then + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.ColorButton("##1", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) + ImGui.TableNextColumn() + ImGui.Text("Line 1") + ImGui.Text("Line 2") + + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.ColorButton("##2", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) + ImGui.TableNextColumn() + ImGui.SameLine(0.0, 0.0) -- Reuse line height from previous column + ImGui.Text("Line 1, with SameLine(0,0)") + ImGui.Text("Line 2") + + ImGui.EndTable() + end + + DemoHelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.") + if ImGui.BeginTable("table_changing_cellpadding_y", 1, TF.Borders) then + local style = ImGui.GetStyle() + for row = 0, 7 do + if (row % 3) == 2 then + ImGui.PushStyleVarY(ImGuiStyleVar.CellPadding, 20.0) + end + ImGui.TableNextRow(ImGuiTableRowFlags.None) + ImGui.TableNextColumn() + ImGui.Text("CellPadding.y = %.2f", style.CellPadding.y) + if (row % 3) == 2 then + ImGui.PopStyleVar() + end + end + ImGui.EndTable() + end +end + +local function Tables_OuterSize() + IMGUI_DEMO_MARKER("Tables/Outer size") + ImGui.Text("Using NoHostExtendX and NoHostExtendY:") + PushStyleCompact() + local s = ST.outer + if s == nil then s = { flags = bor(TF.Borders, TF.Resizable, TF.ContextMenuInBody, TF.RowBg, TF.SizingFixedFit, TF.NoHostExtendX) }; ST.outer = s end + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) + ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) + ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") + PopStyleCompact() + + local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 5.5) + if ImGui.BeginTable("table1", 3, s.flags, outer_size) then + for row = 0, 9 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableNextColumn() + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end + ImGui.SameLine() + ImGui.Text("Hello!") + + ImGui.Spacing() + + ImGui.Text("Using explicit size:") + if ImGui.BeginTable("table2", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + ImGui.TableNextColumn() + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end + ImGui.SameLine() + if ImGui.BeginTable("table3", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then + local rows_height = TEXT_BASE_HEIGHT * 1.5 + ImGui.GetStyle().CellPadding.y * 2.0 + for row = 0, 2 do + ImGui.TableNextRow(0, rows_height) + for column = 0, 2 do + ImGui.TableNextColumn() + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end +end + +local function Tables_BackgroundColor() + IMGUI_DEMO_MARKER("Tables/Background color") + local s = ST.bgcolor + if s == nil then s = { flags = TF.RowBg, row_bg_type = 1, row_bg_target = 1, cell_bg_type = 1 }; ST.bgcolor = s end + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) + ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.") + if ImGui.Combo then + s.row_bg_type = ImGui.Combo("row bg type", s.row_bg_type, { "None", "Red", "Gradient" }, 3) + s.row_bg_target = ImGui.Combo("row bg target", s.row_bg_target, { "RowBg0", "RowBg1" }, 2); ImGui.SameLine(); DemoHelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.") + s.cell_bg_type = ImGui.Combo("cell bg type", s.cell_bg_type, { "None", "Blue" }, 2); ImGui.SameLine(); DemoHelpMarker("We are colorizing cells to B1->C2 here.") + else + NotPorted("Combo") + end + IM_ASSERT(s.row_bg_type >= 0 and s.row_bg_type <= 2) + IM_ASSERT(s.row_bg_target >= 0 and s.row_bg_target <= 1) + IM_ASSERT(s.cell_bg_type >= 0 and s.cell_bg_type <= 1) + PopStyleCompact() + + if ImGui.BeginTable("table1", 5, s.flags) then + for row = 0, 5 do + ImGui.TableNextRow() + + if s.row_bg_type ~= 0 then + local row_bg_color = ImGui.GetColorU32(s.row_bg_type == 1 and ImVec4(0.7, 0.3, 0.3, 0.65) or ImVec4(0.2 + row * 0.1, 0.2, 0.2, 0.65)) -- Flat or Gradient? + ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBg0 + s.row_bg_target, row_bg_color) + end + + -- Fill cells + for column = 0, 4 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("%s%s", string.char(65 + row), string.char(48 + column)) + + if row >= 1 and row <= 2 and column >= 1 and column <= 2 and s.cell_bg_type == 1 then + local cell_bg_color = ImGui.GetColorU32(ImVec4(0.3, 0.3, 0.7, 0.65)) + ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, cell_bg_color) + end + end + end + ImGui.EndTable() + end +end + +local tree_view_nodes = { + { Name = "Root with Long Name", Type = "Folder", Size = -1, ChildIdx = 1, ChildCount = 3 }, -- 0 + { Name = "Music", Type = "Folder", Size = -1, ChildIdx = 4, ChildCount = 2 }, -- 1 + { Name = "Textures", Type = "Folder", Size = -1, ChildIdx = 6, ChildCount = 3 }, -- 2 + { Name = "desktop.ini", Type = "System file", Size = 1024, ChildIdx = -1, ChildCount = -1 }, -- 3 + { Name = "File1_a.wav", Type = "Audio file", Size = 123000, ChildIdx = -1, ChildCount = -1 }, -- 4 + { Name = "File1_b.wav", Type = "Audio file", Size = 456000, ChildIdx = -1, ChildCount = -1 }, -- 5 + { Name = "Image001.png", Type = "Image file", Size = 203128, ChildIdx = -1, ChildCount = -1 }, -- 6 + { Name = "Copy of Image001.png", Type = "Image file", Size = 203256, ChildIdx = -1, ChildCount = -1 }, -- 7 + { Name = "Copy of Image001 (Final2).png", Type = "Image file", Size = 203512, ChildIdx = -1, ChildCount = -1 }, -- 8 +} + +local function MyTreeNode_DisplayNode(node, all_nodes, tree_node_flags_base) + ImGui.TableNextRow() + ImGui.TableNextColumn() + local is_folder = (node.ChildCount > 0) + + local node_flags = tree_node_flags_base + if node ~= all_nodes[1] then + node_flags = bit32.band(node_flags, bit32.bnot(ImGuiTreeNodeFlags.LabelSpanAllColumns)) -- Only demonstrate this on the root node. + end + + if is_folder then + local open = ImGui.TreeNodeEx(node.Name, node_flags) + if bit32.band(node_flags, ImGuiTreeNodeFlags.LabelSpanAllColumns) == 0 then + ImGui.TableNextColumn() + ImGui.TextDisabled("--") + ImGui.TableNextColumn() + ImGui.TextUnformatted(node.Type) + end + if open then + for child_n = 0, node.ChildCount - 1 do + MyTreeNode_DisplayNode(all_nodes[node.ChildIdx + child_n + 1], all_nodes, tree_node_flags_base) + end + ImGui.TreePop() + end + else + ImGui.TreeNodeEx(node.Name, bor(node_flags, ImGuiTreeNodeFlags.Leaf, ImGuiTreeNodeFlags.Bullet, ImGuiTreeNodeFlags.NoTreePushOnOpen)) + ImGui.TableNextColumn() + ImGui.Text("%d", node.Size) + ImGui.TableNextColumn() + ImGui.TextUnformatted(node.Type) + end +end + +local function Tables_TreeView() + IMGUI_DEMO_MARKER("Tables/Tree view") + local s = ST.treeview + if s == nil then + s = { table_flags = bor(TF.BordersV, TF.BordersOuterH, TF.Resizable, TF.RowBg, TF.NoBordersInBody), + tree_node_flags_base = bor(ImGuiTreeNodeFlags.SpanAllColumns, ImGuiTreeNodeFlags.DefaultOpen, ImGuiTreeNodeFlags.DrawLinesFull) } + ST.treeview = s + end + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanFullWidth) + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanLabelWidth) + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanAllColumns) + _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.LabelSpanAllColumns) + ImGui.SameLine(); DemoHelpMarker("Useful if you know that you aren't displaying contents in other columns") + + DemoHelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.") + if ImGui.BeginTable("3ways", 3, s.table_flags) then + ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags.NoHide) + ImGui.TableSetupColumn("Size", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 12.0) + ImGui.TableSetupColumn("Type", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 18.0) + ImGui.TableHeadersRow() + + MyTreeNode_DisplayNode(tree_view_nodes[1], tree_view_nodes, s.tree_node_flags_base) + + ImGui.EndTable() + end +end + +local function Tables_ItemWidth() + IMGUI_DEMO_MARKER("Tables/Item width") + DemoHelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" .. + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " .. + "e.g. right-alignment doesn't make sense.") + if ImGui.BeginTable("table_item_width", 3, TF.Borders) then + ImGui.TableSetupColumn("small") + ImGui.TableSetupColumn("half") + ImGui.TableSetupColumn("right-align") + ImGui.TableHeadersRow() + + for row = 0, 2 do + ImGui.TableNextRow() + if row == 0 then + -- Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui.TableSetColumnIndex(0) + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 3.0) -- Small + ImGui.TableSetColumnIndex(1) + ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5) + ImGui.TableSetColumnIndex(2) + ImGui.PushItemWidth(-FLT_MIN) -- Right-aligned + end + + -- Draw our contents + ImGui.PushID(row) + ImGui.TableSetColumnIndex(0) + ST.dummy_f = ImGui.SliderFloat("float0", ST.dummy_f or 0.0, 0.0, 1.0) + ImGui.TableSetColumnIndex(1) + ST.dummy_f = ImGui.SliderFloat("float1", ST.dummy_f, 0.0, 1.0) + ImGui.TableSetColumnIndex(2) + ST.dummy_f = ImGui.SliderFloat("##float2", ST.dummy_f, 0.0, 1.0) -- No visible label since right-aligned + ImGui.PopID() + end + ImGui.EndTable() + end +end + +local function Tables_CustomHeaders() + IMGUI_DEMO_MARKER("Tables/Custom headers") + local COLUMNS_COUNT = 3 + if ImGui.BeginTable("table_custom_headers", COLUMNS_COUNT, bor(TF.Borders, TF.Reorderable, TF.Hideable)) then + ImGui.TableSetupColumn("Apricot") + ImGui.TableSetupColumn("Banana") + ImGui.TableSetupColumn("Cherry") + + -- Dummy entire-column selection storage + if ST.column_selected == nil then ST.column_selected = { false, false, false } end + local column_selected = ST.column_selected + + ImGui.TableNextRow(ImGuiTableRowFlags.Headers) + for column = 0, COLUMNS_COUNT - 1 do + ImGui.TableSetColumnIndex(column) + local column_name = ImGui.TableGetColumnName(column) -- Retrieve name passed to TableSetupColumn() + ImGui.PushID(column) + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) + _, column_selected[column + 1] = ImGui.Checkbox("##checkall", column_selected[column + 1]) + ImGui.PopStyleVar() + ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) + ImGui.TableHeader(column_name) + ImGui.PopID() + end + + -- Submit table contents + for row = 0, 4 do + ImGui.TableNextRow() + for column = 0, 2 do + local buf = string.format("Cell %d,%d", column, row) + ImGui.TableSetColumnIndex(column) + ImGui.Selectable(buf, column_selected[column + 1]) + end + end + ImGui.EndTable() + end +end + +local function Tables_AngledHeaders() + IMGUI_DEMO_MARKER("Tables/Angled headers") + local column_names = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" } + local columns_count = #column_names + local rows_count = 12 + + local s = ST.angled + if s == nil then + s = { table_flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.BordersInnerH, TF.Hideable, TF.Resizable, TF.Reorderable, TF.HighlightHoveredColumn), + column_flags = bor(ImGuiTableColumnFlags.AngledHeader, ImGuiTableColumnFlags.WidthFixed), + bools = {}, frozen_cols = 1, frozen_rows = 2 } + for i = 1, columns_count * rows_count do s.bools[i] = false end + ST.angled = s + end + _, s.table_flags = ImGui.CheckboxFlags("_ScrollX", s.table_flags, TF.ScrollX) + _, s.table_flags = ImGui.CheckboxFlags("_ScrollY", s.table_flags, TF.ScrollY) + _, s.table_flags = ImGui.CheckboxFlags("_Resizable", s.table_flags, TF.Resizable) + _, s.table_flags = ImGui.CheckboxFlags("_Sortable", s.table_flags, TF.Sortable) + _, s.table_flags = ImGui.CheckboxFlags("_NoBordersInBody", s.table_flags, TF.NoBordersInBody) + _, s.table_flags = ImGui.CheckboxFlags("_HighlightHoveredColumn", s.table_flags, TF.HighlightHoveredColumn) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + s.frozen_cols = ImGui.SliderInt("Frozen columns", s.frozen_cols, 0, 2) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + s.frozen_rows = ImGui.SliderInt("Frozen rows", s.frozen_rows, 0, 2) + _, s.column_flags = ImGui.CheckboxFlags("Disable header contributing to column width", s.column_flags, ImGuiTableColumnFlags.NoHeaderWidth) + + if ImGui.TreeNode("Style settings") then + ImGui.SameLine() + DemoHelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.") + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + local style = ImGui.GetStyle() + style.TableAngledHeadersAngle = ImGui.SliderAngle("style.TableAngledHeadersAngle", style.TableAngledHeadersAngle, -50.0, 50.0) + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) + ImGui.SliderFloat2("style.TableAngledHeadersTextAlign", style.TableAngledHeadersTextAlign, 0.0, 1.0, "%.2f") + ImGui.TreePop() + end + + if ImGui.BeginTable("table_angled_headers", columns_count, s.table_flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 12)) then + ImGui.TableSetupColumn(column_names[1], bor(ImGuiTableColumnFlags.NoHide, ImGuiTableColumnFlags.NoReorder)) + for n = 2, columns_count do + ImGui.TableSetupColumn(column_names[n], s.column_flags) + end + ImGui.TableSetupScrollFreeze(s.frozen_cols, s.frozen_rows) + + ImGui.TableAngledHeadersRow() -- Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui.TableHeadersRow() -- Draw remaining headers and allow access to context-menu and other functions. + for row = 0, rows_count - 1 do + ImGui.PushID(row) + ImGui.TableNextRow() + ImGui.TableSetColumnIndex(0) + ImGui.AlignTextToFramePadding() + ImGui.Text("Track %d", row) + for column = 1, columns_count - 1 do + if ImGui.TableSetColumnIndex(column) then + ImGui.PushID(column) + local idx = row * columns_count + column + 1 + _, s.bools[idx] = ImGui.Checkbox("", s.bools[idx]) + ImGui.PopID() + end + end + ImGui.PopID() + end + ImGui.EndTable() + end +end + +local function Tables_ContextMenus() + IMGUI_DEMO_MARKER("Tables/Context menus") + DemoHelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" .. + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.") + local s = ST.ctxmenu + if s == nil then s = { flags1 = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.ContextMenuInBody) }; ST.ctxmenu = s end + + PushStyleCompact() + _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags1, TF.ContextMenuInBody) + PopStyleCompact() + + local COLUMNS_COUNT = 3 + if ImGui.BeginTable("table_context_menu", COLUMNS_COUNT, s.flags1) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + + -- [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui.TableHeadersRow() + + -- Submit dummy contents + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, COLUMNS_COUNT - 1 do + ImGui.TableSetColumnIndex(column) + ImGui.Text("Cell %d,%d", column, row) + end + end + ImGui.EndTable() + end + + DemoHelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " .. + "and custom per-column context menu (over column body).") + local flags2 = bor(TF.Resizable, TF.SizingFixedFit, TF.Reorderable, TF.Hideable, TF.Borders) + if ImGui.BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + + -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui.TableHeadersRow() + for row = 0, 3 do + ImGui.TableNextRow() + for column = 0, COLUMNS_COUNT - 1 do + -- Submit dummy contents + ImGui.TableSetColumnIndex(column) + ImGui.Text("Cell %d,%d", column, row) + ImGui.SameLine() + + -- [2.2] Right-click on the ".." to open a custom popup + ImGui.PushID(row * COLUMNS_COUNT + column) + ImGui.SmallButton("..") + if ImGui.BeginPopupContextItem() then + ImGui.Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row) + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.PopID() + end + end + + -- [2.3] Right-click anywhere in columns to open another custom popup + local hovered_column = -1 + for column = 0, COLUMNS_COUNT do + ImGui.PushID(column) + if Has(ImGui.TableGetColumnFlags(column), ImGuiTableColumnFlags.IsHovered) then + hovered_column = column + end + if hovered_column == column and not ImGui.IsAnyItemHovered() and ImGui.IsMouseReleased(1) then + ImGui.OpenPopup("MyPopup") + end + if ImGui.BeginPopup("MyPopup") then + if column == COLUMNS_COUNT then + ImGui.Text("This is a custom popup for unused space after the last column.") + else + ImGui.Text("This is a custom popup for Column %d", column) + end + if ImGui.Button("Close") then + ImGui.CloseCurrentPopup() + end + ImGui.EndPopup() + end + ImGui.PopID() + end + + ImGui.EndTable() + ImGui.Text("Hovered column: %d", hovered_column) + end +end + +local function Tables_SyncedInstances() + IMGUI_DEMO_MARKER("Tables/Synced instances") + DemoHelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.") + + local s = ST.synced + if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.SizingFixedFit, TF.NoSavedSettings) }; ST.synced = s end + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SizingFixedFit", s.flags, TF.SizingFixedFit) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) + for n = 0, 2 do + local buf = string.format("Synced Table %d", n) + local open = ImGui.CollapsingHeader(buf, ImGuiTreeNodeFlags.DefaultOpen) + if open and ImGui.BeginTable("Table", 3, s.flags, ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 5)) then + ImGui.TableSetupColumn("One") + ImGui.TableSetupColumn("Two") + ImGui.TableSetupColumn("Three") + ImGui.TableHeadersRow() + local cell_count = (n == 1) and 27 or 9 -- Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for cell = 0, cell_count - 1 do + ImGui.TableNextColumn() + ImGui.Text("this cell %d", cell) + end + ImGui.EndTable() + end + end +end + +local template_items_names = { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" +} + +local function Tables_Sorting() + IMGUI_DEMO_MARKER("Tables/Sorting") + local s = ST.sorting + if s == nil then + s = { items = {}, + flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.NoBordersInBody, TF.ScrollY) } + for n = 0, 49 do + local template_n = n % #template_items_names + s.items[n + 1] = MyItem(n, template_items_names[template_n + 1], (n * n - n) % 20) -- Assign default quantities + end + ST.sorting = s + end + local items = s.items + + PushStyleCompact() + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") + PopStyleCompact() + + if ImGui.BeginTable("table_sorting", 4, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 15), 0.0) then + local CF = ImGuiTableColumnFlags + ImGui.TableSetupColumn("ID", bor(CF.DefaultSort, CF.WidthFixed), 0.0, MyItemColumnID_ID) + ImGui.TableSetupColumn("Name", CF.WidthFixed, 0.0, MyItemColumnID_Name) + ImGui.TableSetupColumn("Action", bor(CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) + ImGui.TableSetupColumn("Quantity", bor(CF.PreferSortDescending, CF.WidthStretch), 0.0, MyItemColumnID_Quantity) + ImGui.TableSetupScrollFreeze(0, 1) -- Make row always visible + ImGui.TableHeadersRow() + + -- Sort our data if sort specs have been changed! + local sort_specs = ImGui.TableGetSortSpecs() + if sort_specs and sort_specs.SpecsDirty then + MyItem_SortWithSortSpecs(sort_specs, items, #items) + sort_specs.SpecsDirty = false + end + + -- Demonstrate using clipper for large vertical lists + local clipper = ImGuiListClipper() + clipper:Begin(#items) + while clipper:Step() do + for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do + -- Display a data item + local item = items[row_n + 1] + ImGui.PushID(item.ID) + ImGui.TableNextRow() + ImGui.TableNextColumn() + ImGui.Text("%04d", item.ID) + ImGui.TableNextColumn() + ImGui.TextUnformatted(item.Name) + ImGui.TableNextColumn() + ImGui.SmallButton("None") + ImGui.TableNextColumn() + ImGui.Text("%d", item.Quantity) + ImGui.PopID() + end + end + ImGui.EndTable() + end +end + +local function Tables_AdvancedOptions(s) + -- Make the UI compact because there are so many fields + PushStyleCompact() + ImGui.PushItemWidth(TEXT_BASE_WIDTH * 28.0) + + if ImGui.TreeNodeEx("Features:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Sortable", s.flags, TF.Sortable) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoSavedSettings", s.flags, TF.NoSavedSettings) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags, TF.ContextMenuInBody) + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Decorations:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Sizing:", ImGuiTreeNodeFlags.DefaultOpen) then + s.flags = EditTableSizingFlags(s.flags) + ImGui.SameLine(); DemoHelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) + ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) + ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags, TF.NoKeepColumnsVisible) + ImGui.SameLine(); DemoHelpMarker("Only available if ScrollX is disabled.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) + ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) + ImGui.SameLine(); DemoHelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Padding:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags, TF.PadOuterX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags, TF.NoPadOuterX) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags, TF.NoPadInnerX) + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) + ImGui.SameLine() + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) + ImGui.SameLine() + ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) + s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Sorting:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) + ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Headers:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) + _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) + _, s.columns_base_flags = ImGui.CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", s.columns_base_flags, ImGuiTableColumnFlags.AngledHeader) + ImGui.SameLine(); DemoHelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).") + ImGui.TreePop() + end + + if ImGui.TreeNodeEx("Other:", ImGuiTreeNodeFlags.DefaultOpen) then + _, s.show_wrapped_text = ImGui.Checkbox("show_wrapped_text", s.show_wrapped_text) + + ImGui.DragFloat2("##OuterSize", s.outer_size_value) + ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) + _, s.outer_size_enabled = ImGui.Checkbox("outer_size", s.outer_size_enabled) + ImGui.SameLine() + DemoHelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" .. + "- The table is output directly in the parent window.\n" .. + "- OuterSize.x < 0.0f will right-align the table.\n" .. + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" .. + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).") + + s.inner_width_with_scroll = ImGui.DragFloat("inner_width (when ScrollX active)", s.inner_width_with_scroll, 1.0, 0.0, FLT_MAX) + + s.row_min_height = ImGui.DragFloat("row_min_height", s.row_min_height, 1.0, 0.0, FLT_MAX) + ImGui.SameLine(); DemoHelpMarker("Specify height of the Selectable item.") + + s.items_count = ImGui.DragInt("items_count", s.items_count, 0.1, 0, 9999) + local contents_type_names = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" } + if ImGui.Combo then + s.contents_type = ImGui.Combo("items_type (first column)", s.contents_type, contents_type_names, #contents_type_names) + else + NotPorted("Combo") + end + ImGui.TreePop() + end + + ImGui.PopItemWidth() + PopStyleCompact() + ImGui.Spacing() +end + +local function Tables_Advanced() + IMGUI_DEMO_MARKER("Tables/Advanced") + local CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow = 0, 1, 2, 3, 4, 5 + local s = ST.advanced + if s == nil then + s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.Borders, TF.NoBordersInBody, TF.ScrollX, TF.ScrollY, TF.SizingFixedFit), + columns_base_flags = ImGuiTableColumnFlags.None, contents_type = CT_SelectableSpanRow, + freeze_cols = 1, freeze_rows = 1, items_count = #template_items_names * 2, + outer_size_value = ImVec2(0.0, TEXT_BASE_HEIGHT * 12), row_min_height = 0.0, inner_width_with_scroll = 0.0, + outer_size_enabled = true, show_headers = true, show_wrapped_text = false, + items = {}, selection = {}, items_need_sort = false, show_debug_details = false } + ST.advanced = s + end + if ImGui.TreeNode("Options") then + Tables_AdvancedOptions(s) + ImGui.TreePop() + end + + -- Update item list if we changed the number of items + local items = s.items + local selection = s.selection + if #items ~= s.items_count then + for n = #items, s.items_count + 1, -1 do items[n] = nil end + for n = 0, s.items_count - 1 do + local template_n = n % #template_items_names + items[n + 1] = MyItem(n, template_items_names[template_n + 1], (template_n == 3) and 10 or (template_n == 4) and 20 or 0) -- Assign default quantities + end + end + + local parent_draw_list = ImGui.GetWindowDrawList() + local parent_draw_list_draw_cmd_count = parent_draw_list.CmdBuffer.Size + local table_scroll_cur, table_scroll_max -- For debug display + local table_draw_list = nil + + -- Submit table + local flags = s.flags + local columns_base_flags = s.columns_base_flags + local inner_width_to_use = Has(flags, TF.ScrollX) and s.inner_width_with_scroll or 0.0 + local CF = ImGuiTableColumnFlags + if ImGui.BeginTable("table_advanced", 6, flags, s.outer_size_enabled and s.outer_size_value or ImVec2(0, 0), inner_width_to_use) then + ImGui.TableSetupColumn("ID", bor(columns_base_flags, CF.DefaultSort, CF.WidthFixed, CF.NoHide), 0.0, MyItemColumnID_ID) + ImGui.TableSetupColumn("Name", bor(columns_base_flags, CF.WidthFixed), 0.0, MyItemColumnID_Name) + ImGui.TableSetupColumn("Action", bor(columns_base_flags, CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) + ImGui.TableSetupColumn("Quantity", bor(columns_base_flags, CF.PreferSortDescending), 0.0, MyItemColumnID_Quantity) + ImGui.TableSetupColumn("Description", bor(columns_base_flags, Has(flags, TF.NoHostExtendX) and 0 or CF.WidthStretch), 0.0, MyItemColumnID_Description) + ImGui.TableSetupColumn("Hidden", bor(columns_base_flags, CF.DefaultHide, CF.NoSort)) + ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) + + -- Sort our data if sort specs have been changed! + local sort_specs = ImGui.TableGetSortSpecs() + if sort_specs and sort_specs.SpecsDirty then + s.items_need_sort = true + end + if sort_specs and s.items_need_sort and #items > 1 then + MyItem_SortWithSortSpecs(sort_specs, items, #items) + sort_specs.SpecsDirty = false + end + s.items_need_sort = false + + local sorts_specs_using_quantity = Has(ImGui.TableGetColumnFlags(3), CF.IsSorted) + + -- Show headers + if s.show_headers and Has(columns_base_flags, CF.AngledHeader) then + ImGui.TableAngledHeadersRow() + end + if s.show_headers then + ImGui.TableHeadersRow() + end + + -- Demonstrate using clipper for large vertical lists + local clipper = ImGuiListClipper() + clipper:Begin(#items) + while clipper:Step() do + for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do + local item = items[row_n + 1] + + local item_is_selected = table.find(selection, item.ID) ~= nil + ImGui.PushID(item.ID) + ImGui.TableNextRow(ImGuiTableRowFlags.None, s.row_min_height) + + -- For the demo purpose we can select among different type of items submitted in the first column + ImGui.TableSetColumnIndex(0) + local label = string.format("%04d", item.ID) + local ct = s.contents_type + if ct == CT_Text then + ImGui.TextUnformatted(label) + elseif ct == CT_Button then + ImGui.Button(label) + elseif ct == CT_SmallButton then + ImGui.SmallButton(label) + elseif ct == CT_FillButton then + ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) + elseif ct == CT_Selectable or ct == CT_SelectableSpanRow then + local selectable_flags = (ct == CT_SelectableSpanRow) and bor(ImGuiSelectableFlags.SpanAllColumns, ImGuiSelectableFlags.AllowOverlap) or ImGuiSelectableFlags.None + if ImGui.Selectable(label, item_is_selected, selectable_flags, ImVec2(0, s.row_min_height)) then + if ImGui.GetIO().KeyCtrl then + if item_is_selected then + table.remove(selection, table.find(selection, item.ID)) + else + table.insert(selection, item.ID) + end + else + table.clear(selection) + table.insert(selection, item.ID) + end + end + end + + if ImGui.TableSetColumnIndex(1) then + ImGui.TextUnformatted(item.Name) + end + + if ImGui.TableSetColumnIndex(2) then + if ImGui.SmallButton("Chop") then item.Quantity = item.Quantity + 1 end + if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end + ImGui.SameLine() + if ImGui.SmallButton("Eat") then item.Quantity = item.Quantity - 1 end + if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end + end + + if ImGui.TableSetColumnIndex(3) then + ImGui.Text("%d", item.Quantity) + end + + ImGui.TableSetColumnIndex(4) + if s.show_wrapped_text then + ImGui.TextWrapped("Lorem ipsum dolor sit amet") + else + ImGui.Text("Lorem ipsum dolor sit amet") + end + + if ImGui.TableSetColumnIndex(5) then + ImGui.Text("1234") + end + + ImGui.PopID() + end + end + + -- Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui.GetScrollX(), ImGui.GetScrollY()) + table_scroll_max = ImVec2(ImGui.GetScrollMaxX(), ImGui.GetScrollMaxY()) + table_draw_list = ImGui.GetWindowDrawList() + ImGui.EndTable() + end + _, s.show_debug_details = ImGui.Checkbox("Debug details", s.show_debug_details) + if s.show_debug_details and table_draw_list then + ImGui.SameLine(0.0, 0.0) + local table_draw_list_draw_cmd_count = table_draw_list.CmdBuffer.Size + if table_draw_list == parent_draw_list then + ImGui.Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count) + else + ImGui.Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y) + end + end +end + +local tables_sections = { + { "Basic", Tables_Basic }, + { "Borders, background", Tables_BordersBackground }, + { "Resizable, stretch", Tables_ResizableStretch }, + { "Resizable, fixed", Tables_ResizableFixed }, + { "Resizable, mixed", Tables_ResizableMixed }, + { "Reorderable, hideable, with headers", Tables_Reorderable }, + { "Padding", Tables_Padding }, + { "Sizing policies", Tables_SizingPolicies }, + { "Vertical scrolling, with clipping", Tables_VerticalScrolling }, + { "Horizontal scrolling", Tables_HorizontalScrolling }, + { "Columns flags", Tables_ColumnsFlags }, + { "Columns widths", Tables_ColumnsWidths }, + { "Nested tables", Tables_Nested }, + { "Row height", Tables_RowHeight }, + { "Outer size", Tables_OuterSize }, + { "Background color", Tables_BackgroundColor }, + { "Tree view", Tables_TreeView }, + { "Item width", Tables_ItemWidth }, + { "Custom headers", Tables_CustomHeaders }, + { "Angled headers", Tables_AngledHeaders }, + { "Context menus", Tables_ContextMenus }, + { "Synced instances", Tables_SyncedInstances }, + { "Sorting", Tables_Sorting }, + { "Advanced", Tables_Advanced }, +} + +function DemoWindowTables() + if not ImGui.CollapsingHeader("Tables & Columns") then + return + end + + -- Using those as a base value to create width/height that are factor of the size of our font + TEXT_BASE_WIDTH = ImGui.CalcTextSize("A").x + TEXT_BASE_HEIGHT = ImGui.GetTextLineHeightWithSpacing() + + ImGui.PushID("Tables") + + local open_action = -1 + if ImGui.Button("Expand all") then + open_action = 1 + end + ImGui.SameLine() + if ImGui.Button("Collapse all") then + open_action = 0 + end + ImGui.SameLine() + + -- Options + _, ST.disable_indent = ImGui.Checkbox("Disable tree indentation", ST.disable_indent or false) + ImGui.SameLine() + DemoHelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.") + ImGui.Separator() + local disable_indent = ST.disable_indent + if disable_indent then + ImGui.PushStyleVar(ImGuiStyleVar.IndentSpacing, 0.0) + end + + -- Demos + for _, sec in ipairs(tables_sections) do + if open_action ~= -1 then + ImGui.SetNextItemOpen(open_action ~= 0) + end + if ImGui.TreeNode(sec[1]) then + sec[2]() + ImGui.TreePop() + end + end + + ImGui.PopID() + + DemoWindowColumns() + + if disable_indent then + ImGui.PopStyleVar() + end +end + +--@@COLUMNS@@ diff --git a/imgui/imgui_docking.lua b/imgui/imgui_docking.lua new file mode 100644 index 0000000..c0231d4 --- /dev/null +++ b/imgui/imgui_docking.lua @@ -0,0 +1,3124 @@ +--- ImGui Sincerely +-- Docking: 1:1 port of imgui.cpp [SECTION] DOCKING (docking branch, 1.93 WIP) +-- +-- Port notes: +-- - Main viewport only (no multi-viewports on Roblox): viewport creation/merging code paths are kept where cheap, but +-- windows always live in the main viewport. +-- - ImGuiDockContext.Nodes (ImGuiStorage in C++) is a Lua table ID -> node. Iterations that upstream does over the +-- sorted storage are done over a sorted snapshot of the IDs (DockContextNodesSorted) for deterministic order. +-- - node.ChildNodes is a table indexed [0] and [1] like upstream. +-- - ImGuiDockPreviewData.DropRectsDraw is indexed [dir + 1] with dir in -1..3 (so keys 0..4), like upstream. + +local MT = ImGui.GetMetatables() + +IMGUI_PAYLOAD_TYPE_WINDOW = "_IMWINDOW" + +local DOCKING_HOST_DRAW_CHANNEL_BG = 0 -- Dock host: background fill +local DOCKING_HOST_DRAW_CHANNEL_FG = 1 -- Dock host: decorations and contents + +local DOCKING_SPLITTER_SIZE = 2.0 + +--------------------------------------------------------------------------------------- +-- Docking: flags & enums +--------------------------------------------------------------------------------------- + +ImGuiDockNodeFlags = { + None = 0, + KeepAliveOnly = bit32.lshift(1, 0), + NoDockingOverCentralNode = bit32.lshift(1, 2), + PassthruCentralNode = bit32.lshift(1, 3), + NoDockingSplit = bit32.lshift(1, 4), + NoResize = bit32.lshift(1, 5), + AutoHideTabBar = bit32.lshift(1, 6), + NoUndocking = bit32.lshift(1, 7), + -- [Internal] + DockSpace = bit32.lshift(1, 10), + CentralNode = bit32.lshift(1, 11), + NoTabBar = bit32.lshift(1, 12), + HiddenTabBar = bit32.lshift(1, 13), + NoWindowMenuButton = bit32.lshift(1, 14), + NoCloseButton = bit32.lshift(1, 15), + NoResizeX = bit32.lshift(1, 16), + NoResizeY = bit32.lshift(1, 17), + DockedWindowsInFocusRoute = bit32.lshift(1, 18), + NoDockingSplitOther = bit32.lshift(1, 19), + NoDockingOverMe = bit32.lshift(1, 20), + NoDockingOverOther = bit32.lshift(1, 21), + NoDockingOverEmpty = bit32.lshift(1, 22), +} +do + local F = ImGuiDockNodeFlags + F.NoSplit = F.NoDockingSplit + F.NoDockingInCentralNode = F.NoDockingOverCentralNode + F.NoDocking = bit32.bor(F.NoDockingOverMe, F.NoDockingOverOther, F.NoDockingOverEmpty, F.NoDockingSplit, F.NoDockingSplitOther) + F.SharedFlagsInheritMask_ = 0xFFFFFFFF + F.NoResizeFlagsMask_ = bit32.bor(F.NoResize, F.NoResizeX, F.NoResizeY) + F.LocalFlagsTransferMask_ = bit32.bor(F.NoDockingSplit, F.NoResizeFlagsMask_, F.AutoHideTabBar, F.CentralNode, F.NoTabBar, F.HiddenTabBar, F.NoWindowMenuButton, F.NoCloseButton) + F.SavedFlagsMask_ = bit32.bor(F.NoResizeFlagsMask_, F.DockSpace, F.CentralNode, F.NoTabBar, F.HiddenTabBar, F.NoWindowMenuButton, F.NoCloseButton) +end + +ImGuiDataAuthority = { Auto = 0, DockNode = 1, Window = 2 } + +ImGuiDockNodeState = { + Unknown = 0, + HostWindowHiddenBecauseSingleWindow = 1, + HostWindowHiddenBecauseWindowsAreResizing = 2, + HostWindowVisible = 3, +} + +ImGuiWindowDockStyleCol = { + Text = 0, TabHovered = 1, TabFocused = 2, TabSelected = 3, TabSelectedOverline = 4, + TabDimmed = 5, TabDimmedSelected = 6, TabDimmedSelectedOverline = 7, UnsavedMarker = 8, COUNT = 9, +} + +local ImGuiDockRequestType = { None = 0, Dock = 1, Undock = 2, Split = 3 } + +--------------------------------------------------------------------------------------- +-- Docking: Internal Types +--------------------------------------------------------------------------------------- + +local function ImGuiDockRequest() + return { + Type = ImGuiDockRequestType.None, + DockTargetWindow = nil, DockTargetNode = nil, DockPayload = nil, + DockSplitDir = ImGuiDir.None, DockSplitRatio = 0.5, DockSplitOuter = false, + UndockTargetWindow = nil, UndockTargetNode = nil, + } +end + +local function ImGuiDockNodeSettings() + return { + ID = 0, ParentNodeId = 0, ParentWindowId = 0, SelectedTabId = 0, + SplitAxis = ImGuiAxis.None, Depth = 0, Flags = 0, + Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), + } +end + +function ImGuiDockContext() + return { Nodes = {}, Requests = ImVector(), NodesSettings = ImVector(), WantFullRebuild = false } +end + +MT.ImGuiDockNode = {} +MT.ImGuiDockNode.__index = MT.ImGuiDockNode +local DN = MT.ImGuiDockNode + +function ImGuiDockNode(id) + return setmetatable({ + ID = id, + SharedFlags = 0, LocalFlags = 0, LocalFlagsInWindows = 0, MergedFlags = 0, + State = ImGuiDockNodeState.Unknown, + ParentNode = nil, + ChildNodes = { [0] = nil, [1] = nil }, + Windows = ImVector(), + TabBar = nil, + Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), + SplitAxis = ImGuiAxis.None, + LastBgColor = IM_COL32_WHITE, + WindowClass = ImGuiWindowClass(), + HostWindow = nil, VisibleWindow = nil, + CentralNode = nil, OnlyNodeWithWindows = nil, + CountNodeWithWindows = 0, + LastFrameAlive = -1, LastFrameActive = -1, LastFrameFocused = -1, + LastFocusedNodeId = 0, SelectedTabId = 0, WantCloseTabId = 0, RefViewportId = 0, + AuthorityForPos = ImGuiDataAuthority.DockNode, AuthorityForSize = ImGuiDataAuthority.DockNode, + AuthorityForViewport = ImGuiDataAuthority.Auto, + IsVisible = true, IsFocused = false, IsBgDrawnThisFrame = false, + HasCloseButton = false, HasWindowMenuButton = false, HasCentralNodeChild = false, + WantCloseAll = false, WantLockSizeOnce = false, WantMouseMove = false, + WantHiddenTabBarUpdate = false, WantHiddenTabBarToggle = false, + }, DN) +end + +function DN:IsRootNode() return self.ParentNode == nil end +function DN:IsDockSpace() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.DockSpace) ~= 0 end +function DN:IsFloatingNode() return self.ParentNode == nil and bit32.band(self.MergedFlags, ImGuiDockNodeFlags.DockSpace) == 0 end +function DN:IsCentralNode() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.CentralNode) ~= 0 end +function DN:IsHiddenTabBar() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 end +function DN:IsNoTabBar() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.NoTabBar) ~= 0 end +function DN:IsSplitNode() return self.ChildNodes[0] ~= nil end +function DN:IsLeafNode() return self.ChildNodes[0] == nil end +function DN:IsEmpty() return self.ChildNodes[0] == nil and self.Windows.Size == 0 end +function DN:Rect() return ImRect(self.Pos.x, self.Pos.y, self.Pos.x + self.Size.x, self.Pos.y + self.Size.y) end +function DN:SetLocalFlags(flags) self.LocalFlags = flags; self:UpdateMergedFlags() end +function DN:UpdateMergedFlags() self.MergedFlags = bit32.bor(self.SharedFlags, self.LocalFlags, self.LocalFlagsInWindows) end + +local function ImGuiDockPreviewData() + local d = { + FutureNode = ImGuiDockNode(0), + IsDropAllowed = false, IsCenterAvailable = false, IsSidesAvailable = false, IsSplitDirExplicit = false, + SplitNode = nil, SplitDir = ImGuiDir.None, SplitRatio = 0.0, + DropRectsDraw = {}, + } + for n = 0, 4 do d.DropRectsDraw[n] = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) end + return d +end + +local function DockNodeGetHostWindowTitle(node) + return string.format("##DockNode_%02X", node.ID) +end + +local function IsRectInverted(r) return r.Min.x > r.Max.x or r.Min.y > r.Max.y end + +--- Sorted snapshot of node IDs (upstream iterates ImGuiStorage which is sorted by key) +local function DockContextNodesSorted(ctx) + local ids = {} + for id in pairs(ctx.DockContext.Nodes) do ids[#ids + 1] = id end + table.sort(ids) + return ids +end +ImGui.DockContextNodesSorted = DockContextNodesSorted + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockContext +--------------------------------------------------------------------------------------- + +local DockSettingsHandler_ClearAll, DockSettingsHandler_ApplyAll, DockSettingsHandler_ReadOpen, DockSettingsHandler_ReadLine, DockSettingsHandler_WriteAll +local DockSettingsRenameNodeReferences, DockSettingsRemoveNodeReferences, DockSettingsFindNodeSettings + +function ImGui.DockContextInitialize(ctx) + local g = ctx + local ini_handler = ImGuiSettingsHandler() + ini_handler.TypeName = "Docking" + ini_handler.TypeHash = ImHashStr("Docking") + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll + g.SettingsHandlers:push_back(ini_handler) + + g.DockNodeWindowMenuHandler = ImGui.DockNodeWindowMenuHandler_Default +end + +function ImGui.DockContextShutdown(ctx) + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = ctx.DockContext.Nodes[id] + if node then ImGui.DockContextDeleteNode(ctx, node) end + end +end + +function ImGui.DockContextClearNodes(ctx, root_id, clear_settings_refs) + ImGui.DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs) + ImGui.DockBuilderRemoveNodeChildNodes(root_id) +end + +function ImGui.DockContextRebuildNodes(ctx) + local dc = ctx.DockContext + ImGui.SaveIniSettingsToMemory() + local root_id = 0 + ImGui.DockContextClearNodes(ctx, root_id, false) + ImGui.DockContextBuildNodesFromSettings(ctx, dc.NodesSettings.Data, dc.NodesSettings.Size) + ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) +end + +function ImGui.DockContextNewFrameUpdateUndocking(ctx) + local g = ctx + local dc = ctx.DockContext + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then + if next(dc.Nodes) ~= nil or dc.Requests.Size > 0 then + ImGui.DockContextClearNodes(ctx, 0, true) + end + return + end + + if g.IO.ConfigDockingNoSplit then + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node:IsRootNode() and node:IsSplitNode() then + ImGui.DockBuilderRemoveNodeChildNodes(node.ID) + end + end + end + + if dc.WantFullRebuild then + ImGui.DockContextRebuildNodes(ctx) + dc.WantFullRebuild = false + end + + for _, req in dc.Requests:iter() do + if req.Type == ImGuiDockRequestType.Undock and req.UndockTargetWindow then + ImGui.DockContextProcessUndockWindow(ctx, req.UndockTargetWindow) + elseif req.Type == ImGuiDockRequestType.Undock and req.UndockTargetNode then + ImGui.DockContextProcessUndockNode(ctx, req.UndockTargetNode) + end + end +end + +function ImGui.DockContextNewFrameUpdateDocking(ctx) + local g = ctx + local dc = ctx.DockContext + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return end + + g.DebugHoveredDockNode = nil + local hovered_window = g.HoveredWindowUnderMovingWindow + if hovered_window then + if hovered_window.DockNodeAsHost then + g.DebugHoveredDockNode = ImGui.DockNodeTreeFindVisibleNodeByPos(hovered_window.DockNodeAsHost, g.IO.MousePos) + elseif hovered_window.RootWindow.DockNode then + g.DebugHoveredDockNode = hovered_window.RootWindow.DockNode + end + end + + for _, req in dc.Requests:iter() do + if req.Type == ImGuiDockRequestType.Dock then + ImGui.DockContextProcessDock(ctx, req) + end + end + dc.Requests:resize(0) + + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node:IsFloatingNode() then + ImGui.DockNodeUpdate(node) + end + end +end + +function ImGui.DockContextEndFrame(ctx) + local g = ctx + local dc = g.DockContext + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node.LastFrameActive == g.FrameCount and node.IsVisible and node.HostWindow and node:IsLeafNode() and not node.IsBgDrawnThisFrame then + local bg_rect = ImRect(node.Pos + ImVec2(0.0, ImGui.GetFrameHeight()), node.Pos + node.Size) + local bg_rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(bg_rect, node.HostWindow:Rect(), g.Style.DockingSeparatorSize) + node.HostWindow.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) + node.HostWindow.DrawList:AddRectFilled(bg_rect.Min, bg_rect.Max, node.LastBgColor, node.HostWindow.WindowRounding, bg_rounding_flags) + end + end +end + +function ImGui.DockContextFindNodeByID(ctx, id) + return ctx.DockContext.Nodes[id] +end + +function ImGui.DockContextGenNodeID(ctx) + local id = 0x0001 + while ImGui.DockContextFindNodeByID(ctx, id) ~= nil do id = id + 1 end + return id +end + +function ImGui.DockContextAddNode(ctx, id) + if id == 0 then + id = ImGui.DockContextGenNodeID(ctx) + else + IM_ASSERT(ImGui.DockContextFindNodeByID(ctx, id) == nil) + end + local node = ImGuiDockNode(id) + ctx.DockContext.Nodes[node.ID] = node + return node +end + +function ImGui.DockContextRemoveNode(ctx, node, merge_sibling_into_parent_node) + IM_ASSERT(ImGui.DockContextFindNodeByID(ctx, node.ID) == node) + IM_ASSERT(node.ChildNodes[0] == nil and node.ChildNodes[1] == nil) + IM_ASSERT(node.Windows.Size == 0) + + if node.HostWindow then node.HostWindow.DockNodeAsHost = nil end + + local parent_node = node.ParentNode + local merge = (merge_sibling_into_parent_node and parent_node ~= nil) + if merge then + IM_ASSERT(parent_node.ChildNodes[0] == node or parent_node.ChildNodes[1] == node) + local sibling_node = (parent_node.ChildNodes[0] == node) and parent_node.ChildNodes[1] or parent_node.ChildNodes[0] + ImGui.DockNodeTreeMerge(ctx, parent_node, sibling_node) + else + if parent_node then + for n = 0, 1 do + if parent_node.ChildNodes[n] == node then node.ParentNode.ChildNodes[n] = nil end + end + end + ImGui.DockContextDeleteNode(ctx, node) + end +end + +function ImGui.DockContextDeleteNode(ctx, node) + local dc = ctx.DockContext + node.TabBar = nil + dc.Nodes[node.ID] = nil +end + +function ImGui.DockContextPruneUnusedSettingsNodes(ctx) + local g = ctx + local dc = ctx.DockContext + IM_ASSERT(g.Windows.Size == 0) + + local pool = {} + local function GetOrAdd(id) + local d = pool[id] + if not d then d = { CountWindows = 0, CountChildWindows = 0, CountChildNodes = 0, RootId = 0 }; pool[id] = d end + return d + end + + for _, settings in dc.NodesSettings:iter() do + if pool[settings.ID] ~= nil then + settings.ID = 0 + else + local parent_data = (settings.ParentNodeId ~= 0) and pool[settings.ParentNodeId] or nil + GetOrAdd(settings.ID).RootId = parent_data and parent_data.RootId or settings.ID + if settings.ParentNodeId ~= 0 then + local p = GetOrAdd(settings.ParentNodeId) + p.CountChildNodes = p.CountChildNodes + 1 + end + end + end + + for _, settings in dc.NodesSettings:iter() do + if settings.ParentWindowId ~= 0 then + local window_settings = ImGui.FindWindowSettingsByID(settings.ParentWindowId) + if window_settings and window_settings.DockId ~= 0 then + local data = pool[window_settings.DockId] + if data then data.CountChildNodes = data.CountChildNodes + 1 end + end + end + end + + for _, settings in g.SettingsWindows:iter() do + local dock_id = settings.DockId + if dock_id and dock_id ~= 0 then + local data = pool[dock_id] + if data then + data.CountWindows = data.CountWindows + 1 + local data_root = (data.RootId == dock_id) and data or pool[data.RootId] + if data_root then data_root.CountChildWindows = data_root.CountChildWindows + 1 end + end + end + end + + for _, settings in dc.NodesSettings:iter() do + local data = pool[settings.ID] + if data ~= nil and data.CountWindows <= 1 then + local data_root = (settings.ID == data.RootId) and data or pool[data.RootId] + local data_parent = (settings.ParentNodeId ~= 0) and pool[settings.ParentNodeId] or nil + + local remove = false + remove = remove or (data.CountWindows == 1 and settings.ParentNodeId == 0 and data.CountChildNodes == 0 and bit32.band(settings.Flags, ImGuiDockNodeFlags.CentralNode) == 0) + remove = remove or (data.CountWindows == 0 and settings.ParentNodeId == 0 and data.CountChildNodes == 0) + remove = remove or (data_root == nil or data_root.CountChildWindows == 0) + if remove then + DockSettingsRemoveNodeReferences({ settings.ID }, 1) + settings.ID = 0 + elseif data_parent and data_parent.CountChildNodes == 1 then + DockSettingsRenameNodeReferences(settings.ID, settings.ParentNodeId) + settings.ID = 0 + end + end + end +end + +--- @param node_settings_array table # 1-based array +function ImGui.DockContextBuildNodesFromSettings(ctx, node_settings_array, node_settings_count) + for node_n = 1, node_settings_count do + local settings = node_settings_array[node_n] + if settings.ID ~= 0 and ImGui.DockContextFindNodeByID(ctx, settings.ID) == nil then + local node = ImGui.DockContextAddNode(ctx, settings.ID) + node.ParentNode = (settings.ParentNodeId ~= 0) and ImGui.DockContextFindNodeByID(ctx, settings.ParentNodeId) or nil + node.Pos = ImVec2(settings.Pos.x, settings.Pos.y) + node.Size = ImVec2(settings.Size.x, settings.Size.y) + node.SizeRef = ImVec2(settings.SizeRef.x, settings.SizeRef.y) + node.AuthorityForPos = ImGuiDataAuthority.DockNode + node.AuthorityForSize = ImGuiDataAuthority.DockNode + node.AuthorityForViewport = ImGuiDataAuthority.DockNode + if node.ParentNode and node.ParentNode.ChildNodes[0] == nil then + node.ParentNode.ChildNodes[0] = node + elseif node.ParentNode and node.ParentNode.ChildNodes[1] == nil then + node.ParentNode.ChildNodes[1] = node + end + node.SelectedTabId = settings.SelectedTabId + node.SplitAxis = settings.SplitAxis + node:SetLocalFlags(bit32.band(settings.Flags, ImGuiDockNodeFlags.SavedFlagsMask_)) + + local root_node = ImGui.DockNodeGetRootNode(node) + node.HostWindow = ImGui.FindWindowByName(DockNodeGetHostWindowTitle(root_node)) + end + end +end + +function ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) + local g = ctx + for _, window in g.Windows:iter() do + if window.DockId ~= 0 and window.LastFrameActive >= g.FrameCount - 1 and window.DockNode == nil then + local node = ImGui.DockContextFindNodeByID(ctx, window.DockId) + IM_ASSERT(node ~= nil) + if root_id == 0 or ImGui.DockNodeGetRootNode(node).ID == root_id then + ImGui.DockNodeAddWindow(node, window, true) + end + end + end +end + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockContext Docking/Undocking functions +--------------------------------------------------------------------------------------- + +function ImGui.DockContextQueueDock(ctx, target, target_node, payload, split_dir, split_ratio, split_outer) + IM_ASSERT(target ~= payload) + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Dock + req.DockTargetWindow = target + req.DockTargetNode = target_node + req.DockPayload = payload + req.DockSplitDir = split_dir + req.DockSplitRatio = split_ratio + req.DockSplitOuter = split_outer + ctx.DockContext.Requests:push_back(req) +end + +function ImGui.DockContextQueueUndockWindow(ctx, window) + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Undock + req.UndockTargetWindow = window + ctx.DockContext.Requests:push_back(req) +end + +function ImGui.DockContextQueueUndockNode(ctx, node) + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Undock + req.UndockTargetNode = node + ctx.DockContext.Requests:push_back(req) +end + +function ImGui.DockContextQueueNotifyRemovedNode(ctx, node) + for _, req in ctx.DockContext.Requests:iter() do + if req.DockTargetNode == node then req.Type = ImGuiDockRequestType.None end + end +end + +function ImGui.DockContextProcessDock(ctx, req) + IM_ASSERT((req.Type == ImGuiDockRequestType.Dock and req.DockPayload ~= nil) or (req.Type == ImGuiDockRequestType.Split and req.DockPayload == nil)) + IM_ASSERT(req.DockTargetWindow ~= nil or req.DockTargetNode ~= nil) + local g = ctx + + local payload_window = req.DockPayload + local target_window = req.DockTargetWindow + local node = req.DockTargetNode + + local next_selected_id = 0 + local payload_node = nil + if payload_window then + payload_node = payload_window.DockNodeAsHost + payload_window.DockNodeAsHost = nil + if payload_node and payload_node:IsLeafNode() then + next_selected_id = (payload_node.TabBar.NextSelectedTabId ~= 0) and payload_node.TabBar.NextSelectedTabId or payload_node.TabBar.SelectedTabId + end + if payload_node == nil then next_selected_id = payload_window.TabId end + end + + if node then IM_ASSERT(node.LastFrameAlive <= g.FrameCount) end + if node and target_window and node == target_window.DockNodeAsHost then + IM_ASSERT(node.Windows.Size > 0 or node:IsSplitNode() or node:IsCentralNode()) + end + + if node == nil then + node = ImGui.DockContextAddNode(ctx, 0) + node.Pos = ImVec2(target_window.Pos.x, target_window.Pos.y) + node.Size = ImVec2(target_window.Size.x, target_window.Size.y) + if target_window.DockNodeAsHost == nil then + ImGui.DockNodeAddWindow(node, target_window, true) + local t0 = node.TabBar.Tabs.Data[1] + t0.Flags = bit32.band(t0.Flags, bit32.bnot(ImGuiTabItemFlags.Unsorted)) + target_window.DockIsActive = true + end + end + + local split_dir = req.DockSplitDir + if split_dir ~= ImGuiDir.None then + local split_axis = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y + local split_inheritor_child_idx = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) and 1 or 0 + local split_ratio = req.DockSplitRatio + ImGui.DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node) + local new_node = node.ChildNodes[bit32.bxor(split_inheritor_child_idx, 1)] + new_node.HostWindow = node.HostWindow + node = new_node + end + node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.HiddenTabBar))) + + if node ~= payload_node then + if node.Windows.Size > 0 and node.TabBar == nil then + ImGui.DockNodeAddTabBar(node) + for n = 1, node.Windows.Size do + ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.None, node.Windows.Data[n]) + end + end + + if payload_node ~= nil then + if payload_node:IsSplitNode() then + if node.Windows.Size > 0 then + IM_ASSERT(payload_node.OnlyNodeWithWindows ~= nil) + local visible_node = payload_node.OnlyNodeWithWindows + if visible_node.TabBar then IM_ASSERT(visible_node.TabBar.Tabs.Size > 0) end + ImGui.DockNodeMoveWindows(node, visible_node) + ImGui.DockNodeMoveWindows(visible_node, node) + DockSettingsRenameNodeReferences(node.ID, visible_node.ID) + end + if node:IsCentralNode() then + local last_focused_node = ImGui.DockContextFindNodeByID(ctx, payload_node.LastFocusedNodeId) + IM_ASSERT(last_focused_node ~= nil) + local last_focused_root_node = ImGui.DockNodeGetRootNode(last_focused_node) + IM_ASSERT(last_focused_root_node == ImGui.DockNodeGetRootNode(payload_node)) + last_focused_node:SetLocalFlags(bit32.bor(last_focused_node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.CentralNode))) + last_focused_root_node.CentralNode = last_focused_node + end + + IM_ASSERT(node.Windows.Size == 0) + ImGui.DockNodeMoveChildNodes(node, payload_node) + else + local payload_dock_id = payload_node.ID + ImGui.DockNodeMoveWindows(node, payload_node) + DockSettingsRenameNodeReferences(payload_dock_id, node.ID) + end + ImGui.DockContextRemoveNode(ctx, payload_node, true) + elseif payload_window then + local payload_dock_id = payload_window.DockId + node.VisibleWindow = payload_window + ImGui.DockNodeAddWindow(node, payload_window, true) + if payload_dock_id ~= 0 then + DockSettingsRenameNodeReferences(payload_dock_id, node.ID) + end + end + else + node.WantHiddenTabBarUpdate = true + end + + local tab_bar = node.TabBar + if tab_bar then tab_bar.NextSelectedTabId = next_selected_id end + ImGui.MarkIniSettingsDirty() +end + +local function FixLargeWindowsWhenUndocking(size, ref_viewport) + if ref_viewport == nil then return size end + local max_size = ImTrunc(ref_viewport.WorkSize * 0.90) + return ImVec2(ImMin(size.x, max_size.x), ImMin(size.y, max_size.y)) +end + +function ImGui.DockContextProcessUndockWindow(ctx, window, clear_persistent_docking_ref) + if window.DockNode then + ImGui.DockNodeRemoveWindow(window.DockNode, window, clear_persistent_docking_ref and 0 or window.DockId) + else + window.DockId = 0 + end + window.Collapsed = false + window.DockIsActive = false + window.DockNodeIsVisible = false + window.DockTabIsVisible = false + local sz = FixLargeWindowsWhenUndocking(window.SizeFull, window.Viewport) + ImVec2_Copy(window.Size, sz) + ImVec2_Copy(window.SizeFull, sz) + ImGui.MarkIniSettingsDirty() +end + +function ImGui.DockContextProcessUndockNode(ctx, node) + IM_ASSERT(node:IsLeafNode()) + IM_ASSERT(node.Windows.Size >= 1) + + if node:IsRootNode() or node:IsCentralNode() then + local new_node = ImGui.DockContextAddNode(ctx, 0) + new_node.Pos = ImVec2(node.Pos.x, node.Pos.y) + new_node.Size = ImVec2(node.Size.x, node.Size.y) + new_node.SizeRef = ImVec2(node.SizeRef.x, node.SizeRef.y) + ImGui.DockNodeMoveWindows(new_node, node) + DockSettingsRenameNodeReferences(node.ID, new_node.ID) + node = new_node + else + IM_ASSERT(node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node) + local index_in_parent = (node.ParentNode.ChildNodes[0] == node) and 0 or 1 + node.ParentNode.ChildNodes[index_in_parent] = nil + ImGui.DockNodeTreeMerge(ctx, node.ParentNode, node.ParentNode.ChildNodes[bit32.bxor(index_in_parent, 1)]) + node.ParentNode.AuthorityForViewport = ImGuiDataAuthority.Window + node.ParentNode = nil + end + for _, window in node.Windows:iter() do + window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.ChildWindow)) + if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end + ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) + end + node.AuthorityForPos = ImGuiDataAuthority.DockNode + node.AuthorityForSize = ImGuiDataAuthority.DockNode + node.Size = FixLargeWindowsWhenUndocking(node.Size, node.Windows.Data[1].Viewport) + node.WantMouseMove = true + ImGui.MarkIniSettingsDirty() +end + +--- @return bool ok, ImVec2? out_pos +function ImGui.DockContextCalcDropPosForDocking(target, target_node, payload_window, payload_node, split_dir, split_outer) + if target ~= nil and target_node == nil then target_node = target.DockNode end + if target_node and target_node.ParentNode == nil and target_node:IsCentralNode() and split_dir ~= ImGuiDir.None then + split_outer = true + end + local split_data = ImGuiDockPreviewData() + ImGui.DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, split_data, false, split_outer) + local r = split_data.DropRectsDraw[split_dir + 1] + if IsRectInverted(r) then return false, nil end + return true, r:GetCenter() +end + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockNode +--------------------------------------------------------------------------------------- + +function ImGui.DockNodeGetTabOrder(window) + local tab_bar = window.DockNode.TabBar + if tab_bar == nil then return -1 end + local tab = ImGui.TabBarFindTabByID(tab_bar, window.TabId) + return tab and ImGui.TabBarGetTabOrder(tab_bar, tab) or -1 +end + +local function DockNodeHideWindowDuringHostWindowCreation(window) + window.Hidden = true + window.HiddenFramesCanSkipItems = window.Active and 1 or 2 +end + +function ImGui.DockNodeAddWindow(node, window, add_to_tab_bar) + if window.DockNode then + IM_ASSERT(window.DockNode.ID ~= node.ID) + ImGui.DockNodeRemoveWindow(window.DockNode, window, 0) + end + IM_ASSERT(window.DockNode == nil or window.DockNodeAsHost == nil) + + if node.HostWindow == nil and node.Windows.Size == 1 and node.Windows.Data[1].WasActive == false then + DockNodeHideWindowDuringHostWindowCreation(node.Windows.Data[1]) + end + + node.Windows:push_back(window) + node.WantHiddenTabBarUpdate = true + window.DockNode = node + window.DockId = node.ID + window.DockIsActive = (node.Windows.Size > 1) + window.DockTabWantClose = false + + if node.HostWindow == nil and node:IsFloatingNode() then + if node.AuthorityForPos == ImGuiDataAuthority.Auto then node.AuthorityForPos = ImGuiDataAuthority.Window end + if node.AuthorityForSize == ImGuiDataAuthority.Auto then node.AuthorityForSize = ImGuiDataAuthority.Window end + if node.AuthorityForViewport == ImGuiDataAuthority.Auto then node.AuthorityForViewport = ImGuiDataAuthority.Window end + end + + if add_to_tab_bar then + if node.TabBar == nil then + ImGui.DockNodeAddTabBar(node) + node.TabBar.SelectedTabId = node.SelectedTabId + node.TabBar.NextSelectedTabId = node.SelectedTabId + for n = 1, node.Windows.Size - 1 do + ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.None, node.Windows.Data[n]) + end + end + ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.Unsorted, window) + end + + ImGui.DockNodeUpdateVisibleFlag(node) + + if node.HostWindow then + ImGui.UpdateWindowParentAndRootLinks(window, bit32.bor(window.Flags, ImGuiWindowFlags.ChildWindow), node.HostWindow) + end +end + +function ImGui.DockNodeRemoveWindow(node, window, save_dock_id) + IM_ASSERT(window.DockNode == node) + IM_ASSERT(save_dock_id == 0 or save_dock_id == node.ID) + + window.DockNode = nil + window.DockIsActive = false + window.DockTabWantClose = false + window.DockId = save_dock_id + window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.ChildWindow)) + if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end + ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) + + if node.HostWindow and node.HostWindow.ViewportOwned then + window.Viewport = nil + window.ViewportId = 0 + window.ViewportOwned = false + window.Hidden = true + end + + local idx = node.Windows:find_index(window) + IM_ASSERT(idx ~= nil) + node.Windows:erase(idx) + if node.VisibleWindow == window then node.VisibleWindow = nil end + + node.WantHiddenTabBarUpdate = true + if node.TabBar then + ImGui.TabBarRemoveTab(node.TabBar, window.TabId) + local tab_count_threshold_for_tab_bar = node:IsCentralNode() and 1 or 2 + if node.Windows.Size < tab_count_threshold_for_tab_bar then + ImGui.DockNodeRemoveTabBar(node) + end + end + if node.Windows.Size == 0 and not node:IsCentralNode() and not node:IsDockSpace() and window.DockId ~= node.ID then + ImGui.DockContextRemoveNode(ImGui.GetCurrentContext(), node, true) + return + end + + if node.Windows.Size == 1 and not node:IsCentralNode() and node.HostWindow then + local remaining_window = node.Windows.Data[1] + remaining_window.Collapsed = node.HostWindow.Collapsed + end + + ImGui.DockNodeUpdateVisibleFlag(node) +end + +function ImGui.DockNodeMoveChildNodes(dst_node, src_node) + IM_ASSERT(dst_node.Windows.Size == 0) + dst_node.ChildNodes[0] = src_node.ChildNodes[0] + dst_node.ChildNodes[1] = src_node.ChildNodes[1] + if dst_node.ChildNodes[0] then dst_node.ChildNodes[0].ParentNode = dst_node end + if dst_node.ChildNodes[1] then dst_node.ChildNodes[1].ParentNode = dst_node end + dst_node.SplitAxis = src_node.SplitAxis + dst_node.SizeRef = ImVec2(src_node.SizeRef.x, src_node.SizeRef.y) + src_node.ChildNodes[0] = nil + src_node.ChildNodes[1] = nil +end + +function ImGui.DockNodeMoveWindows(dst_node, src_node) + IM_ASSERT(src_node and dst_node and dst_node ~= src_node) + local src_tab_bar = src_node.TabBar + if src_tab_bar ~= nil then IM_ASSERT(src_node.Windows.Size <= src_node.TabBar.Tabs.Size) end + + local move_tab_bar = (src_tab_bar ~= nil) and (dst_node.TabBar == nil) + if move_tab_bar then + dst_node.TabBar = src_node.TabBar + src_node.TabBar = nil + end + + -- Snapshot: DockNodeAddWindow() won't touch src_node.Windows since window.DockNode is cleared first + local windows = {} + for i = 1, src_node.Windows.Size do windows[i] = src_node.Windows.Data[i] end + for _, window in ipairs(windows) do + window.DockNode = nil + window.DockIsActive = false + ImGui.DockNodeAddWindow(dst_node, window, not move_tab_bar) + end + src_node.Windows:clear() + + if not move_tab_bar and src_node.TabBar then + if dst_node.TabBar then dst_node.TabBar.SelectedTabId = src_node.TabBar.SelectedTabId end + ImGui.DockNodeRemoveTabBar(src_node) + end +end + +function ImGui.DockNodeApplyPosSizeToWindows(node) + for _, window in node.Windows:iter() do + ImGui.SetWindowPos(window, node.Pos, ImGuiCond.Always) + ImGui.SetWindowSize(window, node.Size, ImGuiCond.Always) + end +end + +function ImGui.DockNodeHideHostWindow(node) + if node.HostWindow then + if node.HostWindow.DockNodeAsHost == node then node.HostWindow.DockNodeAsHost = nil end + node.HostWindow = nil + end + if node.Windows.Size == 1 then + node.VisibleWindow = node.Windows.Data[1] + node.Windows.Data[1].DockIsActive = false + end + if node.TabBar then ImGui.DockNodeRemoveTabBar(node) end +end + +local function DockNodeFindInfo(node, info) + if node.Windows.Size > 0 then + if info.FirstNodeWithWindows == nil then info.FirstNodeWithWindows = node end + info.CountNodesWithWindows = info.CountNodesWithWindows + 1 + end + if node:IsCentralNode() then + IM_ASSERT(info.CentralNode == nil) + IM_ASSERT(node:IsLeafNode(), "If you get this assert: please submit .ini file + repro of actions leading to this.") + info.CentralNode = node + end + if info.CountNodesWithWindows > 1 and info.CentralNode ~= nil then return end + if node.ChildNodes[0] then DockNodeFindInfo(node.ChildNodes[0], info) end + if node.ChildNodes[1] then DockNodeFindInfo(node.ChildNodes[1], info) end +end + +function ImGui.DockNodeFindWindowByID(node, id) + IM_ASSERT(id ~= 0) + for _, window in node.Windows:iter() do + if window.ID == id then return window end + end + return nil +end + +function ImGui.DockNodeUpdateFlagsAndCollapse(node) + local g = ImGui.GetCurrentContext() + IM_ASSERT(node.ParentNode == nil or node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node) + + if node.ParentNode then + node.SharedFlags = bit32.band(node.ParentNode.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) + end + + node.HasCentralNodeChild = false + if node.ChildNodes[0] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[0]) end + if node.ChildNodes[1] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[1]) end + + node.LocalFlagsInWindows = ImGuiDockNodeFlags.None + local window_n = 1 + while window_n <= node.Windows.Size do + local window = node.Windows.Data[window_n] + IM_ASSERT(window.DockNode == node) + + local node_was_active = (node.LastFrameActive + 1 == g.FrameCount) + local remove = false + remove = remove or (node_was_active and (window.WasActive == false)) + remove = remove or (node_was_active and (node.WantCloseAll or node.WantCloseTabId == window.TabId) and window.HasCloseButton and bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) == 0) + remove = remove or window.DockTabWantClose + if remove then + window.DockTabWantClose = false + if node.Windows.Size == 1 and not node:IsCentralNode() then + ImGui.DockNodeHideHostWindow(node) + node.State = ImGuiDockNodeState.HostWindowHiddenBecauseSingleWindow + ImGui.DockNodeRemoveWindow(node, window, node.ID) + return + end + ImGui.DockNodeRemoveWindow(node, window, node.ID) + else + node.LocalFlagsInWindows = bit32.bor(node.LocalFlagsInWindows, window.WindowClass.DockNodeFlagsOverrideSet) + window_n = window_n + 1 + end + end + node:UpdateMergedFlags() + + local node_flags = node.MergedFlags + if node.WantHiddenTabBarUpdate and node.Windows.Size == 1 and bit32.band(node_flags, ImGuiDockNodeFlags.AutoHideTabBar) ~= 0 and not node:IsHiddenTabBar() then + node.WantHiddenTabBarToggle = true + end + node.WantHiddenTabBarUpdate = false + + if node.WantHiddenTabBarToggle and node.VisibleWindow and bit32.band(node.VisibleWindow.WindowClass.DockNodeFlagsOverrideSet, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 then + node.WantHiddenTabBarToggle = false + end + + local prev_local_flags = node.LocalFlags + if node.Windows.Size > 1 then + node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.HiddenTabBar))) + elseif node.WantHiddenTabBarToggle then + node:SetLocalFlags(bit32.bxor(node.LocalFlags, ImGuiDockNodeFlags.HiddenTabBar)) + end + if bit32.band(bit32.bxor(node.LocalFlags, prev_local_flags), ImGuiDockNodeFlags.SavedFlagsMask_) ~= 0 then + ImGui.MarkIniSettingsDirty() + end + node.WantHiddenTabBarToggle = false + + ImGui.DockNodeUpdateVisibleFlag(node) +end + +function ImGui.DockNodeUpdateHasCentralNodeChild(node) + node.HasCentralNodeChild = false + if node.ChildNodes[0] then ImGui.DockNodeUpdateHasCentralNodeChild(node.ChildNodes[0]) end + if node.ChildNodes[1] then ImGui.DockNodeUpdateHasCentralNodeChild(node.ChildNodes[1]) end + if node:IsRootNode() then + local mark_node = node.CentralNode + while mark_node do + mark_node.HasCentralNodeChild = true + mark_node = mark_node.ParentNode + end + end +end + +function ImGui.DockNodeUpdateVisibleFlag(node) + local is_visible = (node.ParentNode == nil) and node:IsDockSpace() or node:IsCentralNode() + is_visible = is_visible or (node.Windows.Size > 0) + is_visible = is_visible or (node.ChildNodes[0] ~= nil and node.ChildNodes[0].IsVisible) + is_visible = is_visible or (node.ChildNodes[1] ~= nil and node.ChildNodes[1].IsVisible) + node.IsVisible = is_visible and true or false +end + +function ImGui.DockNodeStartMouseMovingWindow(node, window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(node.WantMouseMove == true) + ImGui.StartMouseMovingWindow(window) + ImVec2_Copy(g.ActiveIdClickOffset, g.IO.MouseClickedPos[0] - node.Pos) + g.MovingWindow = window + node.WantMouseMove = false +end + +function ImGui.DockNodeUpdateForRootNode(node) + ImGui.DockNodeUpdateFlagsAndCollapse(node) + + local info = { CentralNode = nil, FirstNodeWithWindows = nil, CountNodesWithWindows = 0 } + DockNodeFindInfo(node, info) + node.CentralNode = info.CentralNode + node.OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) and info.FirstNodeWithWindows or nil + node.CountNodeWithWindows = info.CountNodesWithWindows + if node.LastFocusedNodeId == 0 and info.FirstNodeWithWindows ~= nil then + node.LastFocusedNodeId = info.FirstNodeWithWindows.ID + end + + local first_node_with_windows = info.FirstNodeWithWindows + if first_node_with_windows then + node.WindowClass = first_node_with_windows.Windows.Data[1].WindowClass + for n = 2, first_node_with_windows.Windows.Size do + if first_node_with_windows.Windows.Data[n].WindowClass.DockingAllowUnclassed == false then + node.WindowClass = first_node_with_windows.Windows.Data[n].WindowClass + break + end + end + end + + local mark_node = node.CentralNode + while mark_node do + mark_node.HasCentralNodeChild = true + mark_node = mark_node.ParentNode + end +end + +local function DockNodeSetupHostWindow(node, host_window) + if node.HostWindow and node.HostWindow ~= host_window and node.HostWindow.DockNodeAsHost == node then + node.HostWindow.DockNodeAsHost = nil + end + host_window.DockNodeAsHost = node + node.HostWindow = host_window +end + +function ImGui.DockNodeUpdate(node) + local g = ImGui.GetCurrentContext() + IM_ASSERT(node.LastFrameActive ~= g.FrameCount) + node.LastFrameAlive = g.FrameCount + node.IsBgDrawnThisFrame = false + + node.CentralNode = nil + node.OnlyNodeWithWindows = nil + if node:IsRootNode() then ImGui.DockNodeUpdateForRootNode(node) end + + if node.TabBar and node:IsNoTabBar() then ImGui.DockNodeRemoveTabBar(node) end + + local want_to_hide_host_window = false + if node:IsFloatingNode() then + if node.Windows.Size <= 1 and node:IsLeafNode() then + if not g.IO.ConfigDockingAlwaysTabBar and (node.Windows.Size == 0 or not node.Windows.Data[1].WindowClass.DockingAlwaysTabBar) then + want_to_hide_host_window = true + end + end + if node.CountNodeWithWindows == 0 then want_to_hide_host_window = true end + end + if want_to_hide_host_window then + if node.Windows.Size == 1 then + local single_window = node.Windows.Data[1] + node.Pos = ImVec2(single_window.Pos.x, single_window.Pos.y) + node.Size = ImVec2(single_window.SizeFull.x, single_window.SizeFull.y) + node.AuthorityForPos = ImGuiDataAuthority.Window + node.AuthorityForSize = ImGuiDataAuthority.Window + node.AuthorityForViewport = ImGuiDataAuthority.Window + + if node.HostWindow and g.NavWindow == node.HostWindow then + ImGui.FocusWindow(single_window) + end + if node.HostWindow then + single_window.Viewport = node.HostWindow.Viewport + single_window.ViewportId = node.HostWindow.ViewportId + end + node.RefViewportId = single_window.ViewportId or 0 + end + + ImGui.DockNodeHideHostWindow(node) + node.State = ImGuiDockNodeState.HostWindowHiddenBecauseSingleWindow + node.WantCloseAll = false + node.WantCloseTabId = 0 + node.HasCloseButton = false + node.HasWindowMenuButton = false + node.LastFrameActive = g.FrameCount + + if node.WantMouseMove and node.Windows.Size == 1 then + ImGui.DockNodeStartMouseMovingWindow(node, node.Windows.Data[1]) + end + return + end + + if node.IsVisible and node.HostWindow == nil and node:IsFloatingNode() and node:IsLeafNode() then + IM_ASSERT(node.Windows.Size > 0) + local ref_window = nil + if node.SelectedTabId ~= 0 then ref_window = ImGui.DockNodeFindWindowByID(node, node.SelectedTabId) end + if ref_window == nil then ref_window = node.Windows.Data[1] end + if ref_window.AutoFitFramesX > 0 or ref_window.AutoFitFramesY > 0 then + node.State = ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing + return + end + end + + local node_flags = node.MergedFlags + + node.HasWindowMenuButton = (node.Windows.Size > 0) and bit32.band(node_flags, ImGuiDockNodeFlags.NoWindowMenuButton) == 0 + node.HasCloseButton = false + for _, window in node.Windows:iter() do + node.HasCloseButton = node.HasCloseButton or window.HasCloseButton + window.DockIsActive = (node.Windows.Size > 1) + end + if bit32.band(node_flags, ImGuiDockNodeFlags.NoCloseButton) ~= 0 or not g.Style.DockingNodeHasCloseButton then + node.HasCloseButton = false + end + + local host_window = nil + local beginned_into_host_window = false + if node:IsDockSpace() then + IM_ASSERT(node.HostWindow) + host_window = node.HostWindow + else + if node:IsRootNode() and node.IsVisible then + local ref_window = (node.Windows.Size > 0) and node.Windows.Data[1] or nil + + if node.AuthorityForPos == ImGuiDataAuthority.Window and ref_window then + ImGui.SetNextWindowPos(ref_window.Pos) + elseif node.AuthorityForPos == ImGuiDataAuthority.DockNode then + ImGui.SetNextWindowPos(node.Pos) + end + + if node.AuthorityForSize == ImGuiDataAuthority.Window and ref_window then + ImGui.SetNextWindowSize(ref_window.SizeFull) + elseif node.AuthorityForSize == ImGuiDataAuthority.DockNode then + ImGui.SetNextWindowSize(node.Size) + end + + if node.AuthorityForSize == ImGuiDataAuthority.Window and ref_window then + ImGui.SetNextWindowCollapsed(ref_window.Collapsed) + end + + ImGui.SetNextWindowClass(node.WindowClass) + + local window_label = DockNodeGetHostWindowTitle(node) + local window_flags = bit32.bor(ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoScrollWithMouse, ImGuiWindowFlags.DockNodeHost) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoFocusOnAppearing) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoNavFocus, ImGuiWindowFlags.NoCollapse) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoTitleBar) + + ImGui.SetNextWindowBgAlpha(0.0) + ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) + ImGui.Begin(window_label, nil, window_flags) + ImGui.PopStyleVar() + beginned_into_host_window = true + + host_window = g.CurrentWindow + DockNodeSetupHostWindow(node, host_window) + ImVec2_Copy(host_window.DC.CursorPos, host_window.Pos) + node.Pos = ImVec2(host_window.Pos.x, host_window.Pos.y) + node.Size = ImVec2(host_window.Size.x, host_window.Size.y) + + if node.HostWindow.Appearing then ImGui.BringWindowToDisplayFront(node.HostWindow) end + + node.AuthorityForPos = ImGuiDataAuthority.Auto + node.AuthorityForSize = ImGuiDataAuthority.Auto + node.AuthorityForViewport = ImGuiDataAuthority.Auto + elseif node.ParentNode then + host_window = node.ParentNode.HostWindow + node.HostWindow = host_window + node.AuthorityForPos = ImGuiDataAuthority.Auto + node.AuthorityForSize = ImGuiDataAuthority.Auto + node.AuthorityForViewport = ImGuiDataAuthority.Auto + end + if node.WantMouseMove and node.HostWindow then + ImGui.DockNodeStartMouseMovingWindow(node, node.HostWindow) + end + end + node.RefViewportId = 0 + + if node:IsSplitNode() then IM_ASSERT(node.TabBar == nil) end + if node:IsRootNode() then + local p_window = g.NavWindow and g.NavWindow.RootWindow or nil + while p_window ~= nil and p_window.DockNode ~= nil do + local p_node = ImGui.DockNodeGetRootNode(p_window.DockNode) + if p_node == node then + node.LastFocusedNodeId = p_window.DockNode.ID + break + end + p_window = p_node.HostWindow and p_node.HostWindow.RootWindow or nil + end + end + + local central_node = node.CentralNode + local central_node_hole = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 and central_node ~= nil and central_node:IsEmpty() + local central_node_hole_register_hit_test_hole = central_node_hole + if central_node_hole then + local payload = ImGui.GetDragDropPayload() + if payload and ImGuiPayload_IsDataType(payload, IMGUI_PAYLOAD_TYPE_WINDOW) and ImGui.DockNodeIsDropAllowed(host_window, payload.Data) then + central_node_hole_register_hit_test_hole = false + end + end + if central_node_hole_register_hit_test_hole then + IM_ASSERT(node:IsDockSpace()) + local root_node = ImGui.DockNodeGetRootNode(central_node) + local root_rect = ImRect(root_node.Pos, root_node.Pos + root_node.Size) + local hole_rect = ImRect(central_node.Pos, central_node.Pos + central_node.Size) + if hole_rect.Min.x > root_rect.Min.x then hole_rect.Min.x = hole_rect.Min.x + g.WindowsBorderHoverPadding end + if hole_rect.Max.x < root_rect.Max.x then hole_rect.Max.x = hole_rect.Max.x - g.WindowsBorderHoverPadding end + if hole_rect.Min.y > root_rect.Min.y then hole_rect.Min.y = hole_rect.Min.y + g.WindowsBorderHoverPadding end + if hole_rect.Max.y < root_rect.Max.y then hole_rect.Max.y = hole_rect.Max.y - g.WindowsBorderHoverPadding end + if central_node_hole and not IsRectInverted(hole_rect) then + ImGui.SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min) + if host_window.ParentWindow then + ImGui.SetWindowHitTestHole(host_window.ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min) + end + end + end + + if node:IsRootNode() and host_window then + ImGui.DockNodeTreeUpdatePosSize(node, host_window.Pos, host_window.Size) + ImGui.PushStyleColor(ImGuiCol.Separator, g.Style.Colors[ImGuiCol.Border]) + ImGui.PushStyleColor(ImGuiCol.SeparatorActive, g.Style.Colors[ImGuiCol.ResizeGripActive]) + ImGui.PushStyleColor(ImGuiCol.SeparatorHovered, g.Style.Colors[ImGuiCol.ResizeGripHovered]) + ImGui.DockNodeTreeUpdateSplitter(node) + ImGui.PopStyleColor(3) + end + + if host_window and node:IsEmpty() and node.IsVisible then + host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) + node.LastBgColor = (bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0) and 0 or ImGui.GetColorU32(ImGuiCol.DockingEmptyBg) + if node.LastBgColor ~= 0 then + host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, node.LastBgColor) + end + node.IsBgDrawnThisFrame = true + end + + local render_dockspace_bg = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 + if render_dockspace_bg and node.IsVisible then + host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) + if central_node_hole then + ImGui.RenderRectFilledWithHole(host_window.DrawList, node:Rect(), central_node:Rect(), ImGui.GetColorU32(ImGuiCol.WindowBg), 0.0) + else + host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, ImGui.GetColorU32(ImGuiCol.WindowBg), 0.0) + end + end + + if host_window then host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG) end + if host_window and node.Windows.Size > 0 then + ImGui.DockNodeUpdateTabBar(node, host_window) + else + node.WantCloseAll = false + node.WantCloseTabId = 0 + node.IsFocused = false + end + if node.TabBar and node.TabBar.SelectedTabId ~= 0 then + node.SelectedTabId = node.TabBar.SelectedTabId + elseif node.Windows.Size > 0 then + node.SelectedTabId = node.Windows.Data[1].TabId + end + + if host_window and node.IsVisible then + if node:IsRootNode() and (g.MovingWindow == nil or g.MovingWindow.RootWindowDockTree ~= host_window) then + ImGui.BeginDockableDragDropTarget(host_window) + end + end + + node.LastFrameActive = g.FrameCount + + if host_window then + if node.ChildNodes[0] then ImGui.DockNodeUpdate(node.ChildNodes[0]) end + if node.ChildNodes[1] then ImGui.DockNodeUpdate(node.ChildNodes[1]) end + if node:IsRootNode() then ImGui.RenderWindowOuterBorders(host_window) end + end + + if beginned_into_host_window then ImGui.End() end +end + +local GWindowDockStyleColors = { + [0] = ImGuiCol.Text, ImGuiCol.TabHovered, ImGuiCol.Tab, ImGuiCol.TabSelected, ImGuiCol.TabSelectedOverline, + ImGuiCol.TabDimmed, ImGuiCol.TabDimmedSelected, ImGuiCol.TabDimmedSelectedOverline, ImGuiCol.UnsavedMarker, +} +ImGui.GWindowDockStyleColors = GWindowDockStyleColors + +local function TabItemComparerByDockOrder(ta, tb) + local a, b = ta.Window, tb.Window + local ao = (a.DockOrder == -1) and INT_MAX or a.DockOrder + local bo = (b.DockOrder == -1) and INT_MAX or b.DockOrder + if ao ~= bo then return ao < bo end + return a.BeginOrderWithinContext < b.BeginOrderWithinContext +end + +function ImGui.DockNodeWindowMenuHandler_Default(ctx, node, tab_bar) + if tab_bar.Tabs.Size == 1 then + if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.DockingHideTabBar), nil, node:IsHiddenTabBar()) then + node.WantHiddenTabBarToggle = true + end + else + for tab_n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[tab_n] + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + if ImGui.Selectable(ImGui.TabBarGetTabName(tab_bar, tab), tab.ID == tab_bar.SelectedTabId) then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + ImGui.SameLine() + ImGui.Text(" ") + end + end + end +end + +function ImGui.DockNodeWindowMenuUpdate(node, tab_bar) + local g = ImGui.GetCurrentContext() + if g.Style.WindowMenuButtonPosition == ImGuiDir.Left then + ImGui.SetNextWindowPos(ImVec2(node.Pos.x, node.Pos.y + ImGui.GetFrameHeight()), ImGuiCond.Always, ImVec2(0.0, 0.0)) + else + ImGui.SetNextWindowPos(ImVec2(node.Pos.x + node.Size.x, node.Pos.y + ImGui.GetFrameHeight()), ImGuiCond.Always, ImVec2(1.0, 0.0)) + end + if ImGui.BeginPopup("#WindowMenu") then + node.IsFocused = true + g.DockNodeWindowMenuHandler(g, node, tab_bar) + ImGui.EndPopup() + end +end + +function ImGui.DockNodeBeginAmendTabBar(node) + if node.TabBar == nil or node.HostWindow == nil then return false end + if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then return false end + if node.TabBar.ID == 0 then return false end + ImGui.Begin(node.HostWindow.Name) + ImGui.PushOverrideID(node.ID) + local ret = ImGui.BeginTabBarEx(node.TabBar, node.TabBar.BarRect, node.TabBar.Flags) + IM_ASSERT(ret) + return true +end + +function ImGui.DockNodeEndAmendTabBar() + ImGui.EndTabBar() + ImGui.PopID() + ImGui.End() +end + +local function IsDockNodeTitleBarHighlighted(node, root_node) + local g = ImGui.GetCurrentContext() + if g.NavWindowingTarget then + return g.NavWindowingTarget.DockNode == node + end + if g.NavWindow and root_node.LastFocusedNodeId == node.ID then + local parent_window = g.NavWindow.RootWindow + while bit32.band(parent_window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 do + parent_window = parent_window.ParentWindow.RootWindow + end + local parent_node = parent_window.DockNodeAsHost or parent_window.DockNode + while parent_node ~= nil do + parent_node = ImGui.DockNodeGetRootNode(parent_node) + if parent_node == root_node then return true end + parent_node = parent_node.HostWindow and parent_node.HostWindow.RootWindow.DockNode or nil + end + end + return false +end + +function ImGui.DockNodeUpdateTabBar(node, host_window) + local g = ImGui.GetCurrentContext() + local style = g.Style + + local node_was_active = (node.LastFrameActive + 1 == g.FrameCount) + node.WantCloseAll = false + node.WantCloseTabId = 0 + + local is_focused = false + local root_node = ImGui.DockNodeGetRootNode(node) + if IsDockNodeTitleBarHighlighted(node, root_node) then is_focused = true end + + if node:IsHiddenTabBar() or node:IsNoTabBar() then + node.VisibleWindow = (node.Windows.Size > 0) and node.Windows.Data[1] or nil + node.IsFocused = is_focused + if is_focused then node.LastFrameFocused = g.FrameCount end + if node.VisibleWindow then + if is_focused or root_node.VisibleWindow == nil then root_node.VisibleWindow = node.VisibleWindow end + if node.TabBar then node.TabBar.VisibleTabId = node.VisibleWindow.TabId end + end + return + end + + local backup_skip_item = host_window.SkipItems + if not node:IsDockSpace() then + host_window.SkipItems = false + host_window.DC.NavLayerCurrent = ImGuiNavLayer.Menu + end + + ImGui.PushOverrideID(node.ID) + local tab_bar = node.TabBar + local tab_bar_is_recreated = (tab_bar == nil) + if tab_bar == nil then + ImGui.DockNodeAddTabBar(node) + tab_bar = node.TabBar + end + + local focus_tab_id = 0 + node.IsFocused = is_focused + + local node_flags = node.MergedFlags + local has_window_menu_button = bit32.band(node_flags, ImGuiDockNodeFlags.NoWindowMenuButton) == 0 and (style.WindowMenuButtonPosition ~= ImGuiDir.None) + + if has_window_menu_button and ImGui.IsPopupOpen("#WindowMenu") then + local next_selected_tab_id = tab_bar.NextSelectedTabId + ImGui.DockNodeWindowMenuUpdate(node, tab_bar) + if tab_bar.NextSelectedTabId ~= 0 and tab_bar.NextSelectedTabId ~= next_selected_tab_id then + focus_tab_id = tab_bar.NextSelectedTabId + end + is_focused = is_focused or node.IsFocused + end + + local title_bar_rect, tab_bar_rect, window_menu_button_pos, close_button_pos = ImGui.DockNodeCalcTabBarLayout(node) + + local tabs_count_old = tab_bar.Tabs.Size + for window_n = 1, node.Windows.Size do + local window = node.Windows.Data[window_n] + if ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil then + ImGui.TabBarAddTab(tab_bar, ImGuiTabItemFlags.Unsorted, window) + end + end + + if is_focused then node.LastFrameFocused = g.FrameCount end + local title_bar_col = ImGui.GetColorU32(host_window.Collapsed and ImGuiCol.TitleBgCollapsed or (is_focused and ImGuiCol.TitleBgActive or ImGuiCol.TitleBg)) + local rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(title_bar_rect, host_window:Rect(), g.Style.DockingSeparatorSize) + host_window.DrawList:AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window.WindowRounding, rounding_flags) + + if has_window_menu_button then + if ImGui.CollapseButton(host_window:GetID("#COLLAPSE"), window_menu_button_pos, node) then + ImGui.OpenPopup("#WindowMenu") + end + if ImGui.IsItemActive() then focus_tab_id = tab_bar.SelectedTabId end + if ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.DelayNormal)) and g.HoveredIdTimer > 0.5 then + ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(ImGuiLocKey.DockingDragToUndockOrMoveNode)) + end + end + + local tabs_unsorted_start = tab_bar.Tabs.Size -- 0-based + local tab_n = tab_bar.Tabs.Size - 1 + while tab_n >= 0 and bit32.band(tab_bar.Tabs.Data[tab_n + 1].Flags, ImGuiTabItemFlags.Unsorted) ~= 0 do + local t = tab_bar.Tabs.Data[tab_n + 1] + t.Flags = bit32.band(t.Flags, bit32.bnot(ImGuiTabItemFlags.Unsorted)) + tabs_unsorted_start = tab_n + tab_n = tab_n - 1 + end + if tab_bar.Tabs.Size > tabs_unsorted_start + 1 then + local slice = {} + for i = tabs_unsorted_start + 1, tab_bar.Tabs.Size do slice[#slice + 1] = tab_bar.Tabs.Data[i] end + table.sort(slice, TabItemComparerByDockOrder) + for i, t in ipairs(slice) do tab_bar.Tabs.Data[tabs_unsorted_start + i] = t end + end + + if g.NavWindow and g.NavWindow.RootWindow.DockNode == node then + tab_bar.SelectedTabId = g.NavWindow.RootWindow.TabId + end + + if tab_bar_is_recreated and ImGui.TabBarFindTabByID(tab_bar, node.SelectedTabId) ~= nil then + tab_bar.SelectedTabId = node.SelectedTabId + tab_bar.NextSelectedTabId = node.SelectedTabId + elseif tab_bar.Tabs.Size > tabs_count_old then + tab_bar.SelectedTabId = tab_bar.Tabs.Data[tab_bar.Tabs.Size].Window.TabId + tab_bar.NextSelectedTabId = tab_bar.SelectedTabId + end + + local tab_bar_flags = bit32.bor(ImGuiTabBarFlags.Reorderable, ImGuiTabBarFlags.AutoSelectNewTabs) + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.SaveSettings, ImGuiTabBarFlags.DockNode) + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.FittingPolicyMixed) + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.DrawSelectedOverline) + if not host_window.Collapsed and is_focused then + tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.IsFocused) + end + tab_bar.ID = node.ID + tab_bar.SeparatorMinX = node.Pos.x + host_window.WindowBorderSize + tab_bar.SeparatorMaxX = node.Pos.x + node.Size.x - host_window.WindowBorderSize + ImGui.BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags) + + local backup_style_cols = {} + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + local c = g.Style.Colors[GWindowDockStyleColors[color_n]] + backup_style_cols[color_n] = ImVec4(c.x, c.y, c.z, c.w) + end + + node.VisibleWindow = nil + for window_n = 1, node.Windows.Size do + local window = node.Windows.Data[window_n] + if not (window.LastFrameActive + 1 < g.FrameCount and node_was_active) then + local tab_item_flags = 0 + tab_item_flags = bit32.bor(tab_item_flags, window.WindowClass.TabItemFlagsOverrideSet or 0) + if bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 then + tab_item_flags = bit32.bor(tab_item_flags, ImGuiTabItemFlags.UnsavedDocument) + end + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) ~= 0 then + tab_item_flags = bit32.bor(tab_item_flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) + end + + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], ImGui.ColorConvertU32ToFloat4(window.DockStyle.Colors[color_n])) + end + + local _, tab_open = ImGui.TabItemEx(tab_bar, window.Name, window.HasCloseButton and true or nil, tab_item_flags, window) + if tab_open == false then node.WantCloseTabId = window.TabId end + if tab_bar.VisibleTabId == window.TabId then node.VisibleWindow = window end + + window.DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags + window.DC.DockTabItemRect = ImRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max) + + if g.NavWindow and g.NavWindow.RootWindow == window and bit32.band(window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Menu)) == 0 then + host_window.NavLastIds[1] = window.TabId + end + end + end + + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], backup_style_cols[color_n]) + end + + if node.VisibleWindow then + if is_focused or root_node.VisibleWindow == nil then root_node.VisibleWindow = node.VisibleWindow end + end + + local close_button_is_enabled = node.HasCloseButton and node.VisibleWindow and node.VisibleWindow.HasCloseButton + local close_button_is_visible = node.HasCloseButton + if close_button_is_visible then + if not close_button_is_enabled then + ImGui.PushItemFlag(ImGuiItemFlags.Disabled, true) + local tc = style.Colors[ImGuiCol.Text] + ImGui.PushStyleColor(ImGuiCol.Text, ImVec4(tc.x, tc.y, tc.z, tc.w * 0.4)) + end + if ImGui.CloseButton(host_window:GetID("#CLOSE"), close_button_pos) then + node.WantCloseAll = true + for n = 1, tab_bar.Tabs.Size do ImGui.TabBarCloseTab(tab_bar, tab_bar.Tabs.Data[n]) end + end + if not close_button_is_enabled then + ImGui.PopStyleColor() + ImGui.PopItemFlag() + end + end + + local title_bar_id = host_window:GetID("#TITLEBAR") + if g.HoveredId == 0 or g.HoveredId == title_bar_id or g.ActiveId == title_bar_id then + ImGui.KeepAliveID(title_bar_id) + local _, _, held = ImGui.ButtonBehavior(title_bar_rect, title_bar_id, ImGuiButtonFlags.AllowOverlap) + if g.HoveredId == title_bar_id then g.LastItemData.ID = title_bar_id end + if held then + if ImGui.IsMouseClicked(0) then focus_tab_id = tab_bar.SelectedTabId end + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId) + if tab then + ImGui.StartMouseMovingWindowOrNode(tab.Window or node.HostWindow, node, false) + end + end + end + + if tab_bar.NextSelectedTabId ~= 0 then focus_tab_id = tab_bar.NextSelectedTabId end + + if focus_tab_id ~= 0 then + local tab = ImGui.TabBarFindTabByID(tab_bar, focus_tab_id) + if tab and tab.Window then + ImGui.FocusWindow(tab.Window) + if g.NavId == 0 then ImGui.NavInitWindow(tab.Window, false) end + end + end + + ImGui.EndTabBar() + ImGui.PopID() + + if not node:IsDockSpace() then + host_window.DC.NavLayerCurrent = ImGuiNavLayer.Main + host_window.SkipItems = backup_skip_item + end +end + +function ImGui.DockNodeAddTabBar(node) + IM_ASSERT(node.TabBar == nil) + node.TabBar = ImGuiTabBar() +end + +function ImGui.DockNodeRemoveTabBar(node) + if node.TabBar == nil then return end + node.TabBar = nil +end +local function DockNodeIsDropAllowedOne(payload, host_window) + if host_window.DockNodeAsHost and host_window.DockNodeAsHost:IsDockSpace() and payload.BeginOrderWithinContext < host_window.BeginOrderWithinContext then + return false + end + + local host_class = host_window.DockNodeAsHost and host_window.DockNodeAsHost.WindowClass or host_window.WindowClass + local payload_class = payload.WindowClass + if host_class.ClassId ~= payload_class.ClassId then + local pass = false + if host_class.ClassId ~= 0 and host_class.DockingAllowUnclassed and payload_class.ClassId == 0 then pass = true end + if payload_class.ClassId ~= 0 and payload_class.DockingAllowUnclassed and host_class.ClassId == 0 then pass = true end + if not pass then return false end + end + + local g = ImGui.GetCurrentContext() + for i = g.OpenPopupStack.Size, 1, -1 do + local popup_window = g.OpenPopupStack.Data[i].Window + if popup_window and ImGui.IsWindowWithinBeginStackOf(payload, popup_window) then + return false + end + end + return true +end + +function ImGui.DockNodeIsDropAllowed(host_window, root_payload) + if root_payload.DockNodeAsHost and root_payload.DockNodeAsHost:IsSplitNode() then return true end + local payload_count = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.Windows.Size or 1 + for payload_n = 1, payload_count do + local payload = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.Windows.Data[payload_n] or root_payload + if DockNodeIsDropAllowedOne(payload, host_window) then return true end + end + return false +end + +--- @return ImRect title_rect, ImRect tab_bar_rect, ImVec2 window_menu_button_pos, ImVec2? close_button_pos +function ImGui.DockNodeCalcTabBarLayout(node) + local g = ImGui.GetCurrentContext() + local style = g.Style + + local r = ImRect(node.Pos.x, node.Pos.y, node.Pos.x + node.Size.x, node.Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0) + local out_title_rect = ImRect(r.Min, r.Max) + + r.Min.x = r.Min.x + style.WindowBorderSize + r.Max.x = r.Max.x - style.WindowBorderSize + + local button_sz = g.FontSize + r.Min.x = r.Min.x + style.FramePadding.x + r.Max.x = r.Max.x - style.FramePadding.x + local window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y) + local out_close_button_pos = nil + if node.HasCloseButton then + out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y) + r.Max.x = r.Max.x - (button_sz + style.ItemInnerSpacing.x) + end + if node.HasWindowMenuButton and style.WindowMenuButtonPosition == ImGuiDir.Left then + r.Min.x = r.Min.x + button_sz + style.ItemInnerSpacing.x + elseif node.HasWindowMenuButton and style.WindowMenuButtonPosition == ImGuiDir.Right then + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y) + r.Max.x = r.Max.x - (button_sz + style.ItemInnerSpacing.x) + end + return out_title_rect, r, window_menu_button_pos, out_close_button_pos +end + +--- Modifies pos_old/size_old/pos_new/size_new in place (ImVec2 tables) +function ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, dir, size_new_desired) + 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 + pos_new[o] = pos_old[o] + size_new[o] = size_old[o] + + local w_avail = size_old[a] - dock_spacing + if size_new_desired[a] > 0.0 and size_new_desired[a] <= w_avail * 0.5 then + size_new[a] = size_new_desired[a] + size_old[a] = IM_TRUNC(w_avail - size_new[a]) + else + size_new[a] = IM_TRUNC(w_avail * 0.5) + size_old[a] = IM_TRUNC(w_avail - size_new[a]) + end + + if dir == ImGuiDir.Right or dir == ImGuiDir.Down then + pos_new[a] = pos_old[a] + size_old[a] + dock_spacing + elseif dir == ImGuiDir.Left or dir == ImGuiDir.Up then + pos_new[a] = pos_old[a] + pos_old[a] = pos_new[a] + size_new[a] + dock_spacing + end +end + +local function ImGetDirQuadrantFromDeltaLocal(dx, dy) + if math.abs(dx) > math.abs(dy) then + return (dx > 0.0) and ImGuiDir.Right or ImGuiDir.Left + end + return (dy > 0.0) and ImGuiDir.Down or ImGuiDir.Up +end + +--- @return bool hit, ImRect out_r +function ImGui.DockNodeCalcDropRectsAndTestMousePos(parent, dir, outer_docking, test_mouse_pos) + local g = ImGui.GetCurrentContext() + + local parent_smaller_axis = ImMin(parent:GetWidth(), parent:GetHeight()) + local hs_for_central_nodes = ImMin(g.FontSize * 1.5, ImMax(g.FontSize * 0.5, parent_smaller_axis / 8.0)) + local hs_w, hs_h, off + if outer_docking then + hs_w = ImTrunc(hs_for_central_nodes * 1.50) + hs_h = ImTrunc(hs_for_central_nodes * 0.80) + off = ImVec2(ImTrunc(parent:GetWidth() * 0.5 - hs_h), ImTrunc(parent:GetHeight() * 0.5 - hs_h)) + else + hs_w = ImTrunc(hs_for_central_nodes) + hs_h = ImTrunc(hs_for_central_nodes * 0.90) + off = ImVec2(ImTrunc(hs_w * 2.40), ImTrunc(hs_w * 2.40)) + end + + local pc = parent:GetCenter() + local c = ImVec2(ImTrunc(pc.x), ImTrunc(pc.y)) + local out_r + if dir == ImGuiDir.None then out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w) + elseif dir == ImGuiDir.Up then out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h) + elseif dir == ImGuiDir.Down then out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h) + elseif dir == ImGuiDir.Left then out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w) + elseif dir == ImGuiDir.Right then out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w) end + + if test_mouse_pos == nil then return false, out_r end + + local hit_r = ImRect(out_r.Min, out_r.Max) + if not outer_docking then + hit_r:Expand(ImTrunc(hs_w * 0.30)) + local mdx, mdy = test_mouse_pos.x - c.x, test_mouse_pos.y - c.y + local mouse_delta_len2 = mdx * mdx + mdy * mdy + local r_threshold_center = hs_w * 1.4 + local r_threshold_sides = hs_w * (1.4 + 1.2) + if mouse_delta_len2 < r_threshold_center * r_threshold_center then + return (dir == ImGuiDir.None), out_r + end + if mouse_delta_len2 < r_threshold_sides * r_threshold_sides then + return (dir == ImGetDirQuadrantFromDeltaLocal(mdx, mdy)), out_r + end + end + return hit_r:Contains(test_mouse_pos), out_r +end + +function ImGui.DockNodePreviewDockSetup(host_window, host_node, payload_window, payload_node, data, is_explicit_target, is_outer_docking) + local g = ImGui.GetCurrentContext() + + if payload_node == nil then payload_node = payload_window.DockNodeAsHost end + local ref_node_for_rect = (host_node and not host_node.IsVisible) and ImGui.DockNodeGetRootNode(host_node) or host_node + if ref_node_for_rect then IM_ASSERT(ref_node_for_rect.IsVisible == true) end + + local src_node_flags = payload_node and payload_node.MergedFlags or payload_window.WindowClass.DockNodeFlagsOverrideSet + local dst_node_flags = host_node and host_node.MergedFlags or host_window.WindowClass.DockNodeFlagsOverrideSet + data.IsCenterAvailable = true + if is_outer_docking then + data.IsCenterAvailable = false + elseif g.IO.ConfigDockingNoDockingOver then + data.IsCenterAvailable = false + elseif bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingOverMe) ~= 0 then + data.IsCenterAvailable = false + elseif host_node and bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingOverCentralNode) ~= 0 and host_node:IsCentralNode() then + data.IsCenterAvailable = false + elseif (not host_node or not host_node:IsEmpty()) and payload_node and payload_node:IsSplitNode() and (payload_node.OnlyNodeWithWindows == nil) then + data.IsCenterAvailable = false + elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingOverOther) ~= 0 and (not host_node or not host_node:IsEmpty()) then + data.IsCenterAvailable = false + elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingOverEmpty) ~= 0 and host_node and host_node:IsEmpty() then + data.IsCenterAvailable = false + end + + data.IsSidesAvailable = true + if bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingSplit) ~= 0 or g.IO.ConfigDockingNoSplit then + data.IsSidesAvailable = false + elseif not is_outer_docking and host_node and host_node.ParentNode == nil and host_node:IsCentralNode() then + data.IsSidesAvailable = false + elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingSplitOther) ~= 0 then + data.IsSidesAvailable = false + end + + data.FutureNode.HasCloseButton = (host_node and host_node.HasCloseButton or (not host_node and host_window.HasCloseButton)) or payload_window.HasCloseButton + data.FutureNode.HasWindowMenuButton = host_node and true or (bit32.band(host_window.Flags, ImGuiWindowFlags.NoCollapse) == 0) + local rp = ref_node_for_rect and ref_node_for_rect.Pos or host_window.Pos + local rs = ref_node_for_rect and ref_node_for_rect.Size or host_window.Size + data.FutureNode.Pos = ImVec2(rp.x, rp.y) + data.FutureNode.Size = ImVec2(rs.x, rs.y) + + data.SplitNode = host_node + data.SplitDir = ImGuiDir.None + data.IsSplitDirExplicit = false + if not host_window.Collapsed then + for dir = ImGuiDir.None, ImGuiDir.COUNT - 1 do + if not ((dir == ImGuiDir.None and not data.IsCenterAvailable) or (dir ~= ImGuiDir.None and not data.IsSidesAvailable)) then + local hit, r = ImGui.DockNodeCalcDropRectsAndTestMousePos(data.FutureNode:Rect(), dir, is_outer_docking, g.IO.MousePos) + data.DropRectsDraw[dir + 1] = r + if hit then + data.SplitDir = dir + data.IsSplitDirExplicit = true + end + end + end + end + + data.IsDropAllowed = (data.SplitDir ~= ImGuiDir.None) or data.IsCenterAvailable + if not is_explicit_target and not data.IsSplitDirExplicit and not g.IO.ConfigDockingWithShift then + data.IsDropAllowed = false + end + + data.SplitRatio = 0.0 + if data.SplitDir ~= ImGuiDir.None then + local split_dir = data.SplitDir + local split_axis = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y + local pos_new, pos_old = ImVec2(0, 0), ImVec2(data.FutureNode.Pos.x, data.FutureNode.Pos.y) + 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]) + 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 + end +end + +function ImGui.DockNodePreviewDockRender(host_window, host_node, root_payload, data) + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.CurrentWindow == host_window) + + local is_transparent_payload = g.IO.ConfigDockingTransparentPayload + + local overlay_draw_lists = { ImGui.GetForegroundDrawList(host_window.Viewport) } + + local overlay_col_main = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 0.60 or 0.40) + local overlay_col_drop = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 0.90 or 0.70) + local overlay_col_drop_hovered = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 1.20 or 1.00) + local overlay_col_lines = ImGui.GetColorU32(ImGuiCol.NavWindowingHighlight, is_transparent_payload and 0.80 or 0.60) + + local can_preview_tabs = (root_payload.DockNodeAsHost == nil or root_payload.DockNodeAsHost.Windows.Size > 0) + if data.IsDropAllowed then + local overlay_rect = data.FutureNode:Rect() + if data.SplitDir == ImGuiDir.None and can_preview_tabs then + overlay_rect.Min.y = overlay_rect.Min.y + ImGui.GetFrameHeight() + end + if data.SplitDir ~= ImGuiDir.None or data.IsCenterAvailable then + for _, dl in ipairs(overlay_draw_lists) do + dl:AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window.WindowRounding, ImGui.CalcRoundingFlagsForRectInRect(overlay_rect, host_window:Rect(), g.Style.DockingSeparatorSize)) + end + end + end + + if data.IsDropAllowed and can_preview_tabs and data.SplitDir == ImGuiDir.None and data.IsCenterAvailable then + local _, tab_bar_rect = ImGui.DockNodeCalcTabBarLayout(data.FutureNode) + local tab_pos = ImVec2(tab_bar_rect.Min.x, tab_bar_rect.Min.y) + if host_node and host_node.TabBar then + if not host_node:IsHiddenTabBar() and not host_node:IsNoTabBar() then + tab_pos.x = tab_pos.x + host_node.TabBar.WidthAllTabs + g.Style.ItemInnerSpacing.x + else + tab_pos.x = tab_pos.x + g.Style.ItemInnerSpacing.x + ImGui.TabItemCalcSize(host_node.Windows.Data[1]).x + end + elseif bit32.band(host_window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 then + tab_pos.x = tab_pos.x + g.Style.ItemInnerSpacing.x + ImGui.TabItemCalcSize(host_window).x + end + + if root_payload.DockNodeAsHost then + IM_ASSERT(root_payload.DockNodeAsHost.Windows.Size <= root_payload.DockNodeAsHost.TabBar.Tabs.Size) + end + local tab_bar_with_payload = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.TabBar or nil + local payload_count = tab_bar_with_payload and tab_bar_with_payload.Tabs.Size or 1 + for payload_n = 1, payload_count do + local payload_window = tab_bar_with_payload and tab_bar_with_payload.Tabs.Data[payload_n].Window or root_payload + if not (tab_bar_with_payload and payload_window == nil) and DockNodeIsDropAllowedOne(payload_window, host_window) then + local tab_size = ImGui.TabItemCalcSize(payload_window) + local tab_bb = ImRect(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y) + tab_pos.x = tab_pos.x + tab_size.x + g.Style.ItemInnerSpacing.x + local overlay_col_text = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.Text], 1.0, true) + local overlay_col_tabs = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.TabSelected], 1.0, true) + local overlay_col_unsaved_marker = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.UnsavedMarker], 1.0, true) + ImGui.PushStyleColor(ImGuiCol.Text, ImGui.ColorConvertU32ToFloat4(overlay_col_text)) + ImGui.PushStyleColor(ImGuiCol.UnsavedMarker, ImGui.ColorConvertU32ToFloat4(overlay_col_unsaved_marker)) + for _, dl in ipairs(overlay_draw_lists) do + local tab_flags = bit32.band(payload_window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 and ImGuiTabItemFlags.UnsavedDocument or 0 + local contains = tab_bar_rect:Contains(tab_bb) + if not contains then dl:PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max) end + ImGui.TabItemBackground(dl, tab_bb, tab_flags, overlay_col_tabs) + ImGui.TabItemLabelAndCloseButton(dl, tab_bb, tab_flags, g.Style.FramePadding, payload_window.Name, 0, 0, false) + if not contains then dl:PopClipRect() end + end + ImGui.PopStyleColor(2) + end + end + end + + local scale = g.Style._MainScale or 1.0 + local overlay_rounding = ImMax(math.floor(3.0 * scale), g.Style.FrameRounding) + for dir = ImGuiDir.None, ImGuiDir.COUNT - 1 do + local draw_r = data.DropRectsDraw[dir + 1] + if not IsRectInverted(draw_r) then + local draw_r_in = ImRect(draw_r.Min, draw_r.Max) + draw_r_in:Expand(math.floor(-2.0 * scale)) + local overlay_col = (data.SplitDir == dir and data.IsSplitDirExplicit) and overlay_col_drop_hovered or overlay_col_drop + local thickness = math.floor(1.0 * scale) + for _, dl in ipairs(overlay_draw_lists) do + 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) + 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 + if dir == ImGuiDir.Up or dir == ImGuiDir.Down then + dl:AddLineH(draw_r_in.Min.x, draw_r_in.Max.x, center.y, overlay_col_lines, thickness) + end + end + end + if (host_node and bit32.band(host_node.MergedFlags, ImGuiDockNodeFlags.NoDockingSplit) ~= 0) or g.IO.ConfigDockingNoSplit then + return + end + end +end + +--------------------------------------------------------------------------------------- +-- Docking: ImGuiDockNode Tree manipulation functions +--------------------------------------------------------------------------------------- + +function ImGui.DockNodeTreeSplit(ctx, parent_node, split_axis, split_inheritor_child_idx, split_ratio, new_node) + local g = ImGui.GetCurrentContext() + IM_ASSERT(split_axis ~= ImGuiAxis.None) + + local child_0 = (new_node and split_inheritor_child_idx ~= 0) and new_node or ImGui.DockContextAddNode(ctx, 0) + child_0.ParentNode = parent_node + + local child_1 = (new_node and split_inheritor_child_idx ~= 1) and new_node or ImGui.DockContextAddNode(ctx, 0) + child_1.ParentNode = parent_node + + local child_inheritor = (split_inheritor_child_idx == 0) and child_0 or child_1 + ImGui.DockNodeMoveChildNodes(child_inheritor, parent_node) + parent_node.ChildNodes[0] = child_0 + parent_node.ChildNodes[1] = child_1 + parent_node.ChildNodes[split_inheritor_child_idx].VisibleWindow = parent_node.VisibleWindow + parent_node.SplitAxis = split_axis + parent_node.VisibleWindow = nil + parent_node.AuthorityForPos = ImGuiDataAuthority.DockNode + parent_node.AuthorityForSize = ImGuiDataAuthority.DockNode + + local a = split_axis + 1 + 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) + child_0.SizeRef = ImVec2(parent_node.Size.x, parent_node.Size.y) + child_1.SizeRef = ImVec2(parent_node.Size.x, parent_node.Size.y) + child_0.SizeRef[a] = ImTrunc(size_avail * split_ratio) + child_1.SizeRef[a] = ImTrunc(size_avail - child_0.SizeRef[a]) + + ImGui.DockNodeMoveWindows(parent_node.ChildNodes[split_inheritor_child_idx], parent_node) + DockSettingsRenameNodeReferences(parent_node.ID, parent_node.ChildNodes[split_inheritor_child_idx].ID) + ImGui.DockNodeUpdateHasCentralNodeChild(ImGui.DockNodeGetRootNode(parent_node)) + ImGui.DockNodeTreeUpdatePosSize(parent_node, parent_node.Pos, parent_node.Size) + + child_0.SharedFlags = bit32.band(parent_node.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) + child_1.SharedFlags = bit32.band(parent_node.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) + child_inheritor.LocalFlags = bit32.band(parent_node.LocalFlags, ImGuiDockNodeFlags.LocalFlagsTransferMask_) + parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.LocalFlagsTransferMask_)) + child_0:UpdateMergedFlags() + child_1:UpdateMergedFlags() + parent_node:UpdateMergedFlags() + if child_inheritor:IsCentralNode() then + ImGui.DockNodeGetRootNode(parent_node).CentralNode = child_inheritor + end +end + +function ImGui.DockNodeTreeMerge(ctx, parent_node, merge_lead_child) + local child_0 = parent_node.ChildNodes[0] + local child_1 = parent_node.ChildNodes[1] + IM_ASSERT(child_0 or child_1) + IM_ASSERT(merge_lead_child == child_0 or merge_lead_child == child_1) + if (child_0 and child_0.Windows.Size > 0) or (child_1 and child_1.Windows.Size > 0) then + IM_ASSERT(parent_node.TabBar == nil) + IM_ASSERT(parent_node.Windows.Size == 0) + end + + local backup_last_explicit_size = ImVec2(parent_node.SizeRef.x, parent_node.SizeRef.y) + ImGui.DockNodeMoveChildNodes(parent_node, merge_lead_child) + if child_0 then + ImGui.DockNodeMoveWindows(parent_node, child_0) + DockSettingsRenameNodeReferences(child_0.ID, parent_node.ID) + end + if child_1 then + ImGui.DockNodeMoveWindows(parent_node, child_1) + DockSettingsRenameNodeReferences(child_1.ID, parent_node.ID) + end + ImGui.DockNodeApplyPosSizeToWindows(parent_node) + parent_node.AuthorityForPos = ImGuiDataAuthority.Auto + parent_node.AuthorityForSize = ImGuiDataAuthority.Auto + parent_node.AuthorityForViewport = ImGuiDataAuthority.Auto + parent_node.VisibleWindow = merge_lead_child.VisibleWindow + parent_node.SizeRef = backup_last_explicit_size + + local M = ImGuiDockNodeFlags.LocalFlagsTransferMask_ + parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(M)) + parent_node.LocalFlags = bit32.bor(parent_node.LocalFlags, bit32.band(child_0 and child_0.LocalFlags or 0, M)) + parent_node.LocalFlags = bit32.bor(parent_node.LocalFlags, bit32.band(child_1 and child_1.LocalFlags or 0, M)) + parent_node.LocalFlagsInWindows = bit32.bor(child_0 and child_0.LocalFlagsInWindows or 0, child_1 and child_1.LocalFlagsInWindows or 0) + parent_node:UpdateMergedFlags() + + if child_0 then ImGui.DockContextDeleteNode(ctx, child_0) end + if child_1 then ImGui.DockContextDeleteNode(ctx, child_1) end +end + +function ImGui.DockNodeTreeUpdatePosSize(node, pos, size, only_write_to_single_node) + local g = ImGui.GetCurrentContext() + local write_to_node = only_write_to_single_node == nil or only_write_to_single_node == node + if write_to_node then + node.Pos = ImVec2(pos.x, pos.y) + node.Size = ImVec2(size.x, size.y) + end + + if node:IsLeafNode() then return end + + local child_0 = node.ChildNodes[0] + local child_1 = node.ChildNodes[1] + local child_0_pos, child_1_pos = ImVec2(pos.x, pos.y), ImVec2(pos.x, pos.y) + local child_0_size, child_1_size = ImVec2(size.x, size.y), ImVec2(size.x, size.y) + + local child_0_is_toward_single_node = (only_write_to_single_node ~= nil and ImGui.DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)) + local child_1_is_toward_single_node = (only_write_to_single_node ~= nil and ImGui.DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)) + local child_0_is_or_will_be_visible = child_0.IsVisible or child_0_is_toward_single_node + local child_1_is_or_will_be_visible = child_1.IsVisible or child_1_is_toward_single_node + + 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 size_avail = ImMax(size[a] - spacing, 0.0) + + local size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[a] * 2.0) * 0.5) + + if child_0.WantLockSizeOnce and not child_1.WantLockSizeOnce then + child_0_size[a] = ImMin(size_avail - 1.0, child_0.Size[a]); child_0.SizeRef[a] = child_0_size[a] + child_1_size[a] = size_avail - child_0_size[a]; child_1.SizeRef[a] = child_1_size[a] + elseif child_1.WantLockSizeOnce and not child_0.WantLockSizeOnce then + child_1_size[a] = ImMin(size_avail - 1.0, child_1.Size[a]); child_1.SizeRef[a] = child_1_size[a] + child_0_size[a] = size_avail - child_1_size[a]; child_0.SizeRef[a] = child_0_size[a] + elseif child_0.WantLockSizeOnce and child_1.WantLockSizeOnce then + local split_ratio = child_0_size[a] / (child_0_size[a] + child_1_size[a]) + child_0_size[a] = ImTrunc(size_avail * split_ratio); child_0.SizeRef[a] = child_0_size[a] + child_1_size[a] = size_avail - child_0_size[a]; child_1.SizeRef[a] = child_1_size[a] + elseif child_0.SizeRef[a] ~= 0.0 and child_1.HasCentralNodeChild then + child_0_size[a] = ImMin(size_avail - size_min_each, child_0.SizeRef[a]) + child_1_size[a] = size_avail - child_0_size[a] + elseif child_1.SizeRef[a] ~= 0.0 and child_0.HasCentralNodeChild then + child_1_size[a] = ImMin(size_avail - size_min_each, child_1.SizeRef[a]) + child_0_size[a] = size_avail - child_1_size[a] + else + local split_ratio = child_0.SizeRef[a] / (child_0.SizeRef[a] + child_1.SizeRef[a]) + child_0_size[a] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5)) + child_1_size[a] = size_avail - child_0_size[a] + end + + child_1_pos[a] = child_1_pos[a] + spacing + child_0_size[a] + end + + if only_write_to_single_node == nil then + child_0.WantLockSizeOnce = false + child_1.WantLockSizeOnce = false + end + local child_0_recurse = only_write_to_single_node and child_0_is_toward_single_node or (not only_write_to_single_node and child_0.IsVisible) + local child_1_recurse = only_write_to_single_node and child_1_is_toward_single_node or (not only_write_to_single_node and child_1.IsVisible) + if child_0_recurse then ImGui.DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size) end + if child_1_recurse then ImGui.DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size) end +end + +local function DockNodeTreeUpdateSplitterFindTouchingNode(node, axis, side, touching_nodes) + if node:IsLeafNode() then + table.insert(touching_nodes, node) + return + end + if node.ChildNodes[0].IsVisible then + if node.SplitAxis ~= axis or side == 0 or not node.ChildNodes[1].IsVisible then + DockNodeTreeUpdateSplitterFindTouchingNode(node.ChildNodes[0], axis, side, touching_nodes) + end + end + if node.ChildNodes[1].IsVisible then + if node.SplitAxis ~= axis or side == 1 or not node.ChildNodes[0].IsVisible then + DockNodeTreeUpdateSplitterFindTouchingNode(node.ChildNodes[1], axis, side, touching_nodes) + end + end +end + +local WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04 + +function ImGui.DockNodeTreeUpdateSplitter(node) + if node:IsLeafNode() then return end + + local g = ImGui.GetCurrentContext() + + local child_0 = node.ChildNodes[0] + local child_1 = node.ChildNodes[1] + 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 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] + + local merged_flags = bit32.bor(child_0.MergedFlags, child_1.MergedFlags) + local no_resize_axis_flag = (axis == ImGuiAxis.X) and ImGuiDockNodeFlags.NoResizeX or ImGuiDockNodeFlags.NoResizeY + if bit32.band(merged_flags, ImGuiDockNodeFlags.NoResize) ~= 0 or bit32.band(merged_flags, no_resize_axis_flag) ~= 0 then + local window = g.CurrentWindow + window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator), g.Style.FrameRounding) + else + ImGui.PushID(node.ID) + + local touching_nodes = { [0] = {}, [1] = {} } + local min_size = g.Style.WindowMinSize[a] + local resize_limits = { [0] = node.ChildNodes[0].Pos[a] + min_size, [1] = node.ChildNodes[1].Pos[a] + node.ChildNodes[1].Size[a] - min_size } + + local splitter_id = ImGui.GetID("##Splitter") + if g.ActiveId == splitter_id then + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, touching_nodes[0]) + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, touching_nodes[1]) + for _, tn in ipairs(touching_nodes[0]) do + resize_limits[0] = ImMax(resize_limits[0], tn:Rect().Min[a] + min_size) + end + for _, tn in ipairs(touching_nodes[1]) do + resize_limits[1] = ImMin(resize_limits[1], tn:Rect().Max[a] - min_size) + end + end + + local cur_size_0 = child_0.Size[a] + local cur_size_1 = child_1.Size[a] + local min_size_0 = resize_limits[0] - child_0.Pos[a] + local min_size_1 = child_1.Pos[a] + child_1.Size[a] - resize_limits[1] + local bg_col = ImGui.GetColorU32(ImGuiCol.WindowBg) + local changed + changed, cur_size_0, cur_size_1 = ImGui.SplitterBehavior(bb, ImGui.GetID("##Splitter"), axis, cur_size_0, cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col) + if changed then + if #touching_nodes[0] > 0 and #touching_nodes[1] > 0 then + child_0.Size[a] = cur_size_0; child_0.SizeRef[a] = cur_size_0 + child_1.Pos[a] = child_1.Pos[a] - (cur_size_1 - child_1.Size[a]) + child_1.Size[a] = cur_size_1; child_1.SizeRef[a] = cur_size_1 + + for side_n = 0, 1 do + for _, touching_node in ipairs(touching_nodes[side_n]) do + while touching_node.ParentNode ~= node do + if touching_node.ParentNode.SplitAxis == axis then + local node_to_preserve = touching_node.ParentNode.ChildNodes[side_n] + node_to_preserve.WantLockSizeOnce = true + end + touching_node = touching_node.ParentNode + end + end + end + + ImGui.DockNodeTreeUpdatePosSize(child_0, child_0.Pos, child_0.Size) + ImGui.DockNodeTreeUpdatePosSize(child_1, child_1.Pos, child_1.Size) + ImGui.MarkIniSettingsDirty() + end + end + ImGui.PopID() + end + end + + if child_0.IsVisible then ImGui.DockNodeTreeUpdateSplitter(child_0) end + if child_1.IsVisible then ImGui.DockNodeTreeUpdateSplitter(child_1) end +end + +function ImGui.DockNodeTreeFindFallbackLeafNode(node) + if node:IsLeafNode() then return node end + local leaf_node = ImGui.DockNodeTreeFindFallbackLeafNode(node.ChildNodes[0]) + if leaf_node then return leaf_node end + leaf_node = ImGui.DockNodeTreeFindFallbackLeafNode(node.ChildNodes[1]) + if leaf_node then return leaf_node end + return nil +end + +function ImGui.DockNodeTreeFindVisibleNodeByPos(node, pos) + if not node.IsVisible then return nil end + local r = ImRect(node.Pos, node.Pos + node.Size) + if not r:Contains(pos) then return nil end + if node:IsLeafNode() then return node end + local hovered_node = ImGui.DockNodeTreeFindVisibleNodeByPos(node.ChildNodes[0], pos) + if hovered_node then return hovered_node end + hovered_node = ImGui.DockNodeTreeFindVisibleNodeByPos(node.ChildNodes[1], pos) + if hovered_node then return hovered_node end + return node +end + +--------------------------------------------------------------------------------------- +-- Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +--------------------------------------------------------------------------------------- + +function ImGui.SetWindowDock(window, dock_id, cond) + if cond and cond ~= 0 and bit32.band(window.SetWindowDockAllowFlags, cond) == 0 then return end + window.SetWindowDockAllowFlags = bit32.band(window.SetWindowDockAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) + + if window.DockId == dock_id then return end + + local g = ImGui.GetCurrentContext() + local new_node = ImGui.DockContextFindNodeByID(g, dock_id) + if new_node and new_node:IsSplitNode() then + new_node = ImGui.DockNodeGetRootNode(new_node) + if new_node.CentralNode then + IM_ASSERT(new_node.CentralNode:IsCentralNode()) + dock_id = new_node.CentralNode.ID + else + dock_id = new_node.LastFocusedNodeId + end + end + + if window.DockId == dock_id then return end + + if window.DockNode then ImGui.DockNodeRemoveWindow(window.DockNode, window, 0) end + window.DockId = dock_id +end + +function ImGui.DockSpace(dockspace_id, size_arg, flags, window_class) + if size_arg == nil then size_arg = ImVec2(0, 0) end + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = ImGui.GetCurrentWindowRead() + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return 0 end + + if window.SkipItems then flags = bit32.bor(flags, ImGuiDockNodeFlags.KeepAliveOnly) end + if bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 then window = ImGui.GetCurrentWindow() end + + IM_ASSERT(bit32.band(flags, ImGuiDockNodeFlags.DockSpace) == 0) + IM_ASSERT(bit32.band(flags, ImGuiDockNodeFlags.CentralNode) == 0) + + IM_ASSERT(dockspace_id ~= 0) + local node = ImGui.DockContextFindNodeByID(g, dockspace_id) + if node == nil then + node = ImGui.DockContextAddNode(g, dockspace_id) + node:SetLocalFlags(ImGuiDockNodeFlags.CentralNode) + end + node.SharedFlags = flags + node.WindowClass = window_class or ImGuiWindowClass() + + if node.LastFrameActive == g.FrameCount and bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 then + IM_ASSERT(node:IsDockSpace() == false, "Cannot call DockSpace() twice a frame with the same ID") + node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.DockSpace)) + return dockspace_id + end + node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.DockSpace)) + + if bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then + node.LastFrameAlive = g.FrameCount + return dockspace_id + end + + local content_avail = ImGui.GetContentRegionAvail() + local size = ImVec2(ImTrunc(size_arg.x), ImTrunc(size_arg.y)) + if size.x <= 0.0 then size.x = ImMax(content_avail.x + size.x, 4.0) end + if size.y <= 0.0 then size.y = ImMax(content_avail.y + size.y, 4.0) end + IM_ASSERT(size.x > 0.0 and size.y > 0.0) + + node.Pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + node.Size = ImVec2(size.x, size.y) + node.SizeRef = ImVec2(size.x, size.y) + ImGui.SetNextWindowPos(node.Pos) + ImGui.SetNextWindowSize(node.Size) + g.NextWindowData.PosUndock = false + + local window_flags = bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.DockNodeHost) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoTitleBar) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoScrollWithMouse) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBackground) + + local title = string.format("%s/DockSpace_%08X", window.Name, dockspace_id) + + ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, 0.0) + ImGui.Begin(title, nil, window_flags) + ImGui.PopStyleVar() + + local host_window = g.CurrentWindow + DockNodeSetupHostWindow(node, host_window) + host_window.ChildId = window:GetID(title) + node.OnlyNodeWithWindows = nil + + IM_ASSERT(node:IsRootNode()) + + if node:IsLeafNode() and not node:IsCentralNode() then + node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + end + + ImGui.DockNodeUpdate(node) + + ImGui.End() + + local bb = ImRect(node.Pos, node.Pos + size) + ImGui.ItemSize(size) + ImGui.ItemAdd(bb, dockspace_id, nil, ImGuiItemFlags.NoNav) + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) ~= 0 and ImGui.IsWindowChildOf(g.HoveredWindow, host_window, false, true) then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + + return dockspace_id +end + +function ImGui.DockSpaceOverViewport(dockspace_id, viewport, dockspace_flags, window_class) + if dockspace_id == nil then dockspace_id = 0 end + if dockspace_flags == nil then dockspace_flags = 0 end + if viewport == nil then viewport = ImGui.GetMainViewport() end + + ImGui.SetNextWindowPos(viewport.WorkPos) + ImGui.SetNextWindowSize(viewport.WorkSize) + ImGui.SetNextWindowViewport(viewport.ID) + + local host_window_flags = 0 + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoDocking) + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus, ImGuiWindowFlags.NoNavFocus) + if bit32.band(dockspace_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 then + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoBackground) + end + if bit32.band(dockspace_flags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then + host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoMouseInputs) + end + + local label = string.format("WindowOverViewport_%08X", viewport.ID) + + ImGui.PushStyleVar(ImGuiStyleVar.WindowRounding, 0.0) + ImGui.PushStyleVar(ImGuiStyleVar.WindowBorderSize, 0.0) + ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0.0, 0.0)) + ImGui.Begin(label, nil, host_window_flags) + ImGui.PopStyleVar(3) + + if dockspace_id == 0 then dockspace_id = ImGui.GetID("DockSpace") end + ImGui.DockSpace(dockspace_id, ImVec2(0.0, 0.0), dockspace_flags, window_class) + + ImGui.End() + + return dockspace_id +end + +--------------------------------------------------------------------------------------- +-- Docking: Builder Functions +--------------------------------------------------------------------------------------- + +function ImGui.DockBuilderDockWindow(window_name, node_id) + local window_id = ImHashStr(window_name) + local window = ImGui.FindWindowByID(window_id) + if window then + local prev_node_id = window.DockId + ImGui.SetWindowDock(window, node_id, ImGuiCond.Always) + if window.DockId ~= prev_node_id then window.DockOrder = -1 end + else + local settings = ImGui.FindWindowSettingsByID(window_id) + if settings == nil then settings = ImGui.CreateNewWindowSettings(window_name) end + if settings.DockId ~= node_id then settings.DockOrder = -1 end + settings.DockId = node_id + end +end + +function ImGui.DockBuilderGetNode(node_id) + return ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) +end + +function ImGui.DockBuilderGetCentralNode(node_id) + local node = ImGui.DockBuilderGetNode(node_id) + if not node then return nil end + return ImGui.DockNodeGetRootNode(node).CentralNode +end + +function ImGui.DockBuilderSetNodePos(node_id, pos) + local node = ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) + if node == nil then return end + node.Pos = ImVec2(pos.x, pos.y) + node.AuthorityForPos = ImGuiDataAuthority.DockNode +end + +function ImGui.DockBuilderSetNodeSize(node_id, size) + local node = ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) + if node == nil then return end + IM_ASSERT(size.x > 0.0 and size.y > 0.0) + node.Size = ImVec2(size.x, size.y) + node.SizeRef = ImVec2(size.x, size.y) + node.AuthorityForSize = ImGuiDataAuthority.DockNode +end + +function ImGui.DockBuilderAddNode(node_id, flags) + if node_id == nil then node_id = 0 end + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + if node_id ~= 0 then ImGui.DockBuilderRemoveNode(node_id) end + + local node + if bit32.band(flags, ImGuiDockNodeFlags.DockSpace) ~= 0 then + ImGui.DockSpace(node_id, ImVec2(0, 0), bit32.bor(bit32.band(flags, bit32.bnot(ImGuiDockNodeFlags.DockSpace)), ImGuiDockNodeFlags.KeepAliveOnly)) + node = ImGui.DockContextFindNodeByID(g, node_id) + else + node = ImGui.DockContextAddNode(g, node_id) + node:SetLocalFlags(flags) + end + node.LastFrameAlive = g.FrameCount + return node.ID +end + +function ImGui.DockBuilderRemoveNode(node_id) + local g = ImGui.GetCurrentContext() + local node = ImGui.DockContextFindNodeByID(g, node_id) + if node == nil then return end + ImGui.DockBuilderRemoveNodeDockedWindows(node_id, true) + ImGui.DockBuilderRemoveNodeChildNodes(node_id) + node = ImGui.DockContextFindNodeByID(g, node_id) + if node == nil then return end + if node:IsCentralNode() and node.ParentNode then + node.ParentNode:SetLocalFlags(bit32.bor(node.ParentNode.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + end + ImGui.DockContextRemoveNode(g, node, true) +end + +function ImGui.DockBuilderRemoveNodeChildNodes(root_id) + local g = ImGui.GetCurrentContext() + local dc = g.DockContext + + local root_node = (root_id ~= 0) and ImGui.DockContextFindNodeByID(g, root_id) or nil + if root_id ~= 0 and root_node == nil then return end + local has_central_node = false + + local backup_root_node_authority_for_pos = root_node and root_node.AuthorityForPos or ImGuiDataAuthority.Auto + local backup_root_node_authority_for_size = root_node and root_node.AuthorityForSize or ImGuiDataAuthority.Auto + + local nodes_to_remove = {} + for _, id in ipairs(DockContextNodesSorted(g)) do + local node = dc.Nodes[id] + if node then + local want_removal = (root_id == 0) or (node.ID ~= root_id and ImGui.DockNodeGetRootNode(node).ID == root_id) + if want_removal then + if node:IsCentralNode() then has_central_node = true end + if root_id ~= 0 then ImGui.DockContextQueueNotifyRemovedNode(g, node) end + if root_node then + ImGui.DockNodeMoveWindows(root_node, node) + DockSettingsRenameNodeReferences(node.ID, root_node.ID) + end + table.insert(nodes_to_remove, node) + end + end + end + + if root_node then + root_node.AuthorityForPos = backup_root_node_authority_for_pos + root_node.AuthorityForSize = backup_root_node_authority_for_size + end + + for _, settings in g.SettingsWindows:iter() do + local window_settings_dock_id = settings.DockId + if window_settings_dock_id and window_settings_dock_id ~= 0 then + for _, n in ipairs(nodes_to_remove) do + if n.ID == window_settings_dock_id then + settings.DockId = root_id + break + end + end + end + end + + if #nodes_to_remove > 1 then + local depth = {} + for _, n in ipairs(nodes_to_remove) do depth[n] = ImGui.DockNodeGetDepth(n) end + table.sort(nodes_to_remove, function(a, b) return depth[a] > depth[b] end) + end + for _, n in ipairs(nodes_to_remove) do + ImGui.DockContextRemoveNode(g, n, false) + end + + if root_id == 0 then + dc.Nodes = {} + dc.Requests:clear() + elseif has_central_node then + root_node.CentralNode = root_node + root_node:SetLocalFlags(bit32.bor(root_node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) + end +end + +function ImGui.DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs) + if clear_settings_refs == nil then clear_settings_refs = true end + local g = ImGui.GetCurrentContext() + if clear_settings_refs then + for _, settings in g.SettingsWindows:iter() do + local want_removal = (root_id == 0) or (settings.DockId == root_id) + if not want_removal and settings.DockId ~= 0 then + local node = ImGui.DockContextFindNodeByID(g, settings.DockId) + if node and ImGui.DockNodeGetRootNode(node).ID == root_id then want_removal = true end + end + if want_removal then settings.DockId = 0 end + end + end + + for n = 1, g.Windows.Size do + local window = g.Windows.Data[n] + local want_removal = (root_id == 0) or (window.DockNode and ImGui.DockNodeGetRootNode(window.DockNode).ID == root_id) or (window.DockNodeAsHost and window.DockNodeAsHost.ID == root_id) + if want_removal then + local backup_dock_id = window.DockId + ImGui.DockContextProcessUndockWindow(g, window, clear_settings_refs) + if not clear_settings_refs then IM_ASSERT(window.DockId == backup_dock_id) end + end + end +end + +--- @return ImGuiID id_at_dir, ImGuiID id_at_opposite_dir +function ImGui.DockBuilderSplitNode(id, split_dir, size_ratio_for_node_at_dir) + local g = ImGui.GetCurrentContext() + IM_ASSERT(split_dir ~= ImGuiDir.None) + + local node = ImGui.DockContextFindNodeByID(g, id) + if node == nil then + IM_ASSERT(node ~= nil) + return 0, 0 + end + + local req = ImGuiDockRequest() + req.Type = ImGuiDockRequestType.Split + req.DockTargetWindow = nil + req.DockTargetNode = node + req.DockPayload = nil + req.DockSplitDir = split_dir + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) and size_ratio_for_node_at_dir or (1.0 - size_ratio_for_node_at_dir)) + req.DockSplitOuter = false + ImGui.DockContextProcessDock(g, req) + + local first = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) + local id_at_dir = node.ChildNodes[first and 0 or 1].ID + local id_at_opposite_dir = node.ChildNodes[first and 1 or 0].ID + return id_at_dir, id_at_opposite_dir +end + +local function DockBuilderCopyNodeRec(src_node, dst_node_id_if_known, out_node_remap_pairs) + local g = ImGui.GetCurrentContext() + local dst_node = ImGui.DockContextAddNode(g, dst_node_id_if_known) + dst_node.SharedFlags = src_node.SharedFlags + dst_node.LocalFlags = src_node.LocalFlags + dst_node.LocalFlagsInWindows = ImGuiDockNodeFlags.None + dst_node.Pos = ImVec2(src_node.Pos.x, src_node.Pos.y) + dst_node.Size = ImVec2(src_node.Size.x, src_node.Size.y) + dst_node.SizeRef = ImVec2(src_node.SizeRef.x, src_node.SizeRef.y) + dst_node.SplitAxis = src_node.SplitAxis + dst_node:UpdateMergedFlags() + + table.insert(out_node_remap_pairs, src_node.ID) + table.insert(out_node_remap_pairs, dst_node.ID) + + for child_n = 0, 1 do + if src_node.ChildNodes[child_n] then + dst_node.ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node.ChildNodes[child_n], 0, out_node_remap_pairs) + dst_node.ChildNodes[child_n].ParentNode = dst_node + end + end + return dst_node +end + +--- @param out_node_remap_pairs table # 1-based array, cleared and filled with (src_id, dst_id) pairs +function ImGui.DockBuilderCopyNode(src_node_id, dst_node_id, out_node_remap_pairs) + local g = ImGui.GetCurrentContext() + IM_ASSERT(src_node_id ~= 0) + IM_ASSERT(dst_node_id ~= 0) + IM_ASSERT(out_node_remap_pairs ~= nil) + + ImGui.DockBuilderRemoveNode(dst_node_id) + + local src_node = ImGui.DockContextFindNodeByID(g, src_node_id) + IM_ASSERT(src_node ~= nil) + + for k in pairs(out_node_remap_pairs) do out_node_remap_pairs[k] = nil end + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs) + IM_ASSERT((#out_node_remap_pairs % 2) == 0) +end + +function ImGui.DockBuilderCopyWindowSettings(src_name, dst_name) + local src_window = ImGui.FindWindowByName(src_name) + if src_window == nil then return end + local dst_window = ImGui.FindWindowByName(dst_name) + if dst_window then + ImVec2_Copy(dst_window.Pos, src_window.Pos) + ImVec2_Copy(dst_window.Size, src_window.Size) + ImVec2_Copy(dst_window.SizeFull, src_window.SizeFull) + dst_window.Collapsed = src_window.Collapsed + else + local dst_settings = ImGui.FindWindowSettingsByID(ImHashStr(dst_name)) + if not dst_settings then dst_settings = ImGui.CreateNewWindowSettings(dst_name) end + local wx, wy = ImTrunc(src_window.Pos.x), ImTrunc(src_window.Pos.y) + if src_window.ViewportId ~= 0 and src_window.ViewportId ~= 0x11111111 then + ImVec2_CopyV(dst_settings.ViewportPos, wx, wy) + dst_settings.ViewportId = src_window.ViewportId + ImVec2_CopyV(dst_settings.Pos, 0, 0) + else + ImVec2_CopyV(dst_settings.Pos, wx, wy) + end + ImVec2_CopyV(dst_settings.Size, ImTrunc(src_window.SizeFull.x), ImTrunc(src_window.SizeFull.y)) + dst_settings.Collapsed = src_window.Collapsed + end +end + +--- @param in_window_remap_pairs table # 1-based array of window names: src0, dst0, src1, dst1, ... +function ImGui.DockBuilderCopyDockSpace(src_dockspace_id, dst_dockspace_id, in_window_remap_pairs) + IM_ASSERT(src_dockspace_id ~= 0) + IM_ASSERT(dst_dockspace_id ~= 0) + IM_ASSERT(in_window_remap_pairs ~= nil) + IM_ASSERT((#in_window_remap_pairs % 2) == 0) + + local node_remap_pairs = {} + ImGui.DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, node_remap_pairs) + + local src_windows = {} + for remap_window_n = 1, #in_window_remap_pairs, 2 do + local src_window_name = in_window_remap_pairs[remap_window_n] + local dst_window_name = in_window_remap_pairs[remap_window_n + 1] + local src_window_id = ImHashStr(src_window_name) + src_windows[src_window_id] = true + + local src_dock_id = 0 + local src_window = ImGui.FindWindowByID(src_window_id) + if src_window then + src_dock_id = src_window.DockId + else + local src_window_settings = ImGui.FindWindowSettingsByID(src_window_id) + if src_window_settings then src_dock_id = src_window_settings.DockId end + end + local dst_dock_id = 0 + for dock_remap_n = 1, #node_remap_pairs, 2 do + if node_remap_pairs[dock_remap_n] == src_dock_id then + dst_dock_id = node_remap_pairs[dock_remap_n + 1] + break + end + end + + if dst_dock_id ~= 0 then + ImGui.DockBuilderDockWindow(dst_window_name, dst_dock_id) + else + ImGui.DockBuilderCopyWindowSettings(src_window_name, dst_window_name) + end + end + + local dock_remaining_windows = {} + for dock_remap_n = 1, #node_remap_pairs, 2 do + local src_dock_id = node_remap_pairs[dock_remap_n] + if src_dock_id ~= 0 then + local dst_dock_id = node_remap_pairs[dock_remap_n + 1] + local node = ImGui.DockBuilderGetNode(src_dock_id) + for _, window in node.Windows:iter() do + if not src_windows[window.ID] then + table.insert(dock_remaining_windows, { Window = window, DockId = dst_dock_id }) + end + end + end + end + for _, task in ipairs(dock_remaining_windows) do + ImGui.DockBuilderDockWindow(task.Window.Name, task.DockId) + end +end + +function ImGui.DockBuilderFinish(root_id) + ImGui.DockContextBuildAddWindowsToNodes(ImGui.GetCurrentContext(), root_id) +end + +--------------------------------------------------------------------------------------- +-- Docking: Begin/End Support Functions (called from Begin/End) +--------------------------------------------------------------------------------------- + +function ImGui.GetWindowAlwaysWantOwnTabBar(window) + local g = ImGui.GetCurrentContext() + if g.IO.ConfigDockingAlwaysTabBar or window.WindowClass.DockingAlwaysTabBar then + if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoDocking)) == 0 then + if not window.IsFallbackWindow then return true end + end + end + return false +end + +function ImGui.DockContextBindNodeToWindow(ctx, window) + local g = ctx + local node = ImGui.DockContextFindNodeByID(ctx, window.DockId) + IM_ASSERT(window.DockNode == nil) + + if node and node:IsSplitNode() then + ImGui.DockContextProcessUndockWindow(ctx, window) + return nil + end + + if node == nil then + node = ImGui.DockContextAddNode(ctx, window.DockId) + node.AuthorityForPos = ImGuiDataAuthority.Window + node.AuthorityForSize = ImGuiDataAuthority.Window + node.AuthorityForViewport = ImGuiDataAuthority.Window + node.LastFrameAlive = g.FrameCount + end + + if not node.IsVisible then + local ancestor_node = node + while not ancestor_node.IsVisible and ancestor_node.ParentNode do + ancestor_node = ancestor_node.ParentNode + end + IM_ASSERT(ancestor_node.Size.x > 0.0 and ancestor_node.Size.y > 0.0) + ImGui.DockNodeUpdateHasCentralNodeChild(ImGui.DockNodeGetRootNode(ancestor_node)) + ImGui.DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node.Pos, ancestor_node.Size, node) + end + + local node_was_visible = node.IsVisible + ImGui.DockNodeAddWindow(node, window, true) + node.IsVisible = node_was_visible + IM_ASSERT(node == window.DockNode) + return node +end + +local function StoreDockStyleForWindow(window) + local g = ImGui.GetCurrentContext() + for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do + window.DockStyle.Colors[color_n] = ImGui.ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]) + end +end +ImGui.StoreDockStyleForWindow = StoreDockStyleForWindow + +--- @return bool? p_open +function ImGui.BeginDocked(window, p_open) + local g = ImGui.GetCurrentContext() + + if window.IsFallbackWindow and not window.WasActive then + DockNodeHideWindowDuringHostWindowCreation(window) + return p_open + end + + local auto_dock_node = ImGui.GetWindowAlwaysWantOwnTabBar(window) + if auto_dock_node then + if window.DockId == 0 then + IM_ASSERT(window.DockNode == nil) + window.DockId = ImGui.DockContextGenNodeID(g) + end + else + local want_undock = false + want_undock = want_undock or bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) ~= 0 + want_undock = want_undock or (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) ~= 0 and bit32.band(window.SetWindowPosAllowFlags, g.NextWindowData.PosCond) ~= 0 and g.NextWindowData.PosUndock) + if want_undock then + ImGui.DockContextProcessUndockWindow(g, window) + return p_open + end + end + + local node = window.DockNode + if node ~= nil then IM_ASSERT(window.DockId == node.ID) end + if window.DockId ~= 0 and node == nil then + node = ImGui.DockContextBindNodeToWindow(g, window) + if node == nil then return p_open end + end + + if node.LastFrameAlive < g.FrameCount then + local root_node = ImGui.DockNodeGetRootNode(node) + if root_node.LastFrameAlive < g.FrameCount then + ImGui.DockContextProcessUndockWindow(g, window) + else + window.DockIsActive = true + end + return p_open + end + + StoreDockStyleForWindow(window) + + if node.HostWindow == nil then + if node.State == ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing then + window.DockIsActive = true + end + if node.Windows.Size > 1 and window.Appearing then + DockNodeHideWindowDuringHostWindowCreation(window) + end + return p_open + end + + IM_ASSERT(node.HostWindow) + IM_ASSERT(node:IsLeafNode()) + IM_ASSERT(node.Size.x >= 0.0 and node.Size.y >= 0.0) + node.State = ImGuiDockNodeState.HostWindowVisible + + if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 and window.BeginOrderWithinContext < node.HostWindow.BeginOrderWithinContext then + ImGui.DockContextProcessUndockWindow(g, window) + return p_open + end + + ImGui.SetNextWindowPos(node.Pos) + ImGui.SetNextWindowSize(node.Size) + g.NextWindowData.PosUndock = false + window.DockIsActive = true + window.DockNodeIsVisible = true + window.DockTabIsVisible = false + if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then return p_open end + + if node.VisibleWindow == window then window.DockTabIsVisible = true end + + IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0) + window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoResize) + window.ChildFlags = bit32.bor(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) + if node:IsHiddenTabBar() or node:IsNoTabBar() then + window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoTitleBar) + else + window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.NoTitleBar)) + end + + if node.TabBar and window.WasActive then + window.DockOrder = ImGui.DockNodeGetTabOrder(window) + end + + if (node.WantCloseAll or node.WantCloseTabId == window.TabId) and p_open ~= nil then + p_open = false + end + + local parent_window = window.DockNode.HostWindow + window.ChildId = parent_window:GetID(window.Name) + return p_open +end + +function ImGui.BeginDockableDragDropSource(window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.ActiveId == window.MoveId) + IM_ASSERT(g.MovingWindow == window) + IM_ASSERT(g.CurrentWindow == window) + + if g.IO.ConfigDockingWithShift ~= g.IO.KeyShift then + if g.IO.ConfigDockingWithShift and g.MouseStationaryTimer >= 1.0 and g.ActiveId >= 1 then + ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(ImGuiLocKey.DockingHoldShiftToDock)) + end + return + end + + g.LastItemData.ID = window.MoveId + window = window.RootWindowDockTree + IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) == 0) + local is_drag_docking = g.IO.ConfigDockingWithShift or ImRect(0, 0, window.SizeFull.x, ImGui.GetFrameHeight()):Contains(g.ActiveIdClickOffset) + local drag_drop_flags = bit32.bor(ImGuiDragDropFlags.SourceNoPreviewTooltip, ImGuiDragDropFlags.SourceNoHoldToOpenOthers, ImGuiDragDropFlags.PayloadAutoExpire, ImGuiDragDropFlags.PayloadNoCrossContext, ImGuiDragDropFlags.PayloadNoCrossProcess) + if is_drag_docking and ImGui.BeginDragDropSource(drag_drop_flags) then + ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, window) + ImGui.EndDragDropSource() + StoreDockStyleForWindow(window) + end +end + +function ImGui.BeginDockableDragDropTarget(window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) == 0) + if not g.DragDropActive then return end + if not ImGui.BeginDragDropTargetCustom(window:Rect(), window.ID) then return end + + local payload = g.DragDropPayload + if not ImGuiPayload_IsDataType(payload, IMGUI_PAYLOAD_TYPE_WINDOW) or not ImGui.DockNodeIsDropAllowed(window, payload.Data) then + ImGui.EndDragDropTarget() + return + end + + local payload_window = payload.Data + if ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, bit32.bor(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoDrawDefaultRect)) then + local dock_into_floating_window = false + local node = nil + if window.DockNodeAsHost then + node = ImGui.DockNodeTreeFindVisibleNodeByPos(window.DockNodeAsHost, g.IO.MousePos) + if node and node:IsDockSpace() and node:IsRootNode() then + node = (node.CentralNode and node:IsLeafNode()) and node.CentralNode or ImGui.DockNodeTreeFindFallbackLeafNode(node) + end + else + if window.DockNode then + node = window.DockNode + else + dock_into_floating_window = true + end + end + + local explicit_target_rect + if node and node.TabBar and not node:IsHiddenTabBar() and not node:IsNoTabBar() then + explicit_target_rect = node.TabBar.BarRect + else + explicit_target_rect = ImRect(window.Pos, window.Pos + ImVec2(window.Size.x, ImGui.GetFrameHeight())) + end + local is_explicit_target = g.IO.ConfigDockingWithShift or ImGui.IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max) + + local do_preview = ImGuiPayload_IsPreview(payload) or ImGuiPayload_IsDelivery(payload) + if do_preview and (node ~= nil or dock_into_floating_window) then + local split_inner = ImGuiDockPreviewData() + local split_outer = ImGuiDockPreviewData() + local split_data = split_inner + if node and (node.ParentNode or node:IsCentralNode() or not node:IsLeafNode()) then + local root_node = ImGui.DockNodeGetRootNode(node) + if root_node then + ImGui.DockNodePreviewDockSetup(window, root_node, payload_window, nil, split_outer, is_explicit_target, true) + if split_outer.IsSplitDirExplicit then split_data = split_outer end + end + end + if not node or node:IsLeafNode() then + ImGui.DockNodePreviewDockSetup(window, node, payload_window, nil, split_inner, is_explicit_target, false) + end + if split_data == split_outer then split_inner.IsDropAllowed = false end + + ImGui.DockNodePreviewDockRender(window, node, payload_window, split_inner) + ImGui.DockNodePreviewDockRender(window, node, payload_window, split_outer) + + if split_data.IsDropAllowed and ImGuiPayload_IsDelivery(payload) then + ImGui.DockContextQueueDock(g, window, split_data.SplitNode, payload_window, split_data.SplitDir, split_data.SplitRatio, split_data == split_outer) + end + end + end + ImGui.EndDragDropTarget() +end + +--------------------------------------------------------------------------------------- +-- Docking: Settings +--------------------------------------------------------------------------------------- + +DockSettingsRenameNodeReferences = function(old_node_id, new_node_id) + local g = ImGui.GetCurrentContext() + for _, window in g.Windows:iter() do + if window.DockId == old_node_id and window.DockNode == nil then window.DockId = new_node_id end + end + for _, settings in g.SettingsWindows:iter() do + if settings.DockId == old_node_id then settings.DockId = new_node_id end + end +end + +--- @param node_ids table # 1-based array +DockSettingsRemoveNodeReferences = function(node_ids, node_ids_count) + local g = ImGui.GetCurrentContext() + local found = 0 + for _, settings in g.SettingsWindows:iter() do + for node_n = 1, node_ids_count do + if settings.DockId == node_ids[node_n] then + settings.DockId = 0 + settings.DockOrder = -1 + found = found + 1 + if found < node_ids_count then break end + return + end + end + end +end + +DockSettingsFindNodeSettings = function(ctx, id) + for _, s in ctx.DockContext.NodesSettings:iter() do + if s.ID == id then return s end + end + return nil +end + +DockSettingsHandler_ClearAll = function(ctx, handler) + local dc = ctx.DockContext + dc.NodesSettings:clear() + ImGui.DockContextClearNodes(ctx, 0, true) +end + +DockSettingsHandler_ApplyAll = function(ctx, handler) + local dc = ctx.DockContext + if ctx.Windows.Size == 0 then ImGui.DockContextPruneUnusedSettingsNodes(ctx) end + ImGui.DockContextBuildNodesFromSettings(ctx, dc.NodesSettings.Data or {}, dc.NodesSettings.Size) + ImGui.DockContextBuildAddWindowsToNodes(ctx, 0) +end + +DockSettingsHandler_ReadOpen = function(ctx, handler, name) + if name ~= "Data" then return nil end + return true +end + +DockSettingsHandler_ReadLine = function(ctx, handler, entry, line) + local node = ImGuiDockNodeSettings() + line = line:gsub("^[ \t]+", "") + if line:sub(1, 8) == "DockNode" then + line = line:sub(9) + elseif line:sub(1, 9) == "DockSpace" then + line = line:sub(10) + node.Flags = bit32.bor(node.Flags, ImGuiDockNodeFlags.DockSpace) + else + return + end + line = line:gsub("^[ \t]+", "") + local function take(pattern) + local caps = { line:match("^" .. pattern .. "()") } + if #caps == 0 then return nil end + line = line:sub(caps[#caps]) + caps[#caps] = nil + return table.unpack(caps) + end + local v = take("ID=0x(%x+)") + if not v then return end + node.ID = tonumber(v, 16) + v = take(" Parent=0x(%x+)") + if v then node.ParentNodeId = tonumber(v, 16); if node.ParentNodeId == 0 then return end end + v = take(" Window=0x(%x+)") + if v then node.ParentWindowId = tonumber(v, 16); if node.ParentWindowId == 0 then return end end + if node.ParentNodeId == 0 then + local x, y = take(" Pos=(%-?%d+),(%-?%d+)") + if not x then return end + node.Pos = ImVec2(tonumber(x), tonumber(y)) + x, y = take(" Size=(%-?%d+),(%-?%d+)") + if not x then return end + node.Size = ImVec2(tonumber(x), tonumber(y)) + else + local x, y = take(" SizeRef=(%-?%d+),(%-?%d+)") + if x then node.SizeRef = ImVec2(tonumber(x), tonumber(y)) end + end + local c = take(" Split=(%a)") + if c then + if c == "X" then node.SplitAxis = ImGuiAxis.X elseif c == "Y" then node.SplitAxis = ImGuiAxis.Y end + end + local function flag(name, f) + local x = take(" " .. name .. "=(%-?%d+)") + if x and tonumber(x) ~= 0 then node.Flags = bit32.bor(node.Flags, f) end + end + flag("NoResize", ImGuiDockNodeFlags.NoResize) + flag("CentralNode", ImGuiDockNodeFlags.CentralNode) + flag("NoTabBar", ImGuiDockNodeFlags.NoTabBar) + flag("HiddenTabBar", ImGuiDockNodeFlags.HiddenTabBar) + flag("NoWindowMenuButton", ImGuiDockNodeFlags.NoWindowMenuButton) + flag("NoCloseButton", ImGuiDockNodeFlags.NoCloseButton) + v = take(" Selected=0x(%x+)") + if v then node.SelectedTabId = tonumber(v, 16) end + if node.ParentNodeId ~= 0 then + local parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId) + if parent_settings then node.Depth = parent_settings.Depth + 1 end + end + ctx.DockContext.NodesSettings:push_back(node) +end + +local function DockSettingsHandler_DockNodeToSettings(dc, node, depth) + local node_settings = ImGuiDockNodeSettings() + node_settings.ID = node.ID + node_settings.ParentNodeId = node.ParentNode and node.ParentNode.ID or 0 + node_settings.ParentWindowId = (node:IsDockSpace() and node.HostWindow and node.HostWindow.ParentWindow) and node.HostWindow.ParentWindow.ID or 0 + node_settings.SelectedTabId = node.SelectedTabId + node_settings.SplitAxis = node:IsSplitNode() and node.SplitAxis or ImGuiAxis.None + node_settings.Depth = depth + node_settings.Flags = bit32.band(node.LocalFlags, ImGuiDockNodeFlags.SavedFlagsMask_) + node_settings.Pos = ImVec2(ImTrunc(node.Pos.x), ImTrunc(node.Pos.y)) + node_settings.Size = ImVec2(ImTrunc(node.Size.x), ImTrunc(node.Size.y)) + node_settings.SizeRef = ImVec2(ImTrunc(node.SizeRef.x), ImTrunc(node.SizeRef.y)) + dc.NodesSettings:push_back(node_settings) + if node.ChildNodes[0] then DockSettingsHandler_DockNodeToSettings(dc, node.ChildNodes[0], depth + 1) end + if node.ChildNodes[1] then DockSettingsHandler_DockNodeToSettings(dc, node.ChildNodes[1], depth + 1) end +end + +DockSettingsHandler_WriteAll = function(ctx, handler, buf) + local g = ctx + local dc = ctx.DockContext + if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return end + + dc.NodesSettings:resize(0) + for _, id in ipairs(DockContextNodesSorted(ctx)) do + local node = dc.Nodes[id] + if node and node:IsRootNode() then + DockSettingsHandler_DockNodeToSettings(dc, node, 0) + end + end + + local max_depth = 0 + for _, s in dc.NodesSettings:iter() do max_depth = ImMax(s.Depth, max_depth) end + + buf:appendf("[%s][Data]\n", handler.TypeName) + for _, s in dc.NodesSettings:iter() do + buf:append(string.rep(" ", s.Depth * 2) .. ((bit32.band(s.Flags, ImGuiDockNodeFlags.DockSpace) ~= 0) and "DockSpace" or "DockNode ") .. string.rep(" ", (max_depth - s.Depth) * 2)) + buf:appendf(" ID=0x%08X", s.ID) + if s.ParentNodeId ~= 0 then + buf:appendf(" Parent=0x%08X SizeRef=%d,%d", s.ParentNodeId, s.SizeRef.x, s.SizeRef.y) + else + if s.ParentWindowId ~= 0 then buf:appendf(" Window=0x%08X", s.ParentWindowId) end + buf:appendf(" Pos=%d,%d Size=%d,%d", s.Pos.x, s.Pos.y, s.Size.x, s.Size.y) + end + if s.SplitAxis ~= ImGuiAxis.None then buf:appendf(" Split=%s", (s.SplitAxis == ImGuiAxis.X) and "X" or "Y") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoResize) ~= 0 then buf:append(" NoResize=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.CentralNode) ~= 0 then buf:append(" CentralNode=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoTabBar) ~= 0 then buf:append(" NoTabBar=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 then buf:append(" HiddenTabBar=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoWindowMenuButton) ~= 0 then buf:append(" NoWindowMenuButton=1") end + if bit32.band(s.Flags, ImGuiDockNodeFlags.NoCloseButton) ~= 0 then buf:append(" NoCloseButton=1") end + if s.SelectedTabId ~= 0 then buf:appendf(" Selected=0x%08X", s.SelectedTabId) end + buf:append("\n") + end + buf:append("\n") +end + +--------------------------------------------------------------------------------------- +-- Docking: helpers (imgui_internal.h inlines) + widgets used by docking +--------------------------------------------------------------------------------------- + +function ImGui.DockNodeGetRootNode(node) + while node.ParentNode do node = node.ParentNode end + return node +end + +function ImGui.DockNodeIsInHierarchyOf(node, parent) + while node do + if node == parent then return true end + node = node.ParentNode + end + return false +end + +function ImGui.DockNodeGetDepth(node) + local depth = 0 + while node.ParentNode do node = node.ParentNode; depth = depth + 1 end + return depth +end + +function ImGui.DockNodeGetWindowMenuButtonId(node) + return ImHashStr("#COLLAPSE", nil, node.ID) +end + +function ImGui.GetWindowDockID() + return ImGui.GetCurrentContext().CurrentWindow.DockId +end + +function ImGui.IsWindowDocked() + return ImGui.GetCurrentContext().CurrentWindow.DockIsActive +end + +function ImGui.SetNextWindowDockID(id, cond) + local g = ImGui.GetCurrentContext() + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasDock) + g.NextWindowData.DockCond = (cond and cond ~= 0) and cond or ImGuiCond.Always + g.NextWindowData.DockId = id +end + +function ImGui.StartMouseMovingWindowOrNode(window, node, undock) + local g = ImGui.GetCurrentContext() + local can_undock_node = false + if undock and node ~= nil and node.VisibleWindow and bit32.band(node.VisibleWindow.Flags, ImGuiWindowFlags.NoMove) == 0 and bit32.band(node.MergedFlags, ImGuiDockNodeFlags.NoUndocking) == 0 then + local root_node = ImGui.DockNodeGetRootNode(node) + if root_node.OnlyNodeWithWindows ~= node or root_node.CentralNode ~= nil then + can_undock_node = true + end + end + + local clicked = ImGui.IsMouseClicked(0) + local dragging = ImGui.IsMouseDragging(0) + if can_undock_node and dragging then + ImGui.DockContextQueueUndockNode(g, node) + elseif not can_undock_node and (clicked or dragging) and g.MovingWindow ~= window then + ImGui.StartMouseMovingWindow(window) + end +end + +function ImGui.RenderArrowDockMenu(draw_list, p_min, sz, col) + draw_list:AddRectFilled(p_min + ImVec2(sz * 0.20, sz * 0.15), p_min + ImVec2(sz * 0.80, sz * 0.30), col) + ImGui.RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50, sz * 0.85), ImVec2(sz * 0.30, sz * 0.40), ImGuiDir.Down, col) +end + +-- Upstream CollapseButton (docking branch): replaces the port's simpler version +function ImGui.CollapseButton(id, pos, dock_node) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize)) + local is_clipped = not ImGui.ItemAdd(bb, id) + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, ImGuiButtonFlags.None) + if is_clipped then return pressed end + + local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or (hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button)) + local text_col = ImGui.GetColorU32(ImGuiCol.Text) + if hovered or held then + window.DrawList:AddRectFilled(bb.Min, bb.Max, bg_col) + end + ImGui.RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags and ImGuiNavRenderCursorFlags.Compact or nil) + + if dock_node then + ImGui.RenderArrowDockMenu(window.DrawList, bb.Min, g.FontSize, text_col) + else + ImGui.RenderArrow(window.DrawList, bb.Min, text_col, window.Collapsed and ImGuiDir.Right or ImGuiDir.Down, 1.0) + end + + if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then + ImGui.StartMouseMovingWindowOrNode(window, dock_node, true) + end + + return pressed +end + +--- @return bool held, float size1, float size2 +function ImGui.SplitterBehavior(bb, id, axis, size1, size2, min_size1, min_size2, hover_extend, hover_visibility_delay, bg_col) + hover_extend = hover_extend or 0.0 + hover_visibility_delay = hover_visibility_delay or 0.0 + bg_col = bg_col or 0 + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + if not ImGui.ItemAdd(bb, id, nil, ImGuiItemFlags.NoNav) then return false, size1, size2 end + + local button_flags = bit32.bor(ImGuiButtonFlags.FlattenChildren, ImGuiButtonFlags.AllowOverlap) + + local bb_interact = ImRect(bb.Min, bb.Max) + bb_interact:Expand(axis == ImGuiAxis.Y and ImVec2(0.0, hover_extend) or ImVec2(hover_extend, 0.0)) + local _, hovered, held = ImGui.ButtonBehavior(bb_interact, id, button_flags) + if hovered then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) + end + + if held or (hovered and g.HoveredIdPreviousFrame == id and g.HoveredIdTimer >= hover_visibility_delay) then + ImGui.SetMouseCursor(axis == ImGuiAxis.Y and ImGuiMouseCursor.ResizeNS or ImGuiMouseCursor.ResizeEW) + end + + 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 size_1_maximum_delta = ImMax(0.0, size1 - min_size1) + local size_2_maximum_delta = ImMax(0.0, size2 - min_size2) + if mouse_delta < -size_1_maximum_delta then mouse_delta = -size_1_maximum_delta end + if mouse_delta > size_2_maximum_delta then mouse_delta = size_2_maximum_delta end + + if mouse_delta ~= 0.0 then + size1 = ImMax(size1 + mouse_delta, min_size1) + size2 = ImMax(size2 - mouse_delta, min_size2) + bb_render:Translate(axis == ImGuiAxis.X and ImVec2(mouse_delta, 0.0) or ImVec2(0.0, mouse_delta)) + ImGui.MarkItemEdited(id) + end + end + + if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then + window.DrawList:AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0) + end + local col = ImGui.GetColorU32(held and ImGuiCol.SeparatorActive or ((hovered and g.HoveredIdTimer >= hover_visibility_delay) and ImGuiCol.SeparatorHovered or ImGuiCol.Separator)) + window.DrawList:AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0) + + return held, size1, size2 +end + +return true diff --git a/imgui/imgui_dragdrop.lua b/imgui/imgui_dragdrop.lua new file mode 100644 index 0000000..a241a7f --- /dev/null +++ b/imgui/imgui_dragdrop.lua @@ -0,0 +1,289 @@ +--- ImGui Sincerely +-- Drag and drop: 1:1 port of imgui.cpp [SECTION] DRAG AND DROP (docking branch) +-- Payload `Data` is any Lua value (no copy is made). `data_size` is optional and only kept for API parity. + +function ImGui.IsDragDropActive() + return ImGui.GetCurrentContext().DragDropActive +end + +function ImGui.ClearDragDrop() + local g = ImGui.GetCurrentContext() + g.DragDropActive = false + ImGuiPayload_Clear(g.DragDropPayload) + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags.None + g.DragDropAcceptIdCurr = 0 + g.DragDropAcceptIdPrev = 0 + g.DragDropAcceptIdCurrRectSurface = FLT_MAX + g.DragDropAcceptFrameCount = -1 +end + +function ImGui.BeginDragDropSource(flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local mouse_button = ImGuiMouseButton.Left + + local source_drag_active = false + local source_id = 0 + local source_parent_id = 0 + if bit32.band(flags, ImGuiDragDropFlags.SourceExtern) == 0 then + source_id = g.LastItemData.ID + if source_id ~= 0 then + if g.ActiveId ~= source_id then return false end + if g.ActiveIdMouseButton ~= -1 then mouse_button = g.ActiveIdMouseButton end + if g.IO.MouseDown[mouse_button] == false or window.SkipItems then return false end + g.ActiveIdAllowOverlap = false + else + if g.IO.MouseDown[mouse_button] == false or window.SkipItems then return false end + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) == 0 and (g.ActiveId == 0 or g.ActiveIdWindow ~= window) then + return false + end + if bit32.band(flags, ImGuiDragDropFlags.SourceAllowNullID) == 0 then + IM_ASSERT(false, "Use ImGuiDragDropFlags.SourceAllowNullID for items without an ID") + return false + end + source_id = window:GetIDFromRectangle(g.LastItemData.Rect) + g.LastItemData.ID = source_id + ImGui.KeepAliveID(source_id) + local is_hovered = ImGui.ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags) + if is_hovered and g.IO.MouseClicked[mouse_button] then + ImGui.SetActiveID(source_id, window) + ImGui.FocusWindow(window) + end + if g.ActiveId == source_id then g.ActiveIdAllowOverlap = is_hovered end + end + if g.ActiveId ~= source_id then return false end + source_parent_id = window.IDStack.Data[window.IDStack.Size] + source_drag_active = ImGui.IsMouseDragging(mouse_button) + + ImGui.SetActiveIdUsingAllKeyboardKeys() + else + window = nil + source_id = ImHashStr("#SourceExtern") + source_drag_active = true + mouse_button = g.IO.MouseDown[0] and 0 or -1 + ImGui.KeepAliveID(source_id) + ImGui.SetActiveID(source_id, nil) + end + + IM_ASSERT(g.DragDropWithinTarget == false) + if not source_drag_active then return false end + + if not g.DragDropActive then + IM_ASSERT(source_id ~= 0) + ImGui.ClearDragDrop() + local payload = g.DragDropPayload + payload.SourceId = source_id + payload.SourceParentId = source_parent_id + g.DragDropActive = true + g.DragDropSourceFlags = flags + g.DragDropMouseButton = mouse_button + if payload.SourceId == g.ActiveId then g.ActiveIdNoClearOnFocusLoss = true end + end + g.DragDropSourceFrameCount = g.FrameCount + g.DragDropWithinSource = true + + if bit32.band(flags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0 then + local ret + if g.DragDropAcceptIdPrev ~= 0 and bit32.band(g.DragDropAcceptFlagsPrev, ImGuiDragDropFlags.AcceptNoPreviewTooltip) ~= 0 then + ret = ImGui.BeginTooltipHidden() + else + ret = ImGui.BeginTooltip() + end + IM_ASSERT(ret) + end + + if bit32.band(flags, ImGuiDragDropFlags.SourceNoDisableHover) == 0 and bit32.band(flags, ImGuiDragDropFlags.SourceExtern) == 0 then + g.LastItemData.StatusFlags = bit32.band(g.LastItemData.StatusFlags, bit32.bnot(ImGuiItemStatusFlags.HoveredRect)) + end + return true +end + +function ImGui.EndDragDropSource() + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.DragDropActive) + IM_ASSERT(g.DragDropWithinSource, "Not after a BeginDragDropSource()?") + + if bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0 then + ImGui.EndTooltip() + end + + if g.DragDropPayload.DataFrameCount == -1 then ImGui.ClearDragDrop() end + g.DragDropWithinSource = false +end + +--- @param data any # any Lua value +--- @return bool accepted +function ImGui.SetDragDropPayload(type, data, data_size, cond) + local g = ImGui.GetCurrentContext() + local payload = g.DragDropPayload + if cond == nil or cond == 0 then cond = ImGuiCond.Always end + + IM_ASSERT(type ~= nil) + IM_ASSERT(#type < 32, "Payload type can be at most 32 characters long") + IM_ASSERT(cond == ImGuiCond.Always or cond == ImGuiCond.Once) + IM_ASSERT(payload.SourceId ~= 0) + + if cond == ImGuiCond.Always or payload.DataFrameCount == -1 then + payload.DataType = type + payload.Data = data + payload.DataSize = data_size or ((data ~= nil) and 1 or 0) + end + payload.DataFrameCount = g.FrameCount + + return (g.DragDropAcceptFrameCount == g.FrameCount) or (g.DragDropAcceptFrameCount == g.FrameCount - 1) +end + +function ImGui.BeginDragDropTargetCustom(bb, id) + local g = ImGui.GetCurrentContext() + if not g.DragDropActive then return false end + + local window = g.CurrentWindow + local hovered_window = g.HoveredWindowUnderMovingWindow + if hovered_window == nil or window.RootWindowDockTree ~= hovered_window.RootWindowDockTree then return false end + IM_ASSERT(id ~= 0) + if not ImGui.IsMouseHoveringRect(bb.Min, bb.Max) or (id == g.DragDropPayload.SourceId) then return false end + if window.SkipItems then return false end + + IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) + g.DragDropTargetRect = ImRect(bb.Min, bb.Max) + g.DragDropTargetClipRect = ImRect(window.ClipRect.Min, window.ClipRect.Max) + g.DragDropTargetId = id + g.DragDropTargetFullViewport = 0 + g.DragDropWithinTarget = true + return true +end + +function ImGui.BeginDragDropTargetViewport(viewport, p_bb) + local g = ImGui.GetCurrentContext() + if not g.DragDropActive then return false end + + local bb = p_bb or viewport:GetWorkRect() + local id = viewport.ID + if g.MouseViewport ~= viewport or not ImGui.IsMouseHoveringRect(bb.Min, bb.Max, false) or (id == g.DragDropPayload.SourceId) then + return false + end + + IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) + g.DragDropTargetRect = ImRect(bb.Min, bb.Max) + g.DragDropTargetClipRect = ImRect(bb.Min, bb.Max) + g.DragDropTargetId = id + g.DragDropTargetFullViewport = id + g.DragDropWithinTarget = true + return true +end + +function ImGui.BeginDragDropTarget() + local g = ImGui.GetCurrentContext() + if not g.DragDropActive then return false end + + local window = g.CurrentWindow + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) == 0 then return false end + local hovered_window = g.HoveredWindowUnderMovingWindow + if hovered_window == nil or window.RootWindowDockTree ~= hovered_window.RootWindowDockTree or window.SkipItems then return false end + + local display_rect = (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDisplayRect) ~= 0) and g.LastItemData.DisplayRect or g.LastItemData.Rect + local id = g.LastItemData.ID + if id == 0 then + id = window:GetIDFromRectangle(display_rect) + ImGui.KeepAliveID(id) + end + if g.DragDropPayload.SourceId == id then return false end + + IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) + g.DragDropTargetRect = ImRect(display_rect.Min, display_rect.Max) + local clip = (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect) ~= 0) and g.LastItemData.ClipRect or window.ClipRect + g.DragDropTargetClipRect = ImRect(clip.Min, clip.Max) + g.DragDropTargetId = id + g.DragDropWithinTarget = true + return true +end + +function ImGui.IsDragDropPayloadBeingAccepted() + local g = ImGui.GetCurrentContext() + return g.DragDropActive and g.DragDropAcceptIdPrev ~= 0 +end + +--- @return ImGuiPayload? +function ImGui.AcceptDragDropPayload(type, flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local payload = g.DragDropPayload + IM_ASSERT(g.DragDropActive) + IM_ASSERT(payload.DataFrameCount ~= -1) + if type ~= nil and not ImGuiPayload_IsDataType(payload, type) then return nil end + + local was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId) + local r = g.DragDropTargetRect + local r_surface = r:GetWidth() * r:GetHeight() + if r_surface > g.DragDropAcceptIdCurrRectSurface then return nil end + + g.DragDropAcceptFlagsCurr = flags + g.DragDropAcceptIdCurr = g.DragDropTargetId + g.DragDropAcceptIdCurrRectSurface = r_surface + + payload.Preview = was_accepted_previously + flags = bit32.bor(flags, bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.AcceptNoDrawDefaultRect)) + local draw_target_rect = payload.Preview and bit32.band(flags, ImGuiDragDropFlags.AcceptNoDrawDefaultRect) == 0 + if draw_target_rect and g.DragDropTargetFullViewport ~= 0 then + ImGui.RenderDragDropTargetRectForViewport(g.DragDropTargetFullViewport, g.DragDropTargetRect) + elseif draw_target_rect then + ImGui.RenderDragDropTargetRectForItem(r) + end + + g.DragDropAcceptFrameCount = g.FrameCount + if bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceExtern) ~= 0 and g.DragDropMouseButton == -1 then + payload.Delivery = was_accepted_previously and (g.DragDropSourceFrameCount < g.FrameCount) + else + payload.Delivery = was_accepted_previously and not ImGui.IsMouseDown(g.DragDropMouseButton) + end + if not payload.Delivery and bit32.band(flags, ImGuiDragDropFlags.AcceptBeforeDelivery) == 0 then return nil end + return payload +end + +function ImGui.RenderDragDropTargetRectForItem(bb) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + local bb_display = ImRect(bb.Min, bb.Max) + bb_display:ClipWith(g.DragDropTargetClipRect) + bb_display:Expand(g.Style.DragDropTargetPadding) + local push_clip_rect = not window.ClipRect:Contains(bb_display) + if push_clip_rect then window.DrawList:PushClipRectFullScreen() end + ImGui.RenderDragDropTargetRectEx(window.DrawList, bb_display, g.Style.DragDropTargetRounding) + if push_clip_rect then window.DrawList:PopClipRect() end +end + +function ImGui.RenderDragDropTargetRectForViewport(viewport_id, bb) + local g = ImGui.GetCurrentContext() + local viewport = ImGui.FindViewportByID(viewport_id) + IM_ASSERT(viewport ~= nil) + local bb_padded = ImRect(bb.Min, bb.Max) + bb_padded:Expand(-g.Style.DragDropTargetPadding) + ImGui.RenderDragDropTargetRectEx(ImGui.GetForegroundDrawList(viewport), bb_padded, g.Style.DragDropTargetRounding) +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) +end + +--- @return ImGuiPayload? +function ImGui.GetDragDropPayload() + local g = ImGui.GetCurrentContext() + return (g.DragDropActive and g.DragDropPayload.DataFrameCount ~= -1) and g.DragDropPayload or nil +end + +function ImGui.EndDragDropTarget() + local g = ImGui.GetCurrentContext() + IM_ASSERT(g.DragDropActive) + IM_ASSERT(g.DragDropWithinTarget) + g.DragDropWithinTarget = false + if g.DragDropPayload.Delivery then ImGui.ClearDragDrop() end +end + +-- Payload methods (C++ ImGuiPayload members): payload:IsDataType(t) etc. also work through these globals +function ImGui.PayloadIsDataType(payload, t) return ImGuiPayload_IsDataType(payload, t) end + +return true diff --git a/imgui/imgui_draw.lua b/imgui/imgui_draw.lua index 389f71f..d7d1bfc 100644 --- a/imgui/imgui_draw.lua +++ b/imgui/imgui_draw.lua @@ -137,6 +137,8 @@ function ImGui.StyleColorsDark(dst) colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.50, 0.50, 0.50, 0.00) + colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.HeaderActive].x, colors[ImGuiCol.HeaderActive].y, colors[ImGuiCol.HeaderActive].z, colors[ImGuiCol.HeaderActive].w * 0.7) + colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(0.61, 0.61, 0.61, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) @@ -205,6 +207,8 @@ function ImGui.StyleColorsClassic(dst) colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.53, 0.53, 0.87, 0.00) + colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.Header].x, colors[ImGuiCol.Header].y, colors[ImGuiCol.Header].z, colors[ImGuiCol.Header].w * 0.7) + colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) @@ -274,6 +278,8 @@ function ImGui.StyleColorsLight(dst) colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.26, 0.59, 1.00, 0.00) + colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.Header].x, colors[ImGuiCol.Header].y, colors[ImGuiCol.Header].z, colors[ImGuiCol.Header].w * 0.7) + colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.68, 0.69, 0.73, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(0.39, 0.39, 0.39, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) @@ -328,6 +334,18 @@ function ImGui.ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, end end +-- Rotate and translate vertices [vert_start_idx, vert_end_idx) (1-based, like _VtxCurrentIdx) +function ImGui.ShadeVertsTransformPos(draw_list, vert_start_idx, vert_end_idx, pivot_in, cos_a, sin_a, pivot_out) + local data = draw_list.VtxBuffer.Data + local pix, piy, pox, poy = pivot_in.x, pivot_in.y, pivot_out.x, pivot_out.y + for i = vert_start_idx, vert_end_idx - 1 do + local pos = data[i][1] + local x, y = pos[1] - pix, pos[2] - piy + pos[1] = x * cos_a - y * sin_a + pox + pos[2] = x * sin_a + y * cos_a + poy + end +end + -- Distribute UV over (a, b) rectangle --- @param draw_list ImDrawList --- @param vert_start_idx int @@ -3145,7 +3163,7 @@ function MT.ImDrawList:_ClearFreeMemory() self._TextureStack:clear() -- self._CallbacksDataBuf:clear() self._Path:clear() - -- self._Splitter.ClearFreeMemory() + self._Splitter:ClearFreeMemory() end function MT.ImDrawList:AddDrawCmd() @@ -3312,6 +3330,184 @@ function MT.ImDrawList:_OnChangedVtxOffset() curr_cmd.VtxOffset = self._CmdHeader.VtxOffset end +---------------------------------------------------------------- +-- [SECTION] ImDrawListSplitter +---------------------------------------------------------------- +-- Lua: channels swap ImVector objects with the draw list (C++ memcpy of the vector headers). +-- Channel 0 holds nothing while it is the current channel (its buffers live in the draw list). + +-- Copy ClipRect, TexRef, VtxOffset (TexRef is assigned by reference, never mutated) +local function ImDrawCmd_HeaderCopyRef(dst, src) + ImVec4_Copy(dst.ClipRect, src.ClipRect) + dst.TexRef = src.TexRef + dst.VtxOffset = src.VtxOffset +end + +function MT.ImDrawListSplitter:Clear() + self._Current = 0 + self._Count = 1 +end + +function MT.ImDrawListSplitter:ClearFreeMemory() + for i = 1, self._Channels.Size do + local ch = self._Channels.Data[i] + if i - 1 == self._Current then + -- Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + self._Channels.Data[i] = ImDrawChannel() + else + ch._CmdBuffer:clear() + ch._IdxBuffer:clear() + end + end + self._Current = 0 + self._Count = 1 + self._Channels:clear() +end + +--- @param draw_list ImDrawList +--- @param channels_count int +function MT.ImDrawListSplitter:Split(draw_list, channels_count) + IM_ASSERT(self._Current == 0 and self._Count <= 1, "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.") + local old_channels_count = self._Channels.Size + if old_channels_count < channels_count then + self._Channels:reserve(channels_count) + self._Channels:resize(channels_count) + end + self._Count = channels_count + + -- Channel 0 is the draw list itself (memset to 0 in C++) + local channels = self._Channels.Data + channels[1] = { _CmdBuffer = nil, _IdxBuffer = nil } + for i = 2, channels_count do + if i > old_channels_count or channels[i] == nil then + channels[i] = ImDrawChannel() + else + channels[i]._CmdBuffer:resize(0) + channels[i]._IdxBuffer:resize(0) + end + end +end + +--- @param draw_list ImDrawList +function MT.ImDrawListSplitter:Merge(draw_list) + -- Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if self._Count <= 1 then + return + end + + self:SetCurrentChannel(draw_list, 0) + draw_list:_PopUnusedDrawCmd() + + -- Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + local new_cmd_buffer_count = 0 + local new_idx_buffer_count = 0 + local last_cmd = (self._Count > 0 and draw_list.CmdBuffer.Size > 0) and draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] or nil + local idx_offset = last_cmd and (last_cmd.IdxOffset + last_cmd.ElemCount) or 0 + local channels = self._Channels.Data + for i = 2, self._Count do + local ch = channels[i] + local cmds = ch._CmdBuffer + if cmds.Size > 0 and cmds.Data[cmds.Size].ElemCount == 0 and cmds.Data[cmds.Size].UserCallback == nil then -- Equivalent of PopUnusedDrawCmd() + cmds:pop_back() + end + + if cmds.Size > 0 and last_cmd ~= nil then + -- Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + -- Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + local next_cmd = cmds.Data[1] + if ImDrawCmd_HeaderCompare(last_cmd, next_cmd) and last_cmd.UserCallback == nil and next_cmd.UserCallback == nil then + -- Merge previous channel last draw command with current channel first draw command if matching. + last_cmd.ElemCount = last_cmd.ElemCount + next_cmd.ElemCount + idx_offset = idx_offset + next_cmd.ElemCount + cmds:erase(1) -- FIXME-OPT: Improve for multiple merges. + end + end + if cmds.Size > 0 then + last_cmd = cmds.Data[cmds.Size] + end + new_cmd_buffer_count = new_cmd_buffer_count + cmds.Size + new_idx_buffer_count = new_idx_buffer_count + ch._IdxBuffer.Size + for cmd_n = 1, cmds.Size do + cmds.Data[cmd_n].IdxOffset = idx_offset + idx_offset = idx_offset + cmds.Data[cmd_n].ElemCount + end + end + local cmd_write = draw_list.CmdBuffer.Size + 1 + local idx_write = draw_list.IdxBuffer.Size + 1 + draw_list.CmdBuffer:resize(draw_list.CmdBuffer.Size + new_cmd_buffer_count) + draw_list.IdxBuffer:resize(draw_list.IdxBuffer.Size + new_idx_buffer_count) + + -- Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + local dst_cmds = draw_list.CmdBuffer.Data + local dst_idx = draw_list.IdxBuffer.Data + for i = 2, self._Count do + local ch = channels[i] + local src_cmds = ch._CmdBuffer.Data + for n = 1, ch._CmdBuffer.Size do + dst_cmds[cmd_write] = src_cmds[n] + src_cmds[n] = nil -- ownership moved to the draw list + cmd_write = cmd_write + 1 + end + local src_idx = ch._IdxBuffer.Data + for n = 1, ch._IdxBuffer.Size do + dst_idx[idx_write] = src_idx[n] + idx_write = idx_write + 1 + end + end + draw_list._IdxWritePtr = idx_write + + -- Ensure there's always a non-callback draw command trailing the command-buffer + if draw_list.CmdBuffer.Size == 0 or draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].UserCallback ~= nil then + draw_list:AddDrawCmd() + end + + -- If current command is used with different settings we need to add a new command + local curr_cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] + if curr_cmd.ElemCount == 0 then + ImDrawCmd_HeaderCopyRef(curr_cmd, draw_list._CmdHeader) -- Copy ClipRect, TexRef, VtxOffset + elseif not ImDrawCmd_HeaderCompare(curr_cmd, draw_list._CmdHeader) then + draw_list:AddDrawCmd() + end + + self._Count = 1 +end + +--- @param draw_list ImDrawList +--- @param idx int # 0-based channel index +function MT.ImDrawListSplitter:SetCurrentChannel(draw_list, idx) + IM_ASSERT(idx >= 0 and idx < self._Count) + if self._Current == idx then + return + end + + -- Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + local channels = self._Channels.Data + local cur = channels[self._Current + 1] + cur._CmdBuffer = draw_list.CmdBuffer + cur._IdxBuffer = draw_list.IdxBuffer + self._Current = idx + local ch = channels[idx + 1] + draw_list.CmdBuffer = ch._CmdBuffer + draw_list.IdxBuffer = ch._IdxBuffer + 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] + if curr_cmd == nil then + draw_list:AddDrawCmd() + elseif curr_cmd.ElemCount == 0 then + ImDrawCmd_HeaderCopyRef(curr_cmd, draw_list._CmdHeader) -- Copy ClipRect, TexRef, VtxOffset + elseif not ImDrawCmd_HeaderCompare(curr_cmd, draw_list._CmdHeader) then + draw_list:AddDrawCmd() + end +end + +--- @param count int +function MT.ImDrawList:ChannelsSplit(count) self._Splitter:Split(self, count) end +function MT.ImDrawList:ChannelsMerge() self._Splitter:Merge(self) end +--- @param n int # 0-based +function MT.ImDrawList:ChannelsSetCurrent(n) self._Splitter:SetCurrentChannel(self, n) end + --- @param points ImVec2[] --- @param points_count int --- @param col ImU32 @@ -3912,6 +4108,27 @@ function MT.ImDrawList:AddTriangle(p1, p2, p3, col, thickness) self:PathStroke(col, thickness, ImDrawFlags.Closed) end +function MT.ImDrawList:AddQuad(p1, p2, p3, p4, col, thickness) + if thickness == nil then thickness = 1.0 end + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + self:PathLineTo(p1) + self:PathLineTo(p2) + self:PathLineTo(p3) + self:PathLineTo(p4) + self:PathStroke(col, thickness, ImDrawFlags.Closed) +end + +function MT.ImDrawList:AddQuadFilled(p1, p2, p3, p4, col) + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + self:PathLineTo(p1) + self:PathLineTo(p2) + self:PathLineTo(p3) + self:PathLineTo(p4) + self:PathFillConvex(col) +end + function MT.ImDrawList:AddTriangleFilled(p1, p2, p3, col) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end diff --git a/imgui/imgui_h.lua b/imgui/imgui_h.lua index 77860c8..ca96e00 100644 --- a/imgui/imgui_h.lua +++ b/imgui/imgui_h.lua @@ -513,7 +513,9 @@ function ImDrawChannel() return { _CmdBuffer = ImVector(), _IdxBuffer = ImVector --- @return ImDrawListSplitter --- @nodiscard -function ImDrawListSplitter() return { _Current = 0, _Count = 0, _Channels = ImVector() } end +MT.ImDrawListSplitter = {} -- methods in imgui_draw.lua +MT.ImDrawListSplitter.__index = MT.ImDrawListSplitter +function ImDrawListSplitter() return setmetatable({ _Current = 0, _Count = 0, _Channels = ImVector() }, MT.ImDrawListSplitter) end --- @class ImDrawList --- @field CmdBuffer ImVector @@ -1000,6 +1002,7 @@ ImGuiConfigFlags = { NoMouse = bitLShift(1, 4), NoMouseCursorChange = bitLShift(1, 5), NoKeyboard = bitLShift(1, 6), + DockingEnable = bitLShift(1, 7), ViewportsEnable = bitLShift(1, 10), IsSRGB = bitLShift(1, 20), IsTouchScreen = bitLShift(1, 21) @@ -1054,7 +1057,25 @@ function ImGuiIO() ConfigWindowsResizeFromEdges = true, ConfigDebugIniSettings = false, + ConfigWindowsCopyContentsWithCtrlC = false, + ConfigWindowsMoveFromTitleBarOnly = false, + ConfigErrorRecovery = true, + ConfigErrorRecoveryEnableAssert = true, + ConfigErrorRecoveryEnableDebugLog = true, + ConfigErrorRecoveryEnableTooltip = true, + ConfigDebugHighlightIdConflicts = false, + ConfigDebugHighlightIdConflictsShowItemPicker = true, + IniFilename = "imgui.ini", -- Roblox: no disk access, only used as a flag (nil disables .ini handling) + IniSavingRate = 5.0, + LogFilename = "imgui_log.txt", + WantSaveIniSettings = false, + + ConfigDockingNoSplit = false, + ConfigDockingNoDockingOver = false, + ConfigDockingWithShift = false, + ConfigDockingAlwaysTabBar = false, + ConfigDockingTransparentPayload = false, ConfigViewportsNoAutoMerge = false, ConfigViewportsNoTaskBarIcon = false, ConfigViewportsNoDecoration = true, @@ -1084,6 +1105,7 @@ function ImGuiIO() MouseDoubleClicked = {[0] = false, [1] = false, [2] = false}, MouseDoubleClickTime = 0.30, + MouseSingleClickDelay = 0.50, MouseDoubleClickMaxDist = 6.0, MouseDragThreshold = 6.0, KeyRepeatDelay = 0.275, @@ -1546,6 +1568,7 @@ ImGuiHoveredFlags = { RootWindow = bitLShift(1, 1), AnyWindow = bitLShift(1, 2), NoPopupHierarchy = bitLShift(1, 3), + DockHierarchy = bitLShift(1, 4), AllowWhenBlockedByPopup = bitLShift(1, 5), AllowWhenBlockedByActiveItem = bitLShift(1, 7), AllowWhenOverlappedByItem = bitLShift(1, 8), @@ -1560,11 +1583,22 @@ ImGuiHoveredFlags = { NoSharedDelay = bitLShift(1, 17) } +--- @enum ImGuiFocusedFlags +ImGuiFocusedFlags = { + None = 0, + ChildWindows = bitLShift(1, 0), -- Return true if any children of the window is focused + RootWindow = bitLShift(1, 1), -- Test from root window (top most parent of the current hierarchy) + AnyWindow = bitLShift(1, 2), -- Return true if any window is focused + NoPopupHierarchy = bitLShift(1, 3), -- Do not consider popup hierarchy + DockHierarchy = bitLShift(1, 4), -- Consider docking hierarchy +} +ImGuiFocusedFlags.RootAndChildWindows = bitOr(ImGuiFocusedFlags.RootWindow, ImGuiFocusedFlags.ChildWindows) + ImGuiHoveredFlags.AllowWhenOverlapped = bitOr(ImGuiHoveredFlags.AllowWhenOverlappedByItem, ImGuiHoveredFlags.AllowWhenOverlappedByWindow) ImGuiHoveredFlags.RectOnly = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped) ImGuiHoveredFlags.RootAndChildWindows = bitOr(ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.ChildWindows) ImGuiHoveredFlags.DelayMask_ = bitOr(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal, ImGuiHoveredFlags.NoSharedDelay) -ImGuiHoveredFlags.AllowedMaskForIsWindowHovered = bitOr(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.AnyWindow, ImGuiHoveredFlags.NoPopupHierarchy, ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary) +ImGuiHoveredFlags.AllowedMaskForIsWindowHovered = bitOr(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.AnyWindow, ImGuiHoveredFlags.NoPopupHierarchy, ImGuiHoveredFlags.DockHierarchy, ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary) ImGuiHoveredFlags.AllowedMaskForIsItemHovered = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary, ImGuiHoveredFlags.DelayMask_) --- @enum ImGuiKey @@ -1683,26 +1717,28 @@ ImGuiCol = { TabDimmed = 39, TabDimmedSelected = 40, TabDimmedSelectedOverline = 41, - PlotLines = 42, - PlotLinesHovered = 43, - PlotHistogram = 44, - PlotHistogramHovered = 45, - TableHeaderBg = 46, - TableBorderStrong = 47, - TableBorderLight = 48, - TableRowBg = 49, - TableRowBgAlt = 50, - TextLink = 51, - TextSelectedBg = 52, - TreeLines = 53, - DragDropTarget = 54, - DragDropTargetBg = 55, - UnsavedMarker = 56, - NavCursor = 57, - NavWindowingHighlight = 58, - NavWindowingDimBg = 59, - ModalWindowDimBg = 60, - COUNT = 61 + DockingPreview = 42, + DockingEmptyBg = 43, + PlotLines = 44, + PlotLinesHovered = 45, + PlotHistogram = 46, + PlotHistogramHovered = 47, + TableHeaderBg = 48, + TableBorderStrong = 49, + TableBorderLight = 50, + TableRowBg = 51, + TableRowBgAlt = 52, + TextLink = 53, + TextSelectedBg = 54, + TreeLines = 55, + DragDropTarget = 56, + DragDropTargetBg = 57, + UnsavedMarker = 58, + NavCursor = 59, + NavWindowingHighlight = 60, + NavWindowingDimBg = 61, + ModalWindowDimBg = 62, + COUNT = 63 } --- @enum ImGuiBackendFlags @@ -1992,8 +2028,124 @@ ImGuiTreeNodeFlags.DrawLinesMask_ = bitOr(ImGuiTreeNodeFlags.DrawLinesNone, ImGu --- @enum ImGuiTableFlags ImGuiTableFlags = { - None = 0, + None = 0, + Resizable = bitLShift(1, 0), + Reorderable = bitLShift(1, 1), + Hideable = bitLShift(1, 2), + Sortable = bitLShift(1, 3), + NoSavedSettings = bitLShift(1, 4), + ContextMenuInBody = bitLShift(1, 5), + RowBg = bitLShift(1, 6), + BordersInnerH = bitLShift(1, 7), + BordersOuterH = bitLShift(1, 8), + BordersInnerV = bitLShift(1, 9), + BordersOuterV = bitLShift(1, 10), + NoBordersInBody = bitLShift(1, 11), + NoBordersInBodyUntilResize = bitLShift(1, 12), + SizingFixedFit = bitLShift(1, 13), + SizingFixedSame = bitLShift(2, 13), + SizingStretchProp = bitLShift(3, 13), + SizingStretchSame = bitLShift(4, 13), + NoHostExtendX = bitLShift(1, 16), + NoHostExtendY = bitLShift(1, 17), + NoKeepColumnsVisible = bitLShift(1, 18), + PreciseWidths = bitLShift(1, 19), + NoClip = bitLShift(1, 20), + PadOuterX = bitLShift(1, 21), + NoPadOuterX = bitLShift(1, 22), + NoPadInnerX = bitLShift(1, 23), + ScrollX = bitLShift(1, 24), + ScrollY = bitLShift(1, 25), + SortMulti = bitLShift(1, 26), + SortTristate = bitLShift(1, 27), + HighlightHoveredColumn = bitLShift(1, 28), } +ImGuiTableFlags.BordersH = bitOr(ImGuiTableFlags.BordersInnerH, ImGuiTableFlags.BordersOuterH) +ImGuiTableFlags.BordersV = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersOuterV) +ImGuiTableFlags.BordersInner = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersInnerH) +ImGuiTableFlags.BordersOuter = bitOr(ImGuiTableFlags.BordersOuterV, ImGuiTableFlags.BordersOuterH) +ImGuiTableFlags.Borders = bitOr(ImGuiTableFlags.BordersInner, ImGuiTableFlags.BordersOuter) +ImGuiTableFlags.SizingMask_ = bitOr(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.SizingFixedSame, ImGuiTableFlags.SizingStretchProp, ImGuiTableFlags.SizingStretchSame) +--- @enum ImGuiTableColumnFlags +ImGuiTableColumnFlags = +{ + None = 0, + Disabled = bitLShift(1, 0), + DefaultHide = bitLShift(1, 1), + DefaultSort = bitLShift(1, 2), + WidthStretch = bitLShift(1, 3), + WidthFixed = bitLShift(1, 4), + NoResize = bitLShift(1, 5), + NoReorder = bitLShift(1, 6), + NoHide = bitLShift(1, 7), + NoClip = bitLShift(1, 8), + NoSort = bitLShift(1, 9), + NoSortAscending = bitLShift(1, 10), + NoSortDescending = bitLShift(1, 11), + NoHeaderLabel = bitLShift(1, 12), + NoHeaderWidth = bitLShift(1, 13), + PreferSortAscending = bitLShift(1, 14), + PreferSortDescending = bitLShift(1, 15), + IndentEnable = bitLShift(1, 16), + IndentDisable = bitLShift(1, 17), + AngledHeader = bitLShift(1, 18), + + IsEnabled = bitLShift(1, 24), + IsVisible = bitLShift(1, 25), + IsSorted = bitLShift(1, 26), + IsHovered = bitLShift(1, 27), + + NoDirectResize_ = bitLShift(1, 30), +} +ImGuiTableColumnFlags.WidthMask_ = bitOr(ImGuiTableColumnFlags.WidthStretch, ImGuiTableColumnFlags.WidthFixed) +ImGuiTableColumnFlags.IndentMask_ = bitOr(ImGuiTableColumnFlags.IndentEnable, ImGuiTableColumnFlags.IndentDisable) +ImGuiTableColumnFlags.StatusMask_ = bitOr(ImGuiTableColumnFlags.IsEnabled, ImGuiTableColumnFlags.IsVisible, ImGuiTableColumnFlags.IsSorted, ImGuiTableColumnFlags.IsHovered) + +--- @enum ImGuiTableRowFlags +ImGuiTableRowFlags = { None = 0, Headers = bitLShift(1, 0) } + +--- @enum ImGuiTableBgTarget +ImGuiTableBgTarget = { None = 0, RowBg0 = 1, RowBg1 = 2, CellBg = 3 } + +--- @enum ImGuiSortDirection +ImGuiSortDirection = { None = 0, Ascending = 1, Descending = 2 } + + + +--- @class ImGuiPayload +--- Drag and drop payload. `Data` is any Lua value (C++ stores raw bytes); `DataSize` kept for API parity. +local IM_PAYLOAD = {} +IM_PAYLOAD.__index = IM_PAYLOAD +function IM_PAYLOAD:Clear() ImGuiPayload_Clear(self) end +function IM_PAYLOAD:IsDataType(t) return ImGuiPayload_IsDataType(self, t) end +function IM_PAYLOAD:IsPreview() return self.Preview end +function IM_PAYLOAD:IsDelivery() return self.Delivery end +function ImGuiPayload() + return setmetatable({ Data = nil, DataSize = 0, SourceId = 0, SourceParentId = 0, DataFrameCount = -1, DataType = "", Preview = false, Delivery = false }, IM_PAYLOAD) +end +function ImGuiPayload_Clear(p) p.SourceId = 0; p.SourceParentId = 0; p.Data = nil; p.DataSize = 0; p.DataType = ""; p.DataFrameCount = -1; p.Preview = false; p.Delivery = false end +function ImGuiPayload_IsDataType(p, t) return p.DataFrameCount ~= -1 and p.DataType == t end +function ImGuiPayload_IsPreview(p) return p.Preview end +function ImGuiPayload_IsDelivery(p) return p.Delivery end + +--- @class ImGuiTextBuffer # string builder: Buf is a list of string chunks +local ImGuiTextBufferMT = {} +ImGuiTextBufferMT.__index = ImGuiTextBufferMT +function ImGuiTextBuffer() return setmetatable({ Buf = {} }, ImGuiTextBufferMT) end +function ImGuiTextBufferMT:clear() self.Buf = {} end +function ImGuiTextBufferMT:empty() return #self.Buf == 0 end +function ImGuiTextBufferMT:append(str) self.Buf[#self.Buf + 1] = str end +function ImGuiTextBufferMT:appendf(fmt, ...) self.Buf[#self.Buf + 1] = string.format(fmt, ...) end +function ImGuiTextBufferMT:c_str() return table.concat(self.Buf) end +function ImGuiTextBufferMT:size() return #self:c_str() end + +--- @class ImGuiSettingsHandler +--- Fns take (ctx, handler, ...) like upstream. ReadOpenFn(ctx, handler, name) returns entry; ReadLineFn(ctx, handler, entry, line); +--- WriteAllFn(ctx, handler, buf: ImGuiTextBuffer) +function ImGuiSettingsHandler() + return { TypeName = nil, TypeHash = 0, ClearAllFn = nil, ReadInitFn = nil, ReadOpenFn = nil, ReadLineFn = nil, + ApplyAllFn = nil, WriteAllFn = nil, CleanupFn = nil, UserData = nil } +end return true -- [Roblox] ModuleScripts must return exactly one value diff --git a/imgui/imgui_internal.lua b/imgui/imgui_internal.lua index 401e22c..c3aca4f 100644 --- a/imgui/imgui_internal.lua +++ b/imgui/imgui_internal.lua @@ -33,6 +33,44 @@ function ImGui._ByteArrayToString(buf, buf_begin, buf_end) return table.concat(str) end + +--- ImPool: pool of objects keyed by ID. Public indices are 0-based like upstream (Buf is stored 1-based). +--- `ctor` creates a new element. Removed slots are recycled via FreeIdx (-1 = none; free slots chain through `_NextFree`). +local IM_POOL = {} +IM_POOL.__index = IM_POOL +function ImPool(ctor) return setmetatable({ Buf = {}, Map = {}, FreeIdx = 0, AliveCount = 0, BufSize = 0, _Ctor = ctor }, IM_POOL) end +function IM_POOL:GetByKey(key) local i = self.Map[key]; return i and self.Buf[i + 1] or nil end +function IM_POOL:GetByIndex(n) return self.Buf[n + 1] end +function IM_POOL:GetIndex(p) return p._PoolIdx end +function IM_POOL:Contains(p) return p ~= nil and self.Buf[(p._PoolIdx or -1) + 1] == p end +function IM_POOL:GetMapSize() return self.BufSize end +function IM_POOL:Clear() self.Buf = {}; self.Map = {}; self.FreeIdx = 0; self.AliveCount = 0; self.BufSize = 0 end +function IM_POOL:Add() + local idx + if self._Free and #self._Free > 0 then idx = table.remove(self._Free) else idx = self.BufSize; self.BufSize = self.BufSize + 1 end + local p = self._Ctor and self._Ctor() or {} + p._PoolIdx = idx + self.Buf[idx + 1] = p + self.AliveCount = self.AliveCount + 1 + return p +end +function IM_POOL:GetOrAddByKey(key) + local i = self.Map[key] + if i then return self.Buf[i + 1] end + local p = self:Add(); self.Map[key] = p._PoolIdx; return p +end +function IM_POOL:Remove(key, p) + if type(key) == "table" then p = key; key = nil end + if key == nil then for k, i in pairs(self.Map) do if i == p._PoolIdx then key = k break end end end + if key ~= nil then self.Map[key] = nil end + self.Buf[p._PoolIdx + 1] = false + self._Free = self._Free or {} + table.insert(self._Free, p._PoolIdx) + self.AliveCount = self.AliveCount - 1 +end +function IM_POOL:Reserve(n) end +-- NOTE: removed slots hold `false`; iterate with `for i = 0, pool:GetMapSize() - 1 do local t = pool:GetByIndex(i) if t then ... end end` + --- @type ImGuiContext? local GImGui @@ -1162,6 +1200,15 @@ function ImGuiNextWindowData() ScrollVal = ImVec2(), WindowFlags = nil, ChildFlags = nil, + WindowFlagsSet = 0, + WindowFlagsClear = 0, + ChildFlagsSet = 0, + ChildFlagsClear = 0, + ViewportId = 0, + DockId = 0, + DockCond = 0, + PosUndock = false, + WindowClass = nil, CollapsedVal = nil, SizeConstraintRect = nil, SizeCallback = nil, @@ -1293,6 +1340,7 @@ function ImGuiStyle() PopupBorderSize = 1.0, DockingSeparatorSize = 2.0, + DockingNodeHasCloseButton = true, MouseCursorScale = 1.0, ItemSpacing = ImVec2(8, 4), @@ -1655,6 +1703,91 @@ end --- @field DebugAllocInfo ImGuiDebugAllocInfo --- @field TempBuffer ImVector +---------------------------------------------------------------- +-- [SECTION] Tab bar, Tab item support (public flags from imgui.h + private extensions) +---------------------------------------------------------------- + +--- @enum ImGuiTabBarFlags +ImGuiTabBarFlags = { + None = 0, + Reorderable = bitLShift(1, 0), + AutoSelectNewTabs = bitLShift(1, 1), + TabListPopupButton = bitLShift(1, 2), + NoCloseWithMiddleMouseButton = bitLShift(1, 3), + NoTabListScrollingButtons = bitLShift(1, 4), + NoTooltip = bitLShift(1, 5), + DrawSelectedOverline = bitLShift(1, 6), + FittingPolicyMixed = bitLShift(1, 7), + FittingPolicyShrink = bitLShift(1, 8), + FittingPolicyScroll = bitLShift(1, 9), + -- Private + DockNode = bitLShift(1, 20), + IsFocused = bitLShift(1, 21), + SaveSettings = bitLShift(1, 22), +} +ImGuiTabBarFlags.FittingPolicyMask_ = bitOr(ImGuiTabBarFlags.FittingPolicyMixed, ImGuiTabBarFlags.FittingPolicyShrink, ImGuiTabBarFlags.FittingPolicyScroll) +ImGuiTabBarFlags.FittingPolicyDefault_ = ImGuiTabBarFlags.FittingPolicyMixed +ImGuiTabBarFlags.FittingPolicyResizeDown = ImGuiTabBarFlags.FittingPolicyShrink + +--- @enum ImGuiTabItemFlags +ImGuiTabItemFlags = { + None = 0, + UnsavedDocument = bitLShift(1, 0), + SetSelected = bitLShift(1, 1), + NoCloseWithMiddleMouseButton = bitLShift(1, 2), + NoPushId = bitLShift(1, 3), + NoTooltip = bitLShift(1, 4), + NoReorder = bitLShift(1, 5), + Leading = bitLShift(1, 6), + Trailing = bitLShift(1, 7), + NoAssumedClosure = bitLShift(1, 8), + -- Private + NoCloseButton = bitLShift(1, 20), + Button = bitLShift(1, 21), + Invisible = bitLShift(1, 22), + Unsorted = bitLShift(1, 23), +} +ImGuiTabItemFlags.SectionMask_ = bitOr(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing) + +-- Storage for one active tab item. In this port the label is stored in `Name` (C++ uses NameOffset into TabBar.TabsNames) +--- @class ImGuiTabItem +--- @return ImGuiTabItem +function ImGuiTabItem() + return { + ID = 0, Flags = 0, Window = nil, + LastFrameVisible = -1, LastFrameSelected = -1, + Offset = 0.0, Width = 0.0, ContentWidth = 0.0, RequestedWidth = -1.0, + NameOffset = -1, Name = nil, + BeginOrder = -1, -- 0-based + IndexDuringLayout = -1, -- 0-based + WantClose = false, + } +end + +-- Storage for a tab bar. Tabs: ImVector of ImGuiTabItem tables (references; "pointers" stay valid across reorders) +--- @class ImGuiTabBar +--- @return ImGuiTabBar +function ImGuiTabBar() + return { + Window = nil, Tabs = ImVector(), Flags = 0, ID = 0, + SelectedTabId = 0, NextSelectedTabId = 0, NextScrollToTabId = 0, VisibleTabId = 0, + CurrFrameVisible = -1, PrevFrameVisible = -1, + BarRect = ImRect(), BarRectPrevWidth = 0.0, + CurrTabsContentsHeight = 0.0, PrevTabsContentsHeight = 0.0, + WidthAllTabs = 0.0, WidthAllTabsIdeal = 0.0, + ScrollingAnim = 0.0, ScrollingTarget = 0.0, ScrollingTargetDistToVisibility = 0.0, ScrollingSpeed = 0.0, + ScrollingRectMinX = 0.0, ScrollingRectMaxX = 0.0, SeparatorMinX = 0.0, SeparatorMaxX = 0.0, + ReorderRequestTabId = 0, ReorderRequestOffset = 0, BeginCount = 0, + WantLayout = false, VisibleTabWasSubmitted = false, TabsAddedNew = false, ScrollButtonEnabled = false, + TabsActiveCount = 0, + LastTabItemIdx = -1, -- 0-based + ItemSpacingY = 0.0, FramePadding = ImVec2(), BackupCursorPos = ImVec2(), + } +end + +--- @class ImGuiShrinkWidthItem +function ImGuiShrinkWidthItem() return { Index = 0, Width = 0.0, InitialWidth = 0.0 } end + --- @param shared_font_atlas? ImFontAtlas --- @return ImGuiContext --- @nodiscard @@ -1881,6 +2014,15 @@ function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this struct ComboPreviewData = ImGuiComboPreviewData(), + CurrentTabBar = nil, + TabBars = ImPool(ImGuiTabBar), -- ImPool + -- Docking + DockContext = ImGuiDockContext(), + DockNodeWindowMenuHandler = nil, + DebugHoveredDockNode = nil, + CurrentTabBarStack = ImVector(), -- holds ImGuiTabBar references directly (no ImGuiPtrOrIndex needed in Lua) + ShrinkWidthBuffer = ImVector(), -- ImGuiShrinkWidthItem + WindowResizeBorderExpectedRect = ImRect(), WindowResizeRelativeMode = false, @@ -1914,16 +2056,61 @@ function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this struct UserTextures = ImVector(), -- Settings + SettingsLoaded = false, + SettingsDirtyTimer = 0.0, + SettingsIniData = "", -- In memory .ini settings (string) + SettingsHandlers = ImVector(), -- List of .ini settings handlers SettingsWindows = ImVector(), + SettingsTables = ImVector(), + + -- Hooks + Hooks = ImVector(), + HookIdNext = 0, -- Drag and Drop DragDropActive = false, DragDropWithinSource = false, DragDropWithinTarget = false, DragDropSourceFlags = 0, + DragDropSourceFrameCount = -1, + DragDropMouseButton = -1, + DragDropPayload = ImGuiPayload(), + DragDropTargetRect = ImRect(), + DragDropTargetClipRect = ImRect(), + DragDropTargetId = 0, + DragDropTargetFullViewport = 0, + DragDropAcceptFlagsCurr = 0, DragDropAcceptFlagsPrev = 0, + DragDropAcceptIdCurrRectSurface = 0.0, + DragDropAcceptFrameCount = -1, + DragDropHoldJustPressedId = 0, DragDropAcceptIdPrev = 0, DragDropAcceptIdCurr = 0, + -- Clipper + ClipperTempDataStacked = 0, + ClipperTempData = ImVector(), + + -- Logging + LogEnabled = false, + LogLineFirstItem = false, + LogFlags = 0, + LogWindow = nil, + LogFile = nil, + LogBuffer = ImGuiTextBuffer(), + LogNextPrefix = nil, LogNextSuffix = nil, + LogLinePosY = FLT_MAX, + LogDepthRef = 0, + LogDepthToExpand = 2, LogDepthToExpandDefault = 2, + + -- Error handling + ErrorCallback = nil, ErrorCallbackUserData = nil, + ErrorTooltipLockedPos = ImVec2(), + ErrorFirst = true, + ErrorCountCurrentFrame = 0, + StackSizesInNewFrame = nil, + ContextName = "", + DebugBreakInWindow = 0, + LocalizationTable = {}, DebugLogFlags = bitOr(ImGuiDebugLogFlags.EventError, ImGuiDebugLogFlags.OutputToTTY), @@ -1942,6 +2129,16 @@ function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this struct WantCaptureKeyboardNextFrame = -1, WantTextInputNextFrame = -1, TempBuffer = ImVector(), + + -- Tables (imgui_tables.lua) + CurrentTable = nil, + DebugBreakInTable = 0, + TablesTempDataStacked = 0, + TablesTempData = ImVector(), + Tables = ImPool(), -- ImPool, 0-based indices (imgui_tables.lua) + TablesLastTimeActive = ImVector(), -- [table_idx + 1] = float + DrawChannelsTempMergeBuffer = ImVector(), + SettingsTables = ImVector(), -- ImChunkStream: plain vector, SettingsOffset = 1-based index } for i = 0, 59 do this.FramerateSecPerFrame[i] = 0 end @@ -1989,6 +2186,12 @@ function ImGuiWindowSettings() WantApply = false, WantDelete = false, Name = "", + ViewportId = 0, + ViewportPos = ImVec2(0, 0), + DockId = 0, + DockOrder = -1, + ClassId = 0, + LastUsedDate = 0, }, IMGUI_WINDOW_SETTINGS) end @@ -2049,6 +2252,8 @@ end --- @nodiscard local function ImGuiWindowTempData() return { + DockTabItemStatusFlags = 0, + DockTabItemRect = ImRect(), CursorPos = ImVec2(), CursorPosPrevLine = ImVec2(), CursorStartPos = ImVec2(), @@ -2082,6 +2287,8 @@ local function ImGuiWindowTempData() TreeRecordsClippedNodesY2Mask = nil, ChildWindows = ImVector(), + CurrentTableIdx = -1, -- 0-based index into g.Tables, -1 if none + CurrentColumns = nil, -- ImGuiOldColumns (legacy Columns API) StateStorage = nil, LayoutType = nil @@ -2274,6 +2481,7 @@ function ImGuiWindow(ctx, name) LastTimeActive = -1.0, StateStorage = {}, + ColumnsStorage = ImVector(), -- ImVector WriteAccessed = false, @@ -2297,6 +2505,21 @@ function ImGuiWindow(ctx, name) this.ID = ImHashStr(name) this.IDStack:push_back(this.ID) this.MoveId = this:GetID("#MOVE") + this.TabId = this:GetID("#TAB") + -- Docking + this.ChildId = this.ChildId or 0 + this.SetWindowDockAllowFlags = 0 + this.ParentWindowForFocusRoute = nil + this.DockIsActive = false + this.DockNodeIsVisible = false + this.DockTabIsVisible = false + this.DockTabWantClose = false + this.DockOrder = -1 + this.DockStyle = { Colors = {} } + for i = 0, 8 do this.DockStyle.Colors[i] = 0 end + this.DockNode = nil + this.DockNodeAsHost = nil + this.DockId = 0 return this end diff --git a/imgui/imgui_tabs.lua b/imgui/imgui_tabs.lua new file mode 100644 index 0000000..3d0b079 --- /dev/null +++ b/imgui/imgui_tabs.lua @@ -0,0 +1,1164 @@ +--- ImGui Sincerely +-- Tab bars & tab items: 1:1 port of imgui_widgets.cpp [SECTION] Widgets: BeginTabBar/BeginTabItem (docking branch) +-- +-- Port notes: +-- - tab_bar.Tabs is an ImVector of ImGuiTabItem tables (references). C++ pointer arithmetic on the array is replaced by +-- index lookups. tab_bar.LastTabItemIdx and tab orders are 0-based like upstream. +-- - Tab names are stored on the tab itself (tab.Name) instead of tab_bar.TabsNames. +-- - ImGui.BeginTabItem(label, p_open, flags) returns `visible, p_open`. + +local MT = ImGui.GetMetatables() + +local GImGui +local function SyncContext() GImGui = ImGui.GetCurrentContext() end + +local function ImLinearSweep(current, target, speed) + if current < target then return ImMin(current + speed, target) end + if current > target then return ImMax(current - speed, target) end + return current +end + +local function TabItemGetSectionIdx(tab) + if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then return 0 end + if bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then return 2 end + return 1 +end + +-- Stable sorts (C++ ImQsort is not stable, but the comparers are total orders in practice) +local function SortTabsBySection(tab_bar) + table.sort(tab_bar.Tabs.Data, function(a, b) + if a == nil or b == nil then return false end + local sa, sb = TabItemGetSectionIdx(a), TabItemGetSectionIdx(b) + if sa ~= sb then return sa < sb end + return a.IndexDuringLayout < b.IndexDuringLayout + end) +end + +local function SortTabsByBeginOrder(tab_bar) + local data = tab_bar.Tabs.Data + if not data then return end + local arr = {} + for i = 1, tab_bar.Tabs.Size do arr[i] = data[i] end + table.sort(arr, function(a, b) return a.BeginOrder < b.BeginOrder end) + for i = 1, tab_bar.Tabs.Size do data[i] = arr[i] end +end + +local function TabBarCalcScrollableWidth(tab_bar, sections) + return tab_bar.BarRect:GetWidth() - sections[1].Width - sections[3].Width - sections[2].Spacing +end + +local function ImGuiTabBarSection() return { TabCount = 0, Width = 0.0, WidthAfterShrinkMinWidth = 0.0, Spacing = 0.0 } end + +-- items: 1-based array of ImGuiShrinkWidthItem, `first` = 1-based index of first item, `count` items +function ImGui.ShrinkWidths(items, first, count, width_excess, width_min) + if count <= 0 then return end + if count == 1 then + local it = items[first] + if it.Width >= 0.0 then it.Width = ImMax(it.Width - width_excess, width_min) end + return + end + local slice = {} + for n = 1, count do slice[n] = items[first + n - 1] end + table.sort(slice, function(a, b) + if a.Width ~= b.Width then return a.Width > b.Width end + return a.Index < b.Index + end) + for n = 1, count do items[first + n - 1] = slice[n] end + local it = slice + local count_same_width = 1 + while width_excess > 0.001 and count_same_width < count do + while count_same_width < count and it[1].Width <= it[count_same_width + 1].Width do + count_same_width = count_same_width + 1 + end + local max_width_to_remove_per_item = (count_same_width < count and it[count_same_width + 1].Width >= 0.0) + and (it[1].Width - it[count_same_width + 1].Width) or (it[1].Width - 1.0) + max_width_to_remove_per_item = ImMin(it[1].Width - width_min, max_width_to_remove_per_item) + if max_width_to_remove_per_item <= 0.0 then break end + local base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item) + for item_n = 1, count_same_width do + local w = ImMin(base_width_to_remove_per_item, it[item_n].Width - width_min) + it[item_n].Width = it[item_n].Width - w + width_excess = width_excess - w + end + end + width_excess = 0.0 + for n = 1, count do + local width_rounded = ImTrunc(it[n].Width) + width_excess = width_excess + it[n].Width - width_rounded + it[n].Width = width_rounded + end + local guard = 0 + while width_excess > 0.0 and guard < 10000 do + guard = guard + 1 + local progressed = false + for n = 1, count do + if width_excess <= 0.0 then break end + local width_to_add = ImMin(it[n].InitialWidth - it[n].Width, 1.0) + if width_to_add > 0 then progressed = true end + it[n].Width = it[n].Width + width_to_add + width_excess = width_excess - width_to_add + end + if not progressed then break end + end +end + +--------------------------------------------------------------------------------------- +-- [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +--------------------------------------------------------------------------------------- + +function ImGui.TabBarFindByID(id) + SyncContext() + return GImGui.TabBars:GetByKey(id) +end + +function ImGui.TabBarRemove(tab_bar) + SyncContext() + GImGui.TabBars:Remove(tab_bar.ID, tab_bar) +end + +function ImGui.BeginTabBar(str_id, flags) + if flags == nil then flags = 0 end + SyncContext() + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then return false end + + local id = window:GetID(str_id) + local tab_bar = g.TabBars:GetOrAddByKey(id) + local tab_bar_bb = ImRect(window.DC.CursorPos.x, window.DC.CursorPos.y, window.WorkRect.Max.x, window.DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2) + tab_bar.ID = id + tab_bar.SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window.WindowPadding.x * 0.5) + tab_bar.SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window.WindowPadding.x * 0.5) + flags = bit32.bor(flags, ImGuiTabBarFlags.IsFocused) + return ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags) +end + +function ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags) + SyncContext() + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then return false end + + IM_ASSERT(tab_bar.ID ~= 0) + if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then + ImGui.PushOverrideID(tab_bar.ID) + end + + g.CurrentTabBarStack:push_back(tab_bar) + g.CurrentTabBar = tab_bar + tab_bar.Window = window + + ImVec2_Copy(tab_bar.BackupCursorPos, window.DC.CursorPos) + if tab_bar.CurrFrameVisible == g.FrameCount then + ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY) + tab_bar.BeginCount = tab_bar.BeginCount + 1 + return true + end + + if bit32.band(flags, ImGuiTabBarFlags.Reorderable) ~= bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) + or (tab_bar.TabsAddedNew and bit32.band(flags, ImGuiTabBarFlags.Reorderable) == 0) then + if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then + SortTabsByBeginOrder(tab_bar) + end + end + tab_bar.TabsAddedNew = false + + if bit32.band(flags, ImGuiTabBarFlags.FittingPolicyMask_) == 0 then + flags = bit32.bor(flags, ImGuiTabBarFlags.FittingPolicyDefault_) + end + + tab_bar.Flags = flags + tab_bar.BarRect = ImRect(tab_bar_bb.Min, tab_bar_bb.Max) + tab_bar.WantLayout = true + tab_bar.PrevFrameVisible = tab_bar.CurrFrameVisible + tab_bar.CurrFrameVisible = g.FrameCount + tab_bar.PrevTabsContentsHeight = tab_bar.CurrTabsContentsHeight + tab_bar.CurrTabsContentsHeight = 0.0 + tab_bar.ItemSpacingY = g.Style.ItemSpacing.y + ImVec2_Copy(tab_bar.FramePadding, g.Style.FramePadding) + tab_bar.TabsActiveCount = 0 + tab_bar.LastTabItemIdx = -1 + tab_bar.BeginCount = 1 + + ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY) + + local col = ImGui.GetColorU32(bit32.band(flags, ImGuiTabBarFlags.IsFocused) ~= 0 and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected) + if g.Style.TabBarBorderSize > 0.0 then + local y = tab_bar.BarRect.Max.y + window.DrawList:AddRectFilled(ImVec2(tab_bar.SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar.SeparatorMaxX, y), col) + end + return true +end + +function ImGui.EndTabBar() + SyncContext() + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then return end + + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Mismatched BeginTabBar()/EndTabBar()!") + + if tab_bar.WantLayout then ImGui.TabBarLayout(tab_bar) end + + local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) + if tab_bar.VisibleTabWasSubmitted or tab_bar.VisibleTabId == 0 or tab_bar_appearing then + tab_bar.CurrTabsContentsHeight = ImMax(window.DC.CursorPos.y - tab_bar.BarRect.Max.y, tab_bar.CurrTabsContentsHeight) + window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.CurrTabsContentsHeight + else + window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.PrevTabsContentsHeight + end + if tab_bar.BeginCount > 1 then + ImVec2_Copy(window.DC.CursorPos, tab_bar.BackupCursorPos) + end + + tab_bar.LastTabItemIdx = -1 + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0 then + ImGui.PopID() + end + + g.CurrentTabBarStack:pop_back() + g.CurrentTabBar = (g.CurrentTabBarStack.Size == 0) and nil or g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size] +end + +function ImGui.TabBarLayout(tab_bar) + SyncContext() + local g = GImGui + tab_bar.WantLayout = false + + local scroll_to_selected_tab = (tab_bar.BarRectPrevWidth > tab_bar.BarRect:GetWidth()) + tab_bar.BarRectPrevWidth = tab_bar.BarRect:GetWidth() + + -- Garbage collect by compacting list + local tabs = tab_bar.Tabs + local tab_dst_n = 0 + local need_sort_by_section = false + local sections = { ImGuiTabBarSection(), ImGuiTabBarSection(), ImGuiTabBarSection() } -- 1-based: [1]=Leading,[2]=Central,[3]=Trailing + for tab_src_n = 0, tabs.Size - 1 do + local tab = tabs.Data[tab_src_n + 1] + if tab.LastFrameVisible < tab_bar.PrevFrameVisible or tab.WantClose then + if tab_bar.VisibleTabId == tab.ID then tab_bar.VisibleTabId = 0 end + if tab_bar.SelectedTabId == tab.ID then tab_bar.SelectedTabId = 0 end + if tab_bar.NextSelectedTabId == tab.ID then tab_bar.NextSelectedTabId = 0 end + else + if tab_dst_n ~= tab_src_n then tabs.Data[tab_dst_n + 1] = tab end + tab.IndexDuringLayout = tab_dst_n + + local curr_tab_section_n = TabItemGetSectionIdx(tab) + if tab_dst_n > 0 then + local prev_tab = tabs.Data[tab_dst_n] + local prev_tab_section_n = TabItemGetSectionIdx(prev_tab) + if curr_tab_section_n == 0 and prev_tab_section_n ~= 0 then need_sort_by_section = true end + if prev_tab_section_n == 2 and curr_tab_section_n ~= 2 then need_sort_by_section = true end + end + sections[curr_tab_section_n + 1].TabCount = sections[curr_tab_section_n + 1].TabCount + 1 + tab_dst_n = tab_dst_n + 1 + end + end + if tabs.Size ~= tab_dst_n then + for i = tab_dst_n + 1, tabs.Size do tabs.Data[i] = nil end + tabs.Size = tab_dst_n + end + + if need_sort_by_section then SortTabsBySection(tab_bar) end + + local tab_spacing = g.Style.ItemInnerSpacing.x + sections[1].Spacing = (sections[1].TabCount > 0 and (sections[2].TabCount + sections[3].TabCount) > 0) and tab_spacing or 0.0 + sections[2].Spacing = (sections[2].TabCount > 0 and sections[3].TabCount > 0) and tab_spacing or 0.0 + + local scroll_to_tab_id = 0 + if tab_bar.NextScrollToTabId ~= 0 then + scroll_to_tab_id = tab_bar.NextScrollToTabId + tab_bar.NextScrollToTabId = 0 + end + if tab_bar.NextSelectedTabId ~= 0 then + tab_bar.SelectedTabId = tab_bar.NextSelectedTabId + tab_bar.NextSelectedTabId = 0 + scroll_to_tab_id = tab_bar.SelectedTabId + end + + if tab_bar.ReorderRequestTabId ~= 0 then + if ImGui.TabBarProcessReorder(tab_bar) then + if tab_bar.ReorderRequestTabId == tab_bar.SelectedTabId then + scroll_to_tab_id = tab_bar.ReorderRequestTabId + end + end + tab_bar.ReorderRequestTabId = 0 + end + + local tab_list_popup_button = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.TabListPopupButton) ~= 0 + if tab_list_popup_button then + local tab_to_select = ImGui.TabBarTabListPopupButton(tab_bar) + if tab_to_select then + tab_bar.SelectedTabId = tab_to_select.ID + scroll_to_tab_id = tab_to_select.ID + end + end + + -- shrink buffer layout: leading, trailing, central (0-based offsets) + local shrink_buffer_indexes = { 0, sections[1].TabCount + sections[3].TabCount, sections[1].TabCount } + local swb = g.ShrinkWidthBuffer + swb:resize(tabs.Size) + for i = 1, tabs.Size do if swb.Data[i] == nil then swb.Data[i] = ImGuiShrinkWidthItem() end end + + local shrink_min_width = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0) and g.Style.TabMinWidthShrink or 1.0 + + local most_recently_selected_tab = nil + local curr_section_n = -1 + local found_selected_tab_id = false + for tab_n = 0, tabs.Size - 1 do + local tab = tabs.Data[tab_n + 1] + IM_ASSERT(tab.LastFrameVisible >= tab_bar.PrevFrameVisible) + + if (most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected) and bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + most_recently_selected_tab = tab + end + if tab.ID == tab_bar.SelectedTabId then found_selected_tab_id = true end + if scroll_to_tab_id == 0 and g.NavJustMovedToId == tab.ID then scroll_to_tab_id = tab.ID end + + local tab_name = ImGui.TabBarGetTabName(tab_bar, tab) + local has_close_button_or_unsaved_marker = bit32.band(tab.Flags, ImGuiTabItemFlags.NoCloseButton) == 0 or bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 + tab.ContentWidth = (tab.RequestedWidth >= 0.0) and tab.RequestedWidth or ImGui.TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + tab.ContentWidth = ImMax(tab.ContentWidth, g.Style.TabMinWidthBase) + end + + local section_n = TabItemGetSectionIdx(tab) + local section = sections[section_n + 1] + section.Width = section.Width + tab.ContentWidth + ((section_n == curr_section_n) and tab_spacing or 0.0) + section.WidthAfterShrinkMinWidth = section.WidthAfterShrinkMinWidth + ImMin(tab.ContentWidth, shrink_min_width) + ((section_n == curr_section_n) and tab_spacing or 0.0) + curr_section_n = section_n + + local item = swb.Data[shrink_buffer_indexes[section_n + 1] + 1] + shrink_buffer_indexes[section_n + 1] = shrink_buffer_indexes[section_n + 1] + 1 + item.Index = tab_n + item.Width = tab.ContentWidth + item.InitialWidth = tab.ContentWidth + tab.Width = ImMax(tab.ContentWidth, 1.0) + end + + local width_all_tabs_after_min_width_shrink = 0.0 + tab_bar.WidthAllTabsIdeal = 0.0 + for section_n = 1, 3 do + tab_bar.WidthAllTabsIdeal = tab_bar.WidthAllTabsIdeal + sections[section_n].Width + sections[section_n].Spacing + width_all_tabs_after_min_width_shrink = width_all_tabs_after_min_width_shrink + sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing + end + + local can_scroll = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0 + local width_all_tabs_to_use_for_scroll = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0) and tab_bar.WidthAllTabs or width_all_tabs_after_min_width_shrink + tab_bar.ScrollButtonEnabled = (width_all_tabs_to_use_for_scroll > tab_bar.BarRect:GetWidth() and tabs.Size > 1) + and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTabListScrollingButtons) == 0 and can_scroll + if tab_bar.ScrollButtonEnabled then + local scroll_and_select_tab = ImGui.TabBarScrollingButtons(tab_bar) + if scroll_and_select_tab then + if bit32.band(scroll_and_select_tab.Flags, ImGuiTabItemFlags.Button) == 0 then + tab_bar.SelectedTabId = scroll_and_select_tab.ID + end + scroll_to_tab_id = scroll_and_select_tab.ID + end + end + if scroll_to_tab_id == 0 and scroll_to_selected_tab then + scroll_to_tab_id = tab_bar.SelectedTabId + end + + local section_0_w = sections[1].Width + sections[1].Spacing + local section_1_w = sections[2].Width + sections[2].Spacing + local section_2_w = sections[3].Width + sections[3].Spacing + local central_section_is_visible = (section_0_w + section_2_w) < tab_bar.BarRect:GetWidth() + local width_excess + if central_section_is_visible then + width_excess = ImMax(section_1_w - (tab_bar.BarRect:GetWidth() - section_0_w - section_2_w), 0.0) + else + width_excess = (section_0_w + section_2_w) - tab_bar.BarRect:GetWidth() + end + + local can_shrink = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyShrink) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0 + if width_excess >= 1.0 and (can_shrink or not central_section_is_visible) then + local shrink_data_count = central_section_is_visible and sections[2].TabCount or (sections[1].TabCount + sections[3].TabCount) + local shrink_data_offset = central_section_is_visible and (sections[1].TabCount + sections[3].TabCount) or 0 + ImGui.ShrinkWidths(swb.Data, shrink_data_offset + 1, shrink_data_count, width_excess, shrink_min_width) + + for tab_n = shrink_data_offset, shrink_data_offset + shrink_data_count - 1 do + local item = swb.Data[tab_n + 1] + local tab = tabs.Data[item.Index + 1] + local shrinked_width = IM_TRUNC(item.Width) + if shrinked_width >= 0.0 then + shrinked_width = ImMax(1.0, shrinked_width) + local section_n = TabItemGetSectionIdx(tab) + sections[section_n + 1].Width = sections[section_n + 1].Width - (tab.Width - shrinked_width) + tab.Width = shrinked_width + end + end + end + + -- Layout all active tabs + local section_tab_index = 0 + local tab_offset = 0.0 + tab_bar.WidthAllTabs = 0.0 + for section_n = 0, 2 do + local section = sections[section_n + 1] + if section_n == 2 then + tab_offset = ImMin(ImMax(0.0, tab_bar.BarRect:GetWidth() - section.Width), tab_offset) + end + for tab_n = 0, section.TabCount - 1 do + local tab = tabs.Data[section_tab_index + tab_n + 1] + tab.Offset = tab_offset + tab.NameOffset = -1 + tab_offset = tab_offset + tab.Width + ((tab_n < section.TabCount - 1) and g.Style.ItemInnerSpacing.x or 0.0) + end + tab_bar.WidthAllTabs = tab_bar.WidthAllTabs + ImMax(section.Width + section.Spacing, 0.0) + tab_offset = tab_offset + section.Spacing + section_tab_index = section_tab_index + section.TabCount + end + + local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) + if found_selected_tab_id == false and not tab_bar_appearing then + tab_bar.SelectedTabId = 0 + end + if tab_bar.SelectedTabId == 0 and tab_bar.NextSelectedTabId == 0 and most_recently_selected_tab ~= nil then + tab_bar.SelectedTabId = most_recently_selected_tab.ID + scroll_to_tab_id = tab_bar.SelectedTabId + end + + tab_bar.VisibleTabId = tab_bar.SelectedTabId + tab_bar.VisibleTabWasSubmitted = false + + -- CTRL+TAB can override visible tab temporarily + if g.NavWindowingTarget ~= nil and g.NavWindowingTarget.DockNode and g.NavWindowingTarget.DockNode.TabBar == tab_bar then + tab_bar.VisibleTabId = g.NavWindowingTarget.TabId + scroll_to_tab_id = tab_bar.VisibleTabId + end + + if scroll_to_tab_id ~= 0 then + ImGui.TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections) + elseif tab_bar.ScrollButtonEnabled and ImGui.IsMouseHoveringRect(tab_bar.BarRect.Min, tab_bar.BarRect.Max, true) and ImGui.IsWindowContentHoverable(g.CurrentWindow) then + local wheel = g.IO.MouseWheelRequestAxisSwap and g.IO.MouseWheel or g.IO.MouseWheelH + local wheel_key = g.IO.MouseWheelRequestAxisSwap and ImGuiKey.MouseWheelY or ImGuiKey.MouseWheelX + if ImGui.TestKeyOwner(wheel_key, tab_bar.ID) and wheel ~= 0.0 then + local scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0 + tab_bar.ScrollingTargetDistToVisibility = 0.0 + tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget - scroll_step) + end + ImGui.SetKeyOwner(wheel_key, tab_bar.ID) + end + + tab_bar.ScrollingAnim = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingAnim) + tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget) + if tab_bar.ScrollingAnim ~= tab_bar.ScrollingTarget then + tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, 70.0 * g.FontSize) + tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, math.abs(tab_bar.ScrollingTarget - tab_bar.ScrollingAnim) / 0.3) + local teleport = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) or (tab_bar.ScrollingTargetDistToVisibility > 10.0 * g.FontSize) + tab_bar.ScrollingAnim = teleport and tab_bar.ScrollingTarget or ImLinearSweep(tab_bar.ScrollingAnim, tab_bar.ScrollingTarget, g.IO.DeltaTime * tab_bar.ScrollingSpeed) + else + tab_bar.ScrollingSpeed = 0.0 + end + tab_bar.ScrollingRectMinX = tab_bar.BarRect.Min.x + sections[1].Width + sections[1].Spacing + tab_bar.ScrollingRectMaxX = tab_bar.BarRect.Max.x - sections[3].Width - sections[2].Spacing + + local window = g.CurrentWindow + ImVec2_Copy(window.DC.CursorPos, tab_bar.BarRect.Min) + ImGui.ItemSize(ImVec2(tab_bar.WidthAllTabs, tab_bar.BarRect:GetHeight()), tab_bar.FramePadding.y) + window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, tab_bar.BarRect.Min.x + tab_bar.WidthAllTabsIdeal) +end + +function ImGui.TabBarCalcTabID(tab_bar, label, docked_window) + if docked_window ~= nil then + IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0) + local id = docked_window.TabId + ImGui.KeepAliveID(id) + return id + end + return ImGui.GetCurrentContext().CurrentWindow:GetID(label) +end + +function ImGui.TabBarCalcMaxTabWidth() + return ImGui.GetCurrentContext().FontSize * 20.0 +end + +function ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab_id ~= 0 then + for n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[n] + if tab.ID == tab_id then return tab end + end + end + return nil +end + +--- @param order int # 0-based visible order +function ImGui.TabBarFindTabByOrder(tab_bar, order) + if order < 0 or order >= tab_bar.Tabs.Size then return nil end + return tab_bar.Tabs.Data[order + 1] +end + +--- @return int # 0-based order +function ImGui.TabBarGetTabOrder(tab_bar, tab) + local i = tab_bar.Tabs:find_index(tab) + return i and (i - 1) or -1 +end + +function ImGui.TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar) + local most_recently_selected_tab = nil + for n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[n] + if most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected then + if tab.Window and tab.Window.WasActive then most_recently_selected_tab = tab end + end + end + return most_recently_selected_tab +end + +function ImGui.TabBarGetCurrentTab(tab_bar) + if tab_bar.LastTabItemIdx < 0 or tab_bar.LastTabItemIdx >= tab_bar.Tabs.Size then return nil end + return tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] +end + +function ImGui.TabBarGetTabName(tab_bar, tab) + if tab.Window then return tab.Window.Name end + if tab.Name == nil then return "N/A" end + return tab.Name +end + +function ImGui.TabBarGetTabPos(tab_bar, tab) + if bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 then + return tab_bar.BarRect.Min + ImVec2(IM_TRUNC(tab.Offset - tab_bar.ScrollingAnim), 0.0) + end + return tab_bar.BarRect.Min + ImVec2(tab.Offset, 0.0) +end + +function ImGui.TabBarAddTab(tab_bar, tab_flags, window) + local g = ImGui.GetCurrentContext() + IM_ASSERT(ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil) + IM_ASSERT(g.CurrentTabBar ~= tab_bar) + if not window.HasCloseButton then + tab_flags = bit32.bor(tab_flags, ImGuiTabItemFlags.NoCloseButton) + end + local new_tab = ImGuiTabItem() + new_tab.ID = window.TabId + new_tab.Flags = tab_flags + new_tab.LastFrameVisible = tab_bar.CurrFrameVisible + if new_tab.LastFrameVisible == -1 then new_tab.LastFrameVisible = g.FrameCount - 1 end + new_tab.Window = window + tab_bar.Tabs:push_back(new_tab) +end + +function ImGui.TabBarRemoveTab(tab_bar, tab_id) + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab then tab_bar.Tabs:erase(tab_bar.Tabs:find_index(tab)) end + if tab_bar.VisibleTabId == tab_id then tab_bar.VisibleTabId = 0 end + if tab_bar.SelectedTabId == tab_id then tab_bar.SelectedTabId = 0 end + if tab_bar.NextSelectedTabId == tab_id then tab_bar.NextSelectedTabId = 0 end +end + +function ImGui.TabBarCloseTab(tab_bar, tab) + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) ~= 0 then return end + if bit32.band(tab.Flags, bit32.bor(ImGuiTabItemFlags.UnsavedDocument, ImGuiTabItemFlags.NoAssumedClosure)) == 0 then + tab.WantClose = true + if tab_bar.VisibleTabId == tab.ID then + tab.LastFrameVisible = -1 + tab_bar.SelectedTabId = 0 + tab_bar.NextSelectedTabId = 0 + end + else + if tab_bar.VisibleTabId ~= tab.ID then ImGui.TabBarQueueFocus(tab_bar, tab) end + end +end + +function ImGui.TabBarScrollClamp(tab_bar, scrolling) + scrolling = ImMin(scrolling, tab_bar.WidthAllTabs - tab_bar.BarRect:GetWidth()) + return ImMax(scrolling, 0.0) +end + +function ImGui.TabBarScrollToTab(tab_bar, tab_id, sections) + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab == nil then return end + + if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then + tab = tab_bar.Tabs.Data[sections[1].TabCount + 1] + elseif bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then + tab = tab_bar.Tabs.Data[sections[1].TabCount + sections[2].TabCount + 1] + end + if tab == nil or bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= 0 then return end + + local g = ImGui.GetCurrentContext() + local margin = ImClamp(tab_bar.ScrollingRectMaxX - tab_bar.ScrollingRectMinX - tab.Width, g.Style.ItemInnerSpacing.x, g.FontSize * 1.0) + local order = ImGui.TabBarGetTabOrder(tab_bar, tab) + local scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections) + + local tab_x1 = tab.Offset - sections[1].Width + ((order > sections[1].TabCount - 1) and -margin or 0.0) + local tab_x2 = tab.Offset - sections[1].Width + tab.Width + ((order + 1 < tab_bar.Tabs.Size - sections[3].TabCount) and margin or 1.0) + tab_bar.ScrollingTargetDistToVisibility = 0.0 + if tab_bar.ScrollingTarget > tab_x1 or (tab_x2 - tab_x1 >= scrollable_width) then + tab_bar.ScrollingTargetDistToVisibility = ImMax(tab_bar.ScrollingAnim - tab_x2, 0.0) + tab_bar.ScrollingTarget = tab_x1 + elseif tab_bar.ScrollingTarget < tab_x2 - scrollable_width then + tab_bar.ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar.ScrollingAnim, 0.0) + tab_bar.ScrollingTarget = tab_x2 - scrollable_width + end +end + +--- TabBarQueueFocus(tab_bar, tab) or TabBarQueueFocus(tab_bar, tab_name) +function ImGui.TabBarQueueFocus(tab_bar, tab) + if type(tab) == "string" then + IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0) + tab_bar.NextSelectedTabId = ImGui.TabBarCalcTabID(tab_bar, tab, nil) + return + end + tab_bar.NextSelectedTabId = tab.ID +end + +function ImGui.TabBarQueueReorder(tab_bar, tab, offset) + IM_ASSERT(offset ~= 0) + IM_ASSERT(tab_bar.ReorderRequestTabId == 0) + tab_bar.ReorderRequestTabId = tab.ID + tab_bar.ReorderRequestOffset = offset +end + +function ImGui.TabBarQueueReorderFromMousePos(tab_bar, src_tab, mouse_pos) + local g = ImGui.GetCurrentContext() + IM_ASSERT(tab_bar.ReorderRequestTabId == 0) + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) == 0 then return end + + local tab_spacing = g.Style.ItemInnerSpacing.x + local is_central_section = bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 + local bar_offset = tab_bar.BarRect.Min.x - (is_central_section and tab_bar.ScrollingTarget or 0) + + local dir = ((bar_offset + src_tab.Offset) > mouse_pos.x) and -1 or 1 + local src_idx = ImGui.TabBarGetTabOrder(tab_bar, src_tab) + local dst_idx = src_idx + local i = src_idx + while i >= 0 and i < tab_bar.Tabs.Size do + local dst_tab = tab_bar.Tabs.Data[i + 1] + if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then break end + if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) then break end + dst_idx = i + local x1 = bar_offset + dst_tab.Offset - tab_spacing + local x2 = bar_offset + dst_tab.Offset + dst_tab.Width + tab_spacing + if (dir < 0 and mouse_pos.x > x1) or (dir > 0 and mouse_pos.x < x2) then break end + i = i + dir + end + + if dst_idx ~= src_idx then + ImGui.TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx) + end +end + +function ImGui.TabBarProcessReorder(tab_bar) + local tab1 = ImGui.TabBarFindTabByID(tab_bar, tab_bar.ReorderRequestTabId) + if tab1 == nil or bit32.band(tab1.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end + + local tab1_order = ImGui.TabBarGetTabOrder(tab_bar, tab1) + local tab2_order = tab1_order + tab_bar.ReorderRequestOffset + if tab2_order < 0 or tab2_order >= tab_bar.Tabs.Size then return false end + + local tab2 = tab_bar.Tabs.Data[tab2_order + 1] + if bit32.band(tab2.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end + if bit32.band(tab1.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(tab2.Flags, ImGuiTabItemFlags.SectionMask_) then return false end + + -- Move tab1 to tab2's position, shifting the tabs in between + table.remove(tab_bar.Tabs.Data, tab1_order + 1) + table.insert(tab_bar.Tabs.Data, tab2_order + 1, tab1) + + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.SaveSettings) ~= 0 then ImGui.MarkIniSettingsDirty() end + return true +end + +function ImGui.TabBarScrollingButtons(tab_bar) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local arrow_button_size = ImVec2(g.FontSize - 2.0, g.FontSize + g.Style.FramePadding.y * 2.0) + local scrolling_buttons_width = arrow_button_size.x * 2.0 + + local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + + local select_dir = 0 + local tc = g.Style.Colors[ImGuiCol.Text] + local arrow_col = ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5) + + ImGui.PushStyleColor(ImGuiCol.Text, arrow_col) + ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0)) + ImGui.PushItemFlag(bit32.bor(ImGuiItemFlags.ButtonRepeat, ImGuiItemFlags.NoNav), true) + local backup_repeat_delay = g.IO.KeyRepeatDelay + local backup_repeat_rate = g.IO.KeyRepeatRate + g.IO.KeyRepeatDelay = 0.250 + g.IO.KeyRepeatRate = 0.200 + local x = ImMax(tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.x - scrolling_buttons_width) + ImVec2_CopyV(window.DC.CursorPos, x, tab_bar.BarRect.Min.y) + if ImGui.ArrowButtonEx("##<", ImGuiDir.Left, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = -1 end + ImVec2_CopyV(window.DC.CursorPos, x + arrow_button_size.x, tab_bar.BarRect.Min.y) + if ImGui.ArrowButtonEx("##>", ImGuiDir.Right, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = 1 end + ImGui.PopItemFlag() + ImGui.PopStyleColor(2) + g.IO.KeyRepeatRate = backup_repeat_rate + g.IO.KeyRepeatDelay = backup_repeat_delay + + local tab_to_scroll_to = nil + if select_dir ~= 0 then + local tab_item = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId) + if tab_item then + local selected_order = ImGui.TabBarGetTabOrder(tab_bar, tab_item) + local target_order = selected_order + select_dir + while tab_to_scroll_to == nil do + local idx = (target_order >= 0 and target_order < tab_bar.Tabs.Size) and target_order or selected_order + tab_to_scroll_to = tab_bar.Tabs.Data[idx + 1] + if bit32.band(tab_to_scroll_to.Flags, ImGuiTabItemFlags.Button) ~= 0 then + target_order = target_order + select_dir + selected_order = selected_order + select_dir + if not (target_order < 0 or target_order >= tab_bar.Tabs.Size) then tab_to_scroll_to = nil end + end + end + end + end + ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos) + tab_bar.BarRect.Max.x = tab_bar.BarRect.Max.x - (scrolling_buttons_width + 1.0) + + return tab_to_scroll_to +end + +function ImGui.TabBarTabListPopupButton(tab_bar) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + + local tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y + local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x - g.Style.FramePadding.y, tab_bar.BarRect.Min.y) + tab_bar.BarRect.Min.x = tab_bar.BarRect.Min.x + tab_list_popup_button_width + + local tc = g.Style.Colors[ImGuiCol.Text] + ImGui.PushStyleColor(ImGuiCol.Text, ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5)) + ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0)) + local open = ImGui.BeginCombo("##v", nil, bit32.bor(ImGuiComboFlags.NoPreview, ImGuiComboFlags.HeightLargest)) + ImGui.PopStyleColor(2) + + local tab_to_select = nil + if open then + for n = 1, tab_bar.Tabs.Size do + local tab = tab_bar.Tabs.Data[n] + if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then + local tab_name = ImGui.TabBarGetTabName(tab_bar, tab) + if ImGui.Selectable(tab_name, tab_bar.SelectedTabId == tab.ID) then + tab_to_select = tab + end + end + end + ImGui.EndCombo() + end + + ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos) + return tab_to_select +end + +--------------------------------------------------------------------------------------- +-- [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +--------------------------------------------------------------------------------------- + +--- @return bool visible, bool? p_open +function ImGui.BeginTabItem(label, p_open, flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return false, p_open end + + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + IM_ASSERT(bit32.band(flags, ImGuiTabItemFlags.Button) == 0) + + local ret + ret, p_open = ImGui.TabItemEx(tab_bar, label, p_open, flags, nil) + if ret and bit32.band(flags, ImGuiTabItemFlags.NoPushId) == 0 then + local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] + ImGui.PushOverrideID(tab.ID) + end + return ret, p_open +end + +function ImGui.EndTabItem() + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return end + + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + IM_ASSERT(tab_bar.LastTabItemIdx >= 0) + local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] + if bit32.band(tab.Flags, ImGuiTabItemFlags.NoPushId) == 0 then + ImGui.PopID() + end +end + +function ImGui.TabItemButton(label, flags) + if flags == nil then flags = 0 end + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return false end + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + return (ImGui.TabItemEx(tab_bar, label, nil, bit32.bor(flags, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder), nil)) +end + +function ImGui.TabItemSpacing(str_id, flags, width) + local g = ImGui.GetCurrentContext() + local window = g.CurrentWindow + if window.SkipItems then return end + local tab_bar = g.CurrentTabBar + IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") + ImGui.SetNextItemWidth(width) + ImGui.TabItemEx(tab_bar, str_id, nil, bit32.bor(flags or 0, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder, ImGuiTabItemFlags.Invisible), nil) +end + +--- @return bool ret, bool? p_open +function ImGui.TabItemEx(tab_bar, label, p_open, flags, docked_window) + local g = ImGui.GetCurrentContext() + if tab_bar.WantLayout then + local backup_next_item_data = {} + for k, v in pairs(g.NextItemData) do backup_next_item_data[k] = v end + ImGui.TabBarLayout(tab_bar) + for k, v in pairs(backup_next_item_data) do g.NextItemData[k] = v end + end + local window = g.CurrentWindow + if window.SkipItems then return false, p_open end + + local style = g.Style + local id = ImGui.TabBarCalcTabID(tab_bar, label, docked_window) + + if p_open ~= nil and not p_open then + ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav) + return false, p_open + end + + IM_ASSERT(p_open == nil or bit32.band(flags, ImGuiTabItemFlags.Button) == 0) + IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) ~= bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) + + local has_p_open = (p_open ~= nil) + if bit32.band(flags, ImGuiTabItemFlags.NoCloseButton) ~= 0 then + has_p_open = false + elseif not has_p_open then + flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseButton) + end + + local tab = ImGui.TabBarFindTabByID(tab_bar, id) + local tab_is_new = false + if tab == nil then + tab = ImGuiTabItem() + tab_bar.Tabs:push_back(tab) + tab.ID = id + tab_bar.TabsAddedNew = true + tab_is_new = true + end + tab_bar.LastTabItemIdx = ImGui.TabBarGetTabOrder(tab_bar, tab) + + local size = ImGui.TabItemCalcSize(label, has_p_open or bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0) + tab.RequestedWidth = -1.0 + if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) ~= 0 then + size.x = g.NextItemData.Width + tab.RequestedWidth = size.x + end + if tab_is_new then tab.Width = ImMax(1.0, size.x) end + tab.ContentWidth = size.x + tab.BeginOrder = tab_bar.TabsActiveCount + tab_bar.TabsActiveCount = tab_bar.TabsActiveCount + 1 + + local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) + local tab_bar_focused = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.IsFocused) ~= 0 + local tab_appearing = (tab.LastFrameVisible + 1 < g.FrameCount) + local tab_just_unsaved = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) == 0 + local is_tab_button = bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0 + tab.LastFrameVisible = g.FrameCount + tab.Flags = flags + tab.Window = docked_window + + if docked_window ~= nil then + IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0) + tab.NameOffset = -1 + tab.Name = nil + else + tab.NameOffset = 0 + tab.Name = label + end + + if not is_tab_button then + if tab_appearing and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) ~= 0 and tab_bar.NextSelectedTabId == 0 then + if not tab_bar_appearing or tab_bar.SelectedTabId == 0 then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + end + if bit32.band(flags, ImGuiTabItemFlags.SetSelected) ~= 0 and tab_bar.SelectedTabId ~= id then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + end + + local tab_contents_visible = (tab_bar.VisibleTabId == id) + if tab_contents_visible then tab_bar.VisibleTabWasSubmitted = true end + + if not tab_contents_visible and tab_bar.SelectedTabId == 0 and tab_bar_appearing and docked_window == nil then + if tab_bar.Tabs.Size == 1 and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) == 0 then + tab_contents_visible = true + end + end + + if tab_appearing and (not tab_bar_appearing or tab_is_new) then + ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav) + if is_tab_button then return false, p_open end + return tab_contents_visible, p_open + end + + if tab_bar.SelectedTabId == id then tab.LastFrameSelected = g.FrameCount end + + local backup_main_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + + local is_central_section = bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 + size.x = tab.Width + local pos = ImGui.TabBarGetTabPos(tab_bar, tab) + ImVec2_Copy(window.DC.CursorPos, pos) + local bb = ImRect(pos, pos + size) + + local want_clip_rect = is_central_section and (bb.Min.x < tab_bar.ScrollingRectMinX or bb.Max.x > tab_bar.ScrollingRectMaxX) + if want_clip_rect then + ImGui.PushClipRect(ImVec2(ImClamp(bb.Min.x, tab_bar.ScrollingRectMinX, tab_bar.ScrollingRectMaxX), bb.Min.y - 1), ImVec2(tab_bar.ScrollingRectMaxX, bb.Max.y), true) + end + + local backup_cursor_max_pos = ImVec2(window.DC.CursorMaxPos.x, window.DC.CursorMaxPos.y) + ImGui.ItemSize(bb:GetSize(), style.FramePadding.y) + ImVec2_Copy(window.DC.CursorMaxPos, backup_cursor_max_pos) + + if not ImGui.ItemAdd(bb, id) then + if want_clip_rect then ImGui.PopClipRect() end + ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos) + return tab_contents_visible, p_open + end + + local button_flags = bit32.bor(is_tab_button and ImGuiButtonFlags.PressedOnClickRelease or ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.AllowOverlap) + if g.DragDropActive and not ImGuiPayload_IsDataType(g.DragDropPayload, IMGUI_PAYLOAD_TYPE_WINDOW) then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) + end + local hovered, held, pressed + if bit32.band(flags, ImGuiTabItemFlags.Invisible) ~= 0 then + hovered, held, pressed = false, false, false + else + pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags) + end + if pressed and not is_tab_button then ImGui.TabBarQueueFocus(tab_bar, tab) end + + if held and docked_window and g.ActiveId == id and g.ActiveIdIsJustActivated then + g.ActiveIdWindow = docked_window + end + + local node = docked_window and docked_window.DockNode or nil + local single_floating_window_node = node and node:IsFloatingNode() and (node.Windows.Size == 1) + if held and single_floating_window_node and ImGui.IsMouseDragging(0, 0.0) then + ImGui.StartMouseMovingWindow(docked_window) + elseif held and not tab_appearing and ImGui.IsMouseDragging(0) then + local drag_dir = 0 + local drag_distance_from_edge_x = 0.0 + if not g.DragDropActive and (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) ~= 0 or docked_window ~= nil) then + if g.IO.MouseDelta.x < 0.0 and g.IO.MousePos.x < bb.Min.x then + drag_dir = -1 + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x + ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos) + elseif g.IO.MouseDelta.x > 0.0 and g.IO.MousePos.x > bb.Max.x then + drag_dir = 1 + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x + ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos) + end + end + + local can_undock = docked_window ~= nil and bit32.band(docked_window.Flags, ImGuiWindowFlags.NoMove) == 0 and bit32.band(node.MergedFlags, ImGuiDockNodeFlags.NoUndocking) == 0 + if can_undock then + local undocking_tab = (g.DragDropActive and g.DragDropPayload.SourceId == id) + if not undocking_tab then + local threshold_base = g.FontSize + local threshold_x = threshold_base * 2.2 + local threshold_y = (threshold_base * 1.5) + ImClamp((math.abs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0) * 0.20, 0.0, threshold_base * 4.0) + local distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y) + if distance_from_edge_y >= threshold_y then undocking_tab = true end + if drag_distance_from_edge_x > threshold_x then + if (drag_dir < 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == 0) or (drag_dir > 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == tab_bar.Tabs.Size - 1) then + undocking_tab = true + end + end + end + + if undocking_tab then + ImGui.DockContextQueueUndockWindow(g, docked_window) + g.MovingWindow = docked_window + ImGui.SetActiveID(g.MovingWindow.MoveId, g.MovingWindow) + ImVec2_Copy(g.ActiveIdClickOffset, g.ActiveIdClickOffset - (g.MovingWindow.Pos - bb.Min)) + g.ActiveIdNoClearOnFocusLoss = true + ImGui.SetActiveIdUsingAllKeyboardKeys() + end + end + end + + local is_visible = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 and bit32.band(flags, ImGuiTabItemFlags.Invisible) == 0 + if is_visible then + local display_draw_list = window.DrawList + local col_idx + if held or hovered then col_idx = ImGuiCol.TabHovered + elseif tab_contents_visible then col_idx = tab_bar_focused and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected + else col_idx = tab_bar_focused and ImGuiCol.Tab or ImGuiCol.TabDimmed end + ImGui.TabItemBackground(display_draw_list, bb, flags, ImGui.GetColorU32(col_idx)) + if tab_contents_visible and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DrawSelectedOverline) ~= 0 and style.TabBarOverlineSize > 0.0 then + local tl = ImVec2(bb.Min.x, bb.Min.y + style.TabBarOverlineSize * 0.5) + local tr = ImVec2(bb.Max.x, bb.Min.y + style.TabBarOverlineSize * 0.5) + local overline_col = ImGui.GetColorU32(tab_bar_focused and ImGuiCol.TabSelectedOverline or ImGuiCol.TabDimmedSelectedOverline) + if style.TabRounding > 0.0 then + local rounding = style.TabRounding + display_draw_list:PathArcToFast(tl + ImVec2(rounding, rounding), rounding, 7, 9) + display_draw_list:PathArcToFast(tr + ImVec2(-rounding, rounding), rounding, 9, 11) + display_draw_list:PathStroke(overline_col, style.TabBarOverlineSize) + else + display_draw_list:AddLine(tl, tr, overline_col, style.TabBarOverlineSize) + end + end + ImGui.RenderNavCursor(bb, id) + + local hovered_unblocked = ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) + if tab_bar.SelectedTabId ~= tab.ID and hovered_unblocked and (ImGui.IsMouseClicked(1) or ImGui.IsMouseReleased(1)) and not is_tab_button then + ImGui.TabBarQueueFocus(tab_bar, tab) + end + + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) ~= 0 then + flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) + end + + local close_button_id = has_p_open and ImGui.GetIDWithSeed("#CLOSE", nil, docked_window and docked_window.ID or id) or 0 + local label_flags = tab_just_unsaved and bit32.band(flags, bit32.bnot(ImGuiTabItemFlags.UnsavedDocument)) or flags + local just_closed, text_clipped = ImGui.TabItemLabelAndCloseButton(display_draw_list, bb, label_flags, tab_bar.FramePadding, label, id, close_button_id, tab_contents_visible) + if just_closed and has_p_open then + p_open = false + ImGui.TabBarCloseTab(tab_bar, tab) + end + + if docked_window and (hovered or g.HoveredId == close_button_id) then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + + if text_clipped and g.HoveredId == id and not held then + if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTooltip) == 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.NoTooltip) == 0 then + local label_end = ImGui.FindRenderedTextEnd(label) + ImGui.SetItemTooltip("%s", string.sub(label, 1, label_end - 1)) + end + end + end + + if want_clip_rect then ImGui.PopClipRect() end + ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos) + + if is_tab_button then return pressed, p_open end + return tab_contents_visible, p_open +end + +function ImGui.SetTabItemClosed(label) + local g = ImGui.GetCurrentContext() + local is_within_manual_tab_bar = g.CurrentTabBar and bit32.band(g.CurrentTabBar.Flags, ImGuiTabBarFlags.DockNode) == 0 + if is_within_manual_tab_bar then + local tab_bar = g.CurrentTabBar + local tab_id = ImGui.TabBarCalcTabID(tab_bar, label, nil) + local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) + if tab then tab.WantClose = true end + else + local window = ImGui.FindWindowByName(label) + if window and window.DockIsActive then + local node = window.DockNode + if node then + local tab_id = ImGui.TabBarCalcTabID(node.TabBar, label, window) + ImGui.TabBarRemoveTab(node.TabBar, tab_id) + window.DockTabWantClose = true + end + end + end +end + +--- TabItemCalcSize(label, has_close_button_or_unsaved_marker) or TabItemCalcSize(window) +function ImGui.TabItemCalcSize(label, has_close_button_or_unsaved_marker) + if type(label) == "table" then + local window = label + return ImGui.TabItemCalcSize(window.Name, window.HasCloseButton or bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0) + end + local g = ImGui.GetCurrentContext() + local label_size = ImGui.CalcTextSize(label, nil, true) + local size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0) + if has_close_button_or_unsaved_marker then + size.x = size.x + g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize) + else + size.x = size.x + g.Style.FramePadding.x + 1.0 + end + return ImVec2(ImMin(size.x, ImGui.TabBarCalcMaxTabWidth()), size.y) +end + +function ImGui.TabItemBackground(draw_list, bb, flags, col) + local g = ImGui.GetCurrentContext() + local width = bb:GetWidth() + IM_ASSERT(width > 0.0) + local rounding = ImMax(0.0, ImMin(bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0 and g.Style.FrameRounding or g.Style.TabRounding, width * 0.5 - 1.0)) + local y1 = bb.Min.y + 1.0 + local y2 = bb.Max.y - g.Style.TabBarBorderSize + draw_list:AddRectFilled(ImVec2(bb.Min.x, y1), ImVec2(bb.Max.x, y2), col, rounding, ImDrawFlags.RoundCornersTop) + if g.Style.TabBorderSize > 0.0 then + draw_list:PathLineTo(ImVec2(bb.Min.x, y2)) + draw_list:PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9) + draw_list:PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12) + draw_list:PathLineTo(ImVec2(bb.Max.x, y2)) + draw_list:PathStroke(ImGui.GetColorU32(ImGuiCol.Border), g.Style.TabBorderSize) + end +end + +--- @return bool just_closed, bool text_clipped +function ImGui.TabItemLabelAndCloseButton(draw_list, bb, flags, frame_padding, label, tab_id, close_button_id, is_contents_visible) + local g = ImGui.GetCurrentContext() + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + if bb:GetWidth() <= 1.0 then return false, false end + + local text_ellipsis_clip_bb = ImRect(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y) + local text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x + + local button_sz = g.FontSize + local button_pos = ImVec2(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y) + + local close_button_pressed = false + local close_button_visible = false + local is_hovered = g.HoveredId == tab_id or g.HoveredId == close_button_id or g.ActiveId == tab_id or g.ActiveId == close_button_id + + if close_button_id ~= 0 then + if is_contents_visible then + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)) + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)) + end + end + + local unsaved_marker_visible = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and (button_pos.x + button_sz <= bb.Max.x) and (not close_button_visible or not is_hovered) + if unsaved_marker_visible then + local bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5 + ImGui.RenderBullet(draw_list, bullet_pos, ImGui.GetColorU32(ImGuiCol.UnsavedMarker)) + elseif close_button_visible then + local last_item_backup = ImGuiLastItemData() + ImGuiLastItemData_Copy(last_item_backup, g.LastItemData) + if ImGui.CloseButton(close_button_id, button_pos) then close_button_pressed = true end + ImGuiLastItemData_Copy(g.LastItemData, last_item_backup) + + if is_hovered and bit32.band(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) == 0 and ImGui.IsMouseClicked(2) then + close_button_pressed = true + end + end + + local ellipsis_max_x = text_ellipsis_clip_bb.Max.x + if close_button_visible or unsaved_marker_visible then + local visible_without_hover = unsaved_marker_visible or ((is_contents_visible and g.Style.TabCloseButtonMinWidthSelected or g.Style.TabCloseButtonMinWidthUnselected) < 0.0) + if visible_without_hover then + text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 0.90 + ellipsis_max_x = ellipsis_max_x - button_sz * 0.90 + else + text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 1.00 + end + end + ImGui.LogSetNextTextDecoration("/", "\\") + ImGui.RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, label_end, label_size) + + return close_button_pressed, text_clipped +end + +return true diff --git a/imgui/imgui_widgets.lua b/imgui/imgui_widgets.lua index 0e801ea..a55f9d6 100644 --- a/imgui/imgui_widgets.lua +++ b/imgui/imgui_widgets.lua @@ -301,6 +301,28 @@ function ImGui.BulletText(fmt, ...) ImGui.RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0), text, 1, text_end, false) end +-- va_list variants: identical to the varargs versions in Lua +ImGui.TextColoredV = ImGui.TextColored +ImGui.TextDisabledV = ImGui.TextDisabled +ImGui.TextWrappedV = ImGui.TextWrapped +ImGui.TextAlignedV = ImGui.TextAligned +ImGui.LabelTextV = ImGui.LabelText +ImGui.BulletTextV = ImGui.BulletText + +-- Value(prefix, b) / Value(prefix, int) / Value(prefix, float, float_format) +-- Lua can't tell int from float: integers without float_format print as %d, otherwise %.3f +function ImGui.Value(prefix, v, float_format) + if type(v) == "boolean" then + ImGui.Text("%s: %s", prefix, v and "true" or "false") + elseif float_format then + ImGui.Text("%s: " .. float_format, prefix, v) + elseif math.floor(v) == v then + ImGui.Text("%s: %d", prefix, v) + else + ImGui.Text("%s: %.3f", prefix, v) + end +end + ---------------------------------------------------------------- -- [SECTION] MAIN: BUTTONS, SCROLLBARS, ... ---------------------------------------------------------------- @@ -1198,6 +1220,7 @@ function ImGui.CheckboxFlags(label, flags, flags_value) return pressed, flags end +ImGui.CheckboxFlagsT = ImGui.CheckboxFlags --- @param label string --- @param active bool @@ -2625,6 +2648,26 @@ function ImGui.InputFloat3(label, v, format, flags) return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 3, nil, nil, format, flags) end +function ImGui.InputFloat2(label, v, format, flags) + return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 2, nil, nil, format or "%.3f", flags) +end + +function ImGui.InputFloat4(label, v, format, flags) + return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 4, nil, nil, format or "%.3f", flags) +end + +function ImGui.InputInt2(label, v, flags) + return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 2, nil, nil, "%d", flags) +end + +function ImGui.InputInt3(label, v, flags) + return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 3, nil, nil, "%d", flags) +end + +function ImGui.InputInt4(label, v, flags) + return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 4, nil, nil, "%d", flags) +end + --- @param label string --- @param v int --- @param step? int @@ -3041,6 +3084,112 @@ function ImGui.DragInt(label, v, v_speed, v_min, v_max, format, flags) return ImGui.DragScalar(label, ImGuiDataType.S32, v, v_speed, v_min, v_max, format, flags) end +-- `v` is mutated in place (1-based), returns value_changed +function ImGui.DragScalarN(label, data_type, v, components, v_speed, v_min, v_max, format, flags) + if v_speed == nil then v_speed = 1.0 end + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local value_changed = false + ImGui.BeginGroup() + ImGui.PushID(label) + ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth()) + for i = 1, components do + ImGui.PushID(i - 1) + if i > 1 then + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + end + if bit32.band(flags, ImGuiSliderFlags.ColorMarkers) ~= 0 then + ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]) + end + local changed + v[i], changed = ImGui.DragScalar("", data_type, v[i], v_speed, v_min, v_max, format, flags) + value_changed = value_changed or changed + ImGui.PopID() + ImGui.PopItemWidth() + end + ImGui.PopID() + + local label_end = ImGui.FindRenderedTextEnd(label) + if label_end > 1 then + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + ImGui.TextEx(label, label_end) + end + + ImGui.EndGroup() + return value_changed +end + +local function DragFloatN(n) + return function(label, v, v_speed, v_min, v_max, format, flags) + return ImGui.DragScalarN(label, ImGuiDataType.Float, v, n, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", flags or 0) + end +end +local function DragIntN(n) + return function(label, v, v_speed, v_min, v_max, format, flags) + return ImGui.DragScalarN(label, ImGuiDataType.S32, v, n, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", flags or 0) + end +end +ImGui.DragFloat2 = DragFloatN(2) +ImGui.DragFloat3 = DragFloatN(3) +ImGui.DragFloat4 = DragFloatN(4) +ImGui.DragInt2 = DragIntN(2) +ImGui.DragInt3 = DragIntN(3) +ImGui.DragInt4 = DragIntN(4) + +-- NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +--- @return float v_current_min +--- @return float v_current_max +--- @return bool value_changed +local function DragRange2(data_type, label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return v_current_min, v_current_max, false + end + + local g = GImGui + local lo = (data_type == ImGuiDataType.Float) and -FLT_MAX or INT_MIN + local hi = (data_type == ImGuiDataType.Float) and FLT_MAX or INT_MAX + ImGui.PushID(label) + ImGui.BeginGroup() + ImGui.PushMultiItemsWidths(2, ImGui.CalcItemWidth()) + + local min_min = (v_min >= v_max) and lo or v_min + local min_max = (v_min >= v_max) and v_current_max or ImMin(v_max, v_current_max) + local min_flags = bit32.bor(flags, (min_min == min_max) and ImGuiSliderFlags.ReadOnly or 0) + local value_changed, changed + v_current_min, value_changed = ImGui.DragScalar("##min", data_type, v_current_min, v_speed, min_min, min_max, format, min_flags) + ImGui.PopItemWidth() + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + + local max_min = (v_min >= v_max) and v_current_min or ImMax(v_min, v_current_min) + local max_max = (v_min >= v_max) and hi or v_max + local max_flags = bit32.bor(flags, (max_min == max_max) and ImGuiSliderFlags.ReadOnly or 0) + v_current_max, changed = ImGui.DragScalar("##max", data_type, v_current_max, v_speed, max_min, max_max, format_max or format, max_flags) + value_changed = value_changed or changed + ImGui.PopItemWidth() + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + + ImGui.TextEx(label, ImGui.FindRenderedTextEnd(label)) + ImGui.EndGroup() + ImGui.PopID() + + return v_current_min, v_current_max, value_changed +end + +function ImGui.DragFloatRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) + return DragRange2(ImGuiDataType.Float, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", format_max, flags or 0) +end + +function ImGui.DragIntRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) + return DragRange2(ImGuiDataType.S32, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", format_max, flags or 0) +end + ---------------------------------------------------------------- -- [SECTION] SLIDERXXX ---------------------------------------------------------------- @@ -3651,6 +3800,18 @@ function ImGui.SliderInt(label, v, v_min, v_max, format, flags) return ImGui.SliderScalar(label, ImGuiDataType.S32, v, v_min, v_max, format, flags) end +function ImGui.SliderInt2(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 2, v_min, v_max, format or "%d", flags) +end + +function ImGui.SliderInt3(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 3, v_min, v_max, format or "%d", flags) +end + +function ImGui.SliderInt4(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 4, v_min, v_max, format or "%d", flags) +end + --- @param label string --- @param size ImVec2 --- @param data_type ImGuiDataType @@ -3764,6 +3925,11 @@ function ImGui.InputText(label, buf, buf_size, flags, callback, user_data) return ImGui.InputTextEx(label, nil, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) end +--- @param size? ImVec2 +function ImGui.InputTextMultiline(label, buf, buf_size, size, flags, callback, user_data) + return ImGui.InputTextEx(label, nil, buf, buf_size, size or ImVec2(0, 0), bit32.bor(flags or 0, ImGuiInputTextFlags.Multiline), callback, user_data) +end + ImStb = {} --- @module "imstb_textedit" @@ -5811,6 +5977,27 @@ function ImGui.ColorEdit3(label, col, flags) return ImGui.ColorEdit4(label, col, bit32.bor(flags, ImGuiColorEditFlags.NoAlpha)) end +-- `col` mutated in place, returns value_changed +function ImGui.ColorPicker3(label, col, flags) + local col4 = { col[1], col[2], col[3], 1.0 } + if not ImGui.ColorPicker4(label, col4, bit32.bor(flags or 0, ImGuiColorEditFlags.NoAlpha)) then + return false + end + col[1] = col4[1]; col[2] = col4[2]; col[3] = col4[3] + return true +end + +function ImGui.SetColorEditOptions(flags) + local g = GImGui + local def = ImGuiColorEditFlags.DefaultOptions_ + for _, mask in ipairs({ ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_ }) do + if bit32.band(flags, mask) == 0 then + flags = bit32.bor(flags, bit32.band(def, mask)) + end + end + g.IO.ConfigColorEditFlags = flags +end + -- Helper for ColorPicker4() --- @param draw_list ImDrawList --- @param pos ImVec2 diff --git a/tools/bundle.py b/tools/bundle.py index f9aa915..f25f015 100644 --- a/tools/bundle.py +++ b/tools/bundle.py @@ -13,7 +13,7 @@ for dp, _, fn in os.walk(SRC): if f.endswith(".lua"): FILES[f] = open(os.path.join(dp, f)).read() -ENTRY = ["imgui.lua", "imgui_impl_roblox.lua", "imgui_demo.lua"] # run order +ENTRY = ["imgui.lua", "imgui_impl_roblox.lua"] + sorted(f for f in FILES if f.startswith("imgui_demo")) # run order names = set() for src in FILES.values(): @@ -27,8 +27,10 @@ out = ["--!native", "--!optimize 2", "-- GENERATED by tools/bundle.py from imgui " if r == nil then r = __FILES[name](); if r == nil then r = true end; __LOADED[name] = r end", " return r", "end", ""] +linemap = [] # (first bundle line, file) for error -> source mapping (tools/test/run.py) for name, src in sorted(FILES.items()): out.append("__FILES[%r] = function()" % name) + linemap.append((sum(x.count("\n") + 1 for x in out) + 1, name)) out.append(src.rstrip("\n")) out.append("end") out.append("") @@ -40,6 +42,10 @@ for n in sorted(names): out.append(" %s = %s," % (n, n)) out.append("}") -os.makedirs(os.path.join(ROOT, "build"), exist_ok=True) -open(os.path.join(ROOT, "build", "ImGui.luau"), "w").write("\n".join(out) + "\n") +import sys +OUT = sys.argv[1] if len(sys.argv) > 1 else os.path.join(ROOT, "build") +os.makedirs(OUT, exist_ok=True) +open(os.path.join(OUT, "ImGui.luau"), "w").write("\n".join(out) + "\n") +import json +json.dump(linemap, open(os.path.join(OUT, "ImGui.linemap.json"), "w")) print("wrote build/ImGui.luau (%d files, %d exports)" % (len(FILES), len(names))) diff --git a/tools/test/PORTING.md b/tools/test/PORTING.md new file mode 100644 index 0000000..716724e --- /dev/null +++ b/tools/test/PORTING.md @@ -0,0 +1,54 @@ +# Porting rules (Dear ImGui docking branch -> this Lua/Luau port) + +Upstream reference: `tools/test/upstream/*.cpp|h` (ocornut/imgui `docking` branch, 1.93 WIP). Port semantics 1:1 from +there, but keep this port's existing data structures and conventions. Read the surrounding existing Lua code first. + +## Runtime +- Target is **Luau (Roblox)** only. All files are concatenated into one ModuleScript by `tools/bundle.py`; every + file shares one global namespace. Globals defined by one file are visible to the others at call time. +- Each `imgui/*.lua` file is a function body in the bundle. New files must be loaded with `IM_INCLUDE"file.lua"` + from an existing file (files named `imgui_demo*.lua` are loaded automatically, after `imgui.lua`). +- No `goto`, no `::labels::`, no `setfenv/getfenv`, no LuaJIT `bit`/`ffi`. Use `bit32`. For `continue` use + `repeat ... until true` with `break`, and an explicit flag when the loop itself must break out of the wrapper. +- Luau has a limit of 200 locals per function and 255 upvalues; split huge functions (like demo sections) into + several local/global functions. + +## Conventions (follow what the port already does) +- `ImVector`: 1-based `.Data`, `.Size`, methods `push_back/pop_back/resize/back/iter/erase/...` (imgui_h.lua). + Indices that C++ stores as 0-based *values* (e.g. column index, tab order) stay 0-based unless the surrounding + port code already shifted them; document `-- 0-based` / `-- 1-based` next to anything ambiguous. +- `ImVec2(x, y)` stores `[1],[2]` with `.x/.y` aliases (metatable). Arithmetic operators exist. Prefer + `ImVec2_Copy(dst, src)` / `ImVec2_CopyV(dst, x, y)` when C++ assigns into an existing struct field. + `ImVec4`, `ImRect` (`.Min/.Max`) likewise. +- Structs: constructor function `ImGuiFoo()` returning a table, methods on `MT.ImGuiFoo` with + `MT.ImGuiFoo.__index = MT.ImGuiFoo`. `local MT = ImGui.GetMetatables()`. +- Flags/enums: tables like `ImGuiTableFlags.Resizable`; combine with `bit32.bor`, test with `bit32.band(...) ~= 0`. +- Context: `local g = GImGui` (each file has its own local `GImGui` kept in sync; follow how the file you are in + does it). New fields on `ImGuiContext`/`ImGuiWindow`: add them to the constructor in imgui_internal.lua. +- Strings: Lua strings + 1-based byte positions; `text_end` is exclusive. Editable text buffers are `char[]` + (byte tables), like `ImGui.InputText(label, buf, buf_size)`. +- **Output parameters** (C++ `bool* p_open`, `float* v`, `int* current_item`...) become return values: + - bool-like widgets: `return pressed, new_v` (Checkbox, RadioButton, Selectable, MenuItem, CheckboxFlags) + - scalar widgets: `return new_v, changed` (Slider*/Drag*/Input* scalar, SliderAngle, Combo -> `new_idx, changed`) + - multi-component (`float v[3]`, ImVec4 colors, `char[]` buffers): table mutated in place, return `changed` + - `Begin(name, p_open)` style: `return open, visible` / follow existing `ImGui.Begin`. + When an existing similar function already exists, copy its convention exactly. +- `static` locals in C++ become file-level upvalue tables / fields (demo uses a `static` table per section). +- `IM_ASSERT(cond, msg)` exists. `IM_COL32(r,g,b,a)`, `ImMax/ImMin/ImClamp/ImLerp/ImFloor/ImTrunc` etc. exist. +- Keep function names identical to upstream (`ImGui.TableNextRow`, `ImGui.TabBarLayout`, ...). Internal helpers + that are `static` in C++ become `local function` in the file. +- Roblox can't do: OS clipboard (internal only), files/URLs (VFS `ImStd.ImFileLoadToMemory` only), multi-viewports, + gamepad. Port the code paths anyway where cheap; demo shows "(not supported on Roblox)" text instead of + widgets that cannot work. + +## Testing +- `python3 tools/test/run.py` — runs main.client.luau 400 frames with scripted random input (mouse, clicks, + keys, typing). Errors print with `imgui/.lua:` 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. diff --git a/tools/test/missing.py b/tools/test/missing.py new file mode 100644 index 0000000..156eca2 --- /dev/null +++ b/tools/test/missing.py @@ -0,0 +1,21 @@ +#!/usr/bin/env python3 +"""Lists upstream ImGui:: functions (tools/test/upstream/*.cpp, docking branch) that the Lua port doesn't define. + python3 tools/test/missing.py # summary per upstream file + python3 tools/test/missing.py tables # names missing from imgui_tables.cpp +""" +import os, re, sys +HERE = os.path.dirname(os.path.abspath(__file__)) +ROOT = os.path.dirname(os.path.dirname(HERE)) +port = set() +for f in os.listdir(os.path.join(ROOT, "imgui")): + if f.endswith(".lua"): + port.update(re.findall(r"function ImGui[.:](\w+)", open(os.path.join(ROOT, "imgui", f)).read())) +filt = sys.argv[1] if len(sys.argv) > 1 else None +for f in sorted(os.listdir(os.path.join(HERE, "upstream"))): + if not f.endswith(".cpp") or f == "imgui_demo.cpp": continue + if filt and filt not in f: continue + src = open(os.path.join(HERE, "upstream", f)).read() + names = sorted(set(re.findall(r"^[\w:<>*& ]+?\bImGui::(\w+)\(", src, re.M))) + miss = [n for n in names if n not in port] + print("%-20s %4d/%4d ported, missing %d" % (f, len(names) - len(miss), len(names), len(miss))) + if filt: print(" " + "\n ".join(miss)) diff --git a/tools/test/roblox_mock.luau b/tools/test/roblox_mock.luau new file mode 100644 index 0000000..8600abb --- /dev/null +++ b/tools/test/roblox_mock.luau @@ -0,0 +1,245 @@ +-- Minimal Roblox mock for running the imgui Roblox backend + the real CanvasDraw module in the Luau CLI. +local realG = {} -- (no getfenv: it would mark the global env unsafe and deoptimize everything) +FAKE_TIME = 0 +local SCREEN_W, SCREEN_H = 1920, 1080 +local NFRAMES = tonumber(ARG_FRAMES) or 400 +local FORCE = ARG_FORCE == true +local DUMP_FRAMES = { [60] = true, [200] = true, [NFRAMES] = true } + +local function Signal() + local s = { conns = {} } + function s:Connect(fn) + local c = { fn = fn, Connected = true } + function c:Disconnect() c.Connected = false end + table.insert(s.conns, c) + return c + end + function s:Fire(...) for _, c in ipairs(s.conns) do if c.Connected then c.fn(...) end end end + return s +end + +local V2 = {} +V2.__index = V2 +local function v2(x, y) return setmetatable({ X = x or 0, Y = y or 0 }, V2) end +V2.__add = function(a, b) return v2(a.X + b.X, a.Y + b.Y) end +V2.__sub = function(a, b) return v2(a.X - b.X, a.Y - b.Y) end +V2.__mul = function(a, b) if type(b) == "number" then return v2(a.X * b, a.Y * b) end return v2(a.X * b.X, a.Y * b.Y) end +V2.__div = function(a, b) if type(b) == "number" then return v2(a.X / b, a.Y / b) end return v2(a.X / b.X, a.Y / b.Y) end +V2.__eq = function(a, b) return a.X == b.X and a.Y == b.Y end +local Vector2 = { new = v2, zero = v2(0, 0), one = v2(1, 1) } + +-- Enums: KeyCode values as in Roblox; unknown KeyCode names error (catches typos in the backend) +local KEYCODES = { + Unknown = 0, Backspace = 8, Tab = 9, Return = 13, Escape = 27, Space = 32, Quote = 39, Comma = 44, Minus = 45, Period = 46, Slash = 47, + Semicolon = 59, Equals = 61, LeftBracket = 91, BackSlash = 92, RightBracket = 93, Backquote = 96, Delete = 127, + KeypadPeriod = 266, KeypadDivide = 267, KeypadMultiply = 268, KeypadMinus = 269, KeypadPlus = 270, KeypadEnter = 271, KeypadEquals = 272, + Up = 273, Down = 274, Right = 275, Left = 276, Insert = 277, Home = 278, End = 279, PageUp = 280, PageDown = 281, + CapsLock = 301, RightShift = 303, LeftShift = 304, RightControl = 305, LeftControl = 306, RightAlt = 307, LeftAlt = 308, + LeftSuper = 311, RightSuper = 312, +} +local digits = { "Zero", "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine" } +for i = 0, 9 do KEYCODES[digits[i + 1]] = 48 + i; KEYCODES["Keypad" .. digits[i + 1]] = 256 + i end +for i = 0, 25 do KEYCODES[string.char(65 + i)] = 97 + i end +for i = 1, 15 do KEYCODES["F" .. i] = 281 + i end + +local Enum = setmetatable({}, { __index = function(t, enum_name) + local e = setmetatable({}, { __index = function(e, item) + local value = 0 + if enum_name == "KeyCode" then value = KEYCODES[item]; assert(value, "invalid KeyCode " .. item) end + local it = { Name = item, Value = value, EnumType = enum_name } + rawset(e, item, it) + return it + end }) + rawset(t, enum_name, e) + return e +end }) + +-- Instances +local InstMethods = {} +local InstMT = {} +InstMT.__index = function(t, k) + if k == "Parent" then return rawget(t, "_parent") end + local m = InstMethods[k]; if m then return m end + for _, c in ipairs(rawget(t, "_children")) do if c.Name == k then return c end end + return nil +end +InstMT.__newindex = function(t, k, v) + if k == "Parent" then + local old = rawget(t, "_parent") + if old then local ch = rawget(old, "_children"); for i, c in ipairs(ch) do if c == t then table.remove(ch, i) break end end end + rawset(t, "_parent", v) + if v then table.insert(rawget(v, "_children"), t) end + else + rawset(t, k, v) + end +end +local function newInst(class, name, parent) + local o = setmetatable({ ClassName = class, Name = name or class, _children = {} }, InstMT) + if class == "ScreenGui" or class == "Frame" or class == "ImageLabel" then o.AbsoluteSize = v2(SCREEN_W, SCREEN_H) end + o.Visible = true + if class == "BindableEvent" then local sig = Signal(); rawset(o, "Event", sig); rawset(o, "Fire", function(_, ...) sig:Fire(...) end) end + if parent then o.Parent = parent end + return o +end +function InstMethods:FindFirstChild(name, recursive) + for _, c in ipairs(rawget(self, "_children")) do if c.Name == name then return c end end + if recursive then for _, c in ipairs(rawget(self, "_children")) do local r = c:FindFirstChild(name, true); if r then return r end end end + return nil +end +function InstMethods:WaitForChild(name) return assert(self:FindFirstChild(name), "WaitForChild would hang: " .. name) end +function InstMethods:FindFirstChildOfClass(class) for _, c in ipairs(rawget(self, "_children")) do if c.ClassName == class then return c end end end +function InstMethods:GetChildren() return table.clone(rawget(self, "_children")) end +function InstMethods:IsA(class) + if class == "GuiObject" then return self.ClassName == "Frame" or self.ClassName == "ImageLabel" end + return self.ClassName == class +end +function InstMethods:Destroy() self.Parent = nil end + +-- Services +local mouse = v2(0, 0) +local keys_down = {} +local UIS = { + InputBegan = Signal(), InputEnded = Signal(), InputChanged = Signal(), WindowFocused = Signal(), WindowFocusReleased = Signal(), +} +function UIS:GetMouseLocation() return mouse end +function UIS:IsKeyDown(kc) return keys_down[kc] == true end + +local RunService = { Heartbeat = Signal(), Stepped = Signal(), PreAnimation = Signal(), RenderStepped = Signal() } +local last_pixels -- last buffer written to an EditableImage +local AssetService = {} +function AssetService:CreateEditableImage(opts) + local img = { Size = opts.Size, Pixels = buffer.create(opts.Size.X * opts.Size.Y * 4) } + UPLOADS = 0 + function img:WritePixelsBuffer(origin, size, buf) buffer.copy(img.Pixels, 0, buf); _G_UPLOADS = (_G_UPLOADS or 0) + 1 end + function img:Destroy() end + return img +end +local ReplicatedStorage = newInst("ReplicatedStorage") +local PlayerGui = newInst("PlayerGui") +local LocalPlayer = newInst("Player"); PlayerGui.Parent = LocalPlayer +local services = { + UserInputService = UIS, RunService = RunService, AssetService = AssetService, ReplicatedStorage = ReplicatedStorage, + Players = { LocalPlayer = LocalPlayer }, HttpService = {}, GuiService = { GetGuiInset = function() return v2(0, 0), v2(0, 0) end }, +} +local game = {} +function game:GetService(name) services[name] = services[name] or {}; return services[name] end + +local fakeG = {} -- Roblox's shared _G +local cache = {} +local ROBLOX +local function makeEnv(inst) return setmetatable({ script = inst }, { __index = ROBLOX }) end +local GLOBAL_NAMES = { "game", "workspace", "Instance", "Enum", "Vector2", "Vector3", "UDim2", "Color3", "Content", "warn", "require", "script", "os" } +-- Load like Roblox does but WITHOUT setfenv (which would disable Luau optimizations): Roblox globals become chunk locals. +local function loadAsScript(src_name, inst) + local fn = SOURCE_FNS[src_name] + local vals = {} + for i, n in ipairs(GLOBAL_NAMES) do vals[i] = (n == "script") and inst or ROBLOX[n] end + return function() return fn(table.unpack(vals, 1, #GLOBAL_NAMES)) end +end +local function rbxrequire(inst) + assert(type(inst) == "table" and inst.ClassName == "ModuleScript", "require() expects a ModuleScript") + if cache[inst] then return cache[inst].v end + local r = table.pack(loadAsScript(rawget(inst, "_src"), inst)()) + assert(r.n == 1, "Module code did not return exactly one value") + cache[inst] = { v = r[1] } + return r[1] +end + +ROBLOX = setmetatable({ + game = game, workspace = { CurrentCamera = { ViewportSize = v2(SCREEN_W, SCREEN_H) } }, require = rbxrequire, _G = fakeG, + Instance = { new = function(class) return newInst(class) end }, + Enum = Enum, Vector2 = Vector2, + Vector3 = { new = function(x, y, z) return { X = x, Y = y, Z = z } end }, + UDim2 = { new = function(...) return { ... } end, fromScale = function(...) return { ... } end, fromOffset = function(x, y) return { X = x, Y = y } end }, + Color3 = { new = function(r, g, b) return { R = r or 0, G = g or 0, B = b or 0 } end }, + Content = { fromObject = function(o) return { Object = o } end }, + warn = function(...) print("WARN", ...) end, + os = { clock = function() return FAKE_TIME end, time = os.time }, +}, { __index = realG }) + +local mod = newInst("ModuleScript", "ImGui", ReplicatedStorage); rawset(mod, "_src", "ImGui.luau") +-- Run main.lua as a LocalScript +local main = loadAsScript("main.client.luau", newInst("LocalScript", "main")) +main() +local G = cache[mod].v +local render_time = 0 +local realDemo = G.ImGui.ShowDemoWindow +local realCH = G.ImGui.CollapsingHeader +G.ImGui.CollapsingHeader = function(...) + if ARG_OPEN then G.ImGui.SetNextItemOpen(true, G.ImGuiCond.Always) end + return realCH(...) +end +local realTN = G.ImGui.TreeNode +G.ImGui.TreeNode = function(...) + if ARG_OPEN then G.ImGui.SetNextItemOpen(true, G.ImGuiCond.Always) end + return realTN(...) +end +G.ImGui.ShowDemoWindow = function(...) + if ARG_BIG then G.ImGui.SetNextWindowSize(G.ImVec2(900, 1000), G.ImGuiCond.Always) end + return realDemo(...) +end +local realRender = G.ImGui_ImplRoblox.RenderDrawData +G.ImGui_ImplRoblox.RenderDrawData = function(dd) + if FORCE then G.ImGui.GetIO().BackendPlatformUserData.ForceRedraw = true end + local t0 = os.clock(); realRender(dd); render_time = render_time + os.clock() - t0 +end + +-- Drive frames with scripted (deterministic) input +local seed = 12345 +local function rnd(n) seed = (seed * 1103515245 + 12345) % 2147483648; return seed % n end +local function input(t, kc, pos) return { UserInputType = Enum.UserInputType[t], KeyCode = Enum.KeyCode[kc or "Unknown"], Position = pos or { X = 0, Y = 0, Z = 0 } } end +local held = false +local typing = { "H", "E", "L", "L", "O", "Space", "One", "Two", "Minus", "Backspace", "Left", "Return" } +local hex = {} +for i = 0, 255 do hex[i] = string.format("%02x", i) end + +local total = 0 +for frame = 1, NFRAMES do + local r = 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 + held = not held + if held then UIS.InputBegan:Fire(input("MouseButton1"), false) else UIS.InputEnded:Fire(input("MouseButton1"), false) end + elseif r < 60 then + UIS.InputChanged:Fire(input("MouseWheel", nil, { X = 0, Y = 0, Z = rnd(3) - 1 }), false) + elseif r < 75 then + local k = typing[rnd(#typing) + 1] + local shift = rnd(4) == 0 + if shift then keys_down[Enum.KeyCode.LeftShift] = true; UIS.InputBegan:Fire(input("Keyboard", "LeftShift"), false) end + UIS.InputBegan:Fire(input("Keyboard", k), false) + UIS.InputEnded:Fire(input("Keyboard", k), false) + if shift then keys_down[Enum.KeyCode.LeftShift] = nil; UIS.InputEnded:Fire(input("Keyboard", "LeftShift"), false) end + elseif r < 90 then + mouse = v2(rnd(700), rnd(500)) + end + + FAKE_TIME = frame / 60 + local t0 = os.clock() + RunService.Stepped:Fire(frame / 60, 1 / 60) + local dt = os.clock() - t0 + 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))) diff --git a/tools/test/run.luau b/tools/test/run.luau new file mode 100644 index 0000000..c0e44bd --- /dev/null +++ b/tools/test/run.luau @@ -0,0 +1,36490 @@ +--!native +--!optimize 2 +ARG_FRAMES=200; ARG_BIG=false; ARG_OPEN=true; +local SOURCE_FNS = {} +SOURCE_FNS['ImGui.luau'] = function(game, workspace, Instance, Enum, Vector2, Vector3, UDim2, Color3, Content, warn, require, script, os) +-- GENERATED by tools/bundle.py from imgui/*.lua - do not edit + +local __FILES, __LOADED = {}, {} +function IM_INCLUDE(name) + local r = __LOADED[name] + if r == nil then r = __FILES[name](); if r == nil then r = true end; __LOADED[name] = r end + return r +end + +__FILES['imgui.lua'] = function() +--- ImGui Sincerely WIP +-- (Core Code) + +--- Flags: +-- IMGUI_DISABLE_OBSOLETE_FUNCTIONS = true -- This flag is not implemented + +-- NOTE: you must implement ImStd.ImFileOpen if you are not in GMod +IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS = true -- Don't implement ImStd.ImFileOpen/ImStd.ImFileClose/ImStd.ImFileRead/ImFileWrite so you can implement them yourself + +IMGUI_DISABLE_DEBUG_TOOLS = false -- Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty + +--- @type ImGuiContext? +local GImGui = nil + +ImGui = {} + +ImStd = {} -- Contains functions that originally don't belong to cpp namespaces + +-- IM_INCLUDE(name) is provided by the bundle (see tools/bundle.py): runs the bundled file once, returns its result. + +function ImGui._GetTypeFunc() return type end + +local function LUA_TableConstructorWrapper(T, size, userdata) + local p = {} + for i = 1, size do p[i] = T() end + return p +end + +local GImAllocatorAllocFunc = LUA_TableConstructorWrapper +local GImAllocatorFreeFunc = function(p0, p1, p2) end +local GImAllocatorUserData = nil + +--- @param constructor function +--- @param size int +function ImGui.MemAlloc(constructor, size) + local p = GImAllocatorAllocFunc(constructor, size, GImAllocatorUserData) + local ctx = GImGui + if ctx then + ImGui.DebugAllocHook(ctx.DebugAllocInfo, ctx.FrameCount, p, size) + end + return p +end + +-- This does not set `owner[field]` to nil! +--- @param owner table +--- @param field string|int +function ImGui.MemFree(owner, field) + if owner ~= nil then + local ctx = GImGui + if ctx then + ImGui.DebugAllocHook(ctx.DebugAllocInfo, ctx.FrameCount, owner, -1) + end + end + return GImAllocatorFreeFunc(owner, field, GImAllocatorUserData) +end + +--- @param info ImGuiDebugAllocInfo +--- @param frame_count int +--- @param ptr table +--- @param size size_t +function ImGui.DebugAllocHook(info, frame_count, ptr, size) + local entry = info.LastEntriesBuf[info.LastEntriesIdx] + if entry.FrameCount ~= frame_count then + info.LastEntriesIdx = info.LastEntriesIdx % (#info.LastEntriesBuf) + 1 + entry = info.LastEntriesBuf[info.LastEntriesIdx] + entry.FrameCount = frame_count + entry.AllocCount = 0 + entry.FreeCount = 0 + end + if size ~= -1 then + -- print(string.format("[%05d] MemAlloc(%d) -> %p", frame_count, size, ptr)) + entry.AllocCount = entry.AllocCount + 1 + info.TotalAllocCount = info.TotalAllocCount + 1 + else + -- print(string.format("[%05d] MemFree(%p)", frame_count, ptr)) + entry.FreeCount = entry.FreeCount + 1 + info.TotalFreeCount = info.TotalFreeCount + 1 + end +end + +IM_INCLUDE"imgui_h.lua" + +IM_INCLUDE"imgui_internal.lua" + +IM_INCLUDE"imgui_draw.lua" + +IM_INCLUDE"imgui_widgets.lua" + +IM_INCLUDE"imgui_tables.lua" + +local IMGUI_DEBUG_NAV_SCORING = false +local IMGUI_DEBUG_NAV_RECTS = false + +local FONT_DEFAULT_SIZE_BASE = 20 + +local WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04 +local WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70 + +local TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10) -- Multiplied by g.Style.MouseCursorScale +local TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20) -- Multiplied by g.Style.MouseCursorScale +local TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5, 1.0) -- Multiplied by g.Style.MouseCursorScale + +local IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111 + +local string = string +ImFormatString = string.format -- TODO: an simplified version that operates on byte tables directly? + +--- @module "imstd_minstdio" +ImStd.sscanf = IM_INCLUDE"imstd_minstdio.lua" + +local math = math +local bit32 = bit32 + +--------------------------------------------------------------------------------------- +-- [SECTION] MISC HELPERS/UTILITIES (File functions) +--------------------------------------------------------------------------------------- + +--- This closes the _file. +--- @param _file any # File object +function IM_FILE_CLOSE(_file) end + +--- This returns the size of _file in bytes. +--- @param _file any # File object +--- @return int +function IM_FILE_SIZE(_file) return -1 end + +--- This writes _str into _file. +--- @param _file any # File object +--- @param _str string +function IM_FILE_WRITE(_file, _str) end + +--- This reads the specified _count of chars and returns them as a binary string. +--- @param _file any # File object +--- @param _count int +--- @return string +function IM_FILE_READ(_file, _count) return "" end + +--- This opens the file at _filename in _mode and returns the File object. +--- @param _filename string +--- @param _mode string # e.g. "rb" +--- @return any +function ImStd.ImFileOpen(_filename, _mode) end + +--- [GMod] Platform specific +if gmod then + IM_FILE_CLOSE = FindMetaTable("File").Close --- @type function + IM_FILE_SIZE = FindMetaTable("File").Size --- @type function + IM_FILE_WRITE = FindMetaTable("File").Write --- @type function + IM_FILE_READ = FindMetaTable("File").Read --- @type function +end + +if not IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS then + --- [GMod] Another Platform specific + if gmod then + function ImStd.ImFileOpen(filename, mode) return file.Open(filename, mode, "GAME") end + end + + function ImStd.ImFileClose(f) IM_FILE_CLOSE(f) end + function ImStd.ImFileGetSize(f) return IM_FILE_SIZE(f) end + + --- @param f any # File object + --- @param data table # 1-based table to store result data + --- @param count int # Amount of bytes to read from `f` + function ImStd.ImFileRead(f, data, count) + local CHUNK_SIZE = 8000 -- We don't read byte by byte + local offset = 0 + + while offset < count do + local read_size = math.min(CHUNK_SIZE, count - offset) + local str = IM_FILE_READ(f, read_size) + + local bytes = {string.byte(str, 1, read_size)} + for i = 1, read_size do + data[offset + i] = bytes[i] + end + + offset = offset + read_size + end + end + + --- @param filename string + --- @param mode string + --- @return table?, integer? + function ImStd.ImFileLoadToMemory(filename, mode) + local f = ImStd.ImFileOpen(filename, mode) + if not f then return end + + local file_size = ImStd.ImFileGetSize(f) + if file_size <= 0 then + ImStd.ImFileClose(f) + return + end + + local file_data = {} + ImStd.ImFileRead(f, file_data, file_size) + if #file_data == 0 then + ImStd.ImFileClose(f) + return + end + + ImStd.ImFileClose(f) + + return file_data, file_size + end +end + +--- Forward Declarations +local CalcNextScrollFromScrollTargetAndClamp + +local MT = ImGui.GetMetatables() + +--- @param scale_factor float +function MT.ImGuiStyle:ScaleAllSizes(scale_factor) + self._MainScale = self._MainScale * scale_factor + + self.WindowPadding = ImTrunc(self.WindowPadding * scale_factor) + self.WindowRounding = ImTrunc(self.WindowRounding * scale_factor) + self.WindowBorderSize = ImTrunc(self.WindowBorderSize * scale_factor) + self.WindowMinSize = ImTrunc(self.WindowMinSize * scale_factor) + self.WindowBorderHoverPadding = ImTrunc(self.WindowBorderHoverPadding * scale_factor) + self.ChildRounding = ImTrunc(self.ChildRounding * scale_factor) + self.ChildBorderSize = ImTrunc(self.ChildBorderSize * scale_factor) + self.PopupRounding = ImTrunc(self.PopupRounding * scale_factor) + self.PopupBorderSize = ImTrunc(self.PopupBorderSize * scale_factor) + self.FramePadding = ImTrunc(self.FramePadding * scale_factor) + self.FrameBorderSize = ImTrunc(self.FrameBorderSize * scale_factor) + self.FrameRounding = ImTrunc(self.FrameRounding * scale_factor) + self.ItemSpacing = ImTrunc(self.ItemSpacing * scale_factor) + self.ItemInnerSpacing = ImTrunc(self.ItemInnerSpacing * scale_factor) + self.CellPadding = ImTrunc(self.CellPadding * scale_factor) + self.TouchExtraPadding = ImTrunc(self.TouchExtraPadding * scale_factor) + self.IndentSpacing = ImTrunc(self.IndentSpacing * scale_factor) + self.ColumnsMinSpacing = ImTrunc(self.ColumnsMinSpacing * scale_factor) + self.ScrollbarSize = ImTrunc(self.ScrollbarSize * scale_factor) + self.ScrollbarRounding = ImTrunc(self.ScrollbarRounding * scale_factor) + self.ScrollbarPadding = ImTrunc(self.ScrollbarPadding * scale_factor) + self.GrabMinSize = ImTrunc(self.GrabMinSize * scale_factor) + self.GrabRounding = ImTrunc(self.GrabRounding * scale_factor) + self.LogSliderDeadzone = ImTrunc(self.LogSliderDeadzone * scale_factor) + self.ImageRounding = ImTrunc(self.ImageRounding * scale_factor) + self.ImageBorderSize = ImTrunc(self.ImageBorderSize * scale_factor) + self.TabRounding = ImTrunc(self.TabRounding * scale_factor) + self.TabBorderSize = ImTrunc(self.TabBorderSize * scale_factor) + self.TabMinWidthBase = ImTrunc(self.TabMinWidthBase * scale_factor) + self.TabMinWidthShrink = ImTrunc(self.TabMinWidthShrink * scale_factor) + self.TabCloseButtonMinWidthSelected = (self.TabCloseButtonMinWidthSelected > 0.0 and self.TabCloseButtonMinWidthSelected ~= FLT_MAX) and ImTrunc(self.TabCloseButtonMinWidthSelected * scale_factor) or self.TabCloseButtonMinWidthSelected + self.TabCloseButtonMinWidthUnselected = (self.TabCloseButtonMinWidthUnselected > 0.0 and self.TabCloseButtonMinWidthUnselected ~= FLT_MAX) and ImTrunc(self.TabCloseButtonMinWidthUnselected * scale_factor) or self.TabCloseButtonMinWidthUnselected + self.TabBarBorderSize = ImTrunc(self.TabBarBorderSize * scale_factor) + self.TabBarOverlineSize = ImTrunc(self.TabBarOverlineSize * scale_factor) + self.TreeLinesSize = ImTrunc(self.TreeLinesSize * scale_factor) + self.TreeLinesRounding = ImTrunc(self.TreeLinesRounding * scale_factor) + self.MenuItemRounding = ImTrunc(self.MenuItemRounding * scale_factor) + self.SelectableRounding = ImTrunc(self.SelectableRounding * scale_factor) + self.DragDropTargetRounding = ImTrunc(self.DragDropTargetRounding * scale_factor) + self.DragDropTargetBorderSize = ImTrunc(self.DragDropTargetBorderSize * scale_factor) + self.DragDropTargetPadding = ImTrunc(self.DragDropTargetPadding * scale_factor) + self.ColorMarkerSize = ImTrunc(self.ColorMarkerSize * scale_factor) + self.InputTextCursorSize = ImTrunc(self.InputTextCursorSize * scale_factor) + self.SeparatorSize = ImTrunc(self.SeparatorSize * scale_factor) + self.SeparatorTextBorderSize = ImTrunc(self.SeparatorTextBorderSize * scale_factor) + self.SeparatorTextPadding = ImTrunc(self.SeparatorTextPadding * scale_factor) + self.DockingSeparatorSize = ImTrunc(self.DockingSeparatorSize * scale_factor) + self.DisplayWindowPadding = ImTrunc(self.DisplayWindowPadding * scale_factor) + self.DisplaySafeAreaPadding = ImTrunc(self.DisplaySafeAreaPadding * scale_factor) + self.MouseCursorScale = ImTrunc(self.MouseCursorScale * scale_factor) +end + +local ImGuiResizeGripDef = { + {CornerPosN = ImVec2(1, 1), InnerDir = ImVec2(-1, -1), AngleMin12 = 0, AngleMax12 = 3}, -- Bottom right grip + {CornerPosN = ImVec2(0, 1), InnerDir = ImVec2( 1, -1), AngleMin12 = 3, AngleMax12 = 6} -- Bottom left +} + +--- [1] Left, [2] Right, [3] Up, [4] Down +local ImGuiResizeBorderDef = { + {InnerDir = ImVec2( 1, 0), SegmentN1 = ImVec2( 0, 1), SegmentN2 = ImVec2( 0, 0), OuterAngle = IM_PI * 1.00}, + {InnerDir = ImVec2(-1, 0), SegmentN1 = ImVec2( 1, 0), SegmentN2 = ImVec2( 1, 1), OuterAngle = IM_PI * 0.00}, + {InnerDir = ImVec2( 0, 1), SegmentN1 = ImVec2( 0, 0), SegmentN2 = ImVec2( 1, 0), OuterAngle = IM_PI * 1.50}, + {InnerDir = ImVec2( 0, -1), SegmentN1 = ImVec2( 1, 1), SegmentN2 = ImVec2( 0, 1), OuterAngle = IM_PI * 0.50} +} + +--- @param window ImGuiWindow +--- @param border_n int +--- @param perp_padding float +--- @param thickness float +--- @return ImRect +--- @nodiscard +local function GetResizeBorderRect(window, border_n, perp_padding, thickness) + local rect = window:Rect() + if thickness == 0.0 then + ImVec2_CopyV(rect.Max, rect.Max.x - 1, rect.Max.y - 1) + end + if border_n == ImGuiDir.Left then + return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding) + end + if border_n == ImGuiDir.Right then + return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding) + end + if border_n == ImGuiDir.Up then + return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness) + end + if border_n == ImGuiDir.Down then + return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness) + end + IM_ASSERT(false) + return ImRect() +end + +--- @param data table|number +--- @param size int? # size = -1 to indicate that `data` is a single number +--- @param seed int? +--- @return int +function ImHashData(data, size, seed) + seed = seed or 0 + + local FNV_OFFSET_BASIS = 0x811C9DC5 + local FNV_PRIME = 0x01000193 + + local hash = bit32.bxor(FNV_OFFSET_BASIS, seed) + + if size == -1 then --- @cast data number + hash = bit32.bxor(hash, data) + hash = bit32.band(hash * FNV_PRIME, 0xFFFFFFFF) + else + size = size or #data + for i = 1, size do + hash = bit32.bxor(hash, data[i]) + hash = bit32.band(hash * FNV_PRIME, 0xFFFFFFFF) + end + end + + return hash +end + +-- Use FNV1a, as one ImGui FIXME suggested +--- @param str string +--- @param size int? +--- @param seed int? +--- @return int +function ImHashStr(str, size, seed) + if size == nil then size = #str end + if seed == nil then seed = 0 end + + if str == "" or size == 0 then + return seed -- need to match cpp code edge case behavior while using FNV ourselves + end + + local FNV_OFFSET_BASIS = 0x811C9DC5 + local FNV_PRIME = 0x01000193 + + local hash = bit32.bxor(FNV_OFFSET_BASIS, seed) + + local i = 1 + local c + while i <= size do + c = string.byte(str, i) + + -- `###` to reset back to initial hash value + if c == 35 and string.byte(str, i + 1) == 35 and string.byte(str, i + 2) == 35 then + hash = bit32.bxor(FNV_OFFSET_BASIS, seed) + i = i + 2 + else + hash = bit32.bxor(hash, c) + hash = bit32.band(hash * FNV_PRIME, 0xFFFFFFFF) + end + + i = i + 1 + end + + return hash +end + +do --[[CharFromUtf8]] + +local lengths = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0} +local masks = {0x00, 0x7f, 0x1f, 0x0f, 0x07} +local mins = {0x400000, 0, 0x80, 0x800, 0x10000} +local shiftc = {0, 18, 12, 6, 0} +local shifte = {0, 6, 4, 2, 0} + +local s = {0, 0, 0, 0} + +--- @param in_text ImString +--- @param pos int +--- @param in_text_end int +--- @return int wanted +--- @return unsigned_int out_char +function ImStd.ImTextCharFromUtf8(in_text, pos, in_text_end) + local len = lengths[bit32.rshift(ImStrByte(in_text, pos), 3) + 1] + local wanted = len > 0 and len or 1 + + if in_text_end == nil then + in_text_end = pos + wanted + end + + s[1] = (pos < in_text_end) and ImStrByte(in_text, pos) or 0 + s[2] = (pos + 1 < in_text_end) and ImStrByte(in_text, pos + 1) or 0 + s[3] = (pos + 2 < in_text_end) and ImStrByte(in_text, pos + 2) or 0 + s[4] = (pos + 3 < in_text_end) and ImStrByte(in_text, pos + 3) or 0 + + local out_char + out_char = bit32.lshift(bit32.band(s[1], masks[len + 1]), 18) + out_char = bit32.bor(out_char, bit32.lshift(bit32.band(s[2], 0x3f), 12)) + out_char = bit32.bor(out_char, bit32.lshift(bit32.band(s[3], 0x3f), 6)) + out_char = bit32.bor(out_char, bit32.lshift(bit32.band(s[4], 0x3f), 0)) + out_char = bit32.rshift(out_char, shiftc[len + 1]) + + local e = 0 + e = bit32.lshift((out_char < mins[len + 1]) and 1 or 0, 6) + e = bit32.bor(e, bit32.lshift((bit32.rshift(out_char, 11) == 0x1b) and 1 or 0, 7)) + e = bit32.bor(e, bit32.lshift((out_char > IM_UNICODE_CODEPOINT_MAX) and 1 or 0, 8)) + e = bit32.bor(e, bit32.rshift(bit32.band(s[2], 0xc0), 2)) + e = bit32.bor(e, bit32.rshift(bit32.band(s[3], 0xc0), 4)) + e = bit32.bor(e, bit32.rshift(s[4], 6)) + e = bit32.bxor(e, 0x2a) + e = bit32.rshift(e, shifte[len + 1]) + + if e ~= 0 then + wanted = ImMin(wanted, (s[1] ~= 0 and 1 or 0) + (s[2] ~= 0 and 1 or 0) + (s[3] ~= 0 and 1 or 0) + (s[4] ~= 0 and 1 or 0)) + out_char = IM_UNICODE_CODEPOINT_INVALID + end + + return wanted, out_char +end + +end + +--- @param buf char[] +--- @param buf_size int +--- @param c unsigned_int +local function ImTextCharToUtf8_inline(buf, buf_size, c) + if c < 0x80 then + buf[1] = c + return 1 + end + if c < 0x800 then + if buf_size < 2 then + return 0 + end + buf[1] = (0xc0 + bit32.rshift(c, 6)) + buf[2] = (0x80 + bit32.band(c, 0x3f)) + return 2 + end + if c < 0x10000 then + if buf_size < 3 then + return 0 + end + buf[1] = (0xe0 + bit32.rshift(c, 12)) + buf[2] = (0x80 + bit32.band(bit32.rshift(c, 6), 0x3f)) + buf[3] = (0x80 + bit32.band(c, 0x3f)) + return 3 + end + if c <= 0x10FFFF then + if buf_size < 4 then + return 0 + end + buf[1] = (0xf0 + bit32.rshift(c, 18)) + buf[2] = (0x80 + bit32.band(bit32.rshift(c, 12), 0x3f)) + buf[3] = (0x80 + bit32.band(bit32.rshift(c, 6), 0x3f)) + buf[4] = (0x80 + bit32.band(c, 0x3f)) + return 4 + end + + -- Invalid code point, the max unicode is 0x10FFFF + return 0 +end + +--- @param out_buf [char, char, char, char, char] +--- @param c unsigned_int +function ImStd.ImTextCharToUtf8(out_buf, c) + local count = ImTextCharToUtf8_inline(out_buf, 5, c) + out_buf[count + 1] = 0 + return count +end + +--- @param in_text ImString +--- @param pos int +--- @param in_text_end int +--- @return int +function ImStd.ImTextCountUtf8BytesFromChar(in_text, pos, in_text_end) + local bytes, unused = ImStd.ImTextCharFromUtf8(in_text, pos, in_text_end) + return bytes +end + +--- @param text ImString +--- @param in_text_start int +--- @param in_p int +function ImStd.ImTextFindPreviousUtf8Codepoint(text, in_text_start, in_p) + while in_p > in_text_start do + in_p = in_p - 1 + if bit32.band(ImStrByte(text, in_p), 0xC0) ~= 0x80 then + return in_p + end + end + return in_text_start +end + +--- @param text ImString +--- @param in_text_start int +--- @param in_text_end int +--- @param in_p int +--- @return int +function ImStd.ImTextFindValidUtf8CodepointEnd(text, in_text_start, in_text_end, in_p) + if in_text_start == in_p then + return in_text_start + end + + local prev = ImStd.ImTextFindPreviousUtf8Codepoint(text, in_text_start, in_p) + local prev_c_len, prev_c = ImStd.ImTextCharFromUtf8(text, prev, in_text_end) + + -- Check if the previous character is valid and fits within the range + if prev_c ~= IM_UNICODE_CODEPOINT_INVALID and prev_c_len <= (in_p - prev) then + return in_p + end + return prev +end + +--- @param a ImVec2 +--- @param b ImVec2 +--- @param p ImVec2 +--- @return ImVec2 +--- @nodiscard +function ImStd.ImLineClosestPoint(a, b, p) + local ap = p - a + local ab_dir = b - a + local dot = ap.x * ab_dir.x + ap.y * ab_dir.y + if dot < 0.0 then + return a + end + local ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y + if dot > ab_len_sqr then + return b + end + return a + ab_dir * (dot / ab_len_sqr) +end + +--- @param a ImVec2 +--- @param b ImVec2 +--- @param c ImVec2 +--- @param p ImVec2 +function ImStd.ImTriangleContainsPoint(a, b, c, p) + local b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0 + local b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0 + local b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0 + return (b1 == b2) and (b2 == b3) +end + +--- @param a ImVec2 +--- @param b ImVec2 +--- @param c ImVec2 +--- @param p ImVec2 +--- @return float, float, float +function ImStd.ImTriangleBarycentricCoords(a, b, c, p) + local v0 = b - a + local v1 = c - a + local v2 = p - a + + local denom = v0.x * v1.y - v1.x * v0.y + local out_v = (v2.x * v1.y - v1.x * v2.y) / denom + local out_w = (v0.x * v2.y - v2.x * v0.y) / denom + local out_u = 1.0 - out_v - out_w + + return out_u, out_v, out_w +end + +--- @param a ImVec2 +--- @param b ImVec2 +--- @param c ImVec2 +--- @param p ImVec2 +--- @return ImVec2 +--- @nodiscard +function ImStd.ImTriangleClosestPoint(a, b, c, p) + local proj_ab = ImStd.ImLineClosestPoint(a, b, p) + local proj_bc = ImStd.ImLineClosestPoint(b, c, p) + local proj_ca = ImStd.ImLineClosestPoint(c, a, p) + + local dist2_ab = ImLengthSqr(p - proj_ab) + local dist2_bc = ImLengthSqr(p - proj_bc) + local dist2_ca = ImLengthSqr(p - proj_ca) + + local m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)) + + if m == dist2_ab then + return proj_ab + elseif m == dist2_bc then + return proj_bc + else + return proj_ca + end +end + +--- @param dst char[] +--- @param dst_pos int +--- @param src char[] +--- @param src_pos int +--- @param count size_t +function ImStd.ImStrncpy(dst, dst_pos, src, src_pos, count) + if count < 1 then + return + end + if count > 1 then + ImStd.memmove(dst, dst_pos, src, src_pos, count - 1) + end + dst[dst_pos + (count - 1)] = 0 +end + +--- @param str char[] +--- @param mid_line int +--- @param begin int +function ImStd.ImStrbol(str, mid_line, begin) + IM_ASSERT_PARANOID(mid_line >= begin and mid_line <= #str) + while mid_line > begin and str[mid_line - 1] ~= 10 do + mid_line = mid_line - 1 + end + return mid_line +end + +--- @param buf char[] +function ImStd.ImStrTrimBlanks(buf) + local p = 1 -- buf_begin + while buf[p] == 32 or buf[p] == 9 do + p = p + 1 + end + local p_start = p + while buf[p] ~= 0 do + p = p + 1 + end + while p > p_start and (buf[p - 1] == 32 or buf[p - 1] == 9) do + p = p - 1 + end + if p_start > 1 then + ImStd.memmove(buf, 1, buf, p_start, p - p_start) + end + buf[p - p_start + 1] = 0 +end + +function ImGui.UpdateCurrentFontSize(restore_font_size_after_scaling) + local g = GImGui + local window = g.CurrentWindow + + g.Style.FontSizeBase = g.FontSizeBase + + -- if (window ~= nil and window.SkipItems) then + -- local table = g.CurrentTable + -- if (table == nil or (table.CurrentColumn ~= -1 and table.Columns[table.CurrentColumn].IsSkipItems == false)) then + -- return + -- end + -- end + + local final_size = (restore_font_size_after_scaling > 0.0) and restore_font_size_after_scaling or 0.0 + if final_size == 0.0 then + final_size = g.FontSizeBase + + final_size = final_size * g.Style.FontScaleMain + final_size = final_size * g.Style.FontScaleDpi + if window ~= nil then + final_size = final_size * window.FontWindowScale + end + end + + final_size = ImGui.GetRoundedFontSize(final_size) + final_size = ImClamp(final_size, 4.0, IMGUI_FONT_SIZE_MAX) + if (g.Font ~= nil and bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0) then + g.Font.CurrentRasterizerDensity = g.FontRasterizerDensity + end + g.FontSize = final_size + g.FontBaked = (g.Font ~= nil and window ~= nil) and g.Font:GetFontBaked(final_size) or nil + g.FontBakedScale = (g.FontBaked ~= nil) and (g.FontSize / g.FontBaked.Size) or 0.0 + g.DrawListSharedData.FontSize = g.FontSize + g.DrawListSharedData.FontScale = g.FontBakedScale +end + +function ImGui.SetCurrentFont(font, font_size_before_scaling, font_size_after_scaling) + local g = GImGui + + g.Font = font + g.FontSizeBase = font_size_before_scaling + ImGui.UpdateCurrentFontSize(font_size_after_scaling) + + if font ~= nil then + IM_ASSERT(font and font:IsLoaded()) + local atlas = font.OwnerAtlas + g.DrawListSharedData.FontAtlas = atlas + g.DrawListSharedData.Font = font + ImFontAtlasUpdateDrawListsSharedData(atlas) + if (g.CurrentWindow ~= nil) then + g.CurrentWindow.DrawList:_SetTexture(atlas.TexRef) + end + end +end + +function ImGui.PushFont(font, font_size_base) + local g = GImGui + + if font == nil then + font = g.Font + end + + IM_ASSERT(font ~= nil) + IM_ASSERT(font_size_base >= 0.0) + + g.FontStack:push_back(ImFontStackData(font, g.FontSizeBase, g.FontSize)) + + if font_size_base == 0.0 then + font_size_base = g.FontSizeBase + end + + ImGui.SetCurrentFont(font, font_size_base, 0.0) +end + +function ImGui.PopFont() + local g = GImGui + + if (g.FontStack.Size <= 0) then + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!") + + return + end + + local font_stack_data = g.FontStack:back() + ImGui.SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, font_stack_data.FontSizeAfterScaling) + + g.FontStack:pop_back() +end + +function ImGui.UpdateTexturesNewFrame() + local g = GImGui + local has_textures = bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 + for _, atlas in g.FontAtlases:iter() do + if (atlas.OwnerContext == g) then + ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures) + else + IM_ASSERT(atlas.Builder ~= nil and atlas.Builder.FrameCount ~= -1) + IM_ASSERT(atlas.RendererHasTextures == has_textures) + end + end + + for _, tex in g.UserTextures:iter() do + ImTextureDataUpdateNewFrame(tex) + end +end + +function ImGui.UpdateTexturesEndFrame() + local g = GImGui + g.PlatformIO.Textures:resize(0) + for _, atlas in g.FontAtlases:iter() do + for _, tex in atlas.TexList:iter() do + tex.RefCount = atlas.RefCount + g.PlatformIO.Textures:push_back(tex) + end + end + for _, tex in g.UserTextures:iter() do + g.PlatformIO.Textures:push_back(tex) + end +end + +function ImGui.UpdateFontsNewFrame() + local g = GImGui + if (bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) == 0) then + for _, atlas in g.FontAtlases:iter() do + atlas.Locked = true + end + end + + if (g.Style._NextFrameFontSizeBase ~= 0.0) then + g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase + g.Style._NextFrameFontSizeBase = 0.0 + end + + local font = ImGui.GetDefaultFont() + if g.Style.FontSizeBase <= 0.0 then + g.Style.FontSizeBase = ((font.LegacySize > 0.0) and font.LegacySize or FONT_DEFAULT_SIZE_BASE) + end + + g.Font = font + g.FontSizeBase = g.Style.FontSizeBase + g.FontSize = 0.0 + local font_stack_data = ImFontStackData(font, g.Style.FontSizeBase, g.Style.FontSizeBase) + ImGui.SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0) + g.FontStack:push_back(font_stack_data) + IM_ASSERT(g.Font:IsLoaded()) +end + +function ImGui.UpdateFontsEndFrame() + ImGui.PopFont() +end + +--- @return ImFont +function ImGui.GetDefaultFont() + local g = GImGui + local atlas = g.IO.Fonts + if (atlas.Builder == nil or atlas.Fonts.Size == 0) then + ImFontAtlasBuildMain(atlas) + end + return g.IO.FontDefault and g.IO.FontDefault or atlas.Fonts[1] +end + +--- @param atlas ImFontAtlas +function ImGui.RegisterFontAtlas(atlas) + local g = GImGui + if (g.FontAtlases.Size == 0) then + IM_ASSERT(atlas == g.IO.Fonts) + end + atlas.RefCount = atlas.RefCount + 1 + g.FontAtlases:push_back(atlas) + ImFontAtlasAddDrawListSharedData(atlas, g.DrawListSharedData) + for _, tex in atlas.TexList:iter() do + tex.RefCount = atlas.RefCount + end +end + +--- @param atlas ImFontAtlas +function ImGui.UnregisterFontAtlas(atlas) + local g = GImGui + IM_ASSERT(atlas.RefCount > 0) + ImFontAtlasRemoveDrawListSharedData(atlas, g.DrawListSharedData) + g.FontAtlases:find_erase(atlas) + atlas.RefCount = atlas.RefCount - 1 + for _, tex in atlas.TexList:iter() do + tex.RefCount = atlas.RefCount + end +end + +function ImGui.GetCurrentContext() + return GImGui +end + +--- @param ctx ImGuiContext? +function ImGui.SetCurrentContext(ctx) + GImGui = ctx + + ImGui._SetCurrentContext_Internal(ctx) + ImGui._SetCurrentContext_Widgets(ctx) + ImGui._SetCurrentContext_Tables(ctx) +end + +--- @param alloc_func ImGuiMemAllocFunc +--- @param free_func ImGuiMemFreeFunc +--- @param user_data any +function ImGui.SetAllocatorFunctions(alloc_func, free_func, user_data) + GImAllocatorAllocFunc = alloc_func + GImAllocatorFreeFunc = free_func + GImAllocatorUserData = user_data +end + +--- @param key ImGuiLocKey +--- @param text string +--- @return ImGuiLocEntry +--- @nodiscard +--- @package +local function ImGuiLocEntry(key, text) + return { Key = key, Text = text } +end + +local GLocalizationEntriesEnUS = { + ImGuiLocEntry(ImGuiLocKey.VersionStr, "ImGui Sincerely WIP"), + ImGuiLocEntry(ImGuiLocKey.TableSizeOne, "Size column to fit###SizeOne"), + ImGuiLocEntry(ImGuiLocKey.TableSizeAllFit, "Size all columns to fit###SizeAll"), + ImGuiLocEntry(ImGuiLocKey.TableSizeAllDefault, "Size all columns to default###SizeAll"), + ImGuiLocEntry(ImGuiLocKey.TableReset, "Reset"), + ImGuiLocEntry(ImGuiLocKey.TableResetOrder, "Reset order###ResetOrder"), + ImGuiLocEntry(ImGuiLocKey.TableResetVisibility, "Reset visibility###ResetVisibility"), + ImGuiLocEntry(ImGuiLocKey.WindowingMainMenuBar, "(Main menu bar)"), + ImGuiLocEntry(ImGuiLocKey.WindowingPopup, "(Popup)"), + ImGuiLocEntry(ImGuiLocKey.WindowingUntitled, "(Untitled)"), + ImGuiLocEntry(ImGuiLocKey.OpenLink_s, "Open '%s'"), + ImGuiLocEntry(ImGuiLocKey.CopyLink, "Copy Link###CopyLink"), + ImGuiLocEntry(ImGuiLocKey.DockingHideTabBar, "Hide tab bar###HideTabBar"), + ImGuiLocEntry(ImGuiLocKey.DockingHoldShiftToDock, "Hold SHIFT to enable Docking window."), + ImGuiLocEntry(ImGuiLocKey.DockingDragToUndockOrMoveNode, "Click and drag to move or undock whole node."), +} + +function ImGui.Initialize() + local g = GImGui + IM_ASSERT(not g.Initialized and not g.SettingsLoaded) + + ImGui.LocalizeRegisterEntries(GLocalizationEntriesEnUS, #GLocalizationEntriesEnUS) + + local viewport = ImGuiViewportP() + viewport.ID = IMGUI_VIEWPORT_DEFAULT_ID + viewport.Idx = 1 + viewport.PlatformWindowCreated = true + viewport.Flags = ImGuiViewportFlags.OwnedByApp + g.Viewports:push_back(viewport) + g.ViewportCreatedCount = g.ViewportCreatedCount + 1 + g.PlatformIO.Viewports:push_back(g.Viewports.Data[1]) + + for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do + if (key >= ImGuiKey.K0 and key <= ImGuiKey.K9) or (key >= ImGuiKey.A and key <= ImGuiKey.Z) or (key >= ImGuiKey.Keypad0 and key <= ImGuiKey.Keypad9) + or key == ImGuiKey.Tab or key == ImGuiKey.Space or key == ImGuiKey.Apostrophe or key == ImGuiKey.Comma or key == ImGuiKey.Minus or key == ImGuiKey.Period + or key == ImGuiKey.Slash or key == ImGuiKey.Semicolon or key == ImGuiKey.Equal or key == ImGuiKey.LeftBracket or key == ImGuiKey.RightBracket or key == ImGuiKey.GraveAccent + or key == ImGuiKey.KeypadDecimal or key == ImGuiKey.KeypadDivide or key == ImGuiKey.KeypadMultiply or key == ImGuiKey.KeypadSubtract or key == ImGuiKey.KeypadAdd or key == ImGuiKey.KeypadEqual then + g.KeysMayBeCharInput:SetBit(key + 1) + end + end + + local atlas = g.IO.Fonts + g.DrawListSharedData.Context = g + ImGui.RegisterFontAtlas(atlas) + + g.Initialized = true +end + +--- @param shared_font_atlas? ImFontAtlas +function ImGui.CreateContext(shared_font_atlas) + local prev_ctx = ImGui.GetCurrentContext() + local ctx = ImGuiContext(shared_font_atlas) + ImGui.SetCurrentContext(ctx) + ImGui.Initialize() + if prev_ctx ~= nil then + ImGui.SetCurrentContext(prev_ctx) -- Restore previous context if any, else keep new one + end + return ctx +end + +--- @param ctx? ImGuiContext +function ImGui.DestroyContext(ctx) + local prev_ctx = ImGui.GetCurrentContext() + if ctx == nil then + ctx = prev_ctx + end + ImGui.SetCurrentContext(ctx) + ImGui.Shutdown() + ImGui.SetCurrentContext((prev_ctx ~= ctx) and prev_ctx or nil) +end + +--- @param window ImGuiWindow +--- @return any +function ImGui.FindWindowSettingsByWindow(window) + local g = GImGui + if window.SettingsOffset ~= -1 then + return g.SettingsWindows[window.SettingsOffset + 1] + end + return ImGui.FindWindowSettingsByID(window.ID) +end + +--- @param id ImGuiID +--- @return any +function ImGui.FindWindowSettingsByID(id) + local g = GImGui + for _, settings in g.SettingsWindows:iter() do + if settings.ID == id and not settings.WantDelete then + return settings + end + end + return nil +end + +--- @param window ImGuiWindow +--- @return ImGuiWindow? +function ImGui.FindFrontMostVisibleChildWindow(window) + for n = window.DC.ChildWindows.Size, 1, -1 do + if ImGui.IsWindowActiveAndVisible(window.DC.ChildWindows.Data[n]) then + return ImGui.FindFrontMostVisibleChildWindow(window.DC.ChildWindows.Data[n]) + end + end + return window +end + +--- @param window ImGuiWindow +--- @param cond ImGuiCond +--- @param allow bool +local function SetWindowConditionAllowFlags(window, cond, allow) + if allow then + window.SetWindowPosAllowFlags = bit32.bor(window.SetWindowPosAllowFlags, cond) + window.SetWindowSizeAllowFlags = bit32.bor(window.SetWindowSizeAllowFlags, cond) + window.SetWindowCollapsedAllowFlags = bit32.bor(window.SetWindowCollapsedAllowFlags, cond) + else + window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(cond)) + window.SetWindowSizeAllowFlags = bit32.band(window.SetWindowSizeAllowFlags, bit32.bnot(cond)) + window.SetWindowCollapsedAllowFlags = bit32.band(window.SetWindowCollapsedAllowFlags, bit32.bnot(cond)) + end +end + +--- @param window ImGuiWindow +--- @param settings ImGuiWindowSettings +local function ApplyWindowSettings(window, settings) + if settings ~= nil then + local main_viewport = ImGui.GetMainViewport() + ImVec2_Copy(window.ViewportPos, main_viewport.Pos) + if (settings.ViewportId ~= 0) then + window.ViewportId = settings.ViewportId + ImVec2_Copy(window.ViewportPos, settings.ViewportPos) + end + window.Pos = ImTrunc(ImVec2(settings.Pos.x + window.ViewportPos.x, settings.Pos.y + window.ViewportPos.y)) + if settings.Size.x > 0 and settings.Size.y > 0 then + local size = ImVec2(ImTrunc(settings.Size.x), ImTrunc(settings.Size.y)) + ImVec2_Copy(window.Size, size) + ImVec2_Copy(window.SizeFull, size) + window.AutoFitFramesX = 0; window.AutoFitFramesY = 0 + end + window.Collapsed = settings.Collapsed + -- window.DockId = settings.DockId + -- window.DockOrder = settings.DockOrder + SetWindowConditionAllowFlags(window, ImGuiCond.FirstUseEver, false) + end + + -- So first call to CalcWindowContentSizes() doesn't return crazy values + ImVec2_Copy(window.DC.CursorStartPos, window.Pos) + ImVec2_Copy(window.DC.CursorMaxPos, window.Pos) + ImVec2_Copy(window.DC.IdealMaxPos, window.Pos) + if (bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0) then + window.AutoFitFramesX = 2; window.AutoFitFramesY = 2 + window.AutoFitOnlyGrows = false + else + window.AutoFitFramesX = (window.Size.x <= 0.0) and 2 or 0 + window.AutoFitFramesY = (window.Size.y <= 0.0) and 2 or 0 + window.AutoFitOnlyGrows = (window.AutoFitFramesX > 0) or (window.AutoFitFramesY > 0) + end +end + +--- @param window ImGuiWindow +--- @param settings ImGuiWindowSettings +local function InitOrLoadWindowSettings(window, settings) + -- Initial window state with e.g. default/arbitrary window position + -- Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + local main_viewport = ImGui.GetMainViewport() + ImVec2_Copy(window.Pos, main_viewport.Pos + ImVec2(60, 60)) + ImVec2_Copy(window.Size, ImVec2(0, 0)) + ImVec2_Copy(window.SizeFull, ImVec2(0, 0)) + ImVec2_Copy(window.ViewportPos, main_viewport.Pos) + window.SetWindowPosAllowFlags = bit32.bor(ImGuiCond.Always, ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing) + window.SetWindowSizeAllowFlags = window.SetWindowPosAllowFlags + window.SetWindowCollapsedAllowFlags = window.SetWindowPosAllowFlags + -- window.SetWindowDockAllowFlags = window.SetWindowPosAllowFlags + ApplyWindowSettings(window, settings) + if settings ~= nil then + -- TODO: settings.LastUsedDate = g.SessionDate + end +end + +--- @param name string +--- @param flags ImGuiWindowFlags +--- @return ImGuiWindow +local function CreateNewWindow(name, flags) + local g = GImGui + + local window_id = ImHashStr(name) + + local window = ImGuiWindow(g, name) + + window.ID = window_id + window.Flags = flags + + g.WindowsById[window_id] = window + + local settings = nil + if bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) == 0 then + settings = ImGui.FindWindowSettingsByWindow(window) + if settings ~= nil then + window.SettingsOffset = g.SettingsWindows:index_from_ptr(settings) + end + end + + InitOrLoadWindowSettings(window, settings) + + if bit32.band(flags, ImGuiWindowFlags.NoBringToFrontOnFocus) ~= 0 then + g.Windows:push_front(window) + else + g.Windows:push_back(window) + end + + return window +end + +--- @param window ImGuiWindow +--- @return ImGuiWindow? +local function GetWindowForTitleDisplay(window) + if window.DockNodeAsHost then + return window.DockNodeAsHost.VisibleWindow + else + return window + end +end + +--- @param id ImGuiID +function ImGui.KeepAliveID(id) + local g = GImGui + + if g.ActiveId == id then + g.ActiveIdIsAlive = id + end + + if g.DeactivatedItemData.ID == id then + g.DeactivatedItemData.IsAlive = true + end +end + +--- @param r_min ImVec2 +--- @param r_max ImVec2 +--- @param clip? bool +function ImGui.IsMouseHoveringRect(r_min, r_max, clip) + if clip == nil then clip = true end + + local g = GImGui + + local rect_clipped = ImRect(r_min, r_max) + if clip then + rect_clipped:ClipWith(g.CurrentWindow.ClipRect) + end + + if not rect_clipped:ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding) then + return false + end + if (not g.MouseViewport:GetMainRect():Overlaps(rect_clipped)) then + return false + end + + return true +end + +-- Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +-- [Internal] This doesn't test if the button is pressed +--- @param button ImGuiMouseButton +--- @param lock_threshold? float +function ImGui.IsMouseDragPastThreshold(button, lock_threshold) + if lock_threshold == nil then lock_threshold = -1.0 end + + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) + if lock_threshold < 0.0 then + lock_threshold = g.IO.MouseDragThreshold + end + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold +end + +--- @param button ImGuiMouseButton +--- @param lock_threshold? float +function ImGui.IsMouseDragging(button, lock_threshold) + if lock_threshold == nil then lock_threshold = -1.0 end + + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) + if not g.IO.MouseDown[button] then + return false + end + return ImGui.IsMouseDragPastThreshold(button, lock_threshold) +end + +--- @param pos ImVec2 +function ImGui.TeleportMousePos(pos) + local g = GImGui + ImVec2_Copy(g.IO.MousePos, pos) + ImVec2_Copy(g.IO.MousePosPrev, pos) + ImVec2_CopyV(g.IO.MouseDelta, 0.0, 0.0) + g.IO.WantSetMousePos = true + -- IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y) +end + +--- @param id ImGuiID +function ImGui.ItemHandleShortcut(id) + local g = GImGui + local flags = g.NextItemData.ShortcutFlags + IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedBySetNextItemShortcut)) == 0) + + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.Disabled) ~= 0 then + return + end + if bit32.band(flags, ImGuiInputFlags.Tooltip) ~= 0 then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasShortcut) + g.LastItemData.Shortcut = g.NextItemData.Shortcut + end + if not ImGui.Shortcut(g.NextItemData.Shortcut, bit32.band(flags, ImGuiInputFlags.SupportedByShortcut), id) or g.NavActivateId ~= 0 then + return + end + + g.NavActivateId = id + g.NavActivateFlags = bit32.bor(ImGuiActivateFlags.PreferInput, ImGuiActivateFlags.FromShortcut) + g.NavActivateDownId = id + g.NavActivatePressedId = id + ImGui.NavHighlightActivated(id) +end + +--- @param bb ImRect +--- @param id ImGuiID +--- @param nav_bb_arg? ImRect +--- @param extra_flags? ImGuiItemFlags +function ImGui.ItemAdd(bb, id, nav_bb_arg, extra_flags) + if extra_flags == nil then extra_flags = 0 end + + local g = GImGui + local window = g.CurrentWindow + + g.LastItemData.ID = id + ImRect_Copy(g.LastItemData.Rect, bb) + ImRect_Copy(g.LastItemData.NavRect, nav_bb_arg and nav_bb_arg or bb) + g.LastItemData.ItemFlags = bit32.bor(g.CurrentItemFlags, g.NextItemData.ItemFlagsSet, extra_flags) + g.LastItemData.StatusFlags = ImGuiItemStatusFlags.None + + if id ~= 0 then + ImGui.KeepAliveID(id) + + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoNav) == 0 then + window.DC.NavLayersActiveMaskNext = bit32.bor(window.DC.NavLayersActiveMaskNext, bit32.lshift(1, window.DC.NavLayerCurrent)) + + if g.NavId == id or g.NavAnyRequest then + if g.NavWindow.RootWindowForNav == window.RootWindowForNav then + if window == g.NavWindow or bit32.band(bit32.bor(window.ChildFlags, g.NavWindow.ChildFlags), ImGuiChildFlags.NavFlattened) ~= 0 then + ImGui.NavProcessItem() + end + end + end + end + + if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasShortcut) ~= 0 then + ImGui.ItemHandleShortcut(id) + end + end + + g.NextItemData.HasFlags = ImGuiNextItemDataFlags.None + g.NextItemData.ItemFlagsSet = ImGuiItemFlags.None + + local is_rect_visible = bb:Overlaps(window.ClipRect) + if not is_rect_visible then + if id == 0 or not (id == g.ActiveId or id == g.ActiveIdPreviousFrame or id == g.NavId or id == g.NavActivateId or g.ItemUnclipByLog) then + return false + end + end + + if id ~= 0 and g.DeactivatedItemData.ID == id then + g.DeactivatedItemData.ElapseFrame = g.FrameCount + end + + if is_rect_visible then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) + end + + if ImGui.IsMouseHoveringRect(bb.Min, bb.Max) then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) + end + + return true +end + +--- @param size_or_bb ImVec2|ImRect +--- @param text_baseline_y? float +function ImGui.ItemSize(size_or_bb, text_baseline_y) + if text_baseline_y == nil then text_baseline_y = -1.0 end + + local size + if size_or_bb.Min then + --- @cast size_or_bb ImRect + size = size_or_bb:GetSize() + else + --- @cast size_or_bb ImVec2 + size = size_or_bb + end + + local g = GImGui + local window = g.CurrentWindow + + if window.SkipItems then + return + end + + local offset_to_match_baseline_y + if text_baseline_y >= 0 then + offset_to_match_baseline_y = ImMax(0, window.DC.CurrLineTextBaseOffset - text_baseline_y) + else + offset_to_match_baseline_y = 0 + end + + local line_y1 + if window.DC.IsSameLine then + line_y1 = window.DC.CursorPosPrevLine.y + else + line_y1 = window.DC.CursorPos.y + end + + local line_height = ImMax(window.DC.CurrLineSize.y, window.DC.CursorPos.y - line_y1 + size.y + offset_to_match_baseline_y) + + window.DC.CursorPosPrevLine.x = window.DC.CursorPos.x + size.x + window.DC.CursorPosPrevLine.y = line_y1 + window.DC.CursorPos.x = IM_TRUNC(window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x) + window.DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y) + 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) + + window.DC.PrevLineSize.y = line_height + window.DC.CurrLineSize.y = 0 + window.DC.PrevLineTextBaseOffset = ImMax(window.DC.CurrLineTextBaseOffset, text_baseline_y) + window.DC.CurrLineTextBaseOffset = 0 + window.DC.IsSetPos = false + window.DC.IsSameLine = false + + --- Horizontal layout mode + if (window.DC.LayoutType == ImGuiLayoutType.Horizontal) then + ImGui.SameLine() + end +end + +--- @param offset_from_start_x float? +--- @param spacing_w float? +function ImGui.SameLine(offset_from_start_x, spacing_w) + if offset_from_start_x == nil then offset_from_start_x = 0.0 end + if spacing_w == nil then spacing_w = -1.0 end + + local g = GImGui + local window = g.CurrentWindow + + if window.SkipItems then + return + end + + if offset_from_start_x ~= 0.0 then + if spacing_w < 0.0 then spacing_w = 0.0 end + 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 < 0.0 then spacing_w = g.Style.ItemSpacing.x end + window.DC.CursorPos.x = window.DC.CursorPosPrevLine.x + spacing_w + window.DC.CursorPos.y = window.DC.CursorPosPrevLine.y + end + ImVec2_Copy(window.DC.CurrLineSize, window.DC.PrevLineSize) + window.DC.CurrLineTextBaseOffset = window.DC.PrevLineTextBaseOffset + window.DC.IsSameLine = true +end + +--- @param indent_w? float +function ImGui.Indent(indent_w) + if indent_w == nil then indent_w = 0.0 end + + local g = GImGui + local window = ImGui.GetCurrentWindow() + + if indent_w ~= 0.0 then + window.DC.Indent.x = window.DC.Indent.x + indent_w + else + window.DC.Indent.x = window.DC.Indent.x + g.Style.IndentSpacing + end + + window.DC.CursorPos.x = window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x +end + +--- @param indent_w? float +function ImGui.Unindent(indent_w) + if indent_w == nil then indent_w = 0.0 end + + local g = GImGui + local window = ImGui.GetCurrentWindow() + + if indent_w ~= 0.0 then + window.DC.Indent.x = window.DC.Indent.x - indent_w + else + window.DC.Indent.x = window.DC.Indent.x - g.Style.IndentSpacing + end + + window.DC.CursorPos.x = window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x +end + +-- Affect large frame+labels widgets only +--- @param item_width float +function ImGui.SetNextItemWidth(item_width) + local g = GImGui + g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) + g.NextItemData.Width = item_width +end + +--- @param item_width float +function ImGui.PushItemWidth(item_width) + local g = GImGui + local window = g.CurrentWindow + window.DC.ItemWidthStack:push_back(window.DC.ItemWidth) + window.DC.ItemWidth = (item_width == 0.0) and window.DC.ItemWidthDefault or item_width + g.NextItemData.HasFlags = bit32.band(g.NextItemData.HasFlags, bit32.bnot(ImGuiNextItemDataFlags.HasWidth)) +end + +function ImGui.PopItemWidth() + local g = GImGui + local window = g.CurrentWindow + if window.DC.ItemWidthStack.Size <= 0 then + IM_ASSERT_USER_ERROR(false, "Calling PopItemWidth() too many times!") + return + end + window.DC.ItemWidth = window.DC.ItemWidthStack:back() + window.DC.ItemWidthStack:pop_back() +end + +--- @param components int +--- @param w_full float +function ImGui.PushMultiItemsWidths(components, w_full) + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT(components > 0) + local style = g.Style + window.DC.ItemWidthStack:push_back(window.DC.ItemWidth) + local w_items = w_full - style.ItemInnerSpacing.x * (components - 1) + local prev_split = w_items + for i = components - 1, 1, -1 do + local next_split = IM_TRUNC(w_items * i / components) + window.DC.ItemWidthStack:push_back(ImMax(prev_split - next_split, 1.0)) + prev_split = next_split + end + window.DC.ItemWidth = ImMax(prev_split, 1.0) + g.NextItemData.HasFlags = bit32.band(g.NextItemData.HasFlags, bit32.bnot(ImGuiNextItemDataFlags.HasWidth)) +end + +--- @return float +function ImGui.GetFrameHeight() + local g = GImGui + return g.FontSize + g.Style.FramePadding.y * 2.0 +end + +--- @return ImVec2 +--- @nodiscard +function ImGui.GetContentRegionAvail() + local g = GImGui + local window = g.CurrentWindow + + local mx + if window.DC.CurrentColumns or g.CurrentTable then + mx = window.WorkRect.Max + else + mx = window.ContentRegionRect.Max + end + + return ImVec2(mx.x - window.DC.CursorPos.x, mx.y - window.DC.CursorPos.y) +end + +--- @return ImVec2 +--- @nodiscard +function ImGui.GetCursorScreenPos() + local window = ImGui.GetCurrentWindowRead() + local ret = ImVec2() + ImVec2_Copy(ret, window.DC.CursorPos) + return ret +end + +--- @param pos ImVec2 +function ImGui.SetCursorScreenPos(pos) + local window = ImGui.GetCurrentWindow() + ImVec2_Copy(window.DC.CursorPos, pos) + window.DC.IsSetPos = true +end + +-- 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.) +-- Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +-- FIXME-OPT: Could we safely early out on ->SkipItems? +function ImGui.BeginGroup() + local g = GImGui + local window = g.CurrentWindow + + local group_data = ImGuiGroupData() + group_data.WindowID = window.ID + ImVec2_Copy(group_data.BackupCursorPos, window.DC.CursorPos) + ImVec2_Copy(group_data.BackupCursorPosPrevLine, window.DC.CursorPosPrevLine) + ImVec2_Copy(group_data.BackupCursorMaxPos, window.DC.CursorMaxPos) + ImVec1_Copy(group_data.BackupIndent, window.DC.Indent) + ImVec1_Copy(group_data.BackupGroupOffset, window.DC.GroupOffset) + ImVec2_Copy(group_data.BackupCurrLineSize, window.DC.CurrLineSize) + group_data.BackupCurrLineTextBaseOffset = window.DC.CurrLineTextBaseOffset + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive + group_data.BackupHoveredIdIsAlive = (g.HoveredId ~= 0) + group_data.BackupIsSameLine = window.DC.IsSameLine + group_data.BackupAnyIdHasBeenEditedThisFrame = g.AnyIdHasBeenEditedThisFrame + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive + group_data.EmitItem = true + + g.GroupStack:push_back(group_data) + + window.DC.GroupOffset.x = window.DC.CursorPos.x - window.Pos.x - window.DC.ColumnsOffset.x + ImVec1_Copy(window.DC.Indent, window.DC.GroupOffset) + ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos) + ImVec2_CopyV(window.DC.CurrLineSize, 0.0, 0.0) + if (g.LogEnabled) then + g.LogLinePosY = -FLT_MAX + end +end + +function ImGui.EndGroup() + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT(g.GroupStack.Size > 0) -- Mismatched BeginGroup()/EndGroup() calls + + local group_data = g.GroupStack:back() + IM_ASSERT(group_data.WindowID == window.ID) -- EndGroup() in wrong window? + + if (window.DC.IsSetPos) then + -- TODO: ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() + end + + local group_bb = ImRect(group_data.BackupCursorPos, ImMax(ImMax(window.DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)) + ImVec2_Copy(window.DC.CursorPos, group_data.BackupCursorPos) + ImVec2_Copy(window.DC.CursorPosPrevLine, group_data.BackupCursorPosPrevLine) + ImVec2_Copy(window.DC.CursorMaxPos, ImMax(group_data.BackupCursorMaxPos, group_bb.Max)) + ImVec1_Copy(window.DC.Indent, group_data.BackupIndent) + ImVec1_Copy(window.DC.GroupOffset, group_data.BackupGroupOffset) + ImVec2_Copy(window.DC.CurrLineSize, group_data.BackupCurrLineSize) + window.DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset + window.DC.IsSameLine = group_data.BackupIsSameLine + if (g.LogEnabled) then + g.LogLinePosY = -FLT_MAX -- To enforce a carriage return + end + + if (not group_data.EmitItem) then + g.GroupStack:pop_back() + return + end + + 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 + ImGui.ItemSize(group_bb:GetSize()) + ImGui.ItemAdd(group_bb, 0, nil, ImGuiItemFlags.NoTabStop) + + -- If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + -- It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + -- Also if you grep for LastItemId you'll notice it is only used in that context. + -- (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + local group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive ~= g.ActiveId) and (g.ActiveIdIsAlive == g.ActiveId) and g.ActiveId + local group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) and (g.DeactivatedItemData.IsAlive == true) + if group_contains_curr_active_id then + g.LastItemData.ID = g.ActiveId + elseif group_contains_deactivated_id then + g.LastItemData.ID = g.DeactivatedItemData.ID + end + ImRect_Copy(g.LastItemData.Rect, group_bb) + + -- Forward Hovered flag + local group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) and g.HoveredId ~= 0 + if group_contains_curr_hovered_id then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + + -- Forward Edited flag + if g.AnyIdHasBeenEditedThisFrame and not group_data.BackupAnyIdHasBeenEditedThisFrame then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) + end + + -- Forward Deactivated flag + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDeactivated) + if group_contains_deactivated_id then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Deactivated) + end + + g.GroupStack:pop_back() + if g.DebugShowGroupRects then + window.DrawList:AddRect(group_bb.Min, group_bb.Max, IM_COL32(255, 0, 255, 255)) -- [Debug] + end +end + +function ImGui.CalcItemWidth() + local g = GImGui + local window = g.CurrentWindow + + local w + if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) ~= 0 then + w = g.NextItemData.Width + else + w = window.DC.ItemWidth + end + + if w < 0.0 then + local region_avail_x = ImGui.GetContentRegionAvail().x + w = ImMax(1.0, region_avail_x + w) + end + + w = IM_TRUNC(w) + return w +end + +--- @param size ImVec2 +--- @param default_w float +--- @param default_h float +--- @return ImVec2 +function ImGui.CalcItemSize(size, default_w, default_h) + local avail + if size.x < 0.0 or size.y < 0.0 then + avail = ImGui.GetContentRegionAvail() + end + + if size.x == 0.0 then + size.x = default_w + elseif size.x < 0.0 then + size.x = ImMax(4.0, avail.x + size.x) -- size.x is negative here so we are subtracting + end + + if size.y == 0.0 then + size.y = default_h + elseif size.y < 0.0 then + size.y = ImMax(4.0, avail.y + size.y) -- size.y is negative here so we are subtracting + end + + return size +end + +function ImGui.GetTextLineHeight() + local g = GImGui + return g.FontSize +end + +function ImGui.IsItemActive() + local g = GImGui + + if g.ActiveId ~= 0 then + return g.ActiveId == g.LastItemData.ID + end + + return false +end + +function ImGui.IsItemFocused() + local g = GImGui + if g.NavId ~= g.LastItemData.ID or g.NavId == 0 then + return false + end + + local window = g.CurrentWindow + if g.LastItemData.ID == window.ID and window.WriteAccessed then + return false + end + + return true +end + +function ImGui.IsItemDeactivated() + local g = GImGui + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDeactivated) ~= 0 then + return bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Deactivated) ~= 0 + end + return g.DeactivatedItemData.ID == g.LastItemData.ID and g.LastItemData.ID ~= 0 and g.DeactivatedItemData.ElapseFrame >= g.FrameCount +end + +function ImGui.IsItemDeactivatedAfterEdit() + local g = GImGui + return ImGui.IsItemDeactivated() and g.DeactivatedItemData.HasBeenEditedBefore +end + +--------------------------------------------------------------------------------------- +-- [SECTION] WINDOW FOCUS +--------------------------------------------------------------------------------------- + +--- @param window? ImGuiWindow +--- @param flags? ImGuiFocusRequestFlags +function ImGui.FocusWindow(window, flags) + if flags == nil then flags = 0 end + + local g = GImGui + + if bit32.band(flags, ImGuiFocusRequestFlags.UnlessBelowModal) ~= 0 and g.NavWindow ~= window then + local blocking_modal = ImGui.FindBlockingModal(window) + if blocking_modal then + -- IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".", window ? window->Name : "", blocking_modal->Name) + if window and window == window.RootWindow and bit32.band(window.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0 then + ImGui.BringWindowToDisplayBehind(window, blocking_modal) + end + ImGui.ClosePopupsOverWindow(ImGui.GetTopMostPopupModal(), false) + return + end + end + + if bit32.band(flags, ImGuiFocusRequestFlags.RestoreFocusedChild) ~= 0 and window ~= nil then + window = ImGui.NavRestoreLastChildNavWindow(window) + end + + if g.NavWindow ~= window then + ImGui.SetNavWindow(window) + if window and g.NavHighlightItemUnderNav then + g.NavMousePosDirty = true + end + g.NavId = window and window.NavLastIds[0] or 0 + g.NavLayer = ImGuiNavLayer.Main + ImGui.SetNavFocusScope(window and window.NavRootFocusScopeId or 0) + g.NavIdIsAlive = false + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid + + -- Close popups if any + ImGui.ClosePopupsOverWindow(window, false) + end + + IM_ASSERT(window == nil or window.RootWindowDockTree ~= nil) + local focus_front_window = window and window.RootWindow or nil + local display_front_window = window and window.RootWindowDockTree or nil + local dock_node = window and window.DockNode or nil + local active_id_window_is_dock_node_host = g.ActiveIdWindow and dock_node and dock_node.HostWindow == g.ActiveIdWindow + + if g.ActiveId ~= 0 and g.ActiveIdWindow and g.ActiveIdWindow.RootWindow ~= focus_front_window then + if not g.ActiveIdNoClearOnFocusLoss and not active_id_window_is_dock_node_host then + ImGui.ClearActiveID() + end + end + + if not window then + return + end + window.LastFrameJustFocused = g.FrameCount + + ImGui.BringWindowToFocusFront(focus_front_window) + if bit32.band(bit32.bor(window.Flags, focus_front_window.Flags, display_front_window.Flags), ImGuiWindowFlags.NoBringToFrontOnFocus) == 0 then + ImGui.BringWindowToDisplayFront(display_front_window) + end +end + +--- @param window ImGuiWindow +--- @return int +function ImGui.FindWindowFocusIndex(window) + local g = GImGui + -- IM_UNUSED(g) + local order = window.FocusOrder + IM_ASSERT(window.RootWindow == window) -- No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder.Data[order] == window) + return order +end + +--- @param window ImGuiWindow +--- @return bool +function ImGui.IsWindowNavFocusable(window) + return window.WasActive and window == window.RootWindow and bit32.band(window.Flags, ImGuiWindowFlags.NoNavFocus) == 0 +end + +--- @param i_start int +--- @param i_stop int +--- @param dir int +--- @return ImGuiWindow? +function ImGui.FindWindowNavFocusable(i_start, i_stop, dir) + local g = GImGui + local i = i_start + while i >= 1 and i <= g.WindowsFocusOrder.Size and i ~= i_stop do + local window = g.WindowsFocusOrder.Data[i] + if ImGui.IsWindowNavFocusable(window) then + return window + end + i = i + dir + end + return nil +end + +function ImGui.UpdateWindowInFocusOrderList(window, just_created, new_flags) + local g = GImGui + + local new_is_explicit_child = (bit32.band(new_flags, ImGuiWindowFlags.ChildWindow) ~= 0) and ((bit32.band(new_flags, ImGuiWindowFlags.Popup) == 0) or (bit32.band(new_flags, ImGuiWindowFlags.ChildMenu) ~= 0)) + local child_flag_changed = (new_is_explicit_child ~= window.IsExplicitChild) + + if (just_created or child_flag_changed) and not new_is_explicit_child then + IM_ASSERT(not g.WindowsFocusOrder:contains(window)) + g.WindowsFocusOrder:push_back(window) + window.FocusOrder = g.WindowsFocusOrder.Size + elseif not just_created and child_flag_changed and new_is_explicit_child then + IM_ASSERT(g.WindowsFocusOrder.Data[window.FocusOrder] == window) + + for n = window.FocusOrder + 1, g.WindowsFocusOrder.Size do + g.WindowsFocusOrder.Data[n].FocusOrder = g.WindowsFocusOrder.Data[n].FocusOrder - 1 + end + + g.WindowsFocusOrder:erase(window.FocusOrder) + window.FocusOrder = -1 + end + + window.IsExplicitChild = new_is_explicit_child +end + +--- @param window? ImGuiWindow +function ImGui.BringWindowToFocusFront(window) + local g = GImGui + IM_ASSERT(window == window.RootWindow) + + local cur_order = window.FocusOrder + IM_ASSERT(g.WindowsFocusOrder.Data[cur_order] == window) + + if g.WindowsFocusOrder:back() == window then + return + end + + local new_order = g.WindowsFocusOrder.Size + + for n = cur_order, new_order - 1 do + g.WindowsFocusOrder.Data[n] = g.WindowsFocusOrder.Data[n + 1] + g.WindowsFocusOrder.Data[n].FocusOrder = g.WindowsFocusOrder.Data[n].FocusOrder - 1 + IM_ASSERT(g.WindowsFocusOrder.Data[n].FocusOrder == n) + end + + g.WindowsFocusOrder.Data[new_order] = window + window.FocusOrder = new_order +end + +--- @param window? ImGuiWindow +function ImGui.BringWindowToDisplayFront(window) + local g = GImGui + + local current_front_window = g.Windows:back() + + if current_front_window == window or current_front_window.RootWindowDockTree == window then + return + end + + for i, this_window in g.Windows:iter() do + if this_window == window then + g.Windows:erase(i) + break + end + end + + g.Windows:push_back(window) +end + +--- @param window ImGuiWindow +--- @param behind_window ImGuiWindow +function ImGui.BringWindowToDisplayBehind(window, behind_window) + IM_ASSERT(window ~= nil and behind_window ~= nil) + local g = GImGui + window = window.RootWindow + behind_window = behind_window.RootWindow + -- TODO: +end + +--- @param under_this_window? ImGuiWindow +--- @param ignore_window? ImGuiWindow +--- @param filter_viewport? ImGuiViewport +--- @param flags ImGuiFocusRequestFlags +function ImGui.FocusTopMostWindowUnderOne(under_this_window, ignore_window, filter_viewport, flags) + local g = GImGui + local start_idx = g.WindowsFocusOrder.Size + if under_this_window ~= nil then + -- Aim at root window behind us, if we are in a child window that's our own root (see #4640) + local offset = -1 + while bit32.band(under_this_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 do + under_this_window = under_this_window.ParentWindow + offset = 0 + end + --- @cast under_this_window ImGuiWindow + start_idx = ImGui.FindWindowFocusIndex(under_this_window) + offset + end + for i = start_idx, 1, -1 do + repeat + local window = g.WindowsFocusOrder.Data[i] + if window == ignore_window or not window.WasActive then + break + end + if filter_viewport ~= nil and window.Viewport ~= filter_viewport then + break + end + if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs)) ~= bit32.bor(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs) then + ImGui.FocusWindow(window, flags) + return + end + + until true + end + ImGui.FocusWindow(nil, flags) +end + +--- @param id ImGuiID +--- @param window ImGuiWindow +function ImGui.SetFocusID(id, window) + local g = GImGui + IM_ASSERT(id ~= 0) + + if g.NavWindow ~= window then + ImGui.SetNavWindow(window) + end + + local nav_layer = window.DC.NavLayerCurrent + g.NavId = id + g.NavLayer = nav_layer + ImGui.SetNavFocusScope(g.CurrentFocusScopeId) + window.NavLastIds[nav_layer] = id + if g.LastItemData.ID == id then + ImRect_Copy(window.NavRectRel[nav_layer], ImGui.WindowRectAbsToRel(window, g.LastItemData.NavRect)) + end + g.NavIdItemFlags = (g.LastItemData.ID == id) and g.LastItemData.ItemFlags or ImGuiItemFlags.None + if id == g.ActiveIdIsAlive then + g.NavIdIsAlive = true + end + + if g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then + g.NavHighlightItemUnderNav = true + elseif g.IO.ConfigNavCursorVisibleAuto then + g.NavCursorVisible = false + end + + ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) + ImGui.NavClearPreferredPosForAxis(ImGuiAxis.Y) +end + +function ImGui.StopMouseMovingWindow() + local g = GImGui + local window = g.MovingWindow + + if window and window.Viewport then + if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= 0 then + ImGui.UpdateTryMergeWindowIntoHostViewport(window.RootWindowDockTree, g.MouseViewport) + end + + if (not ImGui.IsDragDropPayloadBeingAccepted()) then + g.MouseViewport = window.Viewport + end + + local window_can_use_inputs = bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) == 0 or bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) == 0 + if window_can_use_inputs then + window.Viewport.Flags = bit32.band(window.Viewport.Flags, bit32.bnot(ImGuiViewportFlags.NoInputs)) + end + end + + g.MovingWindow = nil +end + +--- @param id ImGuiID +--- @param window? ImGuiWindow +function ImGui.SetActiveID(id, window) + local g = GImGui + + if g.ActiveId ~= 0 then + local deactivated_data = g.DeactivatedItemData + deactivated_data.ID = g.ActiveId + deactivated_data.ElapseFrame = (g.LastItemData.ID == g.ActiveId) and g.FrameCount or g.FrameCount + 1 -- FIXME: OK to use LastItemData? + deactivated_data.HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore + deactivated_data.IsAlive = (g.ActiveIdIsAlive == g.ActiveId) + + if g.InputTextState.ID == g.ActiveId then + ImGui.InputTextDeactivateHook(g.ActiveId) + end + + if g.MovingWindow and (g.ActiveId == g.MovingWindow.MoveId) then + print("SetActiveID() cancel MovingWindow") + ImGui.StopMouseMovingWindow() + end + end + + g.ActiveIdIsJustActivated = (g.ActiveId ~= id) + if (g.ActiveIdIsJustActivated) then + -- IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() 0x%08X in \"%s\"%*s(previously 0x%08X in \"%s\")\n", id, window ? window->Name : "", + -- ImMax(0, 20 - (int)(window ? strlen(window->Name) : 0)), "", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : ""); + g.ActiveIdTimer = 0.0 + g.ActiveIdHasBeenPressedBefore = false + g.ActiveIdHasBeenEditedBefore = false + g.ActiveIdMouseButton = -1 + + if id ~= 0 then + g.LastActiveId = id + g.LastActiveIdTimer = 0.0 + end + end + g.ActiveId = id + g.ActiveIdAllowOverlap = false + g.ActiveIdNoClearOnFocusLoss = false + g.ActiveIdWindow = window + g.ActiveIdHasBeenEditedThisFrame = false + g.ActiveIdFromShortcut = false + g.ActiveIdDisabledId = 0 + if id ~= 0 then + g.ActiveIdIsAlive = id + if g.NavActivateId == id or g.NavJustMovedToId == id then + g.ActiveIdSource = g.NavInputSource + else + g.ActiveIdSource = ImGuiInputSource.Mouse + end + IM_ASSERT(g.ActiveIdSource ~= ImGuiInputSource.None) + end + + g.ActiveIdUsingNavDirMask = 0x00 + g.ActiveIdUsingAllKeyboardKeys = false +end + +function ImGui.ClearActiveID() + ImGui.SetActiveID(0, nil) +end + +--- @param str_id string|int +function ImGui.PushID(str_id) + local g = GImGui + local window = g.CurrentWindow + local id = window:GetID(str_id) + window.IDStack:push_back(id) +end + +--- @param id ImGuiID +function ImGui.PushOverrideID(id) + local g = GImGui + local window = g.CurrentWindow + -- TODO: DebugHookIdInfo() + window.IDStack:push_back(id) +end + +function ImGui.PopID() + local window = GImGui.CurrentWindow + IM_ASSERT_USER_ERROR_RET(window.IDStack.Size > 1, "Calling PopID() too many times!") + window.IDStack:pop_back() +end + +--- @param id string|int +--- @return ImGuiID +function MT.ImGuiWindow:GetID(id) + local seed = self.IDStack:back() + + if type(id) == "string" then + return ImHashStr(id, nil, seed) + else --- @cast id int + return ImHashData(id, -1, seed) + end +end + +-- This is only used in rare/specific situations to manufacture an ID out of nowhere +-- FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +--- @param p_abs ImVec2 +--- @return ImGuiID +function MT.ImGuiWindow:GetIDFromPos(p_abs) + local seed = self.IDStack:back() + local p_rel = ImGui.WindowPosAbsToRel(self, p_abs) + return ImHashData(p_rel, 2, seed) +end + +--- @param id ImGuiID +function ImGui.SetHoveredID(id) + local g = GImGui + g.HoveredId = id + g.HoveredIdAllowOverlap = false + if id ~= 0 and g.HoveredIdPreviousFrame ~= id then + g.HoveredIdTimer = 0.0 + g.HoveredIdNotActiveTimer = 0.0 + end +end + +--- @param flags ImGuiHoveredFlags +--- @return float +local function CalcDelayFromHoveredFlags(flags) + local g = GImGui + if bit32.band(flags, ImGuiHoveredFlags.DelayNormal) ~= 0 then + return g.Style.HoverDelayNormal + end + if bit32.band(flags, ImGuiHoveredFlags.DelayShort) ~= 0 then + return g.Style.HoverDelayShort + end + return 0.0 +end + +--- @param user_flags ImGuiHoveredFlags +--- @param shared_flags ImGuiHoveredFlags +local function ApplyHoverFlagsForTooltip(user_flags, shared_flags) + if bit32.band(user_flags, bit32.bor(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal)) ~= 0 then + shared_flags = bit32.band(shared_flags, bit32.bnot(bit32.bor(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal))) + end + return bit32.bor(user_flags, shared_flags) +end + +--- @param id ImGuiID +function ImGui.MarkItemEdited(id) + -- This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + -- ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + local g = GImGui + + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.EditedInternal) + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoMarkEdited) ~= 0 then + return + end + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) + + if g.ActiveId == id or g.ActiveId == 0 then + -- FIXME: Can't we fully rely on LastItemData yet? + g.AnyIdHasBeenEditedThisFrame = true + g.ActiveIdHasBeenEditedThisFrame = true + g.ActiveIdHasBeenEditedBefore = true + end + if g.DeactivatedItemData.ID == id then + g.DeactivatedItemData.HasBeenEditedBefore = true + end + + -- We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + -- We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + -- FIXME: This assert is getting a bit meaningless over time. It helped detect some unusual use cases but eventually it is becoming an unnecessary restriction. + IM_ASSERT(g.DragDropActive or g.ActiveId == id or g.ActiveId == 0 or g.DeactivatedItemData.ID == id or g.ActiveIdPreviousFrame == id or g.NavJustMovedToId or (g.CurrentMultiSelect ~= nil and g.BoxSelectState.IsActive)) + + -- IM_ASSERT(g.CurrentWindow.DC.LastItemId == id) + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) +end + +--- @param window ImGuiWindow +--- @param flags ImGuiHoveredFlags +function ImGui.IsWindowContentHoverable(window, flags) + -- An active popup disable hovering on other windows (apart from its own children) + -- FIXME-OPT: This could be cached/stored within the window. + local g = GImGui + if g.NavWindow then + local focused_root_window = g.NavWindow.RootWindowDockTree + if focused_root_window.WasActive and focused_root_window ~= window.RootWindowDockTree then + -- For the purpose of those flags we differentiate "standard popup" from "modal popup" + -- NB: The 'else' is important because Modal windows are also Popups. + local want_inhibit = false + if bit32.band(focused_root_window.Flags, ImGuiWindowFlags.Modal) ~= 0 then + want_inhibit = true + elseif (bit32.band(focused_root_window.Flags, ImGuiWindowFlags.Popup) ~= 0) and (bit32.band(flags, ImGuiHoveredFlags.AllowWhenBlockedByPopup) == 0) then + want_inhibit = true + end + + -- Inhibit hover unless the window is within the stack of our modal/popup + if want_inhibit then + if not ImGui.IsWindowWithinBeginStackOf(window.RootWindow, focused_root_window) then + return false + end + end + end + end + + -- Filter by viewport + if (window.Viewport ~= g.MouseViewport) then + if (g.MovingWindow == nil or window.RootWindowDockTree ~= g.MovingWindow.RootWindowDockTree) then + return false + end + end + + return true +end + +--- @param flags? ImGuiHoveredFlags +function ImGui.IsItemHovered(flags) + if flags == nil then flags = 0 end + + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT_USER_ERROR(bit32.band(flags, bit32.bnot(ImGuiHoveredFlags.AllowedMaskForIsItemHovered)) == 0, "Invalid flags for IsItemHovered()!") + + if g.NavHighlightItemUnderNav and g.NavCursorVisible and bit32.band(flags, ImGuiHoveredFlags.NoNavOverride) == 0 then + if not ImGui.IsItemFocused() then + return false + end + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.Disabled) ~= 0 and bit32.band(flags, ImGuiHoveredFlags.AllowWhenDisabled) == 0 then + return false + end + + if bit32.band(flags, ImGuiHoveredFlags.ForTooltip) ~= 0 then + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav) + end + else + local status_flags = g.LastItemData.StatusFlags + if bit32.band(status_flags, ImGuiItemStatusFlags.HoveredRect) == 0 then + return false + end + + if bit32.band(flags, ImGuiHoveredFlags.ForTooltip) ~= 0 then + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse) + end + + if g.HoveredWindow ~= window and bit32.band(status_flags, ImGuiItemStatusFlags.HoveredWindow) == 0 then + if bit32.band(flags, ImGuiHoveredFlags.AllowWhenOverlappedByWindow) == 0 then + return false + end + end + + local id = g.LastItemData.ID + if bit32.band(flags, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) == 0 then + if g.ActiveId ~= 0 and g.ActiveId ~= id and not g.ActiveIdAllowOverlap and not g.ActiveIdFromShortcut then + local cancel_is_hovered = true + if g.ActiveId == window.MoveId and (id == 0 or g.ActiveIdDisabledId == id) then + cancel_is_hovered = false + end + if g.ActiveId == window.TabId then + cancel_is_hovered = false + end + if cancel_is_hovered then + return false + end + end + end + + if not ImGui.IsWindowContentHoverable(window, flags) and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoWindowHoverableCheck) == 0 then + return false + end + + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.Disabled) ~= 0 and bit32.band(flags, ImGuiHoveredFlags.AllowWhenDisabled) == 0 then + return false + end + + if id == window.MoveId and window.WriteAccessed then + return false + end + + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 and id ~= 0 then + if bit32.band(flags, ImGuiHoveredFlags.AllowWhenOverlappedByItem) == 0 then + if g.HoveredIdPreviousFrame ~= g.LastItemData.ID then + return false + end + end + end + end + + local delay = CalcDelayFromHoveredFlags(flags) + if delay > 0.0 or bit32.band(flags, ImGuiHoveredFlags.Stationary) ~= 0 then + local hover_delay_id + if g.LastItemData.ID ~= 0 then + hover_delay_id = g.LastItemData.ID + else + hover_delay_id = window:GetIDFromPos(g.LastItemData.Rect.Min) + end + if bit32.band(flags, ImGuiHoveredFlags.NoSharedDelay) ~= 0 and g.HoverItemDelayIdPreviousFrame ~= hover_delay_id then + g.HoverItemDelayTimer = 0.0 + end + g.HoverItemDelayId = hover_delay_id + + if bit32.band(flags, ImGuiHoveredFlags.Stationary) ~= 0 and g.HoverItemUnlockedStationaryId ~= hover_delay_id then + return false + end + + if g.HoverItemDelayTimer < delay then + return false + end + end + + return true +end + +--- @param bb ImRect +--- @param id ImGuiID +--- @param item_flags ImGuiItemFlags +function ImGui.ItemHoverable(bb, id, item_flags) + local g = GImGui + local window = g.CurrentWindow + +if not IMGUI_DISABLE_DEBUG_TOOLS then + if id ~= 0 and g.HoveredIdPreviousFrame == id and bit32.band(item_flags, ImGuiItemFlags.AllowDuplicateId) == 0 then + g.HoveredIdPreviousFrameItemCount = g.HoveredIdPreviousFrameItemCount + 1 + if g.DebugDrawIdConflictsId == id then + window.DrawList:AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0, 2.0, ImDrawFlags.None) + end + end +end + + if g.HoveredWindow ~= window then + return false + end + + if not ImGui.IsMouseHoveringRect(bb.Min, bb.Max) then + return false + end + + if g.HoveredId ~= 0 and g.HoveredId ~= id and not g.HoveredIdAllowOverlap then + return false + end + + if g.ActiveId ~= 0 and g.ActiveId ~= id and not g.ActiveIdAllowOverlap then + if not g.ActiveIdFromShortcut then + return false + end + end + + if (bit32.band(item_flags, ImGuiItemFlags.NoWindowHoverableCheck) == 0) and not ImGui.IsWindowContentHoverable(window, ImGuiHoveredFlags.None) then + g.HoveredIdIsDisabled = true + return false + end + + if id ~= 0 then + if g.DragDropActive and g.DragDropPayload.SourceId == id and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoDisableHover) == 0) then + return false + end + + ImGui.SetHoveredID(id) + + if bit32.band(item_flags, ImGuiItemFlags.AllowOverlap) ~= 0 then + g.HoveredIdAllowOverlap = true + if g.HoveredIdPreviousFrame ~= id then + return false + end + end + + if id == g.LastItemData.ID and (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasShortcut) ~= 0) and g.ActiveId ~= id then + if ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.DelayNormal)) then + ImGui.SetTooltip("%s", ImGui.GetKeyChordName(g.LastItemData.Shortcut)) + end + end + end + + if bit32.band(item_flags, ImGuiItemFlags.Disabled) ~= 0 then + -- Release active id if turning disabled + if g.ActiveId == id and id ~= 0 then + ImGui.ClearActiveID() + end + g.HoveredIdIsDisabled = true + return false + end + + if g.NavHighlightItemUnderNav and (bit32.band(item_flags, ImGuiItemFlags.NoNavDisableMouseHover) == 0) then + return false + end + + return true +end + +--- @param bb ImRect +--- @param id ImGuiID +--- @return bool +function ImGui.IsClippedEx(bb, id) + local g = GImGui + local window = g.CurrentWindow + if not bb:Overlaps(window.ClipRect) then + if id == 0 or (id ~= g.ActiveId and id ~= g.ActiveIdPreviousFrame and id ~= g.NavId and id ~= g.NavActivateId) then + if not g.ItemUnclipByLog then + return true + end + end + end + return false +end + +--- @param item_id ImGuiID +--- @param item_flags ImGuiItemFlags +--- @param status_flags ImGuiItemStatusFlags +--- @param item_rect ImRect +function ImGui.SetLastItemData(item_id, item_flags, status_flags, item_rect) + local g = GImGui + g.LastItemData.ID = item_id + g.LastItemData.ItemFlags = item_flags + g.LastItemData.StatusFlags = status_flags + ImRect_Copy(g.LastItemData.Rect, item_rect) + ImRect_Copy(g.LastItemData.NavRect, item_rect) +end + +--- @param window ImGuiWindow +--- @param rect ImRect +function ImGui.SetLastItemDataForWindow(window, rect) + local g = GImGui + if window.DockIsActive then + ImGui.SetLastItemData(window.MoveId, g.CurrentItemFlags, window.DC.DockTabItemStatusFlags, window.DC.DockTabItemRect) + else + ImGui.SetLastItemData(window.MoveId, g.CurrentItemFlags, window.DC.WindowItemStatusFlags, rect) + end +end + +--- @param c unsigned_int +function MT.ImGuiIO:AddInputCharacter(c) + IM_ASSERT(self.Ctx ~= nil) + local g = self.Ctx + if c == 0 or not self.AppAcceptingEvents then + return + end + + local e = ImGuiInputEvent() + e.Type = ImGuiInputEventType.Text + e.Source = ImGuiInputSource.Keyboard + e.EventId = g.InputEventsNextEventId + g.InputEventsNextEventId = g.InputEventsNextEventId + 1 + e.Text = ImGuiInputEventText() + e.Text.Char = c + + g.InputEventsQueue:push_back(e) +end + +--- @param c ImWchar16 +function MT.ImGuiIO:AddInputCharacterUTF16(c) + if (c == 0 and self.InputQueueSurrogate == 0) or not self.AppAcceptingEvents then + return + end + + if bit32.band(c, 0xFC00) == 0xD800 then -- High surrogate, must save + if self.InputQueueSurrogate ~= 0 then + self:AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID) + end + self.InputQueueSurrogate = c + return + end + + local cp = c + if self.InputQueueSurrogate ~= 0 then + if bit32.band(c, 0xFC00) ~= 0xDC00 then -- Invalid low surrogate + self:AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID) + else + -- #if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID + -- #endif + end + + self.InputQueueSurrogate = 0 + end + self:AddInputCharacter(cp) +end + +function MT.ImGuiIO:ClearEventsQueue() + IM_ASSERT(self.Ctx ~= nil) + local g = GImGui + g.InputEventsQueue:clear() +end + +function MT.ImGuiIO:ClearInputKeys() + local g = self.Ctx + for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do + if not ImGui.IsMouseKey(key) then + local key_data = g.IO.KeysData[key - ImGuiKey.NamedKey_BEGIN] + key_data.Down = false + key_data.DownDuration = -1.0 + key_data.DownDurationPrev = -1.0 + end + end + self.KeyCtrl = false + self.KeyShift = false + self.KeyAlt = false + self.KeySuper = false + self.KeyMods = ImGuiMod_None + self.InputQueueCharacters:resize(0) +end + +function MT.ImGuiIO:ClearInputMouse() + for key = ImGuiKey_Mouse_BEGIN, ImGuiKey_Mouse_END - 1 do + local key_data = self.KeysData[key - ImGuiKey.NamedKey_BEGIN] + if key_data then + key_data.Down = false + key_data.DownDuration = -1.0 + key_data.DownDurationPrev = -1.0 + end + end + + self.MousePos = ImVec2(-FLT_MAX, -FLT_MAX) + + for n = 0, 2 do -- IM_COUNTOF(MouseDown) + self.MouseDown[n] = false + self.MouseDownDuration[n] = -1.0 + self.MouseDownDurationPrev[n] = -1.0 + end + + self.MouseWheel = 0 + self.MouseWheelH = 0 +end + +--- @param ctx ImGuiContext +--- @param type ImGuiInputEventType +--- @param arg? int +--- @return ImGuiInputEvent? +function MT.ImGuiIO:FindLatestInputEvent(ctx, type, arg) + if arg == nil then arg = -1 end + + local g = ctx + for n = g.InputEventsQueue.Size, 1, -1 do + local e = g.InputEventsQueue.Data[n] + + if e.Type ~= type then + elseif type == ImGuiInputEventType.Key and e.Key.Key ~= arg then + elseif type == ImGuiInputEventType.MouseButton and e.MouseButton.Button ~= arg then + else + return e + end + end + + return nil +end + +--- @param key ImGuiKey +--- @param down bool +--- @param analog_value float +function MT.ImGuiIO:AddKeyAnalogEvent(key, down, analog_value) + IM_ASSERT(self.Ctx ~= nil) + if key == ImGuiKey.None or not self.AppAcceptingEvents then + return + end + + local g = self.Ctx + IM_ASSERT(ImGui.IsNamedKeyOrMod(key)) + IM_ASSERT(ImGui.IsAliasKey(key) == false) + + -- MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) then + if (key == ImGuiMod_Super) then key = ImGuiMod_Ctrl + elseif (key == ImGuiMod_Ctrl) then key = ImGuiMod_Super + elseif (key == ImGuiKey.LeftSuper) then key = ImGuiKey.LeftCtrl + elseif (key == ImGuiKey.RightSuper) then key = ImGuiKey.RightCtrl + elseif (key == ImGuiKey.LeftCtrl) then key = ImGuiKey.LeftSuper + elseif (key == ImGuiKey.RightCtrl) then key = ImGuiKey.RightSuper + end + end + + local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.Key, key) + local key_data = ImGui.GetKeyData(g, key) + local latest_key_down = latest_event and latest_event.Key.Down or key_data.Down + local latest_key_analog = latest_event and latest_event.Key.AnalogValue or key_data.AnalogValue + if latest_key_down == down and latest_key_analog == analog_value then + return + end + + local e = ImGuiInputEvent() + e.Type = ImGuiInputEventType.Key + e.Source = ImGui.IsGamepadKey(key) and ImGuiInputSource.Gamepad or ImGuiInputSource.Keyboard + e.EventId = g.InputEventsNextEventId + g.InputEventsNextEventId = g.InputEventsNextEventId + 1 + e.Key = ImGuiInputEventKey() + e.Key.Key = key + e.Key.Down = down + e.Key.AnalogValue = analog_value + g.InputEventsQueue:push_back(e) +end + +--- @param key ImGuiKey +--- @param down bool +function MT.ImGuiIO:AddKeyEvent(key, down) + if not self.AppAcceptingEvents then + return + end + self:AddKeyAnalogEvent(key, down, (down and 1.0 or 0.0)) +end + +--- @param accepting_events bool +function MT.ImGuiIO:SetAppAcceptingEvents(accepting_events) + self.AppAcceptingEvents = accepting_events +end + +--- @param source ImGuiMouseSource +function MT.ImGuiIO:AddMouseSourceEvent(source) + IM_ASSERT(self.Ctx ~= nil) + local g = self.Ctx + g.InputEventsNextMouseSource = source +end + +--- @param viewport_id ImGuiID +function MT.ImGuiIO:AddMouseViewportEvent(viewport_id) + IM_ASSERT(self.Ctx ~= nil) + local g = self.Ctx + -- IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags.HasMouseHoveredViewport); + if (not self.AppAcceptingEvents) then + return + end + + -- Filter duplicate + local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.MouseViewport) + local latest_viewport_id + if latest_event then + latest_viewport_id = latest_event.MouseViewport.HoveredViewportID + else + latest_viewport_id = g.IO.MouseHoveredViewport + end + if (latest_viewport_id == viewport_id) then + return + end + + local e = ImGuiInputEvent() + e.Type = ImGuiInputEventType.MouseViewport + e.Source = ImGuiInputSource.Mouse + e.MouseViewport = ImGuiInputEventMouseViewport() + e.MouseViewport.HoveredViewportID = viewport_id + g.InputEventsQueue:push_back(e) +end + +--- @param focused bool +function MT.ImGuiIO:AddFocusEvent(focused) + IM_ASSERT(self.Ctx ~= nil) + local g = self.Ctx + + local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.Focus) + local latest_focused = latest_event and latest_event.AppFocused.Focused or (not g.IO.AppFocusLost) + if latest_focused == focused or (self.ConfigDebugIgnoreFocusLoss and not focused) then + return + end + + local e = ImGuiInputEvent() + e.Type = ImGuiInputEventType.Focus + e.EventId = g.InputEventsNextEventId + g.InputEventsNextEventId = g.InputEventsNextEventId + 1 + e.AppFocused = ImGuiInputEventAppFocused() + e.AppFocused.Focused = focused + g.InputEventsQueue:push_back(e) +end + +--- @param x float +--- @param y float +function MT.ImGuiIO:AddMousePosEvent(x, y) + IM_ASSERT(self.Ctx ~= nil) + if not self.AppAcceptingEvents then + return + end + + local g = self.Ctx + + local x_val = x + if x > -FLT_MAX then + x_val = ImFloor(x) + end + local y_val = y + if y > -FLT_MAX then + y_val = ImFloor(y) + end + + local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.MousePos) + local latest_pos = latest_event and ImVec2(latest_event.MousePos.PosX, latest_event.MousePos.PosY) or self.MousePos + if latest_pos.x == x_val and latest_pos.y == y_val then + return + end + + local e = ImGuiInputEvent() + e.Type = ImGuiInputEventType.MousePos + e.Source = ImGuiInputSource.Mouse + e.EventId = g.InputEventsNextEventId + g.InputEventsNextEventId = g.InputEventsNextEventId + 1 + e.MousePos = ImGuiInputEventMousePos() + e.MousePos.PosX = x_val + e.MousePos.PosY = y_val + e.MousePos.MouseSource = g.InputEventsNextMouseSource + g.InputEventsQueue:push_back(e) +end + +--- @param mouse_button ImGuiMouseButton +--- @param down bool +function MT.ImGuiIO:AddMouseButtonEvent(mouse_button, down) + IM_ASSERT(self.Ctx ~= nil) + local g = self.Ctx + IM_ASSERT(mouse_button >= 0 and mouse_button < ImGuiMouseButton.COUNT) + if not self.AppAcceptingEvents then + return + end + + -- On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if self.ConfigMacOSXBehaviors and mouse_button == 0 and g.IO.MouseCtrlLeftAsRightClick then + -- Order of both statements matters: this event will still release mouse button 1 + mouse_button = 1 + if not down then + self.MouseCtrlLeftAsRightClick = false + end + end + + local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.MouseButton, mouse_button) + local latest_button_down = latest_event and latest_event.MouseButton.Down or self.MouseDown[mouse_button] + if latest_button_down == down then + return + end + + -- On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + -- - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + -- - At this point we want from !down to down, so this is handling the initial press. + if self.ConfigMacOSXBehaviors and mouse_button == 0 and down then + local latest_super_event = self:FindLatestInputEvent(g, ImGuiInputEventType.Key, ImGuiMod_Super) + if latest_super_event and latest_super_event.Key.Down or self.KeySuper then + -- IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n") + self.MouseCtrlLeftAsRightClick = true + self:AddMouseButtonEvent(1, true) -- This is just quicker to write that passing through, as we need to filter duplicate again. + return + end + end + + local e = ImGuiInputEvent() + e.Type = ImGuiInputEventType.MouseButton + e.Source = ImGuiInputSource.Mouse + e.EventId = g.InputEventsNextEventId + g.InputEventsNextEventId = g.InputEventsNextEventId + 1 + e.MouseButton = ImGuiInputEventMouseButton() + e.MouseButton.Button = mouse_button + e.MouseButton.Down = down + e.MouseButton.MouseSource = g.InputEventsNextMouseSource + g.InputEventsQueue:push_back(e) +end + +--- @param wheel_x float +--- @param wheel_y float +function MT.ImGuiIO:AddMouseWheelEvent(wheel_x, wheel_y) + IM_ASSERT(self.Ctx ~= nil) + local g = self.Ctx + if not self.AppAcceptingEvents or (wheel_x == 0 and wheel_y == 0) then + return + end + + local e = ImGuiInputEvent() + e.Type = ImGuiInputEventType.MouseWheel + e.Source = ImGuiInputSource.Mouse + e.EventId = g.InputEventsNextEventId + g.InputEventsNextEventId = g.InputEventsNextEventId + 1 + e.MouseWheel = ImGuiInputEventMouseWheel() + e.MouseWheel.WheelX = wheel_x + e.MouseWheel.WheelY = wheel_y + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource + g.InputEventsQueue:push_back(e) +end + +--- @param key ImGuiKey +local function GetModForLRModKey(key) + if key == ImGuiKey.LeftCtrl or key == ImGuiKey.RightCtrl then + return ImGuiMod_Ctrl + end + if key == ImGuiKey.LeftShift or key == ImGuiKey.RightShift then + return ImGuiMod_Shift + end + if key == ImGuiKey.LeftAlt or key == ImGuiKey.RightAlt then + return ImGuiMod_Alt + end + if key == ImGuiKey.LeftSuper or key == ImGuiKey.RightSuper then + return ImGuiMod_Super + end + return ImGuiMod_None +end + +--- @param key_chord ImGuiKeyChord +function ImGui.FixupKeyChord(key_chord) + local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) + if ImGui.IsLRModKey(key) then + key_chord = bit32.bor(key_chord, GetModForLRModKey(key)) + end + return key_chord +end + +--- @param ctx? ImGuiContext +--- @param key ImGuiKey +--- @return ImGuiKeyData, int +function ImGui.GetKeyData(ctx, key) + if ctx == nil then ctx = GImGui end + + if bit32.band(key, ImGuiMod_Mask_) ~= 0 then + key = ImGui.ConvertSingleModFlagToKey(key) + end + + IM_ASSERT(ImGui.IsNamedKey(key), "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.") + local idx = key - ImGuiKey.NamedKey_BEGIN + return ctx.IO.KeysData[idx], idx +end + +--- @param key_left ImGuiKey +--- @param key_right ImGuiKey +--- @param key_up ImGuiKey +--- @param key_down ImGuiKey +function ImGui.GetKeyMagnitude2d(key_left, key_right, key_up, key_down) + return ImVec2( + ImGui.GetKeyData(nil, key_right).AnalogValue - ImGui.GetKeyData(nil, key_left).AnalogValue, + ImGui.GetKeyData(nil, key_down).AnalogValue - ImGui.GetKeyData(nil, key_up).AnalogValue + ) +end + +--- @param key ImGuiKey +--- @param owner_id ImGuiID +function ImGui.TestKeyOwner(key, owner_id) + if not ImGui.IsNamedKeyOrMod(key) then + return true + end + + local g = GImGui --- @cast g ImGuiContext + if g.ActiveIdUsingAllKeyboardKeys and owner_id ~= g.ActiveId and owner_id ~= ImGuiKeyOwner_Any then + if key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END then + return false + end + end + + local owner_data = ImGui.GetKeyOwnerData(g, key) + if owner_id == ImGuiKeyOwner_Any then + return not owner_data.LockThisFrame + end + + if owner_data.OwnerCurr ~= owner_id then + if owner_data.LockThisFrame then + return false + end + if owner_data.OwnerCurr ~= ImGuiKeyOwner_NoOwner then + return false + end + end + + return true +end + +--- @param key ImGuiKey +--- @param owner_id? ImGuiID +function ImGui.IsKeyDown(key, owner_id) + if owner_id == nil then owner_id = ImGuiKeyOwner_Any end + + local key_data = ImGui.GetKeyData(nil, key) + if not key_data.Down then + return false + end + if not ImGui.TestKeyOwner(key, owner_id) then + return false + end + return true +end + +--- @param key ImGuiKey +--- @param is_repeat? bool +function ImGui.IsKeyPressed(key, is_repeat) + if is_repeat == nil then is_repeat = true end + + return ImGui.IsKeyPressedEx(key, is_repeat and ImGuiInputFlags.Repeat or ImGuiInputFlags.None, ImGuiKeyOwner_Any) +end + +--- @param key ImGuiKey +--- @param owner_id? ImGuiID +--- @return bool +function ImGui.IsKeyReleased(key, owner_id) + if owner_id == nil then owner_id = ImGuiKeyOwner_Any end + + local key_data = ImGui.GetKeyData(nil, key) + if key_data.DownDurationPrev < 0.0 or key_data.Down then + return false + end + if not ImGui.TestKeyOwner(key, owner_id) then + return false + end + return true +end + +--- @param key ImGuiKey +--- @param flags ImGuiInputFlags +--- @param owner_id? ImGuiID +function ImGui.IsKeyPressedEx(key, flags, owner_id) + if owner_id == nil then owner_id = 0 end + + local g = GImGui + local key_data = ImGui.GetKeyData(g, key) + + -- In theory this should already be encoded as (DownDuration < 0.0), but testing this facilitates eating mechanism (until we finish work on key ownership) + if not key_data.Down then + return false + end + local t = key_data.DownDuration + if t < 0.0 then + return false + end + IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedByIsKeyPressed)) == 0) -- Passing flags not supported by this function! + if bit32.band(flags, bit32.bor(ImGuiInputFlags.RepeatRateMask_, ImGuiInputFlags.RepeatUntilMask_)) ~= 0 then -- Setting any _RepeatXXX option enables _Repeat + flags = bit32.bor(flags, ImGuiInputFlags.Repeat) + end + + local pressed = (t == 0.0) + if not pressed and bit32.band(flags, ImGuiInputFlags.Repeat) ~= 0 then + local repeat_delay, repeat_rate = ImGui.GetTypematicRepeatRate(flags) + pressed = (t > repeat_delay) and (ImGui.GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0) + if pressed and bit32.band(flags, ImGuiInputFlags.RepeatUntilMask_) ~= 0 then + -- Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + -- Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + local key_pressed_time = g.Time - t + 0.00001 + if bit32.band(flags, ImGuiInputFlags.RepeatUntilKeyModsChange) ~= 0 and g.LastKeyModsChangeTime > key_pressed_time then + pressed = false + end + if bit32.band(flags, ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone) ~= 0 and g.LastKeyModsChangeFromNoneTime > key_pressed_time then + pressed = false + end + if bit32.band(flags, ImGuiInputFlags.RepeatUntilOtherKeyPress) ~= 0 and g.LastKeyboardKeyPressTime > key_pressed_time then + pressed = false + end + end + end + + if not pressed then + return false + end + if not ImGui.TestKeyOwner(key, owner_id) then + return false + end + + return true +end + +-- TODO: +function ImGui.GetKeyChordName(key_chord) + error("NOT IMPLEMENTED", 2) +end + +--- @param t0 float +--- @param t1 float +--- @param repeat_delay float +--- @param repeat_rate float +function ImGui.CalcTypematicRepeatAmount(t0, t1, repeat_delay, repeat_rate) + if t1 == 0.0 then return 1 end + if t0 >= t1 then return 0 end + if repeat_rate <= 0.0 then + if t0 < repeat_delay and t1 >= repeat_delay then + return 1 + else + return 0 + end + end + + local count_t0 + if t0 < repeat_delay then + count_t0 = -1 + else + count_t0 = math.floor((t0 - repeat_delay) / repeat_rate) + end + + local count_t1 + if t1 < repeat_delay then + count_t1 = -1 + else + count_t1 = math.floor((t1 - repeat_delay) / repeat_rate) + end + + return count_t1 - count_t0 +end + +--- @param flags ImGuiInputFlags +--- @return float repeat_delay +--- @return float repeat_rate +function ImGui.GetTypematicRepeatRate(flags) + local g = GImGui + flags = bit32.band(flags, ImGuiInputFlags.RepeatRateMask_) + if flags == ImGuiInputFlags.RepeatRateNavMove then repeat_delay = g.IO.KeyRepeatDelay * 0.72; repeat_rate = g.IO.KeyRepeatRate * 0.80; return repeat_delay, repeat_rate + elseif flags == ImGuiInputFlags.RepeatRateNavTweak then repeat_delay = g.IO.KeyRepeatDelay * 0.72; repeat_rate = g.IO.KeyRepeatRate * 0.30; return repeat_delay, repeat_rate + else repeat_delay = g.IO.KeyRepeatDelay * 1.00; repeat_rate = g.IO.KeyRepeatRate * 1.00; return repeat_delay, repeat_rate end +end + +--- @param key ImGuiKey +--- @param repeat_delay float +--- @param repeat_rate float +function ImGui.GetKeyPressedAmount(key, repeat_delay, repeat_rate) + local g = GImGui + local key_data = ImGui.GetKeyData(g, key) + if not key_data.Down then -- In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0 + end + local t = key_data.DownDuration + return ImGui.CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate) +end + +--- @param rt ImGuiKeyRoutingTable +function ImGui.UpdateKeyRoutingTable(rt) + local g = GImGui --[[@as ImGuiContext]] + rt.EntriesNext:resize(0) + for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do + local new_routing_start_idx = rt.EntriesNext.Size + 1 + local routing_entry + local old_routing_idx = rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] + while old_routing_idx ~= -1 do + repeat + routing_entry = rt.Entries[old_routing_idx] + routing_entry.RoutingCurrScore = routing_entry.RoutingNextScore + routing_entry.RoutingCurr = routing_entry.RoutingNext + routing_entry.RoutingNext = ImGuiKeyOwner_NoOwner + routing_entry.RoutingNextScore = 0 + if routing_entry.RoutingCurr == ImGuiKeyOwner_NoOwner then + break + end + + rt.EntriesNext:push_back(routing_entry) + + if routing_entry.Mods == g.IO.KeyMods then + local owner_data = ImGui.GetKeyOwnerData(g, key) + if owner_data.OwnerCurr == ImGuiKeyOwner_NoOwner then + owner_data.OwnerCurr = routing_entry.RoutingCurr + end + end + + until true + + old_routing_idx = routing_entry.NextEntryIndex + end + + rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] = (new_routing_start_idx <= rt.EntriesNext.Size and new_routing_start_idx or -1) + for n = new_routing_start_idx, rt.EntriesNext.Size do + rt.EntriesNext[n].NextEntryIndex = (n + 1 <= rt.EntriesNext.Size) and (n + 1) or -1 + end + end + rt.Entries:swap(rt.EntriesNext) +end + +-- owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope() +--- @param owner_id ImGuiID +local function GetRoutingIdFromOwnerId(owner_id) + local g = GImGui + return (owner_id ~= ImGuiKeyOwner_NoOwner and owner_id ~= ImGuiKeyOwner_Any) and owner_id or g.CurrentFocusScopeId +end + +--- @param key_chord ImGuiKeyChord +--- @return ImGuiKeyRoutingData +function ImGui.GetShortcutRoutingData(key_chord) + local g = GImGui + local rt = g.KeysRoutingTable + local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) + local mods = bit32.band(key_chord, ImGuiMod_Mask_) + if key == ImGuiKey.None then + key = ImGui.ConvertSingleModFlagToKey(mods) + end + IM_ASSERT(ImGui.IsNamedKey(key)) + + local routing_data + local idx = rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] + while idx ~= -1 do + routing_data = rt.Entries.Data[idx] + if routing_data.Mods == mods then + return routing_data + end + + idx = routing_data.NextEntryIndex + end + + local routing_data_idx = rt.Entries.Size + 1 + rt.Entries:push_back(ImGuiKeyRoutingData()) + routing_data = rt.Entries[routing_data_idx] + routing_data.Mods = mods + routing_data.NextEntryIndex = rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] + rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] = routing_data_idx + + return routing_data +end + +--- @param focus_scope_id ImGuiID +--- @param owner_id ImGuiID +--- @param flags ImGuiInputFlags +local function CalcRoutingScore(focus_scope_id, owner_id, flags) + local g = GImGui + if bit32.band(flags, ImGuiInputFlags.RouteFocused) ~= 0 then + if owner_id ~= 0 and g.ActiveId == owner_id then + return 300 + end + + if focus_scope_id == 0 then + return 0 + end + for index_in_focus_path = 1, g.NavFocusRoute.Size do + if g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id then + if bit32.band(flags, ImGuiInputFlags.RouteOverActive) ~= 0 then + return 599 - (index_in_focus_path - 1) + else + return 199 - (index_in_focus_path - 1) + end + end + end + return 0 + elseif bit32.band(flags, ImGuiInputFlags.RouteActive) ~= 0 then + if owner_id ~= 0 and g.ActiveId == owner_id then + return 300 + end + return 0 + elseif bit32.band(flags, ImGuiInputFlags.RouteGlobal) ~= 0 then + if bit32.band(flags, ImGuiInputFlags.RouteOverActive) ~= 0 then + return 400 + end + if owner_id ~= 0 and g.ActiveId == owner_id then + return 300 + end + if bit32.band(flags, ImGuiInputFlags.RouteOverFocused) ~= 0 then + return 200 + end + return 1 + end + IM_ASSERT(false) + return 0 +end + +--- @param key_chord ImGuiKeyChord +local function IsKeyChordPotentiallyCharInput(key_chord) + local g = GImGui + + local mods = bit32.band(key_chord, ImGuiMod_Mask_) + local ignore_char_inputs = ((bit32.band(mods, ImGuiMod_Ctrl) ~= 0) and (bit32.band(mods, ImGuiMod_Alt) == 0)) or (g.IO.ConfigMacOSXBehaviors and (bit32.band(mods, ImGuiMod_Ctrl) ~= 0)) + if ignore_char_inputs then + return false + end + + local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) + if key == ImGuiKey.None then + return false + end + return g.KeysMayBeCharInput:TestBit(key + 1) -- TestBit requires 1-based index +end + +--- @param key_chord ImGuiKeyChord +--- @param flags ImGuiInputFlags +--- @param owner_id ImGuiID +function ImGui.SetShortcutRouting(key_chord, flags, owner_id) + local g = GImGui + + if bit32.band(flags, ImGuiInputFlags.RouteTypeMask_) == 0 then + flags = bit32.bor(flags, ImGuiInputFlags.RouteGlobal, ImGuiInputFlags.RouteOverFocused, ImGuiInputFlags.RouteOverActive) -- IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiInputFlags.RouteTypeMask_))) -- Check that only 1 routing flag is used + end + IM_ASSERT(owner_id ~= ImGuiKeyOwner_Any and owner_id ~= ImGuiKeyOwner_NoOwner) + if bit32.band(flags, bit32.bor(ImGuiInputFlags.RouteOverFocused, ImGuiInputFlags.RouteUnlessBgFocused)) ~= 0 then + IM_ASSERT(bit32.band(flags, ImGuiInputFlags.RouteGlobal) ~= 0) + end + if bit32.band(flags, ImGuiInputFlags.RouteOverActive) ~= 0 then + IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiInputFlags.RouteGlobal, ImGuiInputFlags.RouteFocused)) ~= 0) + end + + key_chord = ImGui.FixupKeyChord(key_chord) + + if g.DebugBreakInShortcutRouting == key_chord then + -- IM_DEBUG_BREAK() + end + + if bit32.band(flags, ImGuiInputFlags.RouteUnlessBgFocused) ~= 0 then + if g.NavWindow == nil then + return false + end + end + + if bit32.band(flags, ImGuiInputFlags.RouteAlways) ~= 0 then + -- IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register", ImGui.GetKeyChordName(key_chord), flags, owner_id) + return true + end + + if g.ActiveId ~= 0 and g.ActiveId ~= owner_id then + if bit32.band(flags, ImGuiInputFlags.RouteActive) ~= 0 then + return false + end + + if g.IO.WantTextInput and IsKeyChordPotentiallyCharInput(key_chord) then + -- IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input", ImGui.GetKeyChordName(key_chord), flags, owner_id) + return false + end + + if bit32.band(flags, ImGuiInputFlags.RouteOverActive) == 0 and g.ActiveIdUsingAllKeyboardKeys then + local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) + if key == ImGuiKey.None then + key = ImGui.ConvertSingleModFlagToKey(bit32.band(key_chord, ImGuiMod_Mask_)) + end + if key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END then + return false + end + end + end + + local focus_scope_id = g.CurrentFocusScopeId + if bit32.band(flags, ImGuiInputFlags.RouteFromRootWindow) ~= 0 then + focus_scope_id = g.CurrentWindow.RootWindow.ID + end + + local score = CalcRoutingScore(focus_scope_id, owner_id, flags) + -- IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d", ImGui.GetKeyChordName(key_chord), flags, owner_id, score) + if score == 0 then + return false + end + + local routing_data = ImGui.GetShortcutRoutingData(key_chord) + if score > routing_data.RoutingNextScore then + routing_data.RoutingNext = owner_id + routing_data.RoutingNextScore = score + end + + if routing_data.RoutingCurr == owner_id then + -- IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route") + end + return routing_data.RoutingCurr == owner_id +end + +--- @param mouse_pos? ImVec2 +function ImGui.IsMousePosValid(mouse_pos) + local MOUSE_INVALID = -256000.0 + local p + if mouse_pos then p = mouse_pos else p = GImGui.IO.MousePos end + return p.x >= MOUSE_INVALID and p.y >= MOUSE_INVALID +end + +--- @return bool +function ImGui.IsAnyMouseDown() + local g = GImGui + for n = 0, 2 do -- IM_COUNTOF(g.IO.MouseDown) - 1 + if g.IO.MouseDown[n] then + return true + end + end + return false +end + +--- @param button ImGuiMouseButton +--- @param owner_id? ImGuiID +function ImGui.IsMouseDown(button, owner_id) + if owner_id == nil then owner_id = ImGuiKeyOwner_Any end + + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) + return g.IO.MouseDown[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) +end + +--- @param button ImGuiMouseButton +--- @param is_repeat? bool +function ImGui.IsMouseClicked(button, is_repeat) + if is_repeat == nil then is_repeat = false end + + return ImGui.IsMouseClickedEx(button, is_repeat and ImGuiInputFlags.Repeat or ImGuiInputFlags.None, ImGuiKeyOwner_Any) +end + +--- @param button ImGuiMouseButton +--- @param flags ImGuiInputFlags +--- @param owner_id? ImGuiID +function ImGui.IsMouseClickedEx(button, flags, owner_id) + if owner_id == nil then owner_id = ImGuiKeyOwner_Any end + + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) + + if not g.IO.MouseDown[button] then + return false + end + local t = g.IO.MouseDownDuration[button] + if t < 0.0 then + return false + end + IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedByIsMouseClicked)) == 0) + + local is_repeat = (bit32.band(flags, ImGuiInputFlags.Repeat) ~= 0) + local pressed = (t == 0.0) or (is_repeat and t > g.IO.KeyRepeatDelay and ImGui.CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0) + + if not pressed then + return false + end + + if not ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) then + return false + end + + return true +end + +--- @param button ImGuiMouseButton +--- @param owner_id? ImGuiID +function ImGui.IsMouseReleased(button, owner_id) + if owner_id == nil then owner_id = ImGuiKeyOwner_Any end + + local g = GImGui + IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) + return g.IO.MouseReleased[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) +end + +do + +local key_changed_mask = ImBitArray(ImGuiKey.NamedKey_COUNT) + +--- @param trickle_fast_inputs bool +function ImGui.UpdateInputEvents(trickle_fast_inputs) + local g = GImGui + local io = g.IO + + local trickle_interleaved_nonchar_keys_and_text = trickle_fast_inputs and g.WantTextInputNextFrame == 1 + + local mouse_moved = false + local mouse_wheeled = false + local key_changed = false + local key_changed_nonchar = false + local text_inputted = false + local mouse_button_changed = 0x00 + + key_changed_mask:ClearAllBits() + + local event_n = 1 + local stop_3231 = false + while event_n <= g.InputEventsQueue.Size do + repeat + local e = g.InputEventsQueue.Data[event_n] + if e.Type == ImGuiInputEventType.MousePos then + if g.IO.WantSetMousePos then + break + end + + if trickle_fast_inputs and (mouse_button_changed ~= 0 or mouse_wheeled or key_changed or text_inputted) then + stop_3231 = true; break + end + local event_pos = ImVec2(e.MousePos.PosX, e.MousePos.PosY) + io.MousePos = event_pos + io.MouseSource = e.MousePos.MouseSource + mouse_moved = true + elseif e.Type == ImGuiInputEventType.MouseButton then + local button = e.MouseButton.Button + IM_ASSERT(button >= 0 and button < ImGuiMouseButton.COUNT) + if trickle_fast_inputs and ((bit32.band(mouse_button_changed, bit32.lshift(1, button)) ~= 0) or mouse_wheeled) then + stop_3231 = true; break + end + if trickle_fast_inputs and e.MouseButton.MouseSource == ImGuiMouseSource.TouchScreen and mouse_moved then + stop_3231 = true; break + end + + io.MouseDown[button] = e.MouseButton.Down + io.MouseSource = e.MouseButton.MouseSource + mouse_button_changed = bit32.bor(mouse_button_changed, bit32.lshift(1, button)) + elseif e.Type == ImGuiInputEventType.MouseWheel then + if trickle_fast_inputs and (mouse_moved or mouse_button_changed ~= 0) then + stop_3231 = true; break + end + + io.MouseWheelH = io.MouseWheelH + e.MouseWheel.WheelX + io.MouseWheel = io.MouseWheel + e.MouseWheel.WheelY + io.MouseSource = e.MouseWheel.MouseSource + mouse_wheeled = true + elseif e.Type == ImGuiInputEventType.MouseViewport then + io.MouseHoveredViewport = e.MouseViewport.HoveredViewportID + elseif e.Type == ImGuiInputEventType.Key then + -- Trickling Rule: Stop processing queued events if we got multiple action on the same button + if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then + break + end + + local key = e.Key.Key + IM_ASSERT(key ~= ImGuiKey.None) + + -- TODO: Also gets 0-based index here, consider making key_data storage 1-based + local key_data, key_data_index = ImGui.GetKeyData(g, key) + + if trickle_fast_inputs and key_data.Down ~= e.Key.Down and (key_changed_mask:TestBit(key_data_index + 1) or mouse_button_changed ~= 0) then + stop_3231 = true; break + end + + local key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(bit32.bor(ImGui.GetMergedModsFromKeys(), key)) + if trickle_interleaved_nonchar_keys_and_text and (text_inputted and not key_is_potentially_for_char_input) then + stop_3231 = true; break + end + + if key_data.Down ~= e.Key.Down then + key_changed = true + key_changed_mask:SetBit(key_data_index + 1) + if trickle_interleaved_nonchar_keys_and_text and not key_is_potentially_for_char_input then + key_changed_nonchar = true + end + end + + key_data.Down = e.Key.Down + key_data.AnalogValue = e.Key.AnalogValue + elseif e.Type == ImGuiInputEventType.Text then + if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then + break + end + + if trickle_fast_inputs and (mouse_button_changed ~= 0 or mouse_moved or mouse_wheeled) then + stop_3231 = true; break + end + if trickle_interleaved_nonchar_keys_and_text and key_changed_nonchar then + stop_3231 = true; break + end + local c = e.Text.Char + io.InputQueueCharacters:push_back((c <= IM_UNICODE_CODEPOINT_MAX) and c or IM_UNICODE_CODEPOINT_INVALID) + if trickle_interleaved_nonchar_keys_and_text then + text_inputted = true + end + elseif e.Type == ImGuiInputEventType.Focus then + local focus_lost = not e.AppFocused.Focused + io.AppFocusLost = focus_lost + else + IM_ASSERT(false, "Unknown event!") + end + + until true + if stop_3231 then break end + + event_n = event_n + 1 + end + + if event_n == g.InputEventsQueue.Size + 1 then + g.InputEventsQueue:resize(0) + else + for i = 1, event_n - 1 do + g.InputEventsQueue:erase(1) + end + end + + if g.IO.AppFocusLost then + g.IO:ClearInputKeys() + g.IO:ClearInputMouse() + end +end + +end + +--- @param key ImGuiKey +--- @param owner_id ImGuiID +--- @param flags? ImGuiInputFlags +function ImGui.SetKeyOwner(key, owner_id, flags) + if flags == nil then flags = 0 end + + local g = GImGui --- @cast g ImGuiContext + IM_ASSERT(ImGui.IsNamedKeyOrMod(key) and (owner_id ~= ImGuiKeyOwner_Any or (bit32.band(flags, bit32.bor(ImGuiInputFlags.LockThisFrame, ImGuiInputFlags.LockUntilRelease)) ~= 0)), "Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)") + IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedBySetKeyOwner)) == 0, "Passing flags not supported by this function!") + + local owner_data = ImGui.GetKeyOwnerData(g, key) + owner_data.OwnerCurr = owner_id + owner_data.OwnerNext = owner_id + + owner_data.LockUntilRelease = (bit32.band(flags, ImGuiInputFlags.LockUntilRelease) ~= 0) + owner_data.LockThisFrame = (bit32.band(flags, ImGuiInputFlags.LockThisFrame) ~= 0) or owner_data.LockUntilRelease +end + +-- Rarely used helper +--- @param key_chord ImGuiKeyChord +--- @param owner_id ImGuiID +--- @param flags? ImGuiInputFlags +function ImGui.SetKeyOwnersForKeyChord(key_chord, owner_id, flags) + if flags == nil then flags = 0 end + + if bit32.band(key_chord, ImGuiMod_Ctrl) ~= 0 then + ImGui.SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags) + end + if bit32.band(key_chord, ImGuiMod_Shift) ~= 0 then + ImGui.SetKeyOwner(ImGuiMod_Shift, owner_id, flags) + end + if bit32.band(key_chord, ImGuiMod_Alt) ~= 0 then + ImGui.SetKeyOwner(ImGuiMod_Alt, owner_id, flags) + end + if bit32.band(key_chord, ImGuiMod_Super) ~= 0 then + ImGui.SetKeyOwner(ImGuiMod_Super, owner_id, flags) + end + if bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) ~= 0 then + ImGui.SetKeyOwner(bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)), owner_id, flags) + end +end + +--- @param key ImGuiKey +--- @param flags? ImGuiInputFlags +function ImGui.SetItemKeyOwner(key, flags) + if flags == nil then flags = ImGuiInputFlags.None end + + local g = GImGui + local id = g.LastItemData.ID + if id == 0 or (g.HoveredId ~= id and g.ActiveId ~= id) then + return false + end + if bit32.band(flags, ImGuiInputFlags.CondMask_) == 0 then + flags = bit32.bor(flags, ImGuiInputFlags.CondDefault_) + end + if (g.HoveredId == id and bit32.band(flags, ImGuiInputFlags.CondHovered) ~= 0) or (g.ActiveId == id and bit32.band(flags, ImGuiInputFlags.CondActive) ~= 0) then + IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedBySetItemKeyOwner)) == 0) + if not ImGui.TestKeyOwner(key, id) then + return false + end + ImGui.SetKeyOwner(key, id, bit32.band(flags, bit32.bnot(ImGuiInputFlags.CondMask_))) + return true + end + return false +end + +--- @param key_chord ImGuiKeyChord +--- @param flags ImGuiInputFlags +--- @param owner_id ImGuiID +function ImGui.IsKeyChordPressed(key_chord, flags, owner_id) + local g = GImGui + key_chord = ImGui.FixupKeyChord(key_chord) + local mods = bit32.band(key_chord, ImGuiMod_Mask_) + if g.IO.KeyMods ~= mods then + return false + end + + -- Special storage location for mods + local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) + if key == ImGuiKey.None then + key = ImGui.ConvertSingleModFlagToKey(mods) + end + if not ImGui.IsKeyPressedEx(key, bit32.band(flags, ImGuiInputFlags.RepeatMask_), owner_id) then + return false + end + return true +end + +--- @param key_chord ImGuiKeyChord +--- @param flags? ImGuiInputFlags +function ImGui.SetNextItemShortcut(key_chord, flags) + if flags == nil then flags = 0 end + + local g = GImGui + g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasShortcut) + g.NextItemData.Shortcut = key_chord + g.NextItemData.ShortcutFlags = flags +end + +--- @param key_chord ImGuiKeyChord +--- @param flags ImGuiInputFlags +--- @param owner_id ImGuiID +function ImGui.Shortcut(key_chord, flags, owner_id) + local g = GImGui + -- IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)", ImGui.GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id) + + -- When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if bit32.band(flags, ImGuiInputFlags.RouteTypeMask_) == 0 then + flags = bit32.bor(flags, ImGuiInputFlags.RouteFocused) + end + + -- Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + -- Effectively makes Shortcut() always input-owner aware. + if owner_id == ImGuiKeyOwner_Any or owner_id == ImGuiKeyOwner_NoOwner then + owner_id = GetRoutingIdFromOwnerId(owner_id) + end + + if bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 then + return false + end + + -- Submit route + if not ImGui.SetShortcutRouting(key_chord, flags, owner_id) then + return false + end + + -- Default repeat behavior for Shortcut() + -- So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if bit32.band(flags, ImGuiInputFlags.Repeat) ~= 0 and bit32.band(flags, ImGuiInputFlags.RepeatUntilMask_) == 0 then + flags = bit32.bor(flags, ImGuiInputFlags.RepeatUntilKeyModsChange) + end + + if not ImGui.IsKeyChordPressed(key_chord, flags, owner_id) then + return false + end + + -- Claim mods during the press + ImGui.SetKeyOwnersForKeyChord(bit32.band(key_chord, ImGuiMod_Mask_), owner_id) + + IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedByShortcut)) == 0) -- Passing flags not supported by this function! + return true +end + +--- @param window ImGuiWindow +--- @return bool +function ImGui.IsWindowActiveAndVisible(window) + return window.Active and not window.Hidden +end + +--- @param window ImGuiWindow +--- @nodiscard +local function CalcWindowMinSize(window) + local g = GImGui + + local size_min = ImVec2() + + if (bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(window.Flags, ImGuiWindowFlags.Popup) == 0) then + if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0 then + size_min.x = g.Style.WindowMinSize.x + else + size_min.x = IMGUI_WINDOW_HARD_MIN_SIZE + end + + if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0 then + size_min.y = g.Style.WindowMinSize.y + else + size_min.y = IMGUI_WINDOW_HARD_MIN_SIZE + end + else + if bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) == 0 then + size_min.x = g.Style.WindowMinSize.x + else + size_min.x = IMGUI_WINDOW_HARD_MIN_SIZE + end + + if bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) == 0 then + size_min.y = g.Style.WindowMinSize.y + else + size_min.y = IMGUI_WINDOW_HARD_MIN_SIZE + end + end + + local window_for_height = window + size_min.y = ImMax(size_min.y, window_for_height.TitleBarHeight + window_for_height.MenuBarHeight + ImMax(0, g.Style.WindowRounding - 1)) + + return size_min +end + +--- @param window ImGuiWindow +--- @param size_desired ImVec2 +--- @return ImVec2 +--- @nodiscard +local function CalcWindowSizeAfterConstraint(window, size_desired) + local g = GImGui + + local new_size = ImVec2() + ImVec2_Copy(new_size, size_desired) + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) ~= 0 then + local cr = ImRect() + ImRect_Copy(cr, g.NextWindowData.SizeConstraintRect) + + new_size.x = (cr.Min.x >= 0 and cr.Max.x >= 0) and ImClamp(new_size.x, cr.Min.x, cr.Max.x) or window.SizeFull.x + new_size.y = (cr.Min.y >= 0 and cr.Max.y >= 0) and ImClamp(new_size.y, cr.Min.y, cr.Max.y) or window.SizeFull.y + if g.NextWindowData.SizeCallback then + local data = {} -- TODO: ImGuiSizeCallbackData + data.UserData = g.NextWindowData.SizeCallbackUserData + data.Pos = ImVec2(window.Pos.x, window.Pos.y) + data.CurrentSize = ImVec2(window.SizeFull.x, window.SizeFull.y) + data.DesiredSize = ImVec2(new_size.x, new_size.y) + g.NextWindowData.SizeCallback(data) + new_size.x = data.DesiredSize.x + new_size.y = data.DesiredSize.y + end + new_size.x = IM_TRUNC(new_size.x) + new_size.y = IM_TRUNC(new_size.y) + end + + local size_min = CalcWindowMinSize(window) + return ImMax(new_size, size_min) +end + +--- @param window ImGuiWindow +--- @param content_size_current ImVec2 +--- @param content_size_ideal ImVec2 +local function CalcWindowContentSizes(window, content_size_current, content_size_ideal) + local preserve_old_content_sizes = false + if (window.Collapsed and window.AutoFitFramesX <= 0 and window.AutoFitFramesY <= 0) then + preserve_old_content_sizes = true + elseif (window.Hidden and window.HiddenFramesCannotSkipItems == 0 and window.HiddenFramesCanSkipItems > 0) then + preserve_old_content_sizes = true + end + if preserve_old_content_sizes then + content_size_current.x = window.ContentSize.x + content_size_current.y = window.ContentSize.y + content_size_ideal.x = window.ContentSizeIdeal.x + content_size_ideal.y = window.ContentSizeIdeal.y + return + end + + if (window.ContentSizeExplicit.x ~= 0.0) then content_size_current.x = window.ContentSizeExplicit.x else content_size_current.x = ImTrunc64(window.DC.CursorMaxPos.x - window.DC.CursorStartPos.x) end + if (window.ContentSizeExplicit.y ~= 0.0) then content_size_current.y = window.ContentSizeExplicit.y else content_size_current.y = ImTrunc64(window.DC.CursorMaxPos.y - window.DC.CursorStartPos.y) end + if (window.ContentSizeExplicit.x ~= 0.0) then content_size_ideal.x = window.ContentSizeExplicit.x else content_size_ideal.x = ImTrunc64(ImMax(window.DC.CursorMaxPos.x, window.DC.IdealMaxPos.x) - window.DC.CursorStartPos.x) end + if (window.ContentSizeExplicit.y ~= 0.0) then content_size_ideal.y = window.ContentSizeExplicit.y else content_size_ideal.y = ImTrunc64(ImMax(window.DC.CursorMaxPos.y, window.DC.IdealMaxPos.y) - window.DC.CursorStartPos.y) end +end + +--- @param window ImGuiWindow # The window to calculate auto-fit size for +--- @param size_contents ImVec2 # The content size +--- @param axis_mask int # The axis mask to determine which axes to auto-fit +--- @return ImVec2 # The auto-fit size +local function CalcWindowAutoFitSize(window, size_contents, axis_mask) + local g = GImGui + local style = g.Style + local decoration_w_without_scrollbars = window.DecoOuterSizeX1 + window.DecoOuterSizeX2 - window.ScrollbarSizes.x + local decoration_h_without_scrollbars = window.DecoOuterSizeY1 + window.DecoOuterSizeY2 - window.ScrollbarSizes.y + local size_pad = ImVec2(window.WindowPadding.x * 2, window.WindowPadding.y * 2) + local size_desired = ImVec2() + size_desired.x = (bit32.band(axis_mask, 1) ~= 0) and (size_contents.x + size_pad.x + decoration_w_without_scrollbars) or window.Size.x + size_desired.y = (bit32.band(axis_mask, 2) ~= 0) and (size_contents.y + size_pad.y + decoration_h_without_scrollbars) or window.Size.y + + local size_max = ImVec2(FLT_MAX, FLT_MAX) + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 or bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then + if not window.ViewportOwned then + size_max = ImGui.GetMainViewport().WorkSize - style.DisplaySafeAreaPadding * 2.0 + end + local monitor_idx = window.ViewportAllowPlatformMonitorExtend + if monitor_idx >= 1 and monitor_idx <= g.PlatformIO.Monitors.Size then + size_max = g.PlatformIO.Monitors.Data[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0 + end + end + + if bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0 then + return ImMin(size_desired, size_max) + else + local size_min = CalcWindowMinSize(window) + local size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max) + + local size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit) + local size_contents_for_scrollbar_x = (bit32.band(axis_mask, 1) ~= 0) and size_contents.x or window.ContentSize.x + local size_contents_for_scrollbar_y = (bit32.band(axis_mask, 2) ~= 0) and size_contents.y or window.ContentSize.y + local will_have_scrollbar_x = (size_auto_fit_after_constraint.x < size_contents_for_scrollbar_x + size_pad.x + decoration_w_without_scrollbars and bit32.band(window.Flags, ImGuiWindowFlags.NoScrollbar) == 0 and bit32.band(window.Flags, ImGuiWindowFlags.HorizontalScrollbar) ~= 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysHorizontalScrollbar) ~= 0 + local will_have_scrollbar_y = (size_auto_fit_after_constraint.y < size_contents_for_scrollbar_y + size_pad.y + decoration_h_without_scrollbars and bit32.band(window.Flags, ImGuiWindowFlags.NoScrollbar) == 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysVerticalScrollbar) ~= 0 + if will_have_scrollbar_x then + size_auto_fit.y = size_auto_fit.y + style.ScrollbarSize + end + if will_have_scrollbar_y then + size_auto_fit.x = size_auto_fit.x + style.ScrollbarSize + end + return size_auto_fit + end +end + +--- @param window ImGuiWindow +--- @return ImVec2 +function ImGui.CalcWindowNextAutoFitSize(window) + local size_contents_current = ImVec2() + local size_contents_ideal = ImVec2() + CalcWindowContentSizes(window, size_contents_current, size_contents_ideal) + local size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal, -1) + local size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit) + return size_final +end + +--- @param window ImGuiWindow +--- @return ImGuiCol +local function GetWindowBgColorIdx(window) + if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.Popup)) ~= 0 then + return ImGuiCol.PopupBg + elseif bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + return ImGuiCol.ChildBg + else + return ImGuiCol.WindowBg + end +end + +--- @param window ImGuiWindow +--- @param corner_target_arg ImVec2 +--- @param corner_norm ImVec2 +--- @return ImVec2, ImVec2 +--- @nodiscard +local function CalcResizePosSizeFromAnyCorner(window, corner_target_arg, corner_norm) + local corner_target = ImVec2() + ImVec2_Copy(corner_target, corner_target_arg) + + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + local parent_window = window.ParentWindow + local parent_flags = parent_window.Flags + + local limit_rect = ImRect() + ImRect_Copy(limit_rect, parent_window.InnerRect) + limit_rect:Expand(ImVec2(-ImMax(parent_window.WindowPadding.x, parent_window.WindowBorderSize), -ImMax(parent_window.WindowPadding.y, parent_window.WindowBorderSize))) + + if (bit32.band(parent_flags, bit32.bor(ImGuiWindowFlags.HorizontalScrollbar, ImGuiWindowFlags.AlwaysHorizontalScrollbar)) == 0) or (bit32.band(parent_flags, ImGuiWindowFlags.NoScrollbar) ~= 0) then + corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x) + end + if bit32.band(parent_flags, ImGuiWindowFlags.NoScrollbar) ~= 0 then + corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y) + end + end + local pos_min = ImLerp(corner_target, window.Pos, corner_norm) + local pos_max = ImLerp(window.Pos + window.Size, corner_target, corner_norm) + local size_expected = pos_max - pos_min + local size_constrained = CalcWindowSizeAfterConstraint(window, size_expected) + + local out_pos = pos_min + if corner_norm.x == 0.0 then + out_pos.x = out_pos.x - (size_constrained.x - size_expected.x) + end + if corner_norm.y == 0.0 then + out_pos.y = out_pos.y - (size_constrained.y - size_expected.y) + end + + return out_pos, size_constrained +end + +--- @param window ImGuiWindow +--- @param resize_grip_count int +--- @param resize_grip_col table +--- @param visibility_rect ImRect +--- @return int, int, int +local function UpdateWindowManualResize(window, resize_grip_count, resize_grip_col, visibility_rect) + local g = GImGui + local flags = window.Flags + + if (bit32.band(flags, ImGuiWindowFlags.NoResize) ~= 0 or window.AutoFitFramesX > 0 or window.AutoFitFramesY > 0) then + return 0, -1, -1 + end + if (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 and bit32.band(window.ChildFlags, bit32.bor(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY)) == 0) then + return 0, -1, -1 + end + if window.WasActive == false then + return 0, -1, -1 + end + + local border_hovered = -1 + local border_held = -1 + + local ret_auto_fit_mask = 0x00 + local grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35, g.Style.WindowRounding + 1.0 + g.FontSize * 0.2)) + local grip_hover_inner_size = (resize_grip_count > 0) and IM_TRUNC(grip_draw_size * 0.75) or 0.0 + local grip_hover_outer_size = g.WindowsBorderHoverPadding + 1 + + ImGui.PushID("#RESIZE") + + local pos_target = ImVec2(FLT_MAX, FLT_MAX) + local size_target = ImVec2(FLT_MAX, FLT_MAX) + + -- Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + -- - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + -- This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + -- - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + -- - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + -- We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + local clip_with_viewport_rect = bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasMouseHoveredViewport) == 0 or g.IO.MouseHoveredViewport ~= window.ViewportId or bit32.band(window.Viewport.Flags, ImGuiViewportFlags.NoDecoration) == 0 + if (clip_with_viewport_rect) then + ImRect_Copy(window.ClipRect, window.Viewport:GetMainRect()) + end + + local clamp_rect = ImRect() + ImRect_Copy(clamp_rect, visibility_rect) + + local window_move_from_title_bar = (bit32.band(window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0) and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) + if window_move_from_title_bar then + clamp_rect.Min.y = clamp_rect.Min.y - window.TitleBarHeight + end + + for resize_grip_n = 0, resize_grip_count - 1 do + local def = ImGuiResizeGripDef[resize_grip_n + 1] + local corner_pos = def.CornerPosN + local inner_dir = def.InnerDir + + local corner = ImVec2(window.Pos.x + corner_pos.x * window.Size.x, window.Pos.y + corner_pos.y * window.Size.y) + + local resize_rect = ImRect(corner - inner_dir * grip_hover_outer_size, corner + inner_dir * grip_hover_inner_size) + + if resize_rect.Min.x > resize_rect.Max.x then resize_rect.Min.x, resize_rect.Max.x = resize_rect.Max.x, resize_rect.Min.x end + if resize_rect.Min.y > resize_rect.Max.y then resize_rect.Min.y, resize_rect.Max.y = resize_rect.Max.y, resize_rect.Min.y end + + local resize_grip_id = window:GetID(resize_grip_n) + + ImGui.ItemAdd(resize_rect, resize_grip_id, nil, ImGuiItemFlags.NoNav) + local _, hovered, held = ImGui.ButtonBehavior(resize_rect, resize_grip_id, bit32.bor(ImGuiButtonFlags.FlattenChildren, ImGuiButtonFlags.NoNavFocus)) + + if hovered or held then + ImGui.SetMouseCursor((bit32.band(resize_grip_n, 1) ~= 0) and ImGuiMouseCursor.ResizeNESW or ImGuiMouseCursor.ResizeNWSE) + end + + if held and g.IO.MouseDoubleClicked[0] then + local size_auto_fit = CalcWindowAutoFitSize(window, window.ContentSizeIdeal, -1) + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit) + ret_auto_fit_mask = 0x03 + ImGui.ClearActiveID() + elseif held then + local clamp_min = ImVec2((corner_pos.x == 1.0) and clamp_rect.Min.x or -FLT_MAX, (corner_pos.y == 1.0) and clamp_rect.Min.y or -FLT_MAX) + local clamp_max = ImVec2((corner_pos.x == 0.0) and clamp_rect.Max.x or FLT_MAX, (corner_pos.y == 0.0) and clamp_rect.Max.y or FLT_MAX) + local corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN) + + corner_target = ImClamp(corner_target, clamp_min, clamp_max) + + pos_target, size_target = CalcResizePosSizeFromAnyCorner(window, corner_target, corner_pos) + end + + local resize_grip_visible = held or hovered or (resize_grip_n == 0 and bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0) + if resize_grip_visible then + local color + if held then + color = ImGui.GetColorU32(ImGuiCol.ResizeGripActive) + else + if hovered then + color = ImGui.GetColorU32(ImGuiCol.ResizeGripHovered) + else + color = ImGui.GetColorU32(ImGuiCol.ResizeGrip) + end + end + resize_grip_col[resize_grip_n + 1] = color + end + end + + local resize_border_mask = 0x00 + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + local mask_x = (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0) and 0x02 or 0 + local mask_y = (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0) and 0x08 or 0 + resize_border_mask = bit32.bor(mask_x, mask_y) + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges and 0x0F or 0x00 + end + + for border_n = 0, 3 do + repeat + if bit32.band(resize_border_mask, bit32.lshift(1, border_n)) == 0 then + break + end + + local def = ImGuiResizeBorderDef[border_n + 1] + local axis + if border_n == ImGuiDir.Left or border_n == ImGuiDir.Right then + axis = ImGuiAxis.X + else + axis = ImGuiAxis.Y + end + + local border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding) + local border_id = window:GetID(border_n + 4) + ImGui.ItemAdd(border_rect, border_id, nil, ImGuiItemFlags.NoNav) + local _, hovered, held = ImGui.ButtonBehavior(border_rect, border_id, bit32.bor(ImGuiButtonFlags.FlattenChildren, ImGuiButtonFlags.NoNavFocus)) + + if hovered and g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER then + hovered = false + end + if hovered or held then + ImGui.SetMouseCursor((axis == ImGuiAxis.X) and ImGuiMouseCursor.ResizeEW or ImGuiMouseCursor.ResizeNS) + end + if held and g.IO.MouseDoubleClicked[0] then + -- Double-clicking bottom or right border auto-fit on this axis + -- FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if border_n == 1 or border_n == 3 then -- Right and bottom border + local size_auto_fit = CalcWindowAutoFitSize(window, window.ContentSizeIdeal, bit32.lshift(1, axis - 1)) + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis] + ret_auto_fit_mask = bit32.bor(ret_auto_fit_mask, bit32.lshift(1, axis - 1)) + hovered = false + held = false -- So border doesn't show highlighted at new position + end + ImGui.ClearActiveID() + elseif held then + local just_scrolled_manually_while_resizing = (g.WheelingWindow ~= nil and g.WheelingWindowScrolledFrame == g.FrameCount and ImGui.IsWindowChildOf(window, g.WheelingWindow, false, true)) + if g.ActiveIdIsJustActivated or just_scrolled_manually_while_resizing then + g.WindowResizeBorderExpectedRect = border_rect + g.WindowResizeRelativeMode = false + end + + if (bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0) and g.WindowResizeBorderExpectedRect ~= border_rect then + g.WindowResizeRelativeMode = true + end + + local border_curr = window.Pos + ImMin(def.SegmentN1, def.SegmentN2) * window.Size + local border_target_rel_mode_for_axis + local border_target_abs_mode_for_axis + border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis] + border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding -- Match ButtonBehavior() padding above + + -- Use absolute mode position + local border_target = ImVec2() + ImVec2_Copy(border_target, window.Pos) + border_target[axis] = border_target_abs_mode_for_axis + + -- Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + local ignore_resize = false + if g.WindowResizeRelativeMode then + border_target[axis] = border_target_rel_mode_for_axis + if g.IO.MouseDelta[axis] == 0.0 or ((g.IO.MouseDelta[axis] > 0.0) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) then + ignore_resize = true + end + end + + local clamp_min = ImVec2((border_n == ImGuiDir.Right) and clamp_rect.Min.x or -FLT_MAX, (border_n == ImGuiDir.Down or (border_n == ImGuiDir.Up and window_move_from_title_bar)) and clamp_rect.Min.y or -FLT_MAX) + local clamp_max = ImVec2((border_n == ImGuiDir.Left) and clamp_rect.Max.x or FLT_MAX, (border_n == ImGuiDir.Up) and clamp_rect.Max.y or FLT_MAX) + border_target = ImClamp(border_target, clamp_min, clamp_max) + + if not ignore_resize then + pos_target, size_target = CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2)) + end + end + if hovered then + border_hovered = border_n + end + if held then + border_held = border_n + end + + until true + end + ImGui.PopID() + + window.DC.NavLayerCurrent = ImGuiNavLayer.Main + + if size_target.x ~= FLT_MAX and (window.Size.x ~= size_target.x or window.SizeFull.x ~= size_target.x) then + window.Size.x = size_target.x + window.SizeFull.x = size_target.x + end + + if size_target.y ~= FLT_MAX and (window.Size.y ~= size_target.y or window.SizeFull.y ~= size_target.y) then + window.Size.y = size_target.y + window.SizeFull.y = size_target.y + end + + if pos_target.x ~= FLT_MAX and window.Pos.x ~= ImFloor(pos_target.x) then + window.Pos.x = ImFloor(pos_target.x) + end + + if pos_target.y ~= FLT_MAX and window.Pos.y ~= ImFloor(pos_target.y) then + window.Pos.y = ImFloor(pos_target.y) + end + + if border_held ~= -1 then + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding) + end + + return ret_auto_fit_mask, border_hovered, border_held +end + +--- @param pos ImVec2 +--- @param wrap_pos_x float +--- @return float +function ImGui.CalcWrapWidthForPos(pos, wrap_pos_x) + if wrap_pos_x < 0.0 then + return 0.0 + end + + local g = GImGui + local window = g.CurrentWindow + if wrap_pos_x == 0.0 then + wrap_pos_x = window.WorkRect.Max.x + elseif wrap_pos_x > 0.0 then + wrap_pos_x = wrap_pos_x + window.Pos.x - window.Scroll.x + end + + return ImMax(wrap_pos_x - pos.x, 1.0) +end + +--- @param text ImString +--- @param text_end int? +--- @return int # Exclusive upper bound +function ImGui.FindRenderedTextEnd(text, text_end) + local text_display_end = 1 + local text_len = #text + if not text_end then + text_end = text_len + 1 + end + + text_display_end = ImMemchr(text, "##", 1) or text_end + text_display_end = ImMin(text_display_end, text_end) + + return text_display_end +end + +--- @param pos ImVec2 +--- @param text string +--- @param text_begin int? +--- @param text_end int? +--- @param hide_text_after_hash bool? # true by default +function ImGui.RenderText(pos, text, text_begin, text_end, hide_text_after_hash) + if text_begin == nil then text_begin = 1 end + if hide_text_after_hash == nil then hide_text_after_hash = true end + + local g = GImGui + local window = g.CurrentWindow + + -- Hide anything after a '##' string + local text_display_end + if hide_text_after_hash then + text_display_end = ImGui.FindRenderedTextEnd(text, text_end) + else + if text_end == nil then + text_end = #text + 1 + end + text_display_end = text_end + end + + if text ~= "" and text_display_end > 1 then + window.DrawList:AddText(g.Font, g.FontSize, pos, ImGui.GetColorU32(ImGuiCol.Text), text, text_begin, text_display_end, 0.0) + if g.LogEnabled then + -- ImGui.LogRenderedText(&pos, text, text_display_end); + end + end +end + +--- @param pos ImVec2 +--- @param text string +--- @param text_end int? +--- @param wrap_width float +function ImGui.RenderTextWrapped(pos, text, text_end, wrap_width) + local g = GImGui + local window = g.CurrentWindow + + if text_end == nil then + text_end = #text + 1 + end + + if text ~= "" then + window.DrawList:AddText(g.Font, g.FontSize, pos, ImGui.GetColorU32(ImGuiCol.Text), text, 1, text_end, wrap_width) + end +end + +--- @param draw_list ImDrawList +--- @param pos_min ImVec2 +--- @param pos_max ImVec2 +--- @param text string +--- @param text_begin int +--- @param text_display_end int +--- @param text_size_if_known? ImVec2 +--- @param align? ImVec2 +--- @param clip_rect? ImRect +function ImGui.RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_begin, text_display_end, text_size_if_known, align, clip_rect) + if not align then align = ImVec2(0, 0) end + + local pos = ImVec2() + ImVec2_Copy(pos, pos_min) + + local text_size = text_size_if_known or ImGui.CalcTextSize(text, text_display_end, false, 0.0) + + local clip_min = clip_rect and clip_rect.Min or pos_min + local clip_max = clip_rect and clip_rect.Max or pos_max + local need_clipping = (pos.x + text_size.x >= clip_max.x) or (pos.y + text_size.y >= clip_max.y) + if (clip_rect) then + need_clipping = need_clipping or ((pos.x < clip_min.x) or (pos.y < clip_min.y)) + end + + if (align.x > 0.0) then pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x) end + if (align.y > 0.0) then pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y) end + + local g = GImGui + if (need_clipping) then + local fine_clip_rect = ImVec4(clip_min.x, clip_min.y, clip_max.x, clip_max.y) + draw_list:AddText(nil, 0.0, pos, ImGui.GetColorU32(ImGuiCol.Text), text, text_begin, text_display_end, 0.0, fine_clip_rect) + else + draw_list:AddText(nil, 0.0, pos, ImGui.GetColorU32(ImGuiCol.Text), text, text_begin, text_display_end, 0.0, nil) + end +end + +--- @param pos_min ImVec2 +--- @param pos_max ImVec2 +--- @param text string +--- @param text_end? int +--- @param text_size_if_known? ImVec2 +--- @param align? ImVec2 +--- @param clip_rect? ImRect +function ImGui.RenderTextClipped(pos_min, pos_max, text, text_end, text_size_if_known, align, clip_rect) + if not align then align = ImVec2(0, 0) end + + local text_display_end = ImGui.FindRenderedTextEnd(text, text_end) + local text_len = text_display_end - 1 + + if text_len == 0 then + return + end + + local g = GImGui + local window = g.CurrentWindow + ImGui.RenderTextClippedEx(window.DrawList, pos_min, pos_max, text, 1, text_display_end, text_size_if_known, align, clip_rect) + -- if (g.LogEnabled) + -- ImGui.LogRenderedText(&pos_min, text, text_display_end); +end + +--- @param bb ImRect +--- @param id ImGuiID +--- @param flags? ImGuiNavRenderCursorFlags +--- @param rounding? float +function ImGui.RenderNavCursor(bb, id, flags, rounding) + if flags == nil then flags = ImGuiNavRenderCursorFlags.None end + if rounding == nil then rounding = -1.0 end + + local g = GImGui + if id ~= g.NavId then + return + end + if not g.NavCursorVisible and bit32.band(flags, ImGuiNavRenderCursorFlags.AlwaysDraw) == 0 then + return + end + if id == g.LastItemData.ID and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoNav) ~= 0 then + return + end + + local window = g.CurrentWindow + if window.DC.NavHideHighlightOneFrame then + return + end + + if rounding < 0.0 then + rounding = g.Style.FrameRounding + end + + local display_rect = ImRect() + ImRect_Copy(display_rect, bb) + display_rect:ClipWith(window.ClipRect) + local scale_factor = ImGui.GetScale() + local thickness = ImTrunc(ImMax(2.0, 1.5 * scale_factor)) + if bit32.band(flags, ImGuiNavRenderCursorFlags.Compact) ~= 0 then + window.DrawList:AddRect(display_rect.Min, display_rect.Max, ImGui.GetColorU32(ImGuiCol.NavCursor), rounding, thickness) + else + local distance = ImTrunc(3.0 + thickness * 0.5) + display_rect:Expand(ImVec2(distance, distance)) + local fully_visible = window.ClipRect:Contains(display_rect) + if not fully_visible then + window.DrawList:PushClipRect(display_rect.Min, display_rect.Max) + end + window.DrawList:AddRect(display_rect.Min, display_rect.Max, ImGui.GetColorU32(ImGuiCol.NavCursor), rounding, thickness) + if not fully_visible then + window.DrawList:PopClipRect() + end + end +end + +do --[[ImGui.RenderMouseCursor]] + +local offset = ImVec2() +local size = ImVec2() +local uv_border = {ImVec2(), ImVec2()} +local uv_fill = {ImVec2(), ImVec2()} + +--- @param base_pos ImVec2 +--- @param base_scale float +--- @param mouse_cursor ImGuiMouseCursor +--- @param col_fill ImU32 +--- @param col_border ImU32 +--- @param col_shadow ImU32 +function ImGui.RenderMouseCursor(base_pos, base_scale, mouse_cursor, col_fill, col_border, col_shadow) + local g = GImGui + if mouse_cursor <= ImGuiMouseCursor.None or mouse_cursor >= ImGuiMouseCursor.COUNT then -- We intentionally accept out of bound values + mouse_cursor = ImGuiMouseCursor.Arrow + end + local font_atlas = g.DrawListSharedData.FontAtlas + + for _, viewport in g.Viewports:iter() do + repeat + if not ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, offset, size, uv_border, uv_fill) then + break + end + + local pos = base_pos - offset + local scale = base_scale * viewport.DpiScale + if not viewport:GetMainRect():Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)) then + break + end + + local draw_list = ImGui.GetForegroundDrawList(viewport) + local tex_ref = font_atlas.TexRef + draw_list:PushTexture(tex_ref); + draw_list:AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv_fill[1], uv_fill[2], col_shadow) + draw_list:AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv_fill[1], uv_fill[2], col_shadow) + draw_list:AddImage(tex_ref, pos, pos + size * scale, uv_fill[1], uv_fill[2], col_border) + draw_list:AddImage(tex_ref, pos, pos + size * scale, uv_border[1], uv_border[2], col_fill) + if mouse_cursor == ImGuiMouseCursor.Wait or mouse_cursor == ImGuiMouseCursor.Progress then + local a_min = ImFmod(g.Time * 5.0, 2.0 * IM_PI) + local a_max = a_min + IM_PI * 1.65 + draw_list:PathArcTo(pos + ImVec2(14, -1) * scale, 6.0 * scale, a_min, a_max) + draw_list:PathStroke(col_fill, 3.0 * scale) + end + draw_list:PopTexture() + + until true + end +end + +end + +--- Another overly complex function until we reorganize everything into a nice all-in-one helper. +--- This is made more complex because we have dissociated the layout rectangle (pos_min .. pos_max) from 'ellipsis_max_x' which may be beyond it. +--- This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +--- @param draw_list ImDrawList +--- @param pos_min ImVec2 +--- @param pos_max ImVec2 +--- @param ellipsis_max_x float +--- @param text string +--- @param text_end_full? int +--- @param text_size_if_known? ImVec2 +function ImGui.RenderTextEllipsis(draw_list, pos_min, pos_max, ellipsis_max_x, text, text_end_full, text_size_if_known) + local g = GImGui + + if text_end_full == nil then + text_end_full = ImGui.FindRenderedTextEnd(text) + end + + local text_size + if text_size_if_known then + text_size = ImVec2() + ImVec2_Copy(text_size, text_size_if_known) + else + text_size = ImGui.CalcTextSize(text, text_end_full, false, 0.0) + end + + -- draw_list:AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255)) + -- draw_list:AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255)) + + -- FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if text_size.x > pos_max.x - pos_min.x then + -- Hello wo... + -- | | | + -- min max ellipsis_max + -- <-> this is generally some padding value + + local font = draw_list._Data.Font + local font_size = draw_list._Data.FontSize + local font_scale = draw_list._Data.FontScale + local text_end_ellipsis = nil + local baked = font:GetFontBaked(font_size) + local ellipsis_width = baked:GetCharAdvance(font.EllipsisChar) * font_scale + + -- We can now claim the space between pos_max.x and ellipsis_max.x + local text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0) + local text_size_clipped + text_size_clipped, text_end_ellipsis = font:CalcTextSizeA(font_size, text_avail_width, 0.0, text, 1, text_end_full) + local text_size_clipped_x = text_size_clipped.x + + -- Render text, render ellipsis + ImGui.RenderTextClippedEx(draw_list, pos_min, pos_max, text, 1, text_end_ellipsis, text_size, ImVec2(0.0, 0.0)) + local cpu_fine_clip_rect = ImVec4(pos_min.x, pos_min.y, pos_max.x, pos_max.y) + local ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)) + font:RenderChar(draw_list, font_size, ellipsis_pos, ImGui.GetColorU32(ImGuiCol.Text), font.EllipsisChar, cpu_fine_clip_rect) + else + ImGui.RenderTextClippedEx(draw_list, pos_min, pos_max, text, 1, text_end_full, text_size, ImVec2(0.0, 0.0)) + end + + if g.LogEnabled then + ImGui.LogRenderedText(pos_min, text, text_end_full) + end +end + +--- @param p_min ImVec2 +--- @param p_max ImVec2 +--- @param fill_col ImU32 +--- @param borders? bool +--- @param rounding? float +function ImGui.RenderFrame(p_min, p_max, fill_col, borders, rounding) + if borders == nil then borders = true end + if rounding == nil then rounding = 0.0 end + + local g = GImGui + local window = g.CurrentWindow + + window.DrawList:AddRectFilled(p_min, p_max, fill_col, rounding) + + local border_size = g.Style.FrameBorderSize + if borders and border_size > 0 then + window.DrawList:AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), ImGui.GetColorU32(ImGuiCol.BorderShadow), rounding, border_size, 0) + window.DrawList:AddRect(p_min, p_max, ImGui.GetColorU32(ImGuiCol.Border), rounding, border_size, 0) + end +end + +--- @param p_min ImVec2 +--- @param p_max ImVec2 +--- @param rounding float +function ImGui.RenderFrameBorder(p_min, p_max, rounding) + local g = GImGui + local window = g.CurrentWindow + local border_size = g.Style.FrameBorderSize + if border_size > 0.0 then + window.DrawList:AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), ImGui.GetColorU32(ImGuiCol.BorderShadow), rounding, border_size, 0) + window.DrawList:AddRect(p_min, p_max, ImGui.GetColorU32(ImGuiCol.Border), rounding, border_size, 0) + end +end + +--- @param bb ImRect +--- @param col ImU32 +--- @param rounding float +function ImGui.RenderColorComponentMarker(bb, col, rounding) + if bb.Min.x + 1 >= bb.Max.x then + return + end + local g = GImGui + local window = g.CurrentWindow + ImGui.RenderRectFilledInRangeH(window.DrawList, bb, col, bb.Min.x, ImMin(bb.Min.x + g.Style.ColorMarkerSize, bb.Max.x), rounding) +end + +--- @param window ImGuiWindow +--- @param border_n int +--- @param border_col ImU32 +--- @param border_size float +local function RenderWindowOuterSingleBorder(window, border_n, border_col, border_size) + local def = ImGuiResizeBorderDef[border_n + 1] + local rounding = window.WindowRounding + local border_r = GetResizeBorderRect(window, border_n, rounding, 0.0) + window.DrawList:PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5, 0.5) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25, def.OuterAngle) + window.DrawList:PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5, 0.5) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25) + window.DrawList:PathStroke(border_col, border_size) +end + +local function RenderWindowOuterBorders(window) + local g = GImGui + local border_size = window.WindowBorderSize + local border_col = ImGui.GetColorU32(ImGuiCol.Border) + if border_size > 0.0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoBackground) == 0) then + window.DrawList:AddRect(window.Pos, window.Pos + window.Size, border_col, window.WindowRounding, window.WindowBorderSize, 0) + elseif border_size > 0.0 then + if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0 then + RenderWindowOuterSingleBorder(window, 1, border_col, border_size) + end + if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0 then + RenderWindowOuterSingleBorder(window, 3, border_col, border_size) + end + end + + if window.ResizeBorderHovered ~= -1 or window.ResizeBorderHeld ~= -1 then + local border_n = (window.ResizeBorderHeld ~= -1) and window.ResizeBorderHeld or window.ResizeBorderHovered + local border_col_resizing = ImGui.GetColorU32((window.ResizeBorderHeld ~= -1) and ImGuiCol.SeparatorActive or ImGuiCol.SeparatorHovered) + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0, window.WindowBorderSize)) + end + + if g.Style.FrameBorderSize > 0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) then + local y = window.Pos.y + window.TitleBarHeight - 1 + 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) + end +end + +--- @param window ImGuiWindow +--- @param title_bar_rect ImRect +--- @param title_bar_is_highlight bool +--- @param handle_borders_and_resize_grips bool +--- @param resize_grip_col ImU32[] +--- @param resize_grip_draw_size float +local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_col, resize_grip_draw_size) + local g = GImGui + local style = g.Style + local flags = window.Flags + + local window_rounding = window.WindowRounding + local window_border_size = window.WindowBorderSize + + if window.Collapsed then + local backup_border_size = style.FrameBorderSize + g.Style.FrameBorderSize = window.WindowBorderSize + + local title_bar_col = ImGui.GetColorU32((title_bar_is_highlight and g.NavCursorVisible) and ImGuiCol.TitleBgActive or ImGuiCol.TitleBgCollapsed) + ImGui.RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding) + g.Style.FrameBorderSize = backup_border_size + else + -- Window background + if bit32.band(flags, ImGuiWindowFlags.NoBackground) == 0 then + local bg_col = ImGui.GetColorU32(GetWindowBgColorIdx(window)) + local override_alpha = false + local alpha = 1.0 + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasBgAlpha) ~= 0 then + alpha = g.NextWindowData.BgAlphaVal + override_alpha = true + end + + if override_alpha then + bg_col = bit32.band(bg_col, bit32.bnot(IM_COL32_A_MASK)) or bit32.lshift(IM_F32_TO_INT8_SAT(alpha), IM_COL32_A_SHIFT) + end + + if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then + local bg_rect = ImRect(window.Pos + ImVec2(0, window.TitleBarHeight), window.Pos + window.Size) + local bg_rounding_flags = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersBottom + local bg_draw_list = window.DrawList + bg_draw_list:AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags) + end + end + + -- Title bar + if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and not window.DockIsActive then + local title_bar_col = ImGui.GetColorU32(title_bar_is_highlight and ImGuiCol.TitleBgActive or ImGuiCol.TitleBg) + window.DrawList:AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags.RoundCornersTop) + end + + -- Menu bar + if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then + local menu_bar_rect = window:MenuBarRect() + menu_bar_rect:ClipWith(window:Rect()) + window.DrawList:AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, ImGui.GetColorU32(ImGuiCol.MenuBarBg), (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and window_rounding or 0.0, ImDrawFlags.RoundCornersTop) + if style.FrameBorderSize > 0.0 and menu_bar_rect.Max.y < window.Pos.y + window.Size.y then + window.DrawList:AddLineH(menu_bar_rect.Min.x + window_border_size * 0.5, menu_bar_rect.Max.x - window_border_size * 0.5, menu_bar_rect.Max.y, ImGui.GetColorU32(ImGuiCol.Border), style.FrameBorderSize) + end + end + + if window.ScrollbarX then + ImGui.Scrollbar(ImGuiAxis.X) + end + if window.ScrollbarY then + ImGui.Scrollbar(ImGuiAxis.Y) + end + + -- Resize grip(s) + if handle_borders_and_resize_grips and (bit32.band(flags, ImGuiWindowFlags.NoResize) == 0) then + for resize_grip_n = 1, #ImGuiResizeGripDef do + repeat + local col = resize_grip_col[resize_grip_n] + if bit32.band(col, IM_COL32_A_MASK) == 0 then + break + end + + local grip = ImGuiResizeGripDef[resize_grip_n] + local corner = ImLerp(window.Pos, window.Pos + window.Size, grip.CornerPosN) + local border_inner = IM_ROUND(window_border_size * 0.5) + window.DrawList:PathLineTo(corner + grip.InnerDir * ((resize_grip_n % 2 == 0) and ImVec2(border_inner, resize_grip_draw_size) or ImVec2(resize_grip_draw_size, border_inner))) + window.DrawList:PathLineTo(corner + grip.InnerDir * ((resize_grip_n % 2 == 0) and ImVec2(resize_grip_draw_size, border_inner) or ImVec2(border_inner, resize_grip_draw_size))) + window.DrawList:PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12) + window.DrawList:PathFillConvex(col) + + until true + end + end + + if handle_borders_and_resize_grips then + RenderWindowOuterBorders(window) + end + end + + window.DC.NavLayerCurrent = ImGuiNavLayer.Main +end + +--- @param window ImGuiWindow +--- @param title_bar_rect ImRect +--- @param name string +--- @param open bool? +--- @return bool? +local function RenderWindowTitleBarContents(window, title_bar_rect, name, open) + local g = GImGui + local style = g.Style + local flags = window.Flags + + local has_close_button = (open ~= nil) + local has_collapse_button = bit32.band(flags, ImGuiWindowFlags.NoCollapse) == 0 and (style.WindowMenuButtonPosition ~= ImGuiDir.None) + + local item_flags_backup = g.CurrentItemFlags + g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, ImGuiItemFlags.NoNavDefaultFocus) + window.DC.NavLayerCurrent = ImGuiNavLayer.Menu + + local pad_l = g.Style.FramePadding.x + local pad_r = g.Style.FramePadding.x + local button_sz = g.FontSize + local close_button_pos + local collapse_button_pos + if has_close_button then + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y) + pad_r = pad_r + button_sz + style.ItemInnerSpacing.x + end + if has_collapse_button and style.WindowMenuButtonPosition == ImGuiDir.Right then + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y) + pad_r = pad_r + button_sz + style.ItemInnerSpacing.x + end + if has_collapse_button and style.WindowMenuButtonPosition == ImGuiDir.Left then + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y) + pad_l = pad_l + button_sz + style.ItemInnerSpacing.x + end + + if has_collapse_button then + if ImGui.CollapseButton(window:GetID("#COLLAPSE"), collapse_button_pos) then + window.Collapsed = not window.Collapsed + end + end + + if has_close_button then + local backup_item_flags = g.CurrentItemFlags + g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, ImGuiItemFlags.NoFocus) + if ImGui.CloseButton(window:GetID("#CLOSE"), close_button_pos) then + open = false + end + g.CurrentItemFlags = backup_item_flags + end + + window.DC.NavLayerCurrent = ImGuiNavLayer.Main + g.CurrentItemFlags = item_flags_backup + + local marker_size_x = (bit32.band(flags, ImGuiWindowFlags.UnsavedDocument) ~= 0) and (button_sz * 0.80) or 0.0 + local text_size = ImGui.CalcTextSize(name, nil, true) + ImVec2(marker_size_x, 0.0) + + if (pad_l > style.FramePadding.x) then + pad_l = pad_l + g.Style.ItemInnerSpacing.x + end + if (pad_r > style.FramePadding.x) then + pad_r = pad_r + g.Style.ItemInnerSpacing.x + end + if (style.WindowTitleAlign.x > 0.0 and style.WindowTitleAlign.x < 1.0) then + local centerness = ImSaturate(1.0 - ImFabs(style.WindowTitleAlign.x - 0.5) * 2.0) + local pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect:GetWidth() - pad_l - pad_r - text_size.x) + pad_l = ImMax(pad_l, pad_extend * centerness) + pad_r = ImMax(pad_r, pad_extend * centerness) + end + + local layout_r = ImRect(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y) + local clip_r = ImRect(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y) + + if bit32.band(flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 then + local marker_pos = ImVec2() + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r:GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x) + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5 + if marker_pos.x > layout_r.Min.x then + ImGui.RenderBullet(window.DrawList, marker_pos, ImGui.GetColorU32(ImGuiCol.UnsavedMarker)) + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - math.floor(marker_size_x * 0.5)) + end + end + + ImGui.RenderTextClipped(layout_r.Min, layout_r.Max, name, nil, text_size, style.WindowTitleAlign, clip_r) + + return open +end + +--- @param window ImGuiWindow +--- @param flags ImGuiWindowFlags +--- @param parent_window? ImGuiWindow +function ImGui.UpdateWindowParentAndRootLinks(window, flags, parent_window) + window.ParentWindow = parent_window + window.RootWindow = window + window.RootWindowPopupTree = window + window.RootWindowDockTree = window + window.RootWindowForTitleBarHighlight = window + window.RootWindowForNav = window + + if parent_window and (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Tooltip) == 0) then + window.RootWindowDockTree = parent_window.RootWindowDockTree + if not window.DockIsActive and (bit32.band(parent_window.Flags, ImGuiWindowFlags.DockNodeHost) == 0) then + window.RootWindow = parent_window.RootWindow + end + end + if parent_window and (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0) then + window.RootWindowPopupTree = parent_window.RootWindowPopupTree + end + if parent_window and (bit32.band(flags, ImGuiWindowFlags.Modal) == 0) and (bit32.band(flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0) then + window.RootWindowForTitleBarHighlight = parent_window.RootWindowForTitleBarHighlight + end + + while bit32.band(window.RootWindowForNav.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0 do + IM_ASSERT(window.RootWindowForNav.ParentWindow ~= nil) + window.RootWindowForNav = window.RootWindowForNav.ParentWindow + end +end + +-- [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +-- This is designed as a toy/test-bed for +--- @param window ImGuiWindow +function ImGui.UpdateWindowSkipRefresh(window) + local g = GImGui + window.SkipRefresh = false + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasRefreshPolicy) == 0 then + return + end + + if bit32.band(g.NextWindowData.RefreshFlagsVal, ImGuiWindowRefreshFlags.TryToAvoidRefresh) ~= 0 then + -- FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if window.Appearing then -- If currently appearing + return + end + if window.Hidden then -- If was hidden (previous frame) + return + end + if bit32.band(g.NextWindowData.RefreshFlagsVal, ImGuiWindowRefreshFlags.RefreshOnHover) ~= 0 and g.HoveredWindow then + if window.RootWindow == g.HoveredWindow.RootWindow or ImGui.IsWindowWithinBeginStackOf(g.HoveredWindow.RootWindow, window) then + return + end + end + if bit32.band(g.NextWindowData.RefreshFlagsVal, ImGuiWindowRefreshFlags.RefreshOnFocus) ~= 0 and g.NavWindow then + if window.RootWindow == g.NavWindow.RootWindow or ImGui.IsWindowWithinBeginStackOf(g.NavWindow.RootWindow, window) then + return + end + end + window.DrawList = nil + window.SkipRefresh = true + end +end + +--- @param window ImGuiWindow +local function SetWindowActiveForSkipRefresh(window) + window.Active = true + for _, child in window.DC.ChildWindows:iter() do + if not child.Hidden then + child.Active = true + child.SkipRefresh = true + SetWindowActiveForSkipRefresh(child) + end + end +end + +--- @param window ImGuiWindow? +local function SetCurrentWindow(window) + local g = GImGui + --- @diagnostic disable-next-line + g.CurrentWindow = window + + if window then + if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 then + local viewport = window.Viewport + g.FontRasterizerDensity = (viewport.FramebufferScale.x ~= 0.0) and viewport.FramebufferScale.x or g.IO.DisplayFramebufferScale.x + end + + local backup_skip_items = window.SkipItems + window.SkipItems = false + ImGui.UpdateCurrentFontSize(0.0) + window.SkipItems = backup_skip_items + ImGui.NavUpdateCurrentWindowIsScrollPushableX() + end +end + +-- TODO: +function ImGui.GcCompactTransientMiscBuffers() + local g = GImGui + g.ItemFlagsStack:clear() + g.GroupStack:clear() + g.InputTextLineIndex:clear() + for _, atlas in g.FontAtlases:iter() do + atlas:CompactCache() + end +end + +--- @param window ImGuiWindow +function ImGui.GcCompactTransientWindowBuffers(window) + window.MemoryCompacted = true + window.MemoryDrawListIdxCapacity = ImMin(math.floor(window.DrawList.IdxBuffer.Size * 1.05), window.DrawList.IdxBuffer.Capacity) + window.MemoryDrawListVtxCapacity = ImMin(math.floor(window.DrawList.VtxBuffer.Size * 1.05), window.DrawList.VtxBuffer.Capacity) + window.IDStack:clear() + window.DrawList:_ClearFreeMemory() + window.DC.ChildWindows:clear() + window.DC.ItemWidthStack:clear() + window.DC.TextWrapPosStack:clear() +end + +--- @param window ImGuiWindow +function ImGui.GcAwakeTransientWindowBuffers(window) + window.MemoryCompacted = false + window.DrawList.IdxBuffer:reserve(window.MemoryDrawListIdxCapacity) + window.DrawList.VtxBuffer:reserve(window.MemoryDrawListVtxCapacity) + window.MemoryDrawListIdxCapacity = 0 + window.MemoryDrawListVtxCapacity = 0 +end + +function ImGui.GetWindowWidth() + local window = GImGui.CurrentWindow + return window.Size.x +end + +--- @param window ImGuiWindow +--- @param pos ImVec2 +--- @param cond? ImGuiCond +function ImGui.SetWindowPos(window, pos, cond) + if cond == nil then cond = 0 end + + if (cond ~= 0) and (bit32.band(window.SetWindowPosAllowFlags, cond) == 0) then + return + end + + IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) + window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) + ImVec2_Copy(window.SetWindowPosVal, ImVec2(FLT_MAX, FLT_MAX)) + + local old_pos = ImVec2() + ImVec2_Copy(old_pos, window.Pos) + + window.Pos.x = ImTrunc(pos.x) + window.Pos.y = ImTrunc(pos.y) + + local offset = window.Pos - old_pos + + if offset.x == 0 and offset.y == 0 then + return + end + + ImVec2_Copy(window.DC.CursorPos, window.DC.CursorPos + offset) + ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorMaxPos + offset) + ImVec2_Copy(window.DC.IdealMaxPos, window.DC.IdealMaxPos + offset) + ImVec2_Copy(window.DC.CursorStartPos, window.DC.CursorStartPos + offset) +end + +--- @param window ImGuiWindow +--- @param size ImVec2 +--- @param cond? ImGuiCond +function ImGui.SetWindowSize(window, size, cond) + if cond == nil then cond = 0 end + + if ((cond ~= 0) and bit32.band(window.SetWindowSizeAllowFlags, cond) == 0) then + return + end + + IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) + window.SetWindowSizeAllowFlags = bit32.band(window.SetWindowSizeAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) + + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 or window.Appearing or bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysAutoResize) ~= 0 then + window.AutoFitFramesX = (size.x <= 0.0) and 2 or 0 + end + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 or window.Appearing or bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysAutoResize) ~= 0 then + window.AutoFitFramesY = (size.y <= 0.0) and 2 or 0 + end + + -- local old_size = ImVec2() + -- ImVec2_Copy(old_size, window.SizeFull) + + if size.x <= 0.0 then + window.AutoFitOnlyGrows = false + else + window.SizeFull.x = IM_TRUNC(size.x) + end + if size.y <= 0.0 then + window.AutoFitOnlyGrows = false + else + window.SizeFull.y = IM_TRUNC(size.y) + end + -- if old_size.x ~= window.SizeFull.x or old_size.y ~= window.SizeFull.y then + -- TODO: MarkIniSettingsDirty(window) + -- end +end + +--- @param window ImGuiWindow +function ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(window) + window.Hidden = true + window.SkipItems = true + window.HiddenFramesCanSkipItems = 1 +end + +--- @param pos ImVec2 +--- @param cond? ImGuiCond +--- @param pivot? ImVec2 +function ImGui.SetNextWindowPos(pos, cond, pivot) + if cond == nil then cond = 0 end + if pivot == nil then pivot = ImVec2(0, 0) end + + local g = GImGui + IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) + + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) + ImVec2_Copy(g.NextWindowData.PosVal, pos) + ImVec2_Copy(g.NextWindowData.PosPivotVal, pivot) + g.NextWindowData.PosCond = (cond ~= 0) and cond or ImGuiCond.Always +end + +--- @param size ImVec2 +--- @param cond? ImGuiCond +function ImGui.SetNextWindowSize(size, cond) + if cond == nil then cond = 0 end + + local g = GImGui + IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) + + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) + ImVec2_Copy(g.NextWindowData.SizeVal, size) + g.NextWindowData.SizeCond = (cond ~= 0) and cond or ImGuiCond.Always +end + +-- For each axis: +-- - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +-- - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +-- - See "Demo->Examples->Constrained-resizing window" for examples. +--- @param size_min ImVec2 +--- @param size_max ImVec2 +--- @param custom_callback? function +--- @param custom_callback_user_data? any +function ImGui.SetNextWindowSizeConstraints(size_min, size_max, custom_callback, custom_callback_user_data) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max) + g.NextWindowData.SizeCallback = custom_callback + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data +end + +--- @param alpha float +function ImGui.SetNextWindowBgAlpha(alpha) + local g = GImGui + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasBgAlpha) + g.NextWindowData.BgAlphaVal = alpha +end + +function ImGui.GetWindowDrawList() + local window = ImGui.GetCurrentWindow() + return window.DrawList +end + +function ImGui.GetFont() + return GImGui.Font +end + +function ImGui.GetFontSize() + return GImGui.FontSize +end + +--- @return ImVec2 +function ImGui.GetFontTexUvWhitePixel() + return GImGui.DrawListSharedData.TexUvWhitePixel +end + +-- This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +-- FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +function ImGui.SetActiveIdUsingAllKeyboardKeys() + local g = GImGui + IM_ASSERT(g.ActiveId ~= 0) + g.ActiveIdUsingNavDirMask = (bit32.lshift(1, ImGuiDir.COUNT) - 1) + g.ActiveIdUsingAllKeyboardKeys = true + ImGui.NavMoveRequestCancel() +end + +--- @return ImVec2 # Ref +function ImGui.GetItemRectMin() + local g = GImGui + return g.LastItemData.Rect.Min +end + +--- @return ImVec2 # Ref +function ImGui.GetItemRectMax() + local g = GImGui + return g.LastItemData.Rect.Max +end + +--- @param name string +--- @param id ImGuiID +--- @param size_arg ImVec2 +--- @param child_flags ImGuiChildFlags +--- @param window_flags ImGuiWindowFlags +function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) + local g = GImGui + local parent_window = g.CurrentWindow + IM_ASSERT(id ~= 0) + + -- Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument + local ImGuiChildFlags_SupportedMask_ = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AlwaysUseWindowPadding, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY, ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize, ImGuiChildFlags.FrameStyle, ImGuiChildFlags.NavFlattened) + -- IM_UNUSED(ImGuiChildFlags_SupportedMask_) + IM_ASSERT(bit32.band(child_flags, bit32.bnot(ImGuiChildFlags_SupportedMask_)) == 0, "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?") + IM_ASSERT(bit32.band(window_flags, ImGuiWindowFlags.AlwaysAutoResize) == 0, "Cannot specify ImGuiWindowFlags.AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags.AlwaysAutoResize!") + if bit32.band(child_flags, ImGuiChildFlags.AlwaysAutoResize) ~= 0 then + IM_ASSERT(bit32.band(child_flags, bit32.bor(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY)) == 0, "Cannot use ImGuiChildFlags.ResizeX or ImGuiChildFlags.ResizeY with ImGuiChildFlags.AlwaysAutoResize!") + IM_ASSERT(bit32.band(child_flags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY)) ~= 0, "Must use ImGuiChildFlags.AutoResizeX or ImGuiChildFlags.AutoResizeY with ImGuiChildFlags.AlwaysAutoResize!") + end + if bit32.band(child_flags, ImGuiChildFlags.AutoResizeX) ~= 0 then + child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeX)) + end + if bit32.band(child_flags, ImGuiChildFlags.AutoResizeY) ~= 0 then + child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeY)) + end + + -- Set window flags + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar) + window_flags = bit32.bor(window_flags, bit32.band(parent_window.Flags, ImGuiWindowFlags.NoMove)) -- Inherit the NoMove flag + if bit32.band(child_flags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize)) ~= 0 then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.AlwaysAutoResize) + end + if bit32.band(child_flags, bit32.bor(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY)) == 0 then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings) + end + + -- Special framed style + if bit32.band(child_flags, ImGuiChildFlags.FrameStyle) ~= 0 then + ImGui.PushStyleColor(ImGuiCol.ChildBg, g.Style.Colors[ImGuiCol.FrameBg]) + ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, g.Style.FrameRounding) + ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, g.Style.FrameBorderSize) + ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, g.Style.FramePadding) + child_flags = bit32.bor(child_flags, ImGuiChildFlags.Borders, ImGuiChildFlags.AlwaysUseWindowPadding) + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoMove) + end + + -- Forward size + -- Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags.ResizeXXX is set. + -- (the alternative would to store conditional flags per axis, which is possible but more code) + local size_avail = ImGui.GetContentRegionAvail() + local size_default = ImVec2((bit32.band(child_flags, ImGuiChildFlags.AutoResizeX) ~= 0) and 0.0 or size_avail.x, (bit32.band(child_flags, ImGuiChildFlags.AutoResizeY) ~= 0) and 0.0 or size_avail.y) + local size = ImGui.CalcItemSize(size_arg, size_default.x, size_default.y) + + -- A SetNextWindowSize() call always has priority (#8020) + -- (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + -- FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) ~= 0 and bit32.band(g.NextWindowData.SizeCond, ImGuiCond.Always) ~= 0 then + if g.NextWindowData.SizeVal.x > 0.0 then + size.x = g.NextWindowData.SizeVal.x + child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeX)) + end + if g.NextWindowData.SizeVal.y > 0.0 then + size.y = g.NextWindowData.SizeVal.y + child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeY)) + end + end + ImGui.SetNextWindowSize(size) + + -- Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then + g.NextWindowData.ChildFlags = bit32.bor(g.NextWindowData.ChildFlags, child_flags) + else + g.NextWindowData.ChildFlags = child_flags + end + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) + + -- Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + -- FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + -- e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + local temp_window_name + if name then + temp_window_name = ImFormatString("%s/%s_%08X", parent_window.Name, name, id) + else + temp_window_name = ImFormatString("%s/%08X", parent_window.Name, id) + end + + -- Set style + local backup_border_size = g.Style.ChildBorderSize + if bit32.band(child_flags, ImGuiChildFlags.Borders) == 0 then + g.Style.ChildBorderSize = 0.0 + end + + -- Begin into window + local _, ret = ImGui.Begin(temp_window_name, nil, window_flags) + + -- Restore style + g.Style.ChildBorderSize = backup_border_size + + if bit32.band(child_flags, ImGuiChildFlags.FrameStyle) ~= 0 then + ImGui.PopStyleVar(3) + ImGui.PopStyleColor() + end + + local child_window = g.CurrentWindow + child_window.ChildId = id + + -- Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + -- While this is not really documented/defined, it seems that the expected thing to do. + if child_window.BeginCount == 1 then + ImVec2_Copy(parent_window.DC.CursorPos, child_window.Pos) + end + + -- Process navigation-in immediately so NavInit can run on first frame + -- Can enter a child if (A) it has navigable items or (B) it can be scrolled. + local temp_id_for_activation = ImHashStr("##Child", nil, id) + if g.ActiveId == temp_id_for_activation then + ImGui.ClearActiveID() + end + if g.NavActivateId == id and bit32.band(child_flags, ImGuiChildFlags.NavFlattened) == 0 and (child_window.DC.NavLayersActiveMask ~= 0 or child_window.DC.NavWindowHasScrollY) then + ImGui.FocusWindow(child_window) + ImGui.NavInitWindow(child_window, false) + ImGui.SetActiveID(temp_id_for_activation, child_window) -- Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource + end + + return ret +end + +--- @param window ImGuiWindow +local function StartMouseMovingWindow(window) + local g = GImGui + ImGui.FocusWindow(window) + ImGui.SetActiveID(window.MoveId, window) + if (g.IO.ConfigNavCursorVisibleAuto) then + g.NavCursorVisible = false + end + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window.RootWindowDockTree.Pos + g.ActiveIdNoClearOnFocusLoss = true + ImGui.SetActiveIdUsingAllKeyboardKeys() + + local can_move_window = true + if bit32.band(window.Flags, ImGuiWindowFlags.NoMove) ~= 0 or bit32.band(window.RootWindowDockTree.Flags, ImGuiWindowFlags.NoMove) ~= 0 then + can_move_window = false + end + if can_move_window then + g.MovingWindow = window + end +end + +function ImGui.UpdateMouseMovingWindowNewFrame() + local g = GImGui + + if g.MovingWindow then + ImGui.KeepAliveID(g.ActiveId) + IM_ASSERT(g.MovingWindow and g.MovingWindow.RootWindow) + + local moving_window = g.MovingWindow.RootWindow + + local window_disappeared = (not moving_window.WasActive and not moving_window.Active) + if g.IO.MouseDown[0] and ImGui.IsMousePosValid(g.IO.MousePos) and not window_disappeared then + local pos = g.IO.MousePos - g.ActiveIdClickOffset + if moving_window.Pos.x ~= pos.x or moving_window.Pos.y ~= pos.y then + ImGui.SetWindowPos(moving_window, pos, ImGuiCond.Always) + if moving_window.Viewport and moving_window.ViewportOwned then -- Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + ImVec2_Copy(moving_window.Viewport.Pos, pos) + moving_window.Viewport:UpdateWorkRect() + end + end + ImGui.FocusWindow(g.MovingWindow) + else + ImGui.StopMouseMovingWindow() + ImGui.ClearActiveID() + end + else + if (g.ActiveIdWindow and g.ActiveIdWindow.MoveId == g.ActiveId) then + ImGui.KeepAliveID(g.ActiveId) + + if not g.IO.MouseDown[0] then + ImGui.ClearActiveID() + end + end + end +end + +function ImGui.GetDrawListSharedData() + return GImGui.DrawListSharedData +end + +--- @param id ImGuiID +--- @param popup_flags ImGuiPopupFlags +function ImGui.IsPopupOpen(id, popup_flags) + local g = GImGui + + 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 + -- This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0) + if bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupLevel) ~= 0 then + return g.OpenPopupStack.Size > 0 + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size + end + else + if bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupLevel) ~= 0 then + -- Return true if the popup is open anywhere in the popup stack + for n = 1, g.OpenPopupStack.Size do + if g.OpenPopupStack.Data[n].PopupId == id then + return true + end + end + return false + else + -- Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size and g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1].PopupId == id + end + end +end + +--- @return ImGuiWindow? +function ImGui.GetTopMostPopupModal() + local g = GImGui + for n = g.OpenPopupStack.Size, 1, -1 do + local popup = g.OpenPopupStack.Data[n].Window + if popup then + if bit32.band(popup.Flags, ImGuiWindowFlags.Modal) ~= 0 then + return popup + end + end + end + return nil +end + +function ImGui.UpdateMouseMovingWindowEndFrame() + local g = GImGui + + if g.ActiveId ~= 0 or (g.HoveredId ~= 0 and not g.HoveredIdIsDisabled) then + return + end + + if g.NavWindow and g.NavWindow.Appearing then + return + end + + local hovered_window = g.HoveredWindow + + if ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) then + local hovered_root + if hovered_window then + hovered_root = hovered_window.RootWindow + else + hovered_root = nil + end + local is_closed_popup = hovered_root and (bit32.band(hovered_root.Flags, ImGuiWindowFlags.Popup) ~= 0) and not ImGui.IsPopupOpen(hovered_root.PopupId, ImGuiPopupFlags.AnyPopupLevel) + local is_queued_focus_request = g.NavMoveSubmitted and (bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0) + + if hovered_window ~= nil and not is_closed_popup and not is_queued_focus_request then + StartMouseMovingWindow(hovered_window) + + -- Cancel moving if clicked outside of title bar + if bit32.band(hovered_window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0 then -- set by io.ConfigWindowsMoveFromTitleBarOnly + if bit32.band(hovered_root.Flags, ImGuiWindowFlags.NoTitleBar) == 0 then + if not hovered_root:TitleBarRect():Contains(g.IO.MouseClickedPos[0]) then + g.MovingWindow = nil + end + end + end + + -- Cancel moving if clicked over an item which was disabled or inhibited by popups + -- (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item) + if g.HoveredIdIsDisabled then + g.MovingWindow = nil + g.ActiveIdDisabledId = g.HoveredId + end + elseif hovered_window == nil and g.NavWindow ~= nil then + ImGui.FocusWindow(nil, ImGuiFocusRequestFlags.UnlessBelowModal) + end + end + + -- With right mouse button we close popups without changing focus based on where the mouse is aimed + -- Instead, focus will be restored to the window under the bottom-most closed popup. + -- (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if g.HoveredId == 0 and ImGui.IsMouseClickedEx(1, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) then + -- Find the top-most window between HoveredWindow and the top-most Modal Window. + -- This is where we can trim the popup stack. + local modal = ImGui.GetTopMostPopupModal() + local hovered_window_above_modal = hovered_window and (modal == nil or ImGui.IsWindowAbove(hovered_window, modal)) + ImGui.ClosePopupsOverWindow(hovered_window_above_modal and hovered_window or modal, true) + end +end + +--- @param window ImGuiWindow +--- @param delta ImVec2 +function ImGui.TranslateWindow(window, delta) + ImVec2_Copy(window.Pos, window.Pos + delta) + window.ClipRect:Translate(delta) + window.OuterRectClipped:Translate(delta) + window.InnerRect:Translate(delta) + + ImVec2_Copy(window.DC.CursorPos, window.DC.CursorPos + delta) + ImVec2_Copy(window.DC.CursorStartPos, window.DC.CursorStartPos + delta) + ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorMaxPos + delta) + ImVec2_Copy(window.DC.IdealMaxPos, window.DC.IdealMaxPos + delta) +end + +--- ImGui::FindWindowByID +function ImGui.FindWindowByID(id) + local g = GImGui + + if not g then return end + + return g.WindowsById[id] +end + +--- @param name string +--- @return ImGuiWindow? +function ImGui.FindWindowByName(name) + local id = ImHashStr(name) + return ImGui.FindWindowByID(id) +end + +--- Push a new Dear ImGui window to add widgets to. +--- - Passing a non-nil `open` displays a close button on the upper-right corner of the window +--- @param name string +--- @param open? bool +--- @param flags? ImGuiWindowFlags +--- @return bool is_open # The updated `open` passed in +--- @return bool no_skip_items # You always need to call `ImGui.End()` even if false is returned +function ImGui.Begin(name, open, flags) + if flags == nil then flags = 0 end + + local g = GImGui + local style = g.Style + + IM_ASSERT(name ~= nil and name ~= "") + IM_ASSERT(g.WithinFrameScope) + IM_ASSERT(g.FrameCountEnded ~= g.FrameCount) + + local window = ImGui.FindWindowByName(name) + local window_just_created = (window == nil) + if window_just_created then + window = CreateNewWindow(name, flags) --- @cast window ImGuiWindow + end + + local current_frame = g.FrameCount + local first_begin_of_the_frame = (window.LastFrameActive ~= current_frame) + window.IsFallbackWindow = (g.CurrentWindowStack.Size == 0 and g.WithinFrameScopeWithImplicitWindow) + + local window_just_activated_by_user = (window.LastFrameActive < (current_frame - 1)) + if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then + local popup_ref = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1] + window_just_activated_by_user = window_just_activated_by_user or (window.PopupId ~= popup_ref.PopupId) -- We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user = window_just_activated_by_user or (window ~= popup_ref.Window) + end + + window.Appearing = window_just_activated_by_user + if (window.Appearing) then + SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) + end + + -- Update Flags, LastFrameActive, BeginOrderXXX fields + local window_was_appearing = window.Appearing + if first_begin_of_the_frame then + ImGui.UpdateWindowInFocusOrderList(window, window_just_created, flags) + window.Appearing = window_just_activated_by_user + if (window.Appearing) then + SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) + end + window.FlagsPreviousFrame = window.Flags + window.Flags = flags + window.ChildFlags = (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0) and g.NextWindowData.ChildFlags or 0 + window.LastFrameActive = current_frame + window.LastTimeActive = g.Time + window.BeginOrderWithinParent = 0 + window.BeginOrderWithinContext = g.WindowsActiveCount + g.WindowsActiveCount = g.WindowsActiveCount + 1 + else + flags = window.Flags + end + + local parent_window_in_stack + if g.CurrentWindowStack:empty() then + parent_window_in_stack = nil + else + parent_window_in_stack = g.CurrentWindowStack:back().Window + end + local parent_window + if first_begin_of_the_frame then + if (bit32.band(flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0) then + parent_window = parent_window_in_stack + else + parent_window = nil + end + else + parent_window = window.ParentWindow + end + + if window.IDStack.Size == 0 then + window.IDStack:push_back(window.ID) + end + + -- Add to stack + g.CurrentWindow = window + g.CurrentWindowStack:resize(g.CurrentWindowStack.Size + 1) + g.CurrentWindowStack.Data[g.CurrentWindowStack.Size] = ImGuiWindowStackData() + local window_stack_data = g.CurrentWindowStack.Data[g.CurrentWindowStack.Size] + window_stack_data.Window = window + ImGuiLastItemData_Copy(window_stack_data.ParentLastItemDataBackup, g.LastItemData) + window_stack_data.DisabledOverrideReenable = (bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) and (bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0) + window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0 + -- g.StackSizesInBeginForCurrentWindow = window_stack_data.StackSizesInBegin + if bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + g.BeginMenuDepth = g.BeginMenuDepth + 1 + end + + if first_begin_of_the_frame then + ImGui.UpdateWindowParentAndRootLinks(window, flags, parent_window) + window.ParentWindowInBeginStack = parent_window_in_stack + + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + window.ParentWindowForFocusRoute = parent_window_in_stack + else + window.ParentWindowForFocusRoute = nil + end + + if parent_window then + window.FontWindowScaleParents = parent_window.FontWindowScaleParents * parent_window.FontWindowScale + else + window.FontWindowScaleParents = 1.0 + end + end + + ImGui.PushFocusScope((bit32.band(window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0) and g.CurrentFocusScopeId or window.ID) + window.NavRootFocusScopeId = g.CurrentFocusScopeId + + -- Add to popup stacks: update OpenPopupStack data, push to BeginPopupStack + if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then + local popup_ref = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1] + popup_ref.Window = window + popup_ref.ParentNavLayer = parent_window_in_stack.DC.NavLayerCurrent + g.BeginPopupStack:push_back(popup_ref) + window.PopupId = popup_ref.PopupId + end + + local window_pos_set_by_api = false + local window_size_x_set_by_api = false + local window_size_y_set_by_api = false + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) ~= 0 then + window_pos_set_by_api = (bit32.band(window.SetWindowPosAllowFlags, g.NextWindowData.PosCond) ~= 0) + if window_pos_set_by_api and ImLengthSqr(g.NextWindowData.PosPivotVal) > 1e-5 then + -- FIXME: Look into removing the branch so everything can go through this same code path for consistency. + ImVec2_Copy(window.SetWindowPosVal, g.NextWindowData.PosVal) + ImVec2_Copy(window.SetWindowPosPivot, g.NextWindowData.PosPivotVal) + window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) + else + ImGui.SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond) + end + end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) ~= 0 then + window_size_x_set_by_api = (bit32.band(window.SetWindowSizeAllowFlags, g.NextWindowData.SizeCond) ~= 0) and (g.NextWindowData.SizeVal.x > 0.0) + window_size_y_set_by_api = (bit32.band(window.SetWindowSizeAllowFlags, g.NextWindowData.SizeCond) ~= 0) and (g.NextWindowData.SizeVal.y > 0.0) + if (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0 and bit32.band(window.SetWindowSizeAllowFlags, ImGuiCond.FirstUseEver) == 0) then + g.NextWindowData.SizeVal.x = window.SizeFull.x + end + if (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0 and bit32.band(window.SetWindowSizeAllowFlags, ImGuiCond.FirstUseEver) == 0) then + g.NextWindowData.SizeVal.y = window.SizeFull.y + end + ImGui.SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasScroll) ~= 0 then + if g.NextWindowData.ScrollVal.x >= 0.0 then + window.ScrollTarget.x = g.NextWindowData.ScrollVal.x + window.ScrollTargetCenterRatio.x = 0.0 + end + if g.NextWindowData.ScrollVal.y >= 0.0 then + window.ScrollTarget.y = g.NextWindowData.ScrollVal.y + window.ScrollTargetCenterRatio.y = 0.0 + end + end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasContentSize) ~= 0 then + ImVec2_Copy(window.ContentSizeExplicit, g.NextWindowData.ContentSizeVal) + elseif first_begin_of_the_frame then + window.ContentSizeExplicit = ImVec2(0.0, 0.0) + end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowClass) ~= 0 then + window.WindowClass = g.NextWindowData.WindowClass + end + + -- [EXPERIMENTAL] Skip Refresh mode + ImGui.UpdateWindowSkipRefresh(window) + + if window_stack_data.DisabledOverrideReenable and window.RootWindow == window then + ImGui.BeginDisabledOverrideReenable() + end + + g.CurrentWindow = nil + + if first_begin_of_the_frame and not window.SkipRefresh then + local window_is_child_tooltip = (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) + local window_just_appearing_after_hidden_for_resize = (window.HiddenFramesCannotSkipItems > 0) + + window.Active = true + window.HasCloseButton = (open ~= nil) + ImRect_CopyFromV4(window.ClipRect, ImVec4(-FLT_MAX, -FLT_MAX, FLT_MAX, FLT_MAX)) + + window.IDStack:resize(1) + + window.DrawList:_ResetForNewFrame() + + if window.MemoryCompacted then + ImGui.GcAwakeTransientWindowBuffers(window) + end + + -- UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + -- Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, window.ContentSize, window.ContentSizeIdeal) + if window.HiddenFramesCanSkipItems > 0 then + window.HiddenFramesCanSkipItems = window.HiddenFramesCanSkipItems - 1 + end + if window.HiddenFramesCannotSkipItems > 0 then + window.HiddenFramesCannotSkipItems = window.HiddenFramesCannotSkipItems - 1 + end + if window.HiddenFramesForRenderOnly > 0 then + window.HiddenFramesForRenderOnly = window.HiddenFramesForRenderOnly - 1 + end + + -- Hide new windows for one frame until they calculate their size + if window_just_created then + window.HiddenFramesCannotSkipItems = 1 + end + + -- Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + -- We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if window_just_activated_by_user and bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 then + window.HiddenFramesCannotSkipItems = 1 + if bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 then + if not window_size_x_set_by_api then + window.SizeFull.x = 0.0 + window.Size.x = 0.0 + end + if not window_size_y_set_by_api then + window.SizeFull.y = 0.0 + window.Size.y = 0.0 + end + ImVec2_Copy(window.ContentSize, ImVec2(0.0, 0.0)) + ImVec2_Copy(window.ContentSizeIdeal, ImVec2(0.0, 0.0)) + end + end + + -- SELECT VIEWPORT + ImGui.WindowSelectViewport(window) + ImGui.SetCurrentViewport(window, window.Viewport) + SetCurrentWindow(window) + flags = window.Flags + + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + window.WindowBorderSize = style.ChildBorderSize + else + window.WindowBorderSize = (bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) and style.PopupBorderSize or style.WindowBorderSize + end + window.WindowPadding = style.WindowPadding + if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) == 0) and window.WindowBorderSize == 0.0 then + if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then + window.WindowPadding = ImVec2(0.0, style.WindowPadding.y) + else + window.WindowPadding = ImVec2(0.0, 0.0) + end + end + + -- Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window.DC.MenuBarOffset.x = ImMax(ImMax(window.WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x) + window.DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y + + if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0 then + window.TitleBarHeight = 0.0 + else + window.TitleBarHeight = g.FontSize + g.Style.FramePadding.y * 2.0 + end + + if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then + window.MenuBarHeight = window.DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0 + else + window.MenuBarHeight = 0.0 + end + + window.TitleBarHeight = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and 0 or g.FontSize + g.Style.FramePadding.y * 2 + + window.FontRefSize = g.FontSize -- Lock this to discourage calling window:CalcFontSize() outside of current window. + + local use_current_size_for_scrollbar_x = window_just_created + local use_current_size_for_scrollbar_y = window_just_created + if window_size_x_set_by_api and window.ContentSizeExplicit.x ~= 0.0 then + use_current_size_for_scrollbar_x = true + end + if window_size_y_set_by_api and window.ContentSizeExplicit.y ~= 0.0 then + use_current_size_for_scrollbar_y = true + end + + -- TODO: Collapse window by double-clicking on title bar + + local scrollbar_sizes_from_last_frame = ImVec2() + ImVec2_Copy(scrollbar_sizes_from_last_frame, window.ScrollbarSizes) + + window.DecoOuterSizeX1 = 0.0 + window.DecoOuterSizeX2 = 0.0 + window.DecoOuterSizeY1 = window.TitleBarHeight + window.MenuBarHeight + window.DecoOuterSizeY2 = 0.0 + window.ScrollbarSizes = ImVec2(0.0, 0.0) + + -- Calculate auto-fit size, handle automatic resize + -- - Using SetNextWindowSize() overrides ImGuiWindowFlags.AlwaysAutoResize, so it can be used on tooltips/popups, etc. + -- - We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags.AlwaysAutoResize when collapsed. + -- - Auto-fit may only grow window during the first few frames. + do + local size_auto_fit_x_always = not window_size_x_set_by_api and (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0) and not window.Collapsed + local size_auto_fit_y_always = not window_size_y_set_by_api and (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0) and not window.Collapsed + local size_auto_fit_x_current = not window_size_x_set_by_api and (window.AutoFitFramesX > 0) + local size_auto_fit_y_current = not window_size_y_set_by_api and (window.AutoFitFramesY > 0) + + local size_auto_fit_mask = 0 + if size_auto_fit_x_always or size_auto_fit_x_current then + size_auto_fit_mask = bit32.bor(size_auto_fit_mask, bit32.lshift(1, ImGuiAxis.X - 1)) + end + if size_auto_fit_y_always or size_auto_fit_y_current then + size_auto_fit_mask = bit32.bor(size_auto_fit_mask, bit32.lshift(1, ImGuiAxis.Y - 1)) + end + + local size_auto_fit = CalcWindowAutoFitSize(window, window.ContentSizeIdeal, size_auto_fit_mask) + local old_size = ImVec2(window.SizeFull.x, window.SizeFull.y) + + if size_auto_fit_x_always or size_auto_fit_x_current then + if size_auto_fit_x_always then + window.SizeFull.x = size_auto_fit.x + else + if window.AutoFitOnlyGrows then + window.SizeFull.x = ImMax(window.SizeFull.x, size_auto_fit.x) + else + window.SizeFull.x = size_auto_fit.x + end + end + use_current_size_for_scrollbar_x = true + end + if size_auto_fit_y_always or size_auto_fit_y_current then + if size_auto_fit_y_always then + window.SizeFull.y = size_auto_fit.y + else + if window.AutoFitOnlyGrows then + window.SizeFull.y = ImMax(window.SizeFull.y, size_auto_fit.y) + else + window.SizeFull.y = size_auto_fit.y + end + end + use_current_size_for_scrollbar_y = true + end + + if old_size.x ~= window.SizeFull.x or old_size.y ~= window.SizeFull.y then + -- ImGui.MarkIniSettingsDirty(window) + end + end + + ImVec2_Copy(window.SizeFull, CalcWindowSizeAfterConstraint(window, window.SizeFull)) + ImVec2_Copy(window.Size, (window.Collapsed and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0) and window:TitleBarRect():GetSize() or window.SizeFull) + + -- POSITION + + -- Popup latch its initial position, will position itself when it appears next frame + if window_just_activated_by_user then + window.AutoPosLastDirection = ImGuiDir.None + if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0 and not window_pos_set_by_api then -- FIXME: BeginPopup() could use SetNextWindowPos() + ImVec2_Copy(window.Pos, g.BeginPopupStack:back().OpenPopupPos) + end + end + + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + IM_ASSERT(parent_window and parent_window.Active) + window.BeginOrderWithinParent = parent_window.DC.ChildWindows.Size + parent_window.DC.ChildWindows:push_back(window) + if (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and not window_pos_set_by_api and not window_is_child_tooltip then + ImVec2_Copy(window.Pos, parent_window.DC.CursorPos) + end + end + + local window_pos_with_pivot = (window.SetWindowPosVal.x ~= FLT_MAX and window.HiddenFramesCannotSkipItems == 0) + if window_pos_with_pivot then + ImGui.SetWindowPos(window, window.SetWindowPosVal - window.Size * window.SetWindowPosPivot, 0) -- Position given a pivot (e.g. for centering) + elseif (bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0) then + ImVec2_Copy(window.Pos, ImGui.FindBestWindowPosForPopup(window)) + elseif (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0) and not window_pos_set_by_api and window_just_appearing_after_hidden_for_resize then + ImVec2_Copy(window.Pos, ImGui.FindBestWindowPosForPopup(window)) + elseif (bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) and not window_pos_set_by_api and not window_is_child_tooltip then + ImVec2_Copy(window.Pos, ImGui.FindBestWindowPosForPopup(window)) + end + + -- Late create viewport if we don't fit within our current host viewport. + if window.ViewportAllowPlatformMonitorExtend >= 0 and not window.ViewportOwned and bit32.band(window.Viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0 then + if not window.Viewport:GetMainRect():Contains(window:Rect()) then + -- This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + -- local old_viewport = window.Viewport + window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.NoFocusOnAppearing) + + -- FIXME-DPI + -- IM_ASSERT(old_viewport.DpiScale == window.Viewport.DpiScale) -- FIXME-DPI: Something went wrong + ImGui.SetCurrentViewport(window, window.Viewport) + SetCurrentWindow(window) + end + end + + if window.ViewportOwned then + ImGui.WindowSyncOwnedViewport(window, parent_window_in_stack) + end + + local viewport_rect = window.Viewport:GetMainRect() + local viewport_work_rect = window.Viewport:GetWorkRect() + local visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding) + local visibility_rect = ImRect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding) + + window.Pos.x = ImTrunc(window.Pos.x) window.Pos.y = ImTrunc(window.Pos.y) + + local want_focus = false + if (window_just_activated_by_user and bit32.band(flags, ImGuiWindowFlags.NoFocusOnAppearing) == 0) then + if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then + want_focus = true + elseif (bit32.band(flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.Tooltip)) == 0)then + want_focus = true + end + end + + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + window.WindowRounding = style.ChildRounding + else + if (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) then + window.WindowRounding = style.PopupRounding + else + window.WindowRounding = style.WindowRounding + end + end + + local handle_borders_and_resize_grips = true + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and window.ParentWindow.SkipItems then + handle_borders_and_resize_grips = false + end + + local border_hovered, border_held = -1, -1 + local resize_grip_col = {0, 0, 0, 0} + + local resize_grip_count + if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) then + if (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0) then + resize_grip_count = 1 + else + resize_grip_count = 0 + end + else + resize_grip_count = g.IO.ConfigWindowsResizeFromEdges and 2 or 1 -- Allow resize from lower-left if we have the mouse cursor feedback for it. + end + + local resize_grip_draw_size = ImTrunc(ImMax(g.FontSize * 1.10, g.Style.WindowRounding + 1.0 + g.FontSize * 0.2)) + if handle_borders_and_resize_grips and not window.Collapsed then + local auto_fit_mask + auto_fit_mask, border_hovered, border_held = UpdateWindowManualResize(window, resize_grip_count, resize_grip_col, visibility_rect) + if auto_fit_mask ~= 0 then + if bit32.band(auto_fit_mask, bit32.lshift(1, ImGuiAxis.X - 1)) ~= 0 then + use_current_size_for_scrollbar_x = true + end + if bit32.band(auto_fit_mask, bit32.lshift(1, ImGuiAxis.Y - 1)) ~= 0 then + use_current_size_for_scrollbar_y = true + end + end + end + window.ResizeBorderHovered = border_hovered + window.ResizeBorderHeld = border_held + + -- Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if window.ViewportOwned then + if not window.Viewport.PlatformRequestMove then + ImVec2_Copy(window.Viewport.Pos, window.Pos) + end + if not window.Viewport.PlatformRequestResize then + ImVec2_Copy(window.Viewport.Size, window.Size) + end + window.Viewport:UpdateWorkRect() + viewport_rect = window.Viewport:GetMainRect() + end + + -- Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + ImVec2_Copy(window.ViewportPos, window.Viewport.Pos) + + --- SCROLLBAR VISIBILITY + -- Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size) + if not window.Collapsed then + -- When reading the current size we need to read it after size constraints have been applied. + -- Intentionally use previous frame values for InnerRect and ScrollbarSizes. + -- And when we use window.DecoOuterSizeY1 here it doesn't have ScrollbarSizes.y applied yet. + local avail_size_from_current_frame = ImVec2(window.SizeFull.x, window.SizeFull.y - (window.DecoOuterSizeY1 + window.DecoOuterSizeY2)) + local avail_size_from_last_frame = window.InnerRect:GetSize() + scrollbar_sizes_from_last_frame + local needed_size_from_last_frame = window_just_created and ImVec2(0, 0) or window.ContentSize + window.WindowPadding * 2.0 + + local size_for_scrollbars_x = use_current_size_for_scrollbar_x and avail_size_from_current_frame.x or avail_size_from_last_frame.x + local size_for_scrollbars_y = use_current_size_for_scrollbar_y and avail_size_from_current_frame.y or avail_size_from_last_frame.y + + local scrollbar_x_prev = window.ScrollbarX + -- local scrollbar_y_from_last_frame = window.ScrollbarY -- FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + + window.ScrollbarY = (bit32.band(flags, ImGuiWindowFlags.AlwaysVerticalScrollbar) ~= 0) or ((needed_size_from_last_frame.y > size_for_scrollbars_y) and not (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) ~= 0)) + window.ScrollbarX = (bit32.band(flags, ImGuiWindowFlags.AlwaysHorizontalScrollbar) ~= 0) or ((needed_size_from_last_frame.x > size_for_scrollbars_x - (window.ScrollbarY and style.ScrollbarSize or 0.0)) and not (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.HorizontalScrollbar) ~= 0)) + + -- Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) + -- (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. + -- The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags.AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) + window.ScrollbarXStabilizeToggledHistory = bit32.lshift(window.ScrollbarXStabilizeToggledHistory, 1) + if scrollbar_x_prev ~= window.ScrollbarX then + window.ScrollbarXStabilizeToggledHistory = bit32.bor(window.ScrollbarXStabilizeToggledHistory, 0x01) + end + + local scrollbar_x_stabilize = (window.ScrollbarXStabilizeToggledHistory ~= 0) and ImCountSetBits(window.ScrollbarXStabilizeToggledHistory) >= 4 -- 4 == half of bits in our U8 history. + if scrollbar_x_stabilize then + window.ScrollbarX = true + end + + -- if scrollbar_x_stabilize and not window.ScrollbarXStabilizeEnabled then + -- IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window.Name) + -- end + window.ScrollbarXStabilizeEnabled = scrollbar_x_stabilize + + if window.ScrollbarX and not window.ScrollbarY then + window.ScrollbarY = (needed_size_from_last_frame.y > size_for_scrollbars_y - style.ScrollbarSize) and not (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) ~= 0) + end + + window.ScrollbarSizes = ImVec2(window.ScrollbarY and style.ScrollbarSize or 0.0, window.ScrollbarX and style.ScrollbarSize or 0.0) + + -- Amend the partially filled window.DecoOuterSizeX2 values. + window.DecoOuterSizeX2 = window.DecoOuterSizeX2 + window.ScrollbarSizes.x + window.DecoOuterSizeY2 = window.DecoOuterSizeY2 + window.ScrollbarSizes.y + end + + local host_rect + if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Popup) == 0 and not window_is_child_tooltip) then + host_rect = parent_window.ClipRect + else + host_rect = viewport_rect + end + local outer_rect = window:Rect() + local title_bar_rect = window:TitleBarRect() + ImRect_Copy(window.OuterRectClipped, outer_rect) + window.OuterRectClipped:ClipWith(host_rect) + + window.InnerRect.Min.x = window.Pos.x + window.DecoOuterSizeX1 + window.InnerRect.Min.y = window.Pos.y + window.DecoOuterSizeY1 + window.InnerRect.Max.x = window.Pos.x + window.Size.x - window.DecoOuterSizeX2 + window.InnerRect.Max.y = window.Pos.y + window.Size.y - window.DecoOuterSizeY2 + + local top_border_size = ((bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 or bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0) and style.FrameBorderSize or window.WindowBorderSize) + + window.InnerClipRect.Min.x = ImFloor(0.5 + window.InnerRect.Min.x + window.WindowBorderSize * 0.5) + window.InnerClipRect.Min.y = ImFloor(0.5 + window.InnerRect.Min.y + top_border_size * 0.5) + window.InnerClipRect.Max.x = ImFloor(window.InnerRect.Max.x - window.WindowBorderSize * 0.5) + window.InnerClipRect.Max.y = ImFloor(window.InnerRect.Max.y - window.WindowBorderSize * 0.5) + window.InnerClipRect:ClipWithFull(host_rect) + + --- Scrolling + -- Lock down maximum scrolling + -- The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + -- for right/bottom aligned items without creating a scrollbar. + window.ScrollMax.x = ImMax(0.0, window.ContentSize.x + window.WindowPadding.x * 2.0 - window.InnerRect:GetWidth()) + window.ScrollMax.y = ImMax(0.0, window.ContentSize.y + window.WindowPadding.y * 2.0 - window.InnerRect:GetHeight()) + + -- Apply scrolling + ImVec2_Copy(window.Scroll, CalcNextScrollFromScrollTargetAndClamp(window)) + ImVec2_CopyV(window.ScrollTarget, FLT_MAX, FLT_MAX) + window.DecoInnerSizeX1 = 0.0; window.DecoInnerSizeY1 = 0.0 + + IM_ASSERT(window.DrawList.CmdBuffer.Size == 1 and window.DrawList.CmdBuffer.Data[1].ElemCount == 0) + window.DrawList:PushTexture(g.Font.OwnerAtlas.TexRef) + ImGui.PushClipRect(host_rect.Min, host_rect.Max, false) + + do + local render_decorations_in_parent = false + if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and not window_is_child_tooltip then + -- - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + -- - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + local previous_child + if parent_window.DC.ChildWindows.Size >= 2 then + previous_child = parent_window.DC.ChildWindows.Data[parent_window.DC.ChildWindows.Size - 1] + else + previous_child = nil + end + local previous_child_overlapping + if previous_child ~= nil then + previous_child_overlapping = previous_child:Rect():Overlaps(window:Rect()) + else + previous_child_overlapping = false + end + local parent_is_empty = (parent_window.DrawList.VtxBuffer.Size == 0) + if (window.DrawList.CmdBuffer:back().ElemCount == 0 and not parent_is_empty and not previous_child_overlapping) then + render_decorations_in_parent = true + end + end + + if render_decorations_in_parent then + window.DrawList = parent_window.DrawList + end + + local title_bar_is_highlight = (g.NavWindow == window) -- TODO: proper cond, just simple highlight now + + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_col, resize_grip_draw_size) + + if render_decorations_in_parent then + window.DrawList = window.DrawListInst + end + end + + local allow_scrollbar_x = (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) == 0) and (bit32.band(flags, ImGuiWindowFlags.HorizontalScrollbar) ~= 0) + local allow_scrollbar_y = (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) == 0) + + local work_rect_size_x + if window.ContentSizeExplicit.x ~= 0.0 then + work_rect_size_x = window.ContentSizeExplicit.x + else + local content_size_x = allow_scrollbar_x and (window.ContentSize and window.ContentSize.x or 0.0) or 0.0 + local window_size_x = window.Size.x - window.WindowPadding.x * 2.0 - (window.DecoOuterSizeX1 + window.DecoOuterSizeX2) + work_rect_size_x = ImMax(content_size_x, window_size_x) + end + + local work_rect_size_y + if window.ContentSizeExplicit.y ~= 0.0 then + work_rect_size_y = window.ContentSizeExplicit.y + else + local content_size_y = allow_scrollbar_y and (window.ContentSize and window.ContentSize.y or 0.0) or 0.0 + local window_size_y = window.Size.y - window.WindowPadding.y * 2.0 - (window.DecoOuterSizeY1 + window.DecoOuterSizeY2) + work_rect_size_y = ImMax(content_size_y, window_size_y) + end + + window.WorkRect.Min.x = ImTrunc(window.InnerRect.Min.x - window.Scroll.x + ImMax(window.WindowPadding.x, window.WindowBorderSize)) + window.WorkRect.Min.y = ImTrunc(window.InnerRect.Min.y - window.Scroll.y + ImMax(window.WindowPadding.y, window.WindowBorderSize)) + window.WorkRect.Max.x = window.WorkRect.Min.x + work_rect_size_x + window.WorkRect.Max.y = window.WorkRect.Min.y + work_rect_size_y + window.ParentWorkRect = window.WorkRect + + -- [LEGACY] Content Region + -- FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + -- Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + -- Used by: + -- - Mouse wheel scrolling + many other things + window.ContentRegionRect.Min.x = window.Pos.x - window.Scroll.x + window.WindowPadding.x + window.DecoOuterSizeX1 + window.ContentRegionRect.Min.y = window.Pos.y - window.Scroll.y + window.WindowPadding.y + window.DecoOuterSizeY1 + window.ContentRegionRect.Max.x = window.ContentRegionRect.Min.x + (window.ContentSizeExplicit.x ~= 0.0 and window.ContentSizeExplicit.x or (window.Size.x - window.WindowPadding.x * 2.0 - (window.DecoOuterSizeX1 + window.DecoOuterSizeX2))) + window.ContentRegionRect.Max.y = window.ContentRegionRect.Min.y + (window.ContentSizeExplicit.y ~= 0.0 and window.ContentSizeExplicit.y or (window.Size.y - window.WindowPadding.y * 2.0 - (window.DecoOuterSizeY1 + window.DecoOuterSizeY2))) + + -- Setup drawing context + -- (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window.DC.Indent.x = window.DecoOuterSizeX1 + window.WindowPadding.x - window.Scroll.x + window.DC.GroupOffset.x = 0.0 + window.DC.ColumnsOffset.x = 0.0 + + -- Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + -- This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + local start_pos_highp_x = window.Pos.x + window.WindowPadding.x - window.Scroll.x + window.DecoOuterSizeX1 + window.DC.ColumnsOffset.x + local start_pos_highp_y = window.Pos.y + window.WindowPadding.y - window.Scroll.y + window.DecoOuterSizeY1 + ImVec2_CopyV(window.DC.CursorStartPos, start_pos_highp_x, start_pos_highp_y) + ImVec2_CopyV(window.DC.CursorStartPosLossyness, start_pos_highp_x - window.DC.CursorStartPos.x, start_pos_highp_y - window.DC.CursorStartPos.y) + ImVec2_Copy(window.DC.CursorPos, window.DC.CursorStartPos) + ImVec2_Copy(window.DC.CursorPosPrevLine, window.DC.CursorPos) + ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorStartPos) + ImVec2_Copy(window.DC.IdealMaxPos, window.DC.CursorStartPos) + ImVec2_CopyV(window.DC.CurrLineSize, 0.0, 0.0) + ImVec2_CopyV(window.DC.PrevLineSize, 0.0, 0.0) + window.DC.CurrLineTextBaseOffset = 0.0 + window.DC.PrevLineTextBaseOffset = 0.0 + window.DC.IsSameLine = false + window.DC.IsSetPos = false + + window.DC.NavLayerCurrent = ImGuiNavLayer.Main + window.DC.NavLayersActiveMask = window.DC.NavLayersActiveMaskNext + window.DC.NavLayersActiveMaskNext = 0x00 + window.DC.NavIsScrollPushableX = true + window.DC.NavHideHighlightOneFrame = false + window.DC.NavWindowHasScrollY = window.ScrollMax.y > 0.0 + + window.DC.MenuBarAppending = false + window.DC.MenuColumns:Update(style.ItemSpacing.x, window_just_activated_by_user) + window.DC.TreeDepth = 0 + window.DC.TreeHasStackDataDepthMask = 0x00 + window.DC.TreeRecordsClippedNodesY2Mask = 0x00 + window.DC.ChildWindows:resize(0) + window.DC.StateStorage = window.StateStorage + -- TODO: CurrentColumns + window.DC.LayoutType = ImGuiLayoutType.Vertical + window.DC.ParentLayoutType = (parent_window ~= nil) and parent_window.DC.LayoutType or ImGuiLayoutType.Vertical + + -- Default item width. Make it proportional to window size if window can be manually resized. + -- (we cannot use AutoFitFramesX/AutoFitFramesY which is a temporary state) + local is_resizable_width + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and not window.DockIsActive then + is_resizable_width = (window.Size.x > 0.0) and (bit32.band(window.ChildFlags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AlwaysAutoResize)) == 0) + else + is_resizable_width = (window.Size.x > 0.0) and (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) == 0) + end + + if is_resizable_width then + window.DC.ItemWidthDefault = ImTrunc(window.Size.x * 0.65) + else + window.DC.ItemWidthDefault = ImTrunc(g.FontSize * 16.0) + end + window.DC.ItemWidth = window.DC.ItemWidthDefault + window.DC.ItemWidthStack:resize(0) + window.DC.TextWrapPos = -1.0 + window.DC.TextWrapPosStack:resize(0) + + if window.AutoFitFramesX > 0 then + window.AutoFitFramesX = window.AutoFitFramesX - 1 + end + if window.AutoFitFramesY > 0 then + window.AutoFitFramesY = window.AutoFitFramesY - 1 + end + + g.NextWindowData:ClearFlags() + + if want_focus then + ImGui.FocusWindow(window, ImGuiFocusRequestFlags.UnlessBelowModal) + end + if want_focus and window == g.NavWindow then + ImGui.NavInitWindow(window, false) + end + + if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 then + open = RenderWindowTitleBarContents(window, title_bar_rect, name, open) + end + + if bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 then + g.TooltipPreviousWindow = window + end + + if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + window.BgClickFlags = parent_window.BgClickFlags + else + window.BgClickFlags = g.IO.ConfigWindowsMoveFromTitleBarOnly and ImGuiWindowBgClickFlags.None or ImGuiWindowBgClickFlags.Move + end + + window.DC.WindowItemStatusFlags = ImGuiItemStatusFlags.None + + if ImGui.IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) then + window.DC.WindowItemStatusFlags = bit32.bor(window.DC.WindowItemStatusFlags, ImGuiItemStatusFlags.HoveredRect) + end + ImGui.SetLastItemDataForWindow(window, title_bar_rect) + else + if (window.SkipRefresh) then + SetWindowActiveForSkipRefresh(window) + end + + ImGui.SetCurrentViewport(window, window.Viewport) + SetCurrentWindow(window) + g.NextWindowData:ClearFlags() + ImGui.SetLastItemDataForWindow(window, window:TitleBarRect()) + end + + if (not window.SkipRefresh) then + ImGui.PushClipRect(window.InnerClipRect.Min, window.InnerClipRect.Max, true) + end + + window.WriteAccessed = false + window.BeginCount = window.BeginCount + 1 + g.NextWindowData:ClearFlags() + + if first_begin_of_the_frame and not window.SkipRefresh then + if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.ChildMenu) == 0) then + -- Child window can be out of sight and have "negative" clip windows. + -- Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0)) + + local nav_request = (bit32.band(window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0) and (g.NavAnyRequest and g.NavWindow and g.NavWindow.RootWindowForNav == window.RootWindowForNav) + + if not g.LogEnabled and not nav_request then + if window.OuterRectClipped.Min.x >= window.OuterRectClipped.Max.x or window.OuterRectClipped.Min.y >= window.OuterRectClipped.Max.y then + if window.AutoFitFramesX > 0 or window.AutoFitFramesY > 0 then + window.HiddenFramesCannotSkipItems = 1 + else + window.HiddenFramesCanSkipItems = 1 + end + end + end + + -- Hide along with parent or if parent is collapsed + if parent_window and (parent_window.Collapsed or parent_window.HiddenFramesCanSkipItems > 0) then + window.HiddenFramesCanSkipItems = 1 + end + if parent_window and parent_window.HiddenFramesCannotSkipItems > 0 then + window.HiddenFramesCannotSkipItems = 1 + end + end + + if style.Alpha <= 0.0 then + window.HiddenFramesCanSkipItems = 1 + end + + local hidden_regular = (window.HiddenFramesCanSkipItems > 0) or (window.HiddenFramesCannotSkipItems > 0) + window.Hidden = hidden_regular or (window.HiddenFramesForRenderOnly > 0) + + -- Disable inputs for requested number of frames + if window.DisableInputsFrames > 0 then + window.DisableInputsFrames = window.DisableInputsFrames - 1 + window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoInputs) + end + + -- Update the SkipItems flag, used to early out of all items functions (no layout required) + local skip_items = false + if window.Collapsed or not window.Active or hidden_regular then + if window.AutoFitFramesX <= 0 and window.AutoFitFramesY <= 0 and window.HiddenFramesCannotSkipItems <= 0 then + skip_items = true + end + end + window.SkipItems = skip_items + elseif first_begin_of_the_frame then + window.SkipItems = true + end + + if open == nil then open = true end + return open, not window.SkipItems +end + +function ImGui.End() + local g = GImGui + local window = g.CurrentWindow + + if (g.CurrentWindowStack.Size <= 1 and g.WithinFrameScopeWithImplicitWindow) then + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!") + + return + end + local window_stack_data = g.CurrentWindowStack:back() + + if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then + IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window.ID, "Must call EndPopup() and not End()!") + end + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window.ID, "Must call EndChild() and not End()!") + end + + if not window.SkipRefresh then + ImGui.PopClipRect() + end + ImGui.PopFocusScope() + + if window_stack_data.DisabledOverrideReenable and window.RootWindow == window then + ImGui.EndDisabledOverrideReenable() + end + + if (window.SkipRefresh) then + IM_ASSERT(window.DrawList == nil) + window.DrawList = window.DrawListInst + end + + -- Pop from window stack + ImGuiLastItemData_Copy(g.LastItemData, window_stack_data.ParentLastItemDataBackup) + if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + g.BeginMenuDepth = g.BeginMenuDepth - 1 + end + if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then + g.BeginPopupStack:pop_back() + end + + g.CurrentWindowStack:pop_back() + + -- LUA: No "Ternary Operator", since lua (... and (1) or (2)) will eval (1) and (2) no matter what + -- so something like `SetCurrentWindow((g.CurrentWindowStack.Size == 0) and nil or g.CurrentWindowStack:back().Window)` will error + if (g.CurrentWindowStack.Size == 0) then + SetCurrentWindow(nil) + else + SetCurrentWindow(g.CurrentWindowStack:back().Window) + end + if g.CurrentWindow then + ImGui.SetCurrentViewport(g.CurrentWindow, g.CurrentWindow.Viewport) + end +end + +--- @param option ImGuiItemFlags +--- @param enabled bool +function ImGui.PushItemFlag(option, enabled) + local g = GImGui + local item_flags = g.CurrentItemFlags + IM_ASSERT(item_flags == g.ItemFlagsStack:back()) + + if enabled then + item_flags = bit32.bor(item_flags, option) + else + item_flags = bit32.band(item_flags, bit32.bnot(option)) + end + + g.CurrentItemFlags = item_flags + g.ItemFlagsStack:push_back(item_flags) +end + +function ImGui.PopItemFlag() + local g = GImGui + IM_ASSERT_USER_ERROR_RET(g.ItemFlagsStack.Size > 1, "Calling PopItemFlag() too many times!") + g.ItemFlagsStack:pop_back() + g.CurrentItemFlags = g.ItemFlagsStack:back() +end + +--- @param disabled? bool +function ImGui.BeginDisabled(disabled) + if disabled == nil then disabled = true end + + local g = GImGui + local was_disabled = bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 + if not was_disabled and disabled then + g.DisabledAlphaBackup = g.Style.Alpha + g.Style.Alpha = g.Style.Alpha * g.Style.DisabledAlpha + end + if was_disabled or disabled then + g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, ImGuiItemFlags.Disabled) + end + g.ItemFlagsStack:push_back(g.CurrentItemFlags) + g.DisabledStackSize = g.DisabledStackSize + 1 +end + +function ImGui.EndDisabled() + local g = GImGui + IM_ASSERT_USER_ERROR_RET(g.DisabledStackSize > 0, "Calling EndDisabled() too many times!") + g.DisabledStackSize = g.DisabledStackSize - 1 + local was_disabled = bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 + g.ItemFlagsStack:pop_back() + g.CurrentItemFlags = g.ItemFlagsStack:back() + if was_disabled and bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) == 0 then + g.Style.Alpha = g.DisabledAlphaBackup + end +end + +function ImGui.BeginDisabledOverrideReenable() + local g = GImGui + IM_ASSERT(bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0) + + g.CurrentWindowStack.Data[g.CurrentWindowStack.Size].DisabledOverrideReenableAlphaBackup = g.Style.Alpha + g.Style.Alpha = g.DisabledAlphaBackup + g.CurrentItemFlags = bit32.band(g.CurrentItemFlags, bit32.bnot(ImGuiItemFlags.Disabled)) + g.ItemFlagsStack:push_back(g.CurrentItemFlags) + g.DisabledStackSize = g.DisabledStackSize + 1 +end + +function ImGui.EndDisabledOverrideReenable() + local g = GImGui + IM_ASSERT(g.DisabledStackSize > 0) + g.DisabledStackSize = g.DisabledStackSize - 1 + g.ItemFlagsStack:pop_back() + g.CurrentItemFlags = g.ItemFlagsStack:back() + g.Style.Alpha = g.CurrentWindowStack:back().DisabledOverrideReenableAlphaBackup +end + +--- @param pos ImVec2 +--- @param find_first_and_in_any_viewport bool +--- @return ImGuiWindow, ImGuiWindow? +local function FindHoveredWindowEx(pos, find_first_and_in_any_viewport) + local g = GImGui + local hovered_window = nil + local hovered_window_under_moving_window = nil + + -- Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + hovered_window = g.MovingWindow + local backup_moving_window_viewport = nil + if (find_first_and_in_any_viewport == false and g.MovingWindow) then + backup_moving_window_viewport = g.MovingWindow.Viewport + g.MovingWindow.Viewport = g.MouseViewport + if (bit32.band(g.MovingWindow.Flags, ImGuiWindowFlags.NoMouseInputs) == 0) then + hovered_window = g.MovingWindow + end + end + + local padding_regular = g.Style.TouchExtraPadding + local padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)) + + local window + local stop_6075 = false + for i = g.Windows.Size, 1, -1 do + repeat + window = g.Windows.Data[i] + if not window.WasActive or window.Hidden then + break + end + if bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) ~= 0 then + break + end + + IM_ASSERT(window.Viewport) + if (window.Viewport ~= g.MouseViewport) then + break + end + local hit_padding + if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.NoResize, ImGuiWindowFlags.AlwaysAutoResize)) ~= 0 then + hit_padding = padding_regular + else + hit_padding = padding_for_resize + end + if not window.OuterRectClipped:ContainsWithPad(pos, hit_padding) then + break + end + + if window.HitTestHoleSize.x ~= 0 then + -- TODO: hit test hole + end + + if find_first_and_in_any_viewport then + hovered_window = window + stop_6075 = true; break + else + if hovered_window == nil then + hovered_window = window + end + + if hovered_window_under_moving_window == nil and (not g.MovingWindow or window.RootWindowDockTree ~= g.MovingWindow.RootWindowDockTree) then + hovered_window_under_moving_window = window + end + + if hovered_window and hovered_window_under_moving_window then + stop_6075 = true; break + end + end + + until true + if stop_6075 then break end + end + + if (find_first_and_in_any_viewport == false and g.MovingWindow) then + g.MovingWindow.Viewport = backup_moving_window_viewport + end + + return hovered_window, hovered_window_under_moving_window +end + +-- TODO: +function ImGui.UpdateHoveredWindowAndCaptureFlags(mouse_pos) + local g = GImGui + local io = g.IO + + g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding) + + local clear_hovered_windows = false + g.HoveredWindow, g.HoveredWindowUnderMovingWindow = FindHoveredWindowEx(mouse_pos, false) + IM_ASSERT(g.HoveredWindow == nil or g.HoveredWindow == g.MovingWindow or g.HoveredWindow.Viewport == g.MouseViewport) + g.HoveredWindowBeforeClear = g.HoveredWindow + + local modal_window = ImGui.GetTopMostPopupModal() + if modal_window and g.HoveredWindow and not ImGui.IsWindowWithinBeginStackOf(g.HoveredWindow.RootWindow, modal_window) then + clear_hovered_windows = true + end + + if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoMouse) ~= 0 then + clear_hovered_windows = true + end + + local has_open_popup = (g.OpenPopupStack.Size > 0) + local has_open_modal = (modal_window ~= nil) + local mouse_earliest_down = -1 + local mouse_any_down = false + + for i = 0, 2 do -- IM_COUNTOF(io.MouseDown) + if io.MouseClicked[i] then + io.MouseDownOwned[i] = (g.HoveredWindow ~= nil) or has_open_popup + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow ~= nil) or has_open_modal + end + + mouse_any_down = mouse_any_down or io.MouseDown[i] + if (io.MouseDown[i] or io.MouseReleased[i]) then + if (mouse_earliest_down == -1 or (io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])) then + mouse_earliest_down = i + end + end + end + + local mouse_avail = (mouse_earliest_down == -1) or io.MouseDownOwned[mouse_earliest_down] + local mouse_avail_unless_popup_close = (mouse_earliest_down == -1) or io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down] + + local mouse_dragging_extern_payload = g.DragDropActive and bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceExtern) ~= 0 + if not mouse_avail and not mouse_dragging_extern_payload then + clear_hovered_windows = true + end + + if clear_hovered_windows then + g.HoveredWindow = nil + g.HoveredWindowUnderMovingWindow = nil + end + + if (g.WantCaptureMouseNextFrame ~= -1) then + io.WantCaptureMouse = (g.WantCaptureMouseNextFrame ~= 0) + io.WantCaptureMouseUnlessPopupClose = io.WantCaptureMouse + else + io.WantCaptureMouse = (mouse_avail and (g.HoveredWindow ~= nil or mouse_any_down)) or has_open_popup + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close and (g.HoveredWindow ~= nil or mouse_any_down)) or has_open_modal + end + + io.WantCaptureKeyboard = false + if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) == 0 then + if (g.ActiveId ~= 0) or (modal_window ~= nil) then + io.WantCaptureKeyboard = true + elseif io.NavActive and bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 and io.ConfigNavCaptureKeyboard then + io.WantCaptureKeyboard = true + end + end + if g.WantCaptureKeyboardNextFrame ~= -1 then + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame ~= 0) + end + + io.WantTextInput = (g.WantTextInputNextFrame ~= -1) and (g.WantTextInputNextFrame ~= 0) or false +end + +--- @param key ImGuiKey +--- @param v bool +--- @param analog_value float +function ImGui.UpdateAliasKey(key, v, analog_value) + IM_ASSERT(ImGui.IsAliasKey(key)) + local key_data = ImGui.GetKeyData(nil, key) + key_data.Down = v + key_data.AnalogValue = analog_value +end + +function ImGui.GetMergedModsFromKeys() + local g = GImGui + local mods = 0 + + if ImGui.GetKeyData(g, ImGuiMod_Ctrl).Down then mods = bit32.bor(mods, ImGuiMod_Ctrl) end + if ImGui.GetKeyData(g, ImGuiMod_Shift).Down then mods = bit32.bor(mods, ImGuiMod_Shift) end + if ImGui.GetKeyData(g, ImGuiMod_Alt).Down then mods = bit32.bor(mods, ImGuiMod_Alt) end + if ImGui.GetKeyData(g, ImGuiMod_Super).Down then mods = bit32.bor(mods, ImGuiMod_Super) end + + return mods +end + +function ImGui.UpdateKeyboardInputs() + local g = GImGui + local io = g.IO + + if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then + io:ClearInputKeys() + end + + for n = 0, 2 do -- TODO: ImGuiMouseButton.COUNT - 1 + ImGui.UpdateAliasKey(ImGui.MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] and 1.0 or 0.0) + end + ImGui.UpdateAliasKey(ImGuiKey.MouseWheelX, io.MouseWheelH ~= 0.0, io.MouseWheelH) + ImGui.UpdateAliasKey(ImGuiKey.MouseWheelY, io.MouseWheel ~= 0.0, io.MouseWheel) + + -- Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values + local prev_key_mods = io.KeyMods + io.KeyMods = ImGui.GetMergedModsFromKeys() + io.KeyCtrl = bit32.band(io.KeyMods, ImGuiMod_Ctrl) ~= 0 + io.KeyShift = bit32.band(io.KeyMods, ImGuiMod_Shift) ~= 0 + io.KeyAlt = bit32.band(io.KeyMods, ImGuiMod_Alt) ~= 0 + io.KeySuper = bit32.band(io.KeyMods, ImGuiMod_Super) ~= 0 + if prev_key_mods ~= io.KeyMods then + g.LastKeyModsChangeTime = g.Time + end + if prev_key_mods ~= io.KeyMods and prev_key_mods == 0 then + g.LastKeyModsChangeFromNoneTime = g.Time + end + + -- Clear gamepad data if disabled + if bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) == 0 then + for key = ImGuiKey_Gamepad_BEGIN, ImGuiKey_Gamepad_END - 1 do + io.KeysData[key - ImGuiKey.NamedKey_BEGIN].Down = false + io.KeysData[key - ImGuiKey.NamedKey_BEGIN].AnalogValue = 0.0 + end + end + + -- Update keys + for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do + local key_data = io.KeysData[key - ImGuiKey.NamedKey_BEGIN] + key_data.DownDurationPrev = key_data.DownDuration + if key_data.Down then + if key_data.DownDuration < 0.0 then + key_data.DownDuration = 0.0 + else + key_data.DownDuration = key_data.DownDuration + io.DeltaTime + end + else + key_data.DownDuration = -1.0 + end + if key_data.DownDuration == 0.0 then + if ImGui.IsKeyboardKey(key) then + g.LastKeyboardKeyPressTime = g.Time + elseif key == ImGuiKey.ReservedForModCtrl or key == ImGuiKey.ReservedForModShift or key == ImGuiKey.ReservedForModAlt or key == ImGuiKey.ReservedForModSuper then + g.LastKeyboardKeyPressTime = g.Time + end + end + end + + -- Update keys/input owner (named keys only): one entry per key + for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do + local key_data = io.KeysData[key - ImGuiKey.NamedKey_BEGIN] + local owner_data = g.KeysOwnerData[key - ImGuiKey.NamedKey_BEGIN] + owner_data.OwnerCurr = owner_data.OwnerNext + if not key_data.Down then -- Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data.OwnerNext = ImGuiKeyOwner_NoOwner + end + owner_data.LockThisFrame = owner_data.LockUntilRelease and key_data.Down + owner_data.LockUntilRelease = owner_data.LockUntilRelease and key_data.Down -- Clear LockUntilRelease when key is not Down anymore + end + + ImGui.UpdateKeyRoutingTable(g.KeysRoutingTable) +end + +function ImGui.UpdateMouseInputs() + local g = GImGui + local io = g.IO + + -- Mouse Wheel swapping flag + -- As a standard behavior holding Shift while using Vertical Mouse Wheel triggers Horizontal scroll instead + -- - We avoid doing it on OSX as it the OS input layer handles this already + io.MouseWheelRequestAxisSwap = io.KeyShift and not io.ConfigMacOSXBehaviors + + -- Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (ImGui.IsMousePosValid(io.MousePos)) then + local x_val = ImFloor(io.MousePos.x) + local y_val = ImFloor(io.MousePos.y) + + io.MousePos = ImVec2(x_val, y_val) + g.MouseLastValidPos = ImVec2(x_val, y_val) + end + + -- If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (ImGui.IsMousePosValid(io.MousePos) and ImGui.IsMousePosValid(io.MousePosPrev)) then + io.MouseDelta = io.MousePos - io.MousePosPrev + else + io.MouseDelta = ImVec2(0.0, 0.0) + end + + -- Update stationary timer + -- FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates + local mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource.Mouse) and 2.0 or 3.0 + local mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold) + g.MouseStationaryTimer = mouse_stationary and (g.MouseStationaryTimer + io.DeltaTime) or 0.0 + + -- If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0 threshold but would need to reset in everywhere we set this to true. + if io.MouseDelta.x ~= 0.0 or io.MouseDelta.y ~= 0.0 then + g.NavHighlightItemUnderNav = false + end + + for i = 0, 2 do -- IM_COUNTOF(io.MouseDown) + io.MouseClicked[i] = io.MouseDown[i] and (io.MouseDownDuration[i] < 0.0) + io.MouseClickedCount[i] = 0 -- Will be filled below + io.MouseReleased[i] = not io.MouseDown[i] and (io.MouseDownDuration[i] >= 0.0) + if (io.MouseReleased[i]) then + io.MouseReleasedTime[i] = g.Time + end + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i] + if io.MouseDown[i] then + if io.MouseDownDuration[i] < 0.0 then + io.MouseDownDuration[i] = 0.0 + else + io.MouseDownDuration[i] = io.MouseDownDuration[i] + io.DeltaTime + end + else + io.MouseDownDuration[i] = -1.0 + end + + if io.MouseClicked[i] then + local is_repeated_click = false + if (g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime then + local delta_from_click_pos + if ImGui.IsMousePosValid(io.MousePos) then + delta_from_click_pos = io.MousePos - io.MouseClickedPos[i] + else + delta_from_click_pos = ImVec2(0.0, 0.0) + end + + if ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist then + is_repeated_click = true + end + end + + if is_repeated_click then + io.MouseClickedLastCount[i] = io.MouseClickedLastCount[i] + 1 + else + io.MouseClickedLastCount[i] = 1 + end + + io.MouseClickedTime[i] = g.Time + io.MouseClickedPos[i] = io.MousePos + io.MouseClickedCount[i] = io.MouseClickedLastCount[i] + ImVec2_Copy(io.MouseDragMaxDistanceAbs[i], ImVec2(0.0, 0.0)) + io.MouseDragMaxDistanceSqr[i] = 0.0 + elseif io.MouseDown[i] then + -- Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + local delta_from_click_pos + if ImGui.IsMousePosValid(io.MousePos) then + delta_from_click_pos = (io.MousePos - io.MouseClickedPos[i]) + else + delta_from_click_pos = ImVec2(0.0, 0.0) + end + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)) + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, (delta_from_click_pos.x < 0.0) and -delta_from_click_pos.x or delta_from_click_pos.x) + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, (delta_from_click_pos.y < 0.0) and -delta_from_click_pos.y or delta_from_click_pos.y) + end + + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2) + + if (io.MouseClicked[i]) then + g.NavHighlightItemUnderNav = false + end + end +end + +--- @param window? ImGuiWindow +--- @param wheel_amount float +local function LockWheelingWindow(window, wheel_amount) + local g = GImGui + if window then + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER) + else + g.WheelingWindowReleaseTimer = 0.0 + end + if (g.WheelingWindow == window) then + return + end + -- IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL") + g.WheelingWindow = window + ImVec2_Copy(g.WheelingWindowRefMousePos, g.IO.MousePos) + if window == nil then + g.WheelingWindowStartFrame = -1 + g.WheelingAxisAvg = ImVec2(0.0, 0.0) + end +end + +--- @param wheel ImVec2 +--- @return ImGuiWindow? +local function FindBestWheelingWindow(wheel) + local g = GImGui + local windows = {nil, nil} + for axis = ImGuiAxis.X, ImGuiAxis.Y do + if wheel[axis] ~= 0.0 then + windows[axis] = g.HoveredWindow + local window = g.HoveredWindow + while bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 do + local has_scrolling = (window.ScrollMax[axis] ~= 0.0) + local inputs_disabled = (bit32.band(window.Flags, ImGuiWindowFlags.NoScrollWithMouse) ~= 0) and not (bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) ~= 0) + + if has_scrolling and not inputs_disabled then + break -- select this window + end + + windows[axis] = window.ParentWindow + window = window.ParentWindow + end + end + end + if windows[1] == nil and windows[2] == nil then + return nil + end + + if (windows[1] == windows[2] or windows[1] == nil or windows[2] == nil) then + return windows[2] and windows[2] or windows[1] + end + + if (g.WheelingWindowStartFrame == -1) then + g.WheelingWindowStartFrame = g.FrameCount + end + if ((g.WheelingWindowStartFrame == g.FrameCount and wheel.x ~= 0.0 and wheel.y ~= 0.0) or (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) then + ImVec2_Copy(g.WheelingWindowWheelRemainder, wheel) + + return nil + end + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) and windows[1] or windows[2] +end + +function ImGui.UpdateMouseWheel() + local g = GImGui + if g.WheelingWindow ~= nil then + g.WheelingWindowReleaseTimer = g.WheelingWindowReleaseTimer - g.IO.DeltaTime + if ImGui.IsMousePosValid() and ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold then + g.WheelingWindowReleaseTimer = 0.0 + end + + if g.WheelingWindowReleaseTimer <= 0.0 then + LockWheelingWindow(nil, 0.0) + end + end + + local mouse_window = g.WheelingWindow and g.WheelingWindow or g.HoveredWindow + if not mouse_window or mouse_window.Collapsed then + return + end + + local owner_id = mouse_window.ID + local wheel = ImVec2() + wheel.x = ImGui.TestKeyOwner(ImGuiKey.MouseWheelX, owner_id) and g.IO.MouseWheelH or 0.0 + wheel.y = ImGui.TestKeyOwner(ImGuiKey.MouseWheelY, owner_id) and g.IO.MouseWheel or 0.0 + if g.WheelingWindow ~= nil then + ImGui.SetKeyOwner(ImGuiKey.MouseWheelX, owner_id) + ImGui.SetKeyOwner(ImGuiKey.MouseWheelY, owner_id) + end + + -- Zoom / Scale window + -- FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned + if wheel.y ~= 0.0 and g.IO.KeyCtrl and g.IO.FontAllowUserScaling then + LockWheelingWindow(mouse_window, wheel.y) + local window = mouse_window + local new_font_scale = ImClamp(window.FontWindowScale + g.IO.MouseWheel * 0.10, 0.50, 2.50) + local scale = new_font_scale / window.FontWindowScale + window.FontWindowScale = new_font_scale + if window == window.RootWindow then + local offset = window.Size * (1.0 - scale) * (g.IO.MousePos - window.Pos) / window.Size + ImGui.SetWindowPos(window, window.Pos + offset, 0) + -- MarkIniSettingsDirty(window) + end + return + end + if g.IO.KeyCtrl then + return + end + + -- Mouse wheel scrolling + if (g.IO.MouseWheelRequestAxisSwap) then + wheel = ImVec2(wheel.y, 0.0) + end + + -- Maintain a rough average of moving magnitude on both axes + -- FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImStd.ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30) + g.WheelingAxisAvg.y = ImStd.ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30) + + -- In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now + wheel = wheel + g.WheelingWindowWheelRemainder + g.WheelingWindowWheelRemainder = ImVec2(0.0, 0.0) + if (wheel.x == 0.0 and wheel.y == 0.0) then + return + end + + -- Mouse wheel scrolling: find target and apply + -- - don't renew lock if axis doesn't apply on the window. + -- - select a main axis when both axes are being moved. + local window + if g.WheelingWindow then + window = g.WheelingWindow + else + window = FindBestWheelingWindow(wheel) + end + if window then + if not (bit32.band(window.Flags, ImGuiWindowFlags.NoScrollWithMouse) ~= 0) and not (bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) ~= 0) then + local do_scroll = { wheel.x ~= 0.0 and window.ScrollMax.x ~= 0.0, wheel.y ~= 0.0 and window.ScrollMax.y ~= 0.0 } + + if do_scroll[ImGuiAxis.X] and do_scroll[ImGuiAxis.Y] then + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) and ImGuiAxis.Y or ImGuiAxis.X] = false + end + + if do_scroll[ImGuiAxis.X] then + LockWheelingWindow(window, wheel.x) + local max_step = window.InnerRect:GetWidth() * 0.67 + local scroll_step = ImTrunc(ImMin(2 * window.FontRefSize, max_step)) + ImGui.SetScrollX(window, window.Scroll.x - wheel.x * scroll_step) + g.WheelingWindowScrolledFrame = g.FrameCount + end + + if do_scroll[ImGuiAxis.Y] then + LockWheelingWindow(window, wheel.y) + local max_step = window.InnerRect:GetHeight() * 0.67 + local scroll_step = ImTrunc(ImMin(5 * window.FontRefSize, max_step)) + ImGui.SetScrollY(window, window.Scroll.y - wheel.y * scroll_step) + g.WheelingWindowScrolledFrame = g.FrameCount + end + end + end +end + +local function SetupDrawListSharedData() + local g = GImGui + local virtual_space = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) + for _, viewport in g.Viewports:iter() do + virtual_space:Add(viewport:GetMainRect()) + end + g.DrawListSharedData.ClipRectFullscreen = virtual_space:ToVec4() + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol + g.DrawListSharedData:SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError) + g.DrawListSharedData.InitialFlags = ImDrawListFlags.None + if g.Style.AntiAliasedLines then + g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AntiAliasedLines) + end + if g.Style.AntiAliasedLinesUseTex and not bit32.band(g.IO.Fonts.Flags, ImFontAtlasFlags.NoBakedLines) then + g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AntiAliasedLinesUseTex) + end + if g.Style.AntiAliasedFill then + g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AntiAliasedFill) + end + if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasVtxOffset) then + g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AllowVtxOffset) + end + g.DrawListSharedData.InitialFringeScale = 1.0 +end + +--- @param viewport ImGuiViewportP +local function InitViewportDrawData(viewport) + local g = GImGui + local draw_data = viewport.DrawDataP + + viewport.DrawData = draw_data + viewport.DrawDataBuilder.Layers[1] = draw_data.CmdLists + viewport.DrawDataBuilder.Layers[2] = viewport.DrawDataBuilder.LayerData1 + viewport.DrawDataBuilder.Layers[1]:resize(0) + viewport.DrawDataBuilder.Layers[2]:resize(0) + + -- When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + -- and to allow applications/backends to easily skip rendering. + -- FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + -- This is because the work has been done already, and its wasted! We should fix that and add optimizations for + -- it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + local is_minimized = bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) ~= 0 + + draw_data.Valid = true + draw_data.FrameCount = g.FrameCount + draw_data.TotalVtxCount = 0 + draw_data.TotalIdxCount = 0 + draw_data.DisplayPos = viewport.Pos + if is_minimized then + draw_data.DisplaySize = ImVec2(0.0, 0.0) + else + ImVec2_Copy(draw_data.DisplaySize, viewport.Size) + end + if viewport.FramebufferScale.x ~= 0.0 then + draw_data.FramebufferScale = viewport.FramebufferScale + else + draw_data.FramebufferScale = g.IO.DisplayFramebufferScale + end + + draw_data.OwnerViewport = viewport + draw_data.Textures = g.PlatformIO.Textures +end + +-- FIXME-DPI: +function ImGui.GetScale() + local g = GImGui + return g.Style._MainScale +end + +--- @return ImGuiWindow +function ImGui.GetCurrentWindowRead() + local g = GImGui + return g.CurrentWindow +end + +--- @return ImGuiWindow +function ImGui.GetCurrentWindow() + local g = GImGui + g.CurrentWindow.WriteAccessed = true + return g.CurrentWindow +end + +--- @param clip_rect_min ImVec2 +--- @param clip_rect_max ImVec2 +--- @param intersect_with_current_clip_rect? bool +function ImGui.PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect) + local window = ImGui.GetCurrentWindow() + window.DrawList:PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect) + ImRect_CopyFromV4(window.ClipRect, window.DrawList._ClipRectStack:back()) +end + +function ImGui.PopClipRect() + local window = ImGui.GetCurrentWindow() + window.DrawList:PopClipRect() + ImRect_CopyFromV4(window.ClipRect, window.DrawList._ClipRectStack:back()) +end + +--- @param viewport ImGuiViewportP +--- @param drawlist_no size_t # background(1), foreground(2) +--- @param drawlist_name string +--- @return ImDrawList +local function GetViewportBgFgDrawList(viewport, drawlist_no, drawlist_name) + local g = GImGui + IM_ASSERT(drawlist_no <= 2) -- IM_COUNTOF(viewport->BgFgDrawLists) + local draw_list = viewport.BgFgDrawLists[drawlist_no] + if draw_list == nil then + draw_list = ImDrawList(g.DrawListSharedData) + draw_list._OwnerName = drawlist_name + viewport.BgFgDrawLists[drawlist_no] = draw_list + end + + if viewport.BgFgDrawListsLastTimeActive[drawlist_no] ~= g.Time then + draw_list:_ResetForNewFrame() + draw_list:PushTexture(g.IO.Fonts.TexRef) + draw_list:PushClipRect(viewport.Pos, viewport.Pos + viewport.Size, false) + viewport.BgFgDrawListsLastTimeActive[drawlist_no] = g.Time + end + + return draw_list +end + +--- @param viewport? ImGuiViewport +function ImGui.GetBackgroundDrawList(viewport) + local g = GImGui + + if (viewport == nil) then + viewport = g.CurrentWindow.Viewport + end + + --- @cast viewport ImGuiViewportP + return GetViewportBgFgDrawList(viewport, 1, "##Background") +end + +--- @param viewport? ImGuiViewport +function ImGui.GetForegroundDrawList(viewport) + local g = GImGui + + if (viewport == nil) then + viewport = g.CurrentWindow.Viewport + end + + --- @cast viewport ImGuiViewportP + return GetViewportBgFgDrawList(viewport, 2, "##Foreground") +end + +-- FIXME: Add a more explicit sort order in the window structure +--- @param lhs ImGuiWindow +--- @param rhs ImGuiWindow +local function ChildWindowComparer(lhs, rhs) + local a, b = lhs, rhs + local d = (bit32.band(a.Flags, ImGuiWindowFlags.Popup) ~= 0 and 1 or 0) - (bit32.band(b.Flags, ImGuiWindowFlags.Popup) ~= 0 and 1 or 0) + if d ~= 0 then + return (d < 0) + end + d = (bit32.band(a.Flags, ImGuiWindowFlags.Tooltip) ~= 0 and 1 or 0) - (bit32.band(b.Flags, ImGuiWindowFlags.Tooltip) ~= 0 and 1 or 0) + if d ~= 0 then + return (d < 0) + end + return (a.BeginOrderWithinParent - b.BeginOrderWithinParent < 0) +end + +--- @param out_sorted_windows ImVector +--- @param window ImGuiWindow +local function AddWindowToSortBuffer(out_sorted_windows, window) + out_sorted_windows:push_back(window) + if window.Active then + local count = window.DC.ChildWindows.Size + ImStd.ImQsort(window.DC.ChildWindows.Data, count, ChildWindowComparer) + for i = 1, count do + local child = window.DC.ChildWindows[i] + if child.Active then + AddWindowToSortBuffer(out_sorted_windows, child) + end + end + end +end + +local function AddWindowToDrawData(window, layer) + local g = GImGui + local viewport = window.Viewport + g.IO.MetricsRenderWindows = g.IO.MetricsRenderWindows + 1 + -- TODO: splitter + 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 + AddWindowToDrawData(child, layer) + end + end +end + +--- @param window ImGuiWindow +local function GetWindowDisplayLayer(window) + return (bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0) and 2 or 1 +end + +--- @param window ImGuiWindow +local function AddRootWindowToDrawData(window) + AddWindowToDrawData(window, GetWindowDisplayLayer(window)) +end + +--- @param builder ImDrawDataBuilder +local function FlattenDrawDataIntoSingleLayer(builder) + local n = builder.Layers[1].Size + local full_size = n + + for i = 2, #builder.Layers do + full_size = full_size + builder.Layers[i].Size + end + + builder.Layers[1]:resize(full_size) + + for layer_n = 2, #builder.Layers do + local layer = builder.Layers[layer_n] + if not layer:empty() then + for i = 1, layer.Size do + builder.Layers[1].Data[n + i] = layer.Data[i] + end + + n = n + layer.Size + + layer:resize(0) + end + end +end + +function ImGui.NewFrame() + IM_ASSERT(GImGui ~= nil, "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?") + local g = GImGui + + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags + + g.Time = g.Time + g.IO.DeltaTime + + g.FrameCount = g.FrameCount + 1 + g.TooltipOverrideCount = 0 + g.WindowsActiveCount = 0 + g.MenusIdSubmittedThisFrame:resize(0) + + -- FIXME: are lines below correct and necessary + g.FramerateSecPerFrameAccum = g.FramerateSecPerFrameAccum + (g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]) + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % 60 + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, 60) + if g.FramerateSecPerFrameAccum > 0 then + g.IO.Framerate = (1.0 / (g.FramerateSecPerFrameAccum / g.FramerateSecPerFrameCount)) + else + g.IO.Framerate = FLT_MAX + end + + ImGui.UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue) + + ImGui.UpdateViewportsNewFrame() + + ImGui.UpdateTexturesNewFrame() + + SetupDrawListSharedData() + ImGui.UpdateFontsNewFrame() + + g.WithinFrameScope = true + + -- Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for _, viewport in g.Viewports:iter() do + viewport.DrawData = nil + viewport.DrawDataP.Valid = false + end + + if g.DragDropActive and g.DragDropPayload.SourceId == g.ActiveId then + ImGui.KeepAliveID(g.DragDropPayload.SourceId) + end + + if not g.IO.ConfigDebugHighlightIdConflicts or not g.IO.KeyCtrl then + g.DebugDrawIdConflictsId = 0 + end + if g.IO.ConfigDebugHighlightIdConflicts and g.HoveredIdPreviousFrameItemCount > 1 then + g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame + end + + -- Update HoveredId data + if not g.HoveredIdPreviousFrame then + g.HoveredIdTimer = 0.0 + end + if not g.HoveredIdPreviousFrame or (g.HoveredId and g.ActiveId == g.HoveredId) then + g.HoveredIdNotActiveTimer = 0.0 + end + if g.HoveredId then + g.HoveredIdTimer = g.HoveredIdTimer + g.IO.DeltaTime + end + if g.HoveredId and g.ActiveId ~= g.HoveredId then + g.HoveredIdNotActiveTimer = g.HoveredIdNotActiveTimer + g.IO.DeltaTime + end + g.HoveredIdPreviousFrame = g.HoveredId + g.HoveredIdPreviousFrameItemCount = 0 + g.HoveredId = 0 + g.HoveredIdAllowOverlap = false + g.HoveredIdIsDisabled = false + + if (g.ActiveId ~= 0 and g.ActiveIdIsAlive ~= g.ActiveId and g.ActiveIdPreviousFrame == g.ActiveId) then + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() 0x%08X because it isn't marked alive anymore!", g.ActiveId) + + ImGui.ClearActiveID() + end + + -- Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if g.ActiveId then + g.ActiveIdTimer = g.ActiveIdTimer + g.IO.DeltaTime + end + if g.ActiveId and g.ActiveId == g.LastActiveId then + g.LastActiveIdWasSelected = g.ActiveIdWasSelected + g.LastActiveIdWasSoleSelected = g.ActiveIdWasSoleSelected + end + + g.LastActiveIdTimer = g.LastActiveIdTimer + g.IO.DeltaTime + g.ActiveIdPreviousFrame = g.ActiveId + g.ActiveIdIsAlive = 0 + g.AnyIdHasBeenEditedThisFrame = false + g.ActiveIdHasBeenEditedThisFrame = false + g.ActiveIdIsJustActivated = false + if g.TempInputId ~= 0 and g.ActiveId ~= g.TempInputId then + g.TempInputId = 0 + end + if g.InputTextReactivateId ~= 0 and g.InputTextReactivateId ~= g.DeactivatedItemData.ID then + g.InputTextReactivateId = 0 + end + if g.ActiveId == 0 then + g.ActiveIdUsingNavDirMask = 0x00 + g.ActiveIdUsingAllKeyboardKeys = false + end + if g.DeactivatedItemData.ElapseFrame < g.FrameCount then + g.DeactivatedItemData.ID = 0 + end + g.DeactivatedItemData.IsAlive = false + if g.InputTextDeactivatedState.ElapseFrame < g.FrameCount then + g.InputTextDeactivatedState.ID = 0 + end + + -- Record when we have been stationary as this state is preserved while over same item. + -- FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + -- To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if g.HoverItemDelayId ~= 0 and g.MouseStationaryTimer >= g.Style.HoverStationaryDelay then + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId + elseif g.HoverItemDelayId == 0 then + g.HoverItemUnlockedStationaryId = 0 + end + if g.HoveredWindow ~= nil and g.MouseStationaryTimer >= g.Style.HoverStationaryDelay then + g.HoverWindowUnlockedStationaryId = g.HoveredWindow.ID + elseif g.HoveredWindow == nil then + g.HoverWindowUnlockedStationaryId = 0 + end + + -- Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId + if g.HoverItemDelayId ~= 0 then + g.HoverItemDelayTimer = g.HoverItemDelayTimer + g.IO.DeltaTime + g.HoverItemDelayClearTimer = 0.0 + g.HoverItemDelayId = 0 + elseif g.HoverItemDelayTimer > 0.0 then + -- This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + -- We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer = g.HoverItemDelayClearTimer + g.IO.DeltaTime + if g.HoverItemDelayClearTimer >= ImMax(0.25, g.IO.DeltaTime * 2.0) then -- ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = 0.0 + g.HoverItemDelayClearTimer = 0.0 -- May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + end + end + + ImGui.UpdateKeyboardInputs() + + g.TooltipPreviousWindow = nil + + ImGui.NavUpdate() + + ImGui.UpdateMouseInputs() + + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size) + local gc_all = g.GcCompactAll or g.IO.ConfigMemoryCompactTimer < 0.0 + local memory_compact_start_time = gc_all and FLT_MAX or (g.Time - g.IO.ConfigMemoryCompactTimer) + + for _, window in g.Windows:iter() do + window.WasActive = window.Active + window.Active = false + window.WriteAccessed = false + window.BeginCountPreviousFrame = window.BeginCount + window.BeginCount = 0 + + if (not window.WasActive or gc_all) and not window.MemoryCompacted and window.LastTimeActive < memory_compact_start_time then + ImGui.GcCompactTransientWindowBuffers(window) + end + end + + ImGui.UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos) + + ImGui.UpdateMouseMovingWindowNewFrame() + + g.MouseCursor = ImGuiMouseCursor.Arrow + g.WantCaptureMouseNextFrame = -1 + g.WantCaptureKeyboardNextFrame = -1 + g.WantTextInputNextFrame = -1 + + -- Platform IME data: reset for the frame + ImGuiPlatformImeData_Copy(g.PlatformImeDataPrev, g.PlatformImeData) + g.PlatformImeData.WantVisible = false + g.PlatformImeData.WantTextInput = false + + ImGui.UpdateMouseWheel() + + if g.GcCompactAll then + ImGui.GcCompactTransientMiscBuffers() + end + g.GcCompactAll = false + + if (g.NavWindow and not g.NavWindow.WasActive) then + ImGui.FocusTopMostWindowUnderOne(nil, nil, nil, ImGuiFocusRequestFlags.RestoreFocusedChild) + end + + g.CurrentWindowStack:resize(0) + g.BeginPopupStack:resize(0) + g.ItemFlagsStack:resize(0) + g.ItemFlagsStack:push_back(ImGuiItemFlags.Default_) + g.CurrentItemFlags = g.ItemFlagsStack:back() + g.GroupStack:resize(0) + + g.WithinFrameScopeWithImplicitWindow = true + ImGui.SetNextWindowSize(ImVec2(400, 400), ImGuiCond.FirstUseEver) + ImGui.Begin("Debug##Default") + IM_ASSERT(g.CurrentWindow.IsFallbackWindow == true) +end + +function ImGui.EndFrame() + local g = GImGui + IM_ASSERT(g.Initialized) + + if g.FrameCountEnded == g.FrameCount then + return + end + IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?") + + -- Notify Platform when our Input Method Editor cursor has moved + local ime_data = g.PlatformImeData + if g.PlatformIO.Platform_SetImeDataFn ~= nil and not ImGuiPlatformImeData_Compare(ime_data, g.PlatformImeDataPrev) then + local viewport = ImGui.FindViewportByID(ime_data.ViewportId) + if viewport == nil then + viewport = ImGui.GetMainViewport() + end + -- IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f) for Viewport 0x%08X", ime_data.WantVisible, ime_data.InputPos.x, ime_data.InputPos.y, viewport.ID) + g.PlatformIO.Platform_SetImeDataFn(g, viewport, ime_data) + end + g.WantTextInputNextFrame = ime_data.WantTextInput + + g.WithinFrameScopeWithImplicitWindow = false + if (g.CurrentWindow and g.CurrentWindow.IsFallbackWindow and g.CurrentWindow.WriteAccessed == false) then + g.CurrentWindow.Active = false + end + ImGui.End() + + ImGui.SetCurrentViewport(nil, nil) + + -- Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + -- If you want to handle source item disappearing: instead of submitting your description tooltip + -- in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + -- (e.g. end of your item loop, or before EndFrame) by reading payload data. + -- In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if g.DragDropActive and g.DragDropSourceFrameCount + 1 < g.FrameCount and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0) then + g.DragDropWithinSource = true + ImGui.SetTooltip("...") + g.DragDropWithinSource = false + end + + g.WithinFrameScope = false + g.FrameCountEnded = g.FrameCount + ImGui.UpdateFontsEndFrame() + + ImGui.UpdateMouseMovingWindowEndFrame() + + ImGui.UpdateViewportsEndFrame() + + g.WindowsTempSortBuffer:resize(0) + g.WindowsTempSortBuffer:reserve(g.Windows.Size) + for _, window in g.Windows:iter() do + repeat + if window.Active and bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then -- if a child is active its parent will add it + break + end + + AddWindowToSortBuffer(g.WindowsTempSortBuffer, window) + + until true + end + + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size) + g.Windows:swap(g.WindowsTempSortBuffer) + g.IO.MetricsActiveWindows = g.WindowsActiveCount + + ImGui.UpdateTexturesEndFrame() + + for _, atlas in g.FontAtlases:iter() do + atlas.Locked = false + end + + ImVec2_Copy(g.IO.MousePosPrev, g.IO.MousePos) + g.IO.AppFocusLost = false + g.IO.MouseWheel = 0.0 + g.IO.MouseWheelH = 0.0 + g.IO.InputQueueCharacters:resize(0) +end + +-- TODO: +function ImGui.Render() + local g = GImGui + IM_ASSERT(g.Initialized) + + if g.FrameCountEnded ~= g.FrameCount then + ImGui.EndFrame() + end + if g.FrameCountRendered == g.FrameCount then return end + g.FrameCountRendered = g.FrameCount + + g.IO.MetricsRenderWindows = 0 + + for _, viewport in g.Viewports:iter() do + InitViewportDrawData(viewport) + if viewport.BgFgDrawLists[1] ~= nil and viewport.BgFgDrawListsLastTimeActive[1] == g.Time then + ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[1], ImGui.GetBackgroundDrawList(viewport)) + end + end + + -- TODO: RenderDimmedBackgrounds() + + local windows_to_render_top_most = {nil, nil} + windows_to_render_top_most[1] = (g.NavWindowingTarget and (bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0)) and g.NavWindowingTarget.RootWindowDockTree or nil + windows_to_render_top_most[2] = g.NavWindowingTarget and g.NavWindowingListWindow or nil + for _, window in g.Windows:iter() do + if ImGui.IsWindowActiveAndVisible(window) and (bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0) and window ~= windows_to_render_top_most[1] and window ~= windows_to_render_top_most[2] then + AddRootWindowToDrawData(window) + end + end + for n = 1, 2 do + if windows_to_render_top_most[n] and ImGui.IsWindowActiveAndVisible(windows_to_render_top_most[n]) then -- NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]) + end + end + + -- Draw software mouse cursor if requested by io.MouseDrawCursor flag + if g.IO.MouseDrawCursor and g.MouseCursor ~= ImGuiMouseCursor.None then + ImGui.RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)) + end + + g.IO.MetricsRenderVertices = 0 + g.IO.MetricsRenderIndices = 0 + for _, viewport in g.Viewports:iter() do + FlattenDrawDataIntoSingleLayer(viewport.DrawDataBuilder) + + if viewport.BgFgDrawLists[2] ~= nil and viewport.BgFgDrawListsLastTimeActive[2] == g.Time then + ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[1], ImGui.GetForegroundDrawList(viewport)) + end + + local draw_data = viewport.DrawDataP + for _, draw_list in draw_data.CmdLists:iter() do + draw_list:_PopUnusedDrawCmd() + end + + g.IO.MetricsRenderVertices = g.IO.MetricsRenderVertices + draw_data.TotalVtxCount + g.IO.MetricsRenderIndices = g.IO.MetricsRenderIndices + draw_data.TotalIdxCount + end +end + +--- @param text ImString +--- @param text_end? int # Exclusive upper bound +--- @param hide_text_after_double_hash? bool +--- @param wrap_width? float +--- @return ImVec2 +function ImGui.CalcTextSize(text, text_end, hide_text_after_double_hash, wrap_width) + return ImGui.CalcTextSizeEx(text, 1, text_end, hide_text_after_double_hash, wrap_width) +end + +--- @param text ImString +--- @param text_begin int +--- @param text_end? int # Exclusive upper bound +--- @param hide_text_after_double_hash? bool +--- @param wrap_width? float +--- @return ImVec2 +function ImGui.CalcTextSizeEx(text, text_begin, text_end, hide_text_after_double_hash, wrap_width) + if hide_text_after_double_hash == nil then hide_text_after_double_hash = false end + if wrap_width == nil then wrap_width = -1.0 end + + local g = GImGui + + local text_display_end + if hide_text_after_double_hash then + text_display_end = ImGui.FindRenderedTextEnd(text, text_end) + else + text_display_end = text_end + end + + local font = g.Font + local font_size = g.FontSize + if text == "" or (text_end and text_end <= text_begin) then + return ImVec2(0.0, font_size) + end + local text_size = font:CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_begin, text_display_end, nil) + + text_size.x = ImCeilFast(text_size.x) + + return text_size +end + +function ImGui.GetDrawData() + local g = GImGui + local viewport = g.Viewports[1] + return viewport.DrawDataP.Valid and viewport.DrawDataP or nil +end + +function ImGui.GetTime() + return GImGui.Time +end + +function ImGui.Shutdown() + local g = GImGui + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == nil, "Forgot to shutdown Platform backend?") + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == nil, "Forgot to shutdown Renderer backend?") + for _, viewport in g.Viewports:iter() do + -- IM_UNUSED(viewport) + IM_ASSERT_USER_ERROR(viewport.RendererUserData == nil and viewport.PlatformUserData == nil and viewport.PlatformHandle == nil, "Backend or app forgot to call DestroyPlatformWindows()?") + end + + for _, atlas in g.FontAtlases:iter() do + ImGui.UnregisterFontAtlas(atlas) + if atlas.OwnerContext == g then + IM_ASSERT(atlas.RefCount == 0, "Destroying context owning a ImFontAtlas which is still used elsewhere!") + if atlas.RefCount == 0 then + atlas.Locked = false + end + end + end + g.DrawListSharedData.TempBuffer:clear() + + if not g.Initialized then + return + end + -- TODO: + + g.MenusIdSubmittedThisFrame:clear() +end + +--- @return string? +function ImGui.GetClipboardText() + local g = GImGui + return g.PlatformIO.Platform_GetClipboardTextFn and g.PlatformIO.Platform_GetClipboardTextFn(g) or nil +end + +--- @param text string +function ImGui.SetClipboardText(text) + local g = GImGui + if g.PlatformIO.Platform_SetClipboardTextFn ~= nil then + g.PlatformIO.Platform_SetClipboardTextFn(g, text) + end +end + +function ImGui.GetIO() return GImGui.IO end + +--- @return ImGuiPlatformIO +function ImGui.GetPlatformIO() + IM_ASSERT(GImGui ~= nil, "No current context. Did you call ImGui.CreateContext() and ImGui.SetCurrentContext()?") + return GImGui.PlatformIO +end + +function ImGui.GetMouseCursor() + local g = GImGui + return g.MouseCursor +end + +--- @param cursor_type ImGuiMouseCursor +function ImGui.SetMouseCursor(cursor_type) + local g = GImGui + g.MouseCursor = cursor_type +end + +--- @param col_a ImU32 +--- @param col_b ImU32 +--- @return ImU32 +function ImStd.ImAlphaBlendColors(col_a, col_b) + local t = bit32.band(bit32.rshift(col_b, IM_COL32_A_SHIFT), 0xFF) / 255.0 + local r = ImLerp(bit32.band(bit32.rshift(col_a, IM_COL32_R_SHIFT), 0xFF), bit32.band(bit32.rshift(col_b, IM_COL32_R_SHIFT), 0xFF), t) + local g = ImLerp(bit32.band(bit32.rshift(col_a, IM_COL32_G_SHIFT), 0xFF), bit32.band(bit32.rshift(col_b, IM_COL32_G_SHIFT), 0xFF), t) + local b = ImLerp(bit32.band(bit32.rshift(col_a, IM_COL32_B_SHIFT), 0xFF), bit32.band(bit32.rshift(col_b, IM_COL32_B_SHIFT), 0xFF), t) + return IM_COL32(r, g, b, 0xFF) +end + +--- @param in_col ImU32 +--- @param out_col ImVec4? +--- @return ImVec4? +function ImGui.ColorConvertU32ToFloat4(in_col, out_col) + local s = 1.0 / 255.0 + local r = bit32.band(bit32.rshift(in_col, IM_COL32_R_SHIFT), 0xFF) * s + local g = bit32.band(bit32.rshift(in_col, IM_COL32_G_SHIFT), 0xFF) * s + local b = bit32.band(bit32.rshift(in_col, IM_COL32_B_SHIFT), 0xFF) * s + local a = bit32.band(bit32.rshift(in_col, IM_COL32_A_SHIFT), 0xFF) * s + + if out_col then + out_col[1] = r; out_col[2] = g; out_col[3] = b; out_col[4] = a + else + return ImVec4(r, g, b, a) + end +end + +--- @param in_col ImVec4 +--- @return ImU32 +function ImGui.ColorConvertFloat4ToU32(in_col) + local out_col = 0 + out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.x), IM_COL32_R_SHIFT)) + out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.y), IM_COL32_G_SHIFT)) + out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.z), IM_COL32_B_SHIFT)) + out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.w), IM_COL32_A_SHIFT)) + return out_col +end + +--- @param r float +--- @param g float +--- @param b float +--- @return float, float, float +function ImGui.ColorConvertRGBtoHSV(r, g, b) + local K = 0.0 + if g < b then + g, b = b, g + K = -1.0 + end + if r < g then + r, g = g, r + K = -2.0 / 6.0 - K + end + + local chroma = r - (g < b and g or b) + local out_h = ImFabs(K + (g - b) / (6.0 * chroma + 1e-20)) + local out_s = chroma / (r + 1e-20) + local out_v = r + return out_h, out_s, out_v +end + +--- @param h float +--- @param s float +--- @param v float +--- @return float, float, float +function ImGui.ColorConvertHSVtoRGB(h, s, v) + if s == 0.0 then + -- gray + return v, v, v + end + + h = ImFmod(h, 1.0) / (60.0 / 360.0) + local i = math.floor(h) + local f = h - i + local p = v * (1.0 - s) + local q = v * (1.0 - s * f) + local t = v * (1.0 - s * (1.0 - f)) + + if i == 0 then + return v, t, p + elseif i == 1 then + return q, v, p + elseif i == 2 then + return p, v, t + elseif i == 3 then + return p, q, v + elseif i == 4 then + return t, p, v + else -- i == 5 or default + return v, p, q + end +end + +--- @param clip_rect ImRect +--- @param pos ImVec2 +--- @param items_height float +function ImGui.CalcClipRectVisibleItemsY(clip_rect, pos, items_height) + local visible_start = ImMax(ImTrunc((clip_rect.Min.y - pos.y) / items_height), 0) + local visible_end = ImMax(ImTrunc(ImCeil((clip_rect.Max.y - pos.y) / items_height)), visible_start) + return visible_start + 1, visible_end + 1 +end + +--------------------------------------------------------------------------------------- +-- [SECTION] STYLING +--------------------------------------------------------------------------------------- + +function ImGui.GetStyle() + IM_ASSERT(GImGui ~= nil, "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?") + return GImGui.Style +end + +do + +local c = ImVec4() + +--- @param col ImGuiCol|ImVec4|ImU32 +--- @param alpha_mul? float +--- @param col_is_u32? bool # must be truthy if `col` is `ImU32` +--- @return ImU32 +function ImGui.GetColorU32(col, alpha_mul, col_is_u32) + if alpha_mul == nil then alpha_mul = 1.0 end + + local style = GImGui.Style + + if not col_is_u32 then + --- @cast col ImVec4|ImGuiCol + if type(col) == "number" then + ImVec4_Copy(c, style.Colors[col]) + c.w = c.w * style.Alpha * alpha_mul + else --- @cast col ImVec4 + ImVec4_Copy(c, col) + c.w = c.w * style.Alpha + end + return ImGui.ColorConvertFloat4ToU32(c) + else + --- @cast col ImU32 + alpha_mul = alpha_mul * style.Alpha + if alpha_mul >= 1.0 then + return col + end + local a = bit32.rshift(bit32.band(col, IM_COL32_A_MASK), IM_COL32_A_SHIFT) + a = math.floor(a * alpha_mul) -- We don't need to clamp 0..255 because alpha is in 0..1 range. + return bit32.bor(bit32.band(col, bit32.bnot(IM_COL32_A_MASK)), bit32.lshift(a, IM_COL32_A_SHIFT)) + end +end + +end + +--- @param idx ImGuiCol +--- @param col ImU32|ImVec4 +function ImGui.PushStyleColor(idx, col) + local g = GImGui + local backup = ImGuiColorMod(idx, g.Style.Colors[idx]) + g.ColorStack:push_back(backup) + if g.DebugFlashStyleColorIdx ~= idx then + if type(col) == "number" then + ImGui.ColorConvertU32ToFloat4(col, g.Style.Colors[idx]) + else --- @cast col ImVec4 + ImVec4_Copy(g.Style.Colors[idx], col) + end + end +end + +--- @param count? int +function ImGui.PopStyleColor(count) + if count == nil then count = 1 end + + local g = GImGui + if g.ColorStack.Size < count then + IM_ASSERT_USER_ERROR(false, "Calling PopStyleColor() too many times!") + count = g.ColorStack.Size + end + + while count > 0 do + local backup = g.ColorStack:back() + ImVec4_Copy(g.Style.Colors[backup.Col], backup.BackupValue) + g.ColorStack:pop_back() + count = count - 1 + end +end + +local GStyleVarsInfo = { + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "Alpha"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "DisabledAlpha"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowPadding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "WindowRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "WindowBorderSize"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowMinSize"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowTitleAlign"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ChildRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ChildBorderSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "PopupRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "PopupBorderSize"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "FramePadding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "FrameRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "FrameBorderSize"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ItemSpacing"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ItemInnerSpacing"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "IndentSpacing"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "CellPadding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarPadding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "GrabMinSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "GrabRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ImageRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ImageBorderSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBorderSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabMinWidthBase"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabMinWidthShrink"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBarBorderSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBarOverlineSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TableAngledHeadersAngle"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "TableAngledHeadersTextAlign"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TreeLinesSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TreeLinesRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "MenuItemRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SelectableRounding"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "DragDropTargetRounding"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ButtonTextAlign"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SelectableTextAlign"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SeparatorSize"), + ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SeparatorTextBorderSize"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SeparatorTextAlign"), + ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SeparatorTextPadding") +} + +--- @param idx ImGuiStyleVar +--- @return ImGuiStyleVarInfo +function ImGui.GetStyleVarInfo(idx) + IM_ASSERT(idx >= 0 and idx < ImGuiStyleVar.COUNT) + -- IM_STATIC_ASSERT(IM_COUNTOF(GStyleVarsInfo) == ImGuiStyleVar_COUNT) + return GStyleVarsInfo[idx + 1] +end + +--- @param idx ImGuiStyleVar +--- @param val float|ImVec2 +function ImGui.PushStyleVar(idx, val) + local g = GImGui + local var_info = ImGui.GetStyleVarInfo(idx) + if type(val) == "number" then + IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 1, "Calling PushStyleVar() with wrong type!") + else -- ImVec2 + IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 2, "Calling PushStyleVar() with wrong type!") + end + local var = g.Style[var_info.Key] + g.StyleVarStack:push_back(ImGuiStyleMod(idx, var)) + g.Style[var_info.Key] = val +end + +--- @param idx ImGuiStyleVar +--- @param val_x float +function ImGui.PushStyleVarX(idx, val_x) + local g = GImGui + local var_info = ImGui.GetStyleVarInfo(idx) + IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 2, "Calling PushStyleVarX() with wrong type!") + local pvar = g.Style[var_info.Key] + g.StyleVarStack:push_back(ImGuiStyleMod(idx, pvar)) + pvar.x = val_x +end + +--- @param idx ImGuiStyleVar +--- @param val_y float +function ImGui.PushStyleVarY(idx, val_y) + local g = GImGui + local var_info = ImGui.GetStyleVarInfo(idx) + IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 2, "Calling PushStyleVarY() with wrong type!") + local pvar = g.Style[var_info.Key] + g.StyleVarStack:push_back(ImGuiStyleMod(idx, pvar)) + pvar.y = val_y +end + +--- @param count? int +function ImGui.PopStyleVar(count) + if count == nil then count = 1 end + + local g = GImGui + if g.StyleVarStack.Size < count then + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!") + count = g.StyleVarStack.Size + end + while count > 0 do + local backup = g.StyleVarStack:back() + local var_info = ImGui.GetStyleVarInfo(backup.VarIdx) + local data = g.Style[var_info.Key] + if (var_info.DataType == ImGuiDataType.Float and var_info.Count == 1) then + g.Style[var_info.Key] = backup.BackupVal[1] + elseif (var_info.DataType == ImGuiDataType.Float and var_info.Count == 2) then + data.x = backup.BackupVal[1]; data.y = backup.BackupVal[2] + end + g.StyleVarStack:pop_back() + count = count - 1 + end +end + +--- @param wrap_local_pos_x float +function ImGui.PushTextWrapPos(wrap_local_pos_x) -- ATTENTION: THIS IS IN LEGACY LOCAL SPACE. + local g = GImGui + local window = g.CurrentWindow + window.DC.TextWrapPosStack:push_back(window.DC.TextWrapPos) + window.DC.TextWrapPos = wrap_local_pos_x +end + +function ImGui.PopTextWrapPos() + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT_USER_ERROR_RET(window.DC.TextWrapPosStack.Size > 0, "Calling PopTextWrapPos() too many times!") + window.DC.TextWrapPos = window.DC.TextWrapPosStack:back() + window.DC.TextWrapPosStack:pop_back() +end + +--- @param window ImGuiWindow +--- @param popup_hierarchy bool +--- @param dock_hierarchy bool +local function GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy) + local last_window = nil + while last_window ~= window do + last_window = window + window = window.RootWindow + if popup_hierarchy then + window = window.RootWindowPopupTree + end + if dock_hierarchy then + window = window.RootWindowDockTree + end + end + return window +end + +--- @param window ImGuiWindow +--- @param potential_parent ImGuiWindow +--- @param popup_hierarchy bool +--- @param dock_hierarchy bool +function ImGui.IsWindowChildOf(window, potential_parent, popup_hierarchy, dock_hierarchy) + local window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy) + if window_root == potential_parent then + return true + end + + while window ~= nil do + if window == potential_parent then + return true + end + if window == window_root then -- end of chain + return false + end + window = window.ParentWindow + end + + return false +end + +--- @param window ImGuiWindow +function ImGui.IsWindowInBeginStack(window) + local g = GImGui + for n = g.CurrentWindowStack.Size, 1, -1 do + if g.CurrentWindowStack.Data[n].Window == window then + return true + end + end + return false +end + +--- @param window ImGuiWindow +--- @param potential_parent ImGuiWindow +function ImGui.IsWindowWithinBeginStackOf(window, potential_parent) + if window.RootWindow == potential_parent then + return true + end + + while window ~= nil do + if window == potential_parent then + return true + end + window = window.ParentWindowInBeginStack + end + + return false +end + +--- @param potential_above ImGuiWindow +--- @param potential_below ImGuiWindow +--- @return bool +function ImGui.IsWindowAbove(potential_above, potential_below) + local g = GImGui + + -- It would be saner to ensure that display layer is always reflected in the g.Windows order, which would likely requires altering all manipulations of that array + local display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below) + if display_layer_delta ~= 0 then + return display_layer_delta > 0 + end + + for i = g.Windows.Size, 1, -1 do + local candidate_window = g.Windows.Data[i] + if candidate_window == potential_above then + return true + end + if candidate_window == potential_below then + return false + end + end + return false +end + +--- @param window ImGuiWindow +--- @param scale float +local function ScaleWindow(window, scale) + local origin = window.Viewport.Pos + ImVec2_Copy(window.Pos, ImFloor((window.Pos - origin) * scale + origin)) + ImVec2_Copy(window.Size, ImTrunc(window.Size * scale)) + ImVec2_Copy(window.SizeFull, ImTrunc(window.SizeFull * scale)) + ImVec2_Copy(window.ContentSize, ImTrunc(window.ContentSize * scale)) +end + +--- @param viewport ImGuiViewportP +--- @param scale float +function ImGui.ScaleWindowsInViewport(viewport, scale) + local g = GImGui + -- IMGUI_DEBUG_LOG_VIEWPORT("[viewport] ScaleWindowsInViewport 0x%08X", viewport.ID) + + if viewport.Window then + ScaleWindow(viewport.Window, scale) + else + for _, window in g.Windows:iter() do + if window.Viewport == viewport then + ScaleWindow(window, scale) + end + end + end +end + +--------------------------------------------------------------------------------------- +-- [SECTION] SCROLLING +--------------------------------------------------------------------------------------- + +--- @param target float +--- @param snap_min float +--- @param snap_max float +--- @param snap_threshold float +--- @param center_ratio float +local function CalcScrollEdgeSnap(target, snap_min, snap_max, snap_threshold, center_ratio) + if target <= snap_min + snap_threshold then + return ImLerp(snap_min, target, center_ratio) + end + if target >= snap_max - snap_threshold then + return ImLerp(target, snap_max, center_ratio) + end + return target +end + +--- @param window ImGuiWindow +function CalcNextScrollFromScrollTargetAndClamp(window) + local scroll = ImVec2() + ImVec2_Copy(scroll, window.Scroll) + local decoration_size = ImVec2(window.DecoOuterSizeX1 + window.DecoInnerSizeX1 + window.DecoOuterSizeX2, window.DecoOuterSizeY1 + window.DecoInnerSizeY1 + window.DecoOuterSizeY2) + + for axis = ImGuiAxis.X, ImGuiAxis.Y do + if window.ScrollTarget[axis] < FLT_MAX then + local center_ratio = window.ScrollTargetCenterRatio[axis] + local scroll_target = window.ScrollTarget[axis] + + if window.ScrollTargetEdgeSnapDist[axis] > 0.0 then + local snap_min = 0.0 + local snap_max = window.ScrollMax[axis] + window.SizeFull[axis] - decoration_size[axis] + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window.ScrollTargetEdgeSnapDist[axis], center_ratio) + end + + scroll[axis] = scroll_target - center_ratio * (window.SizeFull[axis] - decoration_size[axis]) + end + scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0)) + if not window.Collapsed and not window.SkipItems then + scroll[axis] = ImMin(scroll[axis], window.ScrollMax[axis]) + end + end + + return scroll +end + +--- @param window ImGuiWindow +--- @param item_rect ImRect +--- @param flags? ImGuiScrollFlags +function ImGui.ScrollToRectEx(window, item_rect, flags) + if flags == nil then flags = 0 end + + local g = GImGui + local scroll_rect = ImRect(window.InnerRect.Min - ImVec2(1, 1), window.InnerRect.Max + ImVec2(1, 1)) + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window.DecoInnerSizeX1, scroll_rect.Max.x) + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window.DecoInnerSizeY1, scroll_rect.Max.y) + + IM_ASSERT(bit32.band(flags, ImGuiScrollFlags.MaskX_) == 0 or ImIsPowerOfTwo(bit32.band(flags, ImGuiScrollFlags.MaskX_))) + IM_ASSERT(bit32.band(flags, ImGuiScrollFlags.MaskY_) == 0 or ImIsPowerOfTwo(bit32.band(flags, ImGuiScrollFlags.MaskY_))) + + local in_flags = flags + if bit32.band(flags, ImGuiScrollFlags.MaskX_) == 0 and window.ScrollbarX then + flags = bit32.bor(flags, ImGuiScrollFlags.KeepVisibleEdgeX) + end + if bit32.band(flags, ImGuiScrollFlags.MaskY_) == 0 then + flags = bit32.bor(flags, window.Appearing and ImGuiScrollFlags.AlwaysCenterY or ImGuiScrollFlags.KeepVisibleEdgeY) + end + + local fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x and item_rect.Max.x <= scroll_rect.Max.x + local fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y and item_rect.Max.y <= scroll_rect.Max.y + local can_be_fully_visible_x = (item_rect:GetWidth() + g.Style.ItemSpacing.x * 2.0) <= scroll_rect:GetWidth() or (window.AutoFitFramesX > 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 + local can_be_fully_visible_y = (item_rect:GetHeight() + g.Style.ItemSpacing.y * 2.0) <= scroll_rect:GetHeight() or (window.AutoFitFramesY > 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 + + if bit32.band(flags, ImGuiScrollFlags.KeepVisibleEdgeX) ~= 0 and not fully_visible_x then + if item_rect.Min.x < scroll_rect.Min.x or not can_be_fully_visible_x then + ImGui.SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window.Pos.x, 0.0) + elseif item_rect.Max.x >= scroll_rect.Max.x then + ImGui.SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window.Pos.x, 1.0) + end + elseif (bit32.band(flags, ImGuiScrollFlags.KeepVisibleCenterX) ~= 0 and not fully_visible_x) or bit32.band(flags, ImGuiScrollFlags.AlwaysCenterX) ~= 0 then + if can_be_fully_visible_x then + ImGui.SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5) - window.Pos.x, 0.5) + else + ImGui.SetScrollFromPosX(window, item_rect.Min.x - window.Pos.x, 0.0) + end + end + + if bit32.band(flags, ImGuiScrollFlags.KeepVisibleEdgeY) ~= 0 and not fully_visible_y then + if item_rect.Min.y < scroll_rect.Min.y or not can_be_fully_visible_y then + ImGui.SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window.Pos.y, 0.0) + elseif item_rect.Max.y >= scroll_rect.Max.y then + ImGui.SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window.Pos.y, 1.0) + end + elseif (bit32.band(flags, ImGuiScrollFlags.KeepVisibleCenterY) ~= 0 and not fully_visible_y) or bit32.band(flags, ImGuiScrollFlags.AlwaysCenterY) ~= 0 then + if can_be_fully_visible_y then + ImGui.SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5) - window.Pos.y, 0.5) + else + ImGui.SetScrollFromPosY(window, item_rect.Min.y - window.Pos.y, 0.0) + end + end + + local next_scroll = CalcNextScrollFromScrollTargetAndClamp(window) + local delta_scroll = next_scroll - window.Scroll + + if bit32.band(flags, ImGuiScrollFlags.NoScrollParent) == 0 and bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + if bit32.band(in_flags, bit32.bor(ImGuiScrollFlags.AlwaysCenterX, ImGuiScrollFlags.KeepVisibleCenterX)) ~= 0 then + in_flags = bit32.bor(bit32.band(in_flags, bit32.bnot(ImGuiScrollFlags.MaskX_)), ImGuiScrollFlags.KeepVisibleEdgeX) + end + if bit32.band(in_flags, bit32.bor(ImGuiScrollFlags.AlwaysCenterY, ImGuiScrollFlags.KeepVisibleCenterY)) ~= 0 then + in_flags = bit32.bor(bit32.band(in_flags, bit32.bnot(ImGuiScrollFlags.MaskY_)), ImGuiScrollFlags.KeepVisibleEdgeY) + end + local parent_delta = ImGui.ScrollToRectEx(window.ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags) + delta_scroll = delta_scroll + parent_delta + end + + return delta_scroll +end + +--- @return float +function ImGui.GetScrollMaxY() + local window = GImGui.CurrentWindow + return window.ScrollMax.y +end + +--- @param window ImGuiWindow +--- @param scroll_x float +function ImGui.SetScrollX(window, scroll_x) + window.ScrollTarget.x = scroll_x + window.ScrollTargetCenterRatio.x = 0.0 + window.ScrollTargetEdgeSnapDist.x = 0.0 +end + +--- @param window ImGuiWindow +--- @param scroll_y float +function ImGui.SetScrollY(window, scroll_y) + window.ScrollTarget.y = scroll_y + window.ScrollTargetCenterRatio.y = 0.0 + window.ScrollTargetEdgeSnapDist.y = 0.0 +end + +--- @param window ImGuiWindow +--- @param local_x float +--- @param center_x_ratio float +function ImGui.SetScrollFromPosX(window, local_x, center_x_ratio) + IM_ASSERT(center_x_ratio >= 0.0 and center_x_ratio <= 1.0) + window.ScrollTarget.x = IM_TRUNC(local_x - window.DecoOuterSizeX1 - window.DecoInnerSizeX1 + window.Scroll.x) + window.ScrollTargetCenterRatio.x = center_x_ratio + window.ScrollTargetEdgeSnapDist.x = 0.0 +end + +--- @param window ImGuiWindow +--- @param local_y float +--- @param center_y_ratio float +function ImGui.SetScrollFromPosY(window, local_y, center_y_ratio) + IM_ASSERT(center_y_ratio >= 0.0 and center_y_ratio <= 1.0) + window.ScrollTarget.y = IM_TRUNC(local_y - window.DecoOuterSizeY1 - window.DecoInnerSizeY1 + window.Scroll.y) + window.ScrollTargetCenterRatio.y = center_y_ratio + window.ScrollTargetEdgeSnapDist.y = 0.0 +end + +--------------------------------------------------------------------------------------- +-- [SECTION] TOOLTIPS +--------------------------------------------------------------------------------------- + +--- @param tooltip_flags ImGuiTooltipFlags +--- @param extra_window_flags ImGuiWindowFlags +function ImGui.BeginTooltipEx(tooltip_flags, extra_window_flags) + local g = GImGui + + local is_dragdrop_tooltip = g.DragDropWithinSource or g.DragDropWithinTarget + if is_dragdrop_tooltip then + local is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource.TouchScreen) + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) == 0 then + local tooltip_pos + if is_touchscreen then + tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale + else + tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale + end + + local tooltip_pivot = is_touchscreen and TOOLTIP_DEFAULT_PIVOT_TOUCH or ImVec2(0.0, 0.0) + ImGui.SetNextWindowPos(tooltip_pos, ImGuiCond.None, tooltip_pivot) + end + + local bg_alpha = g.Style.Colors[ImGuiCol.PopupBg].w * 0.60 + ImGui.SetNextWindowBgAlpha(bg_alpha) + + tooltip_flags = bit32.bor(tooltip_flags, ImGuiTooltipFlags.OverridePrevious) + end + + if (bit32.band(tooltip_flags, ImGuiTooltipFlags.OverridePrevious) ~= 0) and g.TooltipPreviousWindow ~= nil and g.TooltipPreviousWindow.Active and not ImGui.IsWindowInBeginStack(g.TooltipPreviousWindow) then + -- IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name) + ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow) + g.TooltipOverrideCount = g.TooltipOverrideCount + 1 + end + + local window_name_template = is_dragdrop_tooltip and "##Tooltip_DragDrop_%02d" or "##Tooltip_%02d" + local window_name = ImFormatString(window_name_template, g.TooltipOverrideCount) + + local flags = bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.NoInputs, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.AlwaysAutoResize) + + ImGui.Begin(window_name, nil, bit32.bor(flags, extra_window_flags)) + + return true +end + +function ImGui.BeginTooltip() + return ImGui.BeginTooltipEx(ImGuiTooltipFlags.None, ImGuiWindowFlags.None) +end + +function ImGui.BeginItemTooltip() + if not ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then + return false + end + return ImGui.BeginTooltipEx(ImGuiTooltipFlags.None, ImGuiWindowFlags.None) +end + +function ImGui.EndTooltip() + IM_ASSERT(bit32.band(ImGui.GetCurrentWindowRead().Flags, ImGuiWindowFlags.Tooltip) ~= 0) -- Mismatched BeginTooltip()/EndTooltip() calls + ImGui.End() +end + +--- @param fmt string +--- @param ... any +function ImGui.SetTooltip(fmt, ...) + if not ImGui.BeginTooltipEx(ImGuiTooltipFlags.OverridePrevious, ImGuiWindowFlags.None) then + return + end + ImGui.TextV(fmt, ...) + ImGui.EndTooltip() +end + +--- @param fmt string +--- @param ... any +function ImGui.SetItemTooltip(fmt, ...) + if ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then + ImGui.SetTooltip(fmt, ...) + end +end + +--------------------------------------------------------------------------------------- +-- [SECTION] POPUPS +--------------------------------------------------------------------------------------- + +--- @param window? ImGuiWindow +function ImGui.FindBlockingModal(window) + local g = GImGui + if g.OpenPopupStack.Size <= 0 then + return nil + end + + for i = 1, g.OpenPopupStack.Size do + repeat + local popup_data = g.OpenPopupStack.Data[i] + local popup_window = popup_data.Window + if popup_window == nil or bit32.band(popup_window.Flags, ImGuiWindowFlags.Modal) == 0 then + break + end + if not popup_window.Active and not popup_window.WasActive then + break + end + if window == nil then + return popup_window + end + if ImGui.IsWindowWithinBeginStackOf(window, popup_window) then + break + end + + do return popup_window end + + until true + end + return nil +end + +--- @param id ImGuiID|string +--- @param popup_flags? ImGuiPopupFlags +function ImGui.OpenPopup(id, popup_flags) + if popup_flags == nil then popup_flags = 0 end + + if type(id) == "number" then + return ImGui.OpenPopupEx(id, popup_flags) + else --- @cast id string + local g = GImGui + local _id = g.CurrentWindow:GetID(id) + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)", id, _id) + return ImGui.OpenPopupEx(_id, popup_flags) + end +end + +--- @param id ImGuiID +--- @param popup_flags ImGuiPopupFlags +function ImGui.OpenPopupEx(id, popup_flags) + local g = GImGui + local parent_window = g.CurrentWindow + local current_stack_size = g.BeginPopupStack.Size + + if bit32.band(popup_flags, ImGuiPopupFlags.NoOpenOverExistingPopup) ~= 0 then + if ImGui.IsPopupOpen(0, ImGuiPopupFlags.AnyPopupId) then + return false + end + end + + local popup_ref = ImGuiPopupData() + popup_ref.PopupId = id + popup_ref.Window = nil + popup_ref.RestoreNavWindow = g.NavWindow -- When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount + popup_ref.OpenParentId = parent_window.IDStack:back() + ImVec2_Copy(popup_ref.OpenPopupPos, ImGui.NavCalcPreferredRefPos(ImGuiWindowFlags.Popup)) + if ImGui.IsMousePosValid(g.IO.MousePos) then + ImVec2_Copy(popup_ref.OpenMousePos, g.IO.MousePos) + else + ImVec2_Copy(popup_ref.OpenMousePos, popup_ref.OpenPopupPos) + end + + -- IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)", id) + if g.OpenPopupStack.Size < current_stack_size + 1 then + g.OpenPopupStack:push_back(popup_ref) + return true + else + -- Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + -- However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + -- in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + -- Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags.NoReopen is not specified. + + local keep_existing = false + if g.OpenPopupStack.Data[current_stack_size + 1].PopupId == id then + if (g.OpenPopupStack.Data[current_stack_size + 1].OpenFrameCount == g.FrameCount - 1) or (bit32.band(popup_flags, ImGuiPopupFlags.NoReopen) ~= 0) then + keep_existing = true + end + end + + if keep_existing then + -- No reopen + g.OpenPopupStack.Data[current_stack_size + 1].OpenFrameCount = popup_ref.OpenFrameCount + else + -- Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ImGui.ClosePopupToLevel(current_stack_size, true) + g.OpenPopupStack:push_back(popup_ref) + end + + -- When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + -- This is equivalent to what ClosePopupToLevel() does. + -- if (g.OpenPopupStack[current_stack_size + 1].PopupId == id) + -- FocusWindow(parent_window); + + return not keep_existing + end +end + +-- When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +-- This function closes any popups that are over 'ref_window'. +--- @param ref_window? ImGuiWindow +--- @param restore_focus_to_window_under_popup bool +function ImGui.ClosePopupsOverWindow(ref_window, restore_focus_to_window_under_popup) + local g = GImGui + if g.OpenPopupStack.Size == 0 then + return + end + + -- Don't close our own child popup windows. + -- IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d", ref_window and ref_window.Name or "", restore_focus_to_window_under_popup) + local popup_count_to_keep = 0 + if ref_window then + -- Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + local ref_window_is_descendent_of_popup + local stop_8041 = false + while popup_count_to_keep < g.OpenPopupStack.Size do + repeat + local popup = g.OpenPopupStack.Data[popup_count_to_keep + 1] + if not popup.Window then + break + end + + IM_ASSERT(bit32.band(popup.Window.Flags, ImGuiWindowFlags.Popup) ~= 0) + + -- Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + -- - Clicking/Focusing Window2 won't close Popup1: + -- Window -> Popup1 -> Window2(Ref) + -- - Clicking/focusing Popup1 will close Popup2 and Popup3: + -- Window -> Popup1(Ref) -> Popup2 -> Popup3 + -- - Each popups may contain child windows, which is why we compare ->RootWindow! + -- Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + -- We step through every popup from bottom to top to validate their position relative to reference window. + ref_window_is_descendent_of_popup = false + for n = popup_count_to_keep, g.OpenPopupStack.Size - 1 do + local popup_window = g.OpenPopupStack.Data[n + 1].Window + if popup_window and ImGui.IsWindowWithinBeginStackOf(ref_window, popup_window) then + ref_window_is_descendent_of_popup = true + break + end + end + + if not ref_window_is_descendent_of_popup then + stop_8041 = true; break + end + + until true + if stop_8041 then break end + + popup_count_to_keep = popup_count_to_keep + 1 + end + end + if popup_count_to_keep < g.OpenPopupStack.Size then -- This test is not required but it allows to set a convenient breakpoint on the statement below + -- IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")", ref_window and ref_window.Name or "") + ImGui.ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup) + end +end + +--- @param remaining int # 0-based +--- @param restore_focus_to_window_under_popup bool +function ImGui.ClosePopupToLevel(remaining, restore_focus_to_window_under_popup) + local g = GImGui + -- IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d", remaining, restore_focus_to_window_under_popup) + IM_ASSERT(remaining >= 0 and remaining < g.OpenPopupStack.Size) + -- if bit32.band(g.DebugLogFlags, ImGuiDebugLogFlags.EventPopup) ~= 0 then + -- for n = remaining + 1, g.OpenPopupStack.Size do + -- local popup = g.OpenPopupStack.Data[n] + -- IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"", popup.PopupId, popup.Window and popup.Window.Name or nil) + -- end + -- end + + -- Trim open popup stack + -- FIXME: is it safer to full copy here? + local prev_popup = g.OpenPopupStack.Data[remaining + 1] + g.OpenPopupStack:resize(remaining) + + -- Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if restore_focus_to_window_under_popup and prev_popup.Window then + local popup_window = prev_popup.Window + local focus_window + if bit32.band(popup_window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + focus_window = popup_window.ParentWindow + else + focus_window = prev_popup.RestoreNavWindow + end + + if focus_window and not focus_window.WasActive then + ImGui.FocusTopMostWindowUnderOne(popup_window, nil, nil, ImGuiFocusRequestFlags.RestoreFocusedChild) -- Fallback + else + local focus_flags = (g.NavLayer == ImGuiNavLayer.Main) and ImGuiFocusRequestFlags.RestoreFocusedChild or ImGuiFocusRequestFlags.None + ImGui.FocusWindow(focus_window, focus_flags) + end + end +end + +-- Close the popup we have Begin-ed into +function ImGui.CloseCurrentPopup() + local g = GImGui + local popup_idx = g.BeginPopupStack.Size + if popup_idx < 1 or popup_idx > g.OpenPopupStack.Size or g.BeginPopupStack.Data[popup_idx].PopupId ~= g.OpenPopupStack.Data[popup_idx].PopupId then + return + end + + -- Closing a menu closes its top-most parent popup (unless a modal) + while popup_idx > 1 do + local popup_window = g.OpenPopupStack.Data[popup_idx].Window + local parent_popup_window = g.OpenPopupStack.Data[popup_idx - 1].Window + local close_parent = false + if popup_window and bit32.band(popup_window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + if parent_popup_window and not (bit32.band(parent_popup_window.Flags, ImGuiWindowFlags.MenuBar) ~= 0) then + close_parent = true + end + end + + if not close_parent then + break + end + + popup_idx = popup_idx - 1 + end + + -- IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size, popup_idx) + ImGui.ClosePopupToLevel(popup_idx - 1, true) + + -- A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + -- To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + -- Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + local window = g.NavWindow + if window then + window.DC.NavHideHighlightOneFrame = true + end +end + +--- @param id ImGuiID +--- @param extra_window_flags ImGuiWindowFlags +function ImGui.BeginPopupEx(id, extra_window_flags) + local g = GImGui + if not ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then + g.NextWindowData:ClearFlags() + return false + end + + IM_ASSERT(bit32.band(extra_window_flags, ImGuiWindowFlags.ChildMenu) == 0) -- Use BeginPopupMenuEx() + local name = ImFormatString("##Popup_%08x", id) -- No recycling, so we can close/open during the same frame + + local is_open + _, is_open = ImGui.Begin(name, nil, bit32.bor(extra_window_flags, ImGuiWindowFlags.Popup, ImGuiWindowFlags.NoDocking)) + + if not is_open then -- NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + ImGui.EndPopup() + end + -- g.CurrentWindow.FocusRouteParentWindow = g.CurrentWindow.ParentWindowInBeginStack + return is_open +end + +--- @param id ImGuiID +--- @param label any +--- @param extra_window_flags ImGuiWindowFlags +function ImGui.BeginPopupMenuEx(id, label, extra_window_flags) + local g = GImGui + if not ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then + g.NextWindowData:ClearFlags() + return false + end + + if bit32.band(extra_window_flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(extra_window_flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 then + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then + g.NextWindowData.ChildFlags = bit32.bor(g.NextWindowData.ChildFlags, ImGuiChildFlags.AlwaysAutoResize) + else + g.NextWindowData.ChildFlags = ImGuiChildFlags.AlwaysAutoResize + end + g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) + end + + IM_ASSERT(bit32.band(extra_window_flags, ImGuiWindowFlags.ChildMenu) ~= 0) + local name = ImFormatString("%s###Menu_%02d", label, g.BeginMenuDepth) + local is_open + _, is_open = ImGui.Begin(name, nil, bit32.bor(extra_window_flags, ImGuiWindowFlags.Popup)) + if not is_open then + ImGui.EndPopup() + end + return is_open +end + +--- @param str_id string +--- @param flags? ImGuiWindowFlags +function ImGui.BeginPopup(str_id, flags) + if flags == nil then flags = 0 end + + local g = GImGui + if g.OpenPopupStack.Size <= g.BeginPopupStack.Size then -- Early out for performance + g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values + return false + end + flags = bit32.bor(flags, ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings) + local id = g.CurrentWindow:GetID(str_id) + return ImGui.BeginPopupEx(id, flags) +end + +function ImGui.EndPopup() + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT_USER_ERROR_RET((bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0) and (g.BeginPopupStack.Size > 0), "Calling EndPopup() in wrong window!") + + -- Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if g.NavWindow == window then + ImGui.NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags.LoopY) + end + + -- Child-popups don't need to be laid out + local backup_within_end_popup_id = g.WithinEndPopupID + local backup_within_end_child_id = g.WithinEndChildID + g.WithinEndPopupID = window.ID + if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + g.WithinEndChildID = window.ID + end + + ImGui.End() + g.WithinEndPopupID = backup_within_end_popup_id + g.WithinEndChildID = backup_within_end_child_id +end + +--- @param ref_pos ImVec2 +--- @param size ImVec2 +--- @param last_dir ImGuiDir +--- @param r_outer ImRect +--- @param r_avoid ImRect +--- @param policy ImGuiPopupPositionPolicy +--- @return ImVec2 # Best Window Pos For Popup +--- @return int # Updated last_dir +--- @nodiscard +function ImGui.FindBestWindowPosForPopupEx(ref_pos, size, last_dir, r_outer, r_avoid, policy) + local base_pos_clamped + + -- Combo Box policy (we want a connecting edge) + if policy == ImGuiPopupPositionPolicy.ComboBox then + local dir_preferred_order = {ImGuiDir.Down, ImGuiDir.Right, ImGuiDir.Left, ImGuiDir.Up} + + for n = (last_dir ~= ImGuiDir.None) and 0 or 1, ImGuiDir.COUNT do + repeat + local dir = (n == 0) and last_dir or dir_preferred_order[n] + + if n ~= 0 and dir == last_dir then -- Already tried this direction? + break + end + + local pos + if dir == ImGuiDir.Down then pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y) -- Below, Toward Right (default) + elseif dir == ImGuiDir.Right then pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y) -- Above, Toward Right + elseif dir == ImGuiDir.Left then pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y) -- Below, Toward Left + elseif dir == ImGuiDir.Up then pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y) -- Above, Toward Left + end + + if not r_outer:Contains(ImRect(pos, pos + size)) then + break + end + + last_dir = dir + do return pos, last_dir end + + until true + end + end + + -- Tooltip and Default popup policy + -- (Always first try the direction we used on the last frame, if any) + if policy == ImGuiPopupPositionPolicy.Tooltip or policy == ImGuiPopupPositionPolicy.Default then + local dir_preferred_order = {ImGuiDir.Right, ImGuiDir.Down, ImGuiDir.Up, ImGuiDir.Left} + + for n = (last_dir ~= ImGuiDir.None) and 0 or 1, ImGuiDir.COUNT do + repeat + local dir = (n == 0) and last_dir or dir_preferred_order[n] + + if n ~= 0 and dir == last_dir then + break + end + + local avail_w = ((dir == ImGuiDir.Left) and r_avoid.Min.x or r_outer.Max.x) - ((dir == ImGuiDir.Right) and r_avoid.Max.x or r_outer.Min.x) + local avail_h = ((dir == ImGuiDir.Up) and r_avoid.Min.y or r_outer.Max.y) - ((dir == ImGuiDir.Down) and r_avoid.Max.y or r_outer.Min.y) + + -- If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if avail_w < size.x and (dir == ImGuiDir.Left or dir == ImGuiDir.Right) then + break + end + + if avail_h < size.y and (dir == ImGuiDir.Up or dir == ImGuiDir.Down) then + break + end + + base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size) + local pos = ImVec2() + pos.x = (dir == ImGuiDir.Left) and (r_avoid.Min.x - size.x) or ((dir == ImGuiDir.Right) and r_avoid.Max.x or base_pos_clamped.x) + pos.y = (dir == ImGuiDir.Up) and (r_avoid.Min.y - size.y) or ((dir == ImGuiDir.Down) and r_avoid.Max.y or base_pos_clamped.y) + + -- Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x) + pos.y = ImMax(pos.y, r_outer.Min.y) + + last_dir = dir + do return pos, last_dir end + + until true + end + end + + -- Fallback when not enough room: + last_dir = ImGuiDir.None + + -- For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if policy == ImGuiPopupPositionPolicy.Tooltip then + return ref_pos + ImVec2(2, 2), last_dir + end + + -- Otherwise try to keep within display + local pos = ImVec2(ref_pos.x, ref_pos.y) + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x) + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y) + return pos, last_dir +end + +--- @param window ImGuiWindow +--- @return ImRect +--- @nodiscard +function ImGui.GetPopupAllowedExtentRect(window) + local g = GImGui + local r_screen = ImRect() + + if window.ViewportAllowPlatformMonitorExtend >= 1 then + -- Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + local monitor = g.PlatformIO.Monitors.Data[window.ViewportAllowPlatformMonitorExtend] + ImVec2_Copy(r_screen.Min, monitor.WorkPos) + ImVec2_Copy(r_screen.Max, monitor.WorkPos + monitor.WorkSize) + else + -- Use the full viewport area (not work area) for popups + r_screen = window.Viewport:GetMainRect() + end + + local padding = g.Style.DisplaySafeAreaPadding + r_screen:Expand(ImVec2((r_screen:GetWidth() > padding.x * 2) and -padding.x or 0.0, (r_screen:GetHeight() > padding.y * 2) and -padding.y or 0.0)) + + return r_screen +end + +--- @param window ImGuiWindow +--- @return ImVec2 +--- @nodiscard +function ImGui.FindBestWindowPosForPopup(window) + local g = GImGui + + local r_outer = ImGui.GetPopupAllowedExtentRect(window) + + if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + -- Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + -- This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + local parent_window = window.ParentWindow + local horizontal_overlap = g.Style.ItemInnerSpacing.x -- We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + + local r_avoid + if parent_window.DC.MenuBarAppending then + r_avoid = ImRect(-FLT_MAX, parent_window.ClipRect.Min.y, FLT_MAX, parent_window.ClipRect.Max.y) -- Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window.Pos.x + horizontal_overlap, -FLT_MAX, parent_window.Pos.x + parent_window.Size.x - horizontal_overlap - parent_window.ScrollbarSizes.x, FLT_MAX) + end + + local pos + pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(window.Pos, window.Size, window.AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy.Default) + return pos + end + + if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then + local pos + pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(window.Pos, window.Size, window.AutoPosLastDirection, r_outer, ImRect(window.Pos, window.Pos), ImGuiPopupPositionPolicy.Default) -- Ideally we'd disable r_avoid here + return pos + end + + if bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0 then + -- Position tooltip (always follows mouse + clamp within outer boundaries) + -- FIXME: + -- - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + -- - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + -- - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + -- as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window) + local scale = g.Style.MouseCursorScale + local ref_pos = ImGui.NavCalcPreferredRefPos(ImGuiWindowFlags.Tooltip) + + if g.IO.MouseSource == ImGuiMouseSource.TouchScreen and ImGui.NavCalcPreferredRefPosSource(ImGuiWindowFlags.Tooltip) == ImGuiInputSource.Mouse then + local tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - TOOLTIP_DEFAULT_PIVOT_TOUCH * window.Size + if r_outer:Contains(ImRect(tooltip_pos, tooltip_pos + window.Size)) then + return tooltip_pos + end + end + + local tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale + local r_avoid + if g.NavCursorVisible and g.NavHighlightItemUnderNav and not g.IO.ConfigNavMoveSetMousePos then + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8) + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale) -- FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + end + + local pos + pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(tooltip_pos, window.Size, window.AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy.Tooltip) + return pos + end + + IM_ASSERT(false) + + return window.Pos +end + +--- @param flags ImGuiPopupFlags +--- @return ImGuiMouseButton +function ImGui.GetMouseButtonFromPopupFlags(flags) + IM_ASSERT(bit32.band(flags, ImGuiPopupFlags.InvalidMask_) == 0) + + if bit32.band(flags, ImGuiPopupFlags.MouseButtonMask_) ~= 0 then + return bit32.rshift(bit32.band(flags, ImGuiPopupFlags.MouseButtonMask_), ImGuiPopupFlags.MouseButtonShift_) - 1 + end + + return ImGuiMouseButton.Right -- Default == 1 +end + +--- @param popup_flags ImGuiPopupFlags +--- @param id ImGuiID +function ImGui.IsPopupOpenRequestForItem(popup_flags, id) + local g = GImGui + local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) + if ImGui.IsMouseReleased(mouse_button) and ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) then + return true + end + if g.NavOpenContextMenuItemId == id and (ImGui.IsItemFocused() or id == g.CurrentWindow.MoveId) then + return true + end + return false +end + +--- @param str_id? string +--- @param popup_flags? ImGuiPopupFlags +function ImGui.OpenPopupOnItemClick(str_id, popup_flags) + if popup_flags == nil then popup_flags = 0 end + + local g = GImGui + if ImGui.IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID) then + local window = g.CurrentWindow + local id + if str_id then id = window:GetID(str_id) else id = g.LastItemData.ID end + IM_ASSERT(id ~= 0) + return ImGui.OpenPopupEx(id, popup_flags) + end + + return false +end + +--- @param str_id? string +--- @param popup_flags? ImGuiPopupFlags +--- @return bool +function ImGui.BeginPopupContextItem(str_id, popup_flags) + if popup_flags == nil then popup_flags = 0 end + + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then + return false + end + local id + if str_id then id = window:GetID(str_id) else id = g.LastItemData.ID end + IM_ASSERT(id ~= 0) + if ImGui.IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID) then + ImGui.OpenPopupEx(id, popup_flags) + end + return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) +end + +--------------------------------------------------------------------------------------- +-- [SECTION] NAVIGATION +--------------------------------------------------------------------------------------- + +--- @param id ImGuiID +function ImGui.PushFocusScope(id) + local g = GImGui + local data = ImGuiFocusScopeData() + data.ID = id + data.WindowID = g.CurrentWindow.ID + g.FocusScopeStack:push_back(data) + g.CurrentFocusScopeId = id +end + +function ImGui.PopFocusScope() + local g = GImGui + -- TODO: IM_ASSERT_USER_ERROR_RET(g.FocusScopeStack.Size > g.StackSizesInBeginForCurrentWindow.SizeOfFocusScopeStack, "Calling PopFocusScope() too many times!") + g.FocusScopeStack:pop_back() + if g.FocusScopeStack.Size > 0 then + g.CurrentFocusScopeId = g.FocusScopeStack:back().ID + else + g.CurrentFocusScopeId = 0 + end +end + +--- @param focus_scope_id ImGuiID +function ImGui.IsInNavFocusRoute(focus_scope_id) + local g = GImGui + if g.NavFocusScopeId == focus_scope_id then + return true + end + for _, focus_scope in g.NavFocusRoute:iter() do + if focus_scope.ID == focus_scope_id then + return true + end + end + return false +end + +--- @param focus_scope_id ImGuiID +function ImGui.SetNavFocusScope(focus_scope_id) + local g = GImGui + g.NavFocusScopeId = focus_scope_id + g.NavFocusRoute:resize(0) + if focus_scope_id == 0 then + return + end + IM_ASSERT(g.NavWindow ~= nil) + + if focus_scope_id == g.CurrentFocusScopeId then + for n = g.FocusScopeStack.Size, 1, -1 do + local data = g.FocusScopeStack.Data[n] + if data.WindowID ~= g.CurrentWindow.ID then + break + end + g.NavFocusRoute:push_back(data) + end + elseif focus_scope_id == g.NavWindow.NavRootFocusScopeId then + local data = ImGuiFocusScopeData() + data.ID = focus_scope_id + data.WindowID = g.NavWindow.ID + g.NavFocusRoute:push_back(data) + else + return + end + + local window = g.NavWindow.ParentWindowForFocusRoute + while window ~= nil do + local data = ImGuiFocusScopeData() + data.ID = window.NavRootFocusScopeId + data.WindowID = window.ID + g.NavFocusRoute:push_back(data) + window = window.ParentWindowForFocusRoute + end + IM_ASSERT(g.NavFocusRoute.Size < 100) +end + +function ImGui.SetItemDefaultFocus() + local g = GImGui + local window = g.CurrentWindow + if not window.Appearing then + return + end + if g.NavWindow ~= window.RootWindowForNav or (not g.NavInitRequest and g.NavInitResult.ID == 0) or g.NavLayer ~= window.DC.NavLayerCurrent then + return + end + + g.NavInitRequest = false + ImGui.NavApplyItemToResult(g.NavInitResult) + ImGui.NavUpdateAnyRequestFlag() + + if not window.ClipRect:Contains(g.LastItemData.Rect) then + ImGui.ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags.None) + end +end + +function ImGui.SetNavCursorVisibleAfterMove() + local g = GImGui + if g.NavWindow and (bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0) then + g.NavCursorVisible = false + elseif g.NavInputSource == ImGuiInputSource.Keyboard and (bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) == 0) then + g.NavCursorVisible = false + elseif g.NavInputSource == ImGuiInputSource.Gamepad and (bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) == 0) then + g.NavCursorVisible = false + elseif g.IO.ConfigNavCursorVisibleAuto then + g.NavCursorVisible = true + end + g.NavHighlightItemUnderNav = true + g.NavMousePosDirty = true +end + +--- @param window? ImGuiWindow +function ImGui.SetNavWindow(window) + local g = GImGui + if g.NavWindow ~= window then + -- IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")", window and window.Name or "") + g.NavWindow = window + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid + end + g.NavInitRequest = false + g.NavMoveSubmitted = false + g.NavMoveScoringItems = false + ImGui.NavUpdateAnyRequestFlag() +end + +--- @param axis ImGuiAxis +function ImGui.NavClearPreferredPosForAxis(axis) + local g = GImGui + g.NavWindow.RootWindowForNav.NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX +end + +--- @param id ImGuiID +--- @param nav_layer ImGuiNavLayer +--- @param focus_scope_id ImGuiID +--- @param rect_rel ImRect +function ImGui.SetNavID(id, nav_layer, focus_scope_id, rect_rel) + local g = GImGui + IM_ASSERT(g.NavWindow ~= nil) + IM_ASSERT(nav_layer == ImGuiNavLayer.Main or nav_layer == ImGuiNavLayer.Menu) + g.NavId = id + g.NavLayer = nav_layer + ImGui.SetNavFocusScope(focus_scope_id) + g.NavWindow.NavLastIds[nav_layer] = id + ImRect_Copy(g.NavWindow.NavRectRel[nav_layer], rect_rel) + + ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) + ImGui.NavClearPreferredPosForAxis(ImGuiAxis.Y) +end + +--- @param nav_window ImGuiWindow +function ImGui.NavSaveLastChildNavWindowIntoParent(nav_window) + local parent = nav_window + while parent and parent.RootWindow ~= parent and bit32.band(parent.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == 0 do + parent = parent.ParentWindow + end + if parent and parent ~= nav_window then + parent.NavLastChildNavWindow = nav_window + end +end + +--- @param window ImGuiWindow +function ImGui.NavRestoreLastChildNavWindow(window) + if window.NavLastChildNavWindow and window.NavLastChildNavWindow.WasActive then + return window.NavLastChildNavWindow + end + return window +end + +--- @param layer ImGuiNavLayer +function ImGui.NavRestoreLayer(layer) + local g = GImGui + if layer == ImGuiNavLayer.Main then + local prev_nav_window = g.NavWindow + g.NavWindow = ImGui.NavRestoreLastChildNavWindow(g.NavWindow) + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid + end + local window = g.NavWindow + if window.NavLastIds[layer] ~= 0 then + ImGui.SetNavID(window.NavLastIds[layer], layer, 0, window.NavRectRel[layer]) + else + g.NavLayer = layer + ImGui.NavInitWindow(window, true) + end +end + +--- @param id ImGuiID +function ImGui.NavHighlightActivated(id) + local g = GImGui + g.NavHighlightActivatedId = id + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER +end + +function ImGui.NavUpdateAnyRequestFlag() + local g = GImGui + g.NavAnyRequest = g.NavMoveScoringItems or g.NavInitRequest or (IMGUI_DEBUG_NAV_SCORING and g.NavWindow ~= nil) + if g.NavAnyRequest then + IM_ASSERT(g.NavWindow ~= nil) + end +end + +--- @param window ImGuiWindow +--- @param force_reinit bool +function ImGui.NavInitWindow(window, force_reinit) + local g = GImGui + IM_ASSERT(window == g.NavWindow) + + if bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 then + g.NavId = 0 + ImGui.SetNavFocusScope(window.NavRootFocusScopeId) + return + end + + local init_for_nav = false + if window == window.RootWindow or bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 or window.NavLastIds[0] == 0 or force_reinit then + init_for_nav = true + end + -- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d", init_for_nav, window->Name, g.NavLayer) + if init_for_nav then + ImGui.SetNavID(0, g.NavLayer, window.NavRootFocusScopeId, ImRect()) + g.NavInitRequest = true + g.NavInitRequestFromMove = false + g.NavInitResult.ID = 0 + ImGui.NavUpdateAnyRequestFlag() + else + g.NavId = window.NavLastIds[0] + ImGui.SetNavFocusScope(window.NavRootFocusScopeId) + end +end + +--- @param window_type ImGuiWindowFlags +--- @return ImGuiInputSource +function ImGui.NavCalcPreferredRefPosSource(window_type) + local g = GImGui + local window = g.NavWindow + + local activated_shortcut = g.ActiveId ~= 0 and g.ActiveIdFromShortcut and g.ActiveId == g.LastItemData.ID + if (bit32.band(window_type, ImGuiWindowFlags.Popup) ~= 0) and activated_shortcut then + return ImGuiInputSource.Keyboard + end + + if not g.NavCursorVisible or not g.NavHighlightItemUnderNav or not window then + return ImGuiInputSource.Mouse + else + return ImGuiInputSource.Keyboard -- or Nav in general + end +end + +--- @param window_type ImGuiWindowFlags +--- @return ImVec2 +--- @nodiscard +function ImGui.NavCalcPreferredRefPos(window_type) + local g = GImGui + local window = g.NavWindow + local source = ImGui.NavCalcPreferredRefPosSource(window_type) + + if source == ImGuiInputSource.Mouse then + -- Mouse (we need a fallback in case the mouse becomes invalid after being used) + -- The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + -- In theory we could move that +1.0f offset in OpenPopupEx() + local p = ImGui.IsMousePosValid(g.IO.MousePos) and g.IO.MousePos or g.MouseLastValidPos + return ImVec2(p.x + 1.0, p.y) + else + -- When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + local activated_shortcut = g.ActiveId ~= 0 and g.ActiveIdFromShortcut and g.ActiveId == g.LastItemData.ID + + local ref_rect = ImRect() + if activated_shortcut and (bit32.band(window_type, ImGuiWindowFlags.Popup) ~= 0) then + ImRect_Copy(ref_rect, g.LastItemData.NavRect) + elseif window ~= nil then + ImRect_Copy(ref_rect, ImGui.WindowRectRelToAbs(window, window.NavRectRel[g.NavLayer])) + end + + -- Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if window ~= nil and window.LastFrameActive ~= g.FrameCount and (window.ScrollTarget.x ~= FLT_MAX or window.ScrollTarget.y ~= FLT_MAX) then + local next_scroll = CalcNextScrollFromScrollTargetAndClamp(window) + ref_rect:Translate(window.Scroll - next_scroll) + end + + local pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect:GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect:GetHeight())) + if window ~= nil then + local viewport = window.Viewport + if viewport then + pos = ImClamp(pos, viewport.Pos, viewport.Pos + viewport.Size) + end + end + + return ImTrunc(pos) -- ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + end +end + +--- @param axis ImGuiAxis +--- @return float +function ImGui.GetNavTweakPressedAmount(axis) + local g = GImGui + local repeat_delay, repeat_rate = ImGui.GetTypematicRepeatRate(ImGuiInputFlags.RepeatRateNavTweak) + + local key_less, key_more + if g.NavInputSource == ImGuiInputSource.Gamepad then + key_less = (axis == ImGuiAxis.X) and ImGuiKey.GamepadDpadLeft or ImGuiKey.GamepadDpadUp + key_more = (axis == ImGuiAxis.X) and ImGuiKey.GamepadDpadRight or ImGuiKey.GamepadDpadDown + else + key_less = (axis == ImGuiAxis.X) and ImGuiKey.LeftArrow or ImGuiKey.UpArrow + key_more = (axis == ImGuiAxis.X) and ImGuiKey.RightArrow or ImGuiKey.DownArrow + end + + local amount = ImGui.GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - ImGui.GetKeyPressedAmount(key_less, repeat_delay, repeat_rate) + + if amount ~= 0.0 and ImGui.IsKeyDown(key_less) and ImGui.IsKeyDown(key_more) then -- Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0 + end + + return amount +end + +do + +local nav_gamepad_keys_to_change_source = { ImGuiKey.GamepadFaceRight, ImGuiKey.GamepadFaceLeft, ImGuiKey.GamepadFaceUp, ImGuiKey.GamepadFaceDown, ImGuiKey.GamepadDpadRight, ImGuiKey.GamepadDpadLeft, ImGuiKey.GamepadDpadUp, ImGuiKey.GamepadDpadDown } +local nav_keyboard_keys_to_change_source = { ImGuiKey.Space, ImGuiKey.Enter, ImGuiKey.Escape, ImGuiKey.RightArrow, ImGuiKey.LeftArrow, ImGuiKey.UpArrow, ImGuiKey.DownArrow } + +--- @param focus_change_dir int +function ImGui.NavUpdateWindowingTarget(focus_change_dir) + local g = GImGui + IM_ASSERT(g.NavWindowingTarget) + if bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.Modal) ~= 0 then + return + end + + local i_current = ImGui.FindWindowFocusIndex(g.NavWindowingTarget) + local window_target = ImGui.FindWindowNavFocusable(i_current + focus_change_dir, 0, focus_change_dir) + if window_target == nil then + window_target = ImGui.FindWindowNavFocusable((focus_change_dir < 0) and g.WindowsFocusOrder.Size or 1, i_current, focus_change_dir) + end + if window_target then + g.NavWindowingTarget = window_target + g.NavWindowingTargetAnim = window_target + ImVec2_CopyV(g.NavWindowingAccumDeltaPos, 0.0, 0.0) + ImVec2_CopyV(g.NavWindowingAccumDeltaSize, 0.0, 0.0) + end + g.NavWindowingToggleLayer = false +end + +--- @param apply_focus_window ImGuiWindow +function ImGui.NavUpdateWindowingApplyFocus(apply_focus_window) + local g = GImGui + if g.NavWindow == nil or apply_focus_window ~= g.NavWindow.RootWindow then + local previous_viewport = g.NavWindow and g.NavWindow.Viewport or nil + ImGui.ClearActiveID() + ImGui.SetNavCursorVisibleAfterMove() + ImGui.ClosePopupsOverWindow(apply_focus_window, false) + ImGui.FocusWindow(apply_focus_window, ImGuiFocusRequestFlags.RestoreFocusedChild) + IM_ASSERT(g.NavWindow ~= nil) + apply_focus_window = g.NavWindow + if apply_focus_window.NavLastIds[ImGuiNavLayer.Main] == 0 then + ImGui.NavInitWindow(apply_focus_window, false) + end + + if apply_focus_window.DC.NavLayersActiveMaskNext == bit32.lshift(1, ImGuiNavLayer.Menu) then + g.NavLayer = ImGuiNavLayer.Menu + end + + if apply_focus_window.Viewport ~= previous_viewport and g.PlatformIO.Platform_SetWindowFocus then + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window.Viewport) + end + end + g.NavWindowingTarget = nil +end + +function ImGui.NavUpdateWindowing() + local g = GImGui + local io = g.IO + + local apply_focus_window = nil + local apply_toggle_layer = false + + local modal_window = ImGui.GetTopMostPopupModal() + local allow_windowing = (modal_window == nil) + if not allow_windowing then + g.NavWindowingTarget = nil + end + + if g.NavWindowingTargetAnim and g.NavWindowingTarget == nil then + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0, 0.0) + if g.DimBgRatio <= 0.0 and g.NavWindowingHighlightAlpha <= 0.0 then + g.NavWindowingTargetAnim = nil + end + end + + local owner_id = ImHashStr("##NavUpdateWindowing") + local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 + local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 + local keyboard_next_window = allow_windowing and g.ConfigNavWindowingKeyNext ~= 0 and ImGui.Shortcut(g.ConfigNavWindowingKeyNext, bit32.bor(ImGuiInputFlags.Repeat, ImGuiInputFlags.RouteAlways), owner_id) + local keyboard_prev_window = allow_windowing and g.ConfigNavWindowingKeyPrev ~= 0 and ImGui.Shortcut(g.ConfigNavWindowingKeyPrev, bit32.bor(ImGuiInputFlags.Repeat, ImGuiInputFlags.RouteAlways), owner_id) + local start_toggling_with_gamepad = nav_gamepad_active and g.NavWindowingTarget == nil and ImGui.Shortcut(ImGuiKey.NavGamepadMenu, ImGuiInputFlags.RouteAlways, owner_id) + local start_windowing_with_gamepad = allow_windowing and start_toggling_with_gamepad + local start_windowing_with_keyboard = allow_windowing and g.NavWindowingTarget == nil and (keyboard_next_window or keyboard_prev_window) + local just_started_windowing_from_null_focus = false + if start_toggling_with_gamepad then + g.NavWindowingToggleLayer = true + g.NavWindowingToggleKey = ImGuiKey.NavGamepadMenu + g.NavWindowingInputSource = ImGuiInputSource.Gamepad + g.NavInputSource = ImGuiInputSource.Gamepad + end + if start_windowing_with_gamepad or start_windowing_with_keyboard then + local window = (g.NavWindow and ImGui.IsWindowNavFocusable(g.NavWindow)) and g.NavWindow or ImGui.FindWindowNavFocusable(g.WindowsFocusOrder.Size, 0, -1) + if window then + if start_windowing_with_keyboard or g.ConfigNavWindowingWithGamepad then + g.NavWindowingTarget = window.RootWindow + g.NavWindowingTargetAnim = window.RootWindow + end + g.NavWindowingTimer = 0.0 + g.NavWindowingHighlightAlpha = 0.0 + ImVec2_CopyV(g.NavWindowingAccumDeltaPos, 0.0, 0.0) + ImVec2_CopyV(g.NavWindowingAccumDeltaSize, 0.0, 0.0) + g.NavWindowingInputSource = start_windowing_with_keyboard and ImGuiInputSource.Keyboard or ImGuiInputSource.Gamepad + g.NavInputSource = g.NavWindowingInputSource + if g.NavWindow == nil then + just_started_windowing_from_null_focus = true + end + + if keyboard_next_window or keyboard_prev_window then + ImGui.SetKeyOwnersForKeyChord(bit32.band(bit32.bor(g.ConfigNavWindowingKeyNext, g.ConfigNavWindowingKeyPrev), ImGuiMod_Mask_), owner_id) + end + end + end + + if (g.NavWindowingTarget or g.NavWindowingToggleLayer) and g.NavWindowingInputSource == ImGuiInputSource.Gamepad then + if g.NavWindowingTarget ~= nil then + g.NavWindowingTimer = g.NavWindowingTimer + io.DeltaTime + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05)) + + local focus_change_dir = (ImGui.IsKeyPressedEx(ImGuiKey.GamepadL1, ImGuiInputFlags.None, ImGuiKeyOwner_Any) and 1 or 0) - (ImGui.IsKeyPressedEx(ImGuiKey.GamepadR1, ImGuiInputFlags.None, ImGuiKeyOwner_Any) and 1 or 0) + if focus_change_dir ~= 0 and not just_started_windowing_from_null_focus then + ImGui.NavUpdateWindowingTarget(focus_change_dir) + g.NavWindowingHighlightAlpha = 1.0 + end + end + + if not ImGui.IsKeyDown(ImGuiKey.NavGamepadMenu) then + g.NavWindowingToggleLayer = g.NavWindowingToggleLayer and (g.NavWindowingHighlightAlpha < 1.0) + if g.NavWindowingToggleLayer and g.NavWindow then + apply_toggle_layer = true + elseif not g.NavWindowingToggleLayer then + apply_focus_window = g.NavWindowingTarget + end + g.NavWindowingTarget = nil + g.NavWindowingToggleLayer = false + end + end + + if g.NavWindowingTarget and g.NavWindowingInputSource == ImGuiInputSource.Keyboard then + local shared_mods = bit32.band( + bit32.band((g.ConfigNavWindowingKeyNext ~= 0) and g.ConfigNavWindowingKeyNext or ImGuiMod_Mask_, (g.ConfigNavWindowingKeyPrev ~= 0) and g.ConfigNavWindowingKeyPrev or ImGuiMod_Mask_), + ImGuiMod_Mask_) + IM_ASSERT(shared_mods ~= 0) + g.NavWindowingTimer = g.NavWindowingTimer + io.DeltaTime + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05)) + if (keyboard_next_window or keyboard_prev_window) and not just_started_windowing_from_null_focus then + ImGui.NavUpdateWindowingTarget(keyboard_next_window and -1 or 1) + elseif bit32.band(io.KeyMods, shared_mods) ~= shared_mods then + apply_focus_window = g.NavWindowingTarget + end + end + + local windowing_toggle_keys = { ImGuiKey.LeftAlt, ImGuiKey.RightAlt } + local windowing_toggle_layer_start = false + if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then + for _, windowing_toggle_key in ipairs(windowing_toggle_keys) do + if nav_keyboard_active and ImGui.IsKeyPressedEx(windowing_toggle_key, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) then + windowing_toggle_layer_start = true + g.NavWindowingToggleLayer = true + g.NavWindowingToggleKey = windowing_toggle_key + g.NavWindowingInputSource = ImGuiInputSource.Keyboard + g.NavInputSource = ImGuiInputSource.Keyboard + break + end + end + end + if g.NavWindowingToggleLayer and g.NavWindowingInputSource == ImGuiInputSource.Keyboard then + if io.InputQueueCharacters.Size > 0 or io.KeyCtrl or io.KeyShift or io.KeySuper then + g.NavWindowingToggleLayer = false + elseif windowing_toggle_layer_start == false and g.LastKeyboardKeyPressTime == g.Time then + g.NavWindowingToggleLayer = false + elseif ImGui.TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false or ImGui.TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false then + g.NavWindowingToggleLayer = false + end + + if ImGui.IsKeyReleased(g.NavWindowingToggleKey) and g.NavWindowingToggleLayer then + if g.ActiveId == 0 or g.ActiveIdAllowOverlap then + if ImGui.IsMousePosValid(io.MousePos) == ImGui.IsMousePosValid(io.MousePosPrev) then + apply_toggle_layer = true + end + end + end + if not ImGui.IsKeyDown(g.NavWindowingToggleKey) then + g.NavWindowingToggleLayer = false + end + end + + if g.NavWindowingTarget and bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.NoMove) == 0 then + local nav_move_dir + if g.NavInputSource == ImGuiInputSource.Keyboard and not io.KeyShift then + nav_move_dir = ImGui.GetKeyMagnitude2d(ImGuiKey.LeftArrow, ImGuiKey.RightArrow, ImGuiKey.UpArrow, ImGuiKey.DownArrow) + end + if g.NavInputSource == ImGuiInputSource.Gamepad then + nav_move_dir = ImGui.GetKeyMagnitude2d(ImGuiKey.GamepadLStickLeft, ImGuiKey.GamepadLStickRight, ImGuiKey.GamepadLStickUp, ImGuiKey.GamepadLStickDown) + end + if nav_move_dir and (nav_move_dir.x ~= 0.0 or nav_move_dir.y ~= 0.0) then + local NAV_MOVE_SPEED = 800.0 + local move_step = NAV_MOVE_SPEED * io.DeltaTime * ImGui.GetScale() + ImVec2_Copy(g.NavWindowingAccumDeltaPos, g.NavWindowingAccumDeltaPos + nav_move_dir * move_step) + g.NavHighlightItemUnderNav = true + local accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos) + if accum_floored.x ~= 0.0 or accum_floored.y ~= 0.0 then + local moving_window = g.NavWindowingTarget.RootWindowDockTree + ImGui.SetWindowPos(moving_window, moving_window.Pos + accum_floored, ImGuiCond.Always) + ImVec2_Copy(g.NavWindowingAccumDeltaPos, g.NavWindowingAccumDeltaPos - accum_floored) + end + end + end + + if apply_focus_window then + ImGui.NavUpdateWindowingApplyFocus(apply_focus_window) + end + + if apply_toggle_layer and g.NavWindow then + ImGui.ClearActiveID() + + local new_nav_window = g.NavWindow + while new_nav_window.ParentWindow + and bit32.band(new_nav_window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Menu)) == 0 + and bit32.band(new_nav_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 + and bit32.band(new_nav_window.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == 0 do + new_nav_window = new_nav_window.ParentWindow + end + if new_nav_window ~= g.NavWindow then + local old_nav_window = g.NavWindow + ImGui.FocusWindow(new_nav_window) + new_nav_window.NavLastChildNavWindow = old_nav_window + end + + local new_nav_layer = (bit32.band(g.NavWindow.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Menu)) ~= 0) and bit32.bxor(g.NavLayer, 1) or ImGuiNavLayer.Main + if new_nav_layer ~= g.NavLayer then + local preserve_layer_1_nav_id = (new_nav_window.DockNodeAsHost ~= nil) + if new_nav_layer == ImGuiNavLayer.Menu and not preserve_layer_1_nav_id then + g.NavWindow.NavLastIds[new_nav_layer] = 0 + end + ImGui.NavRestoreLayer(new_nav_layer) + ImGui.SetNavCursorVisibleAfterMove() + end + end +end + +function ImGui.NavUpdateContextMenuRequest() + local g = GImGui + local io = g.IO + g.NavOpenContextMenuItemId = 0 + g.NavOpenContextMenuWindowId = 0 + local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 + local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 + if (not nav_keyboard_active and not nav_gamepad_active) or g.NavWindow == nil then + return + end + + local request = false + request = request or (nav_keyboard_active and (ImGui.IsKeyReleased(ImGuiKey.Menu, ImGuiKeyOwner_NoOwner) or (ImGui.IsKeyPressedEx(ImGuiKey.F10, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) and io.KeyMods == ImGuiMod_Shift))) + request = request or (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadContextMenu, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner)) + if not request then + return + end + + g.NavOpenContextMenuItemId = g.NavId + g.NavOpenContextMenuWindowId = g.NavWindow.ID + + if g.NavId == g.NavWindow:GetID("#CLOSE") or g.NavId == g.NavWindow:GetID("#COLLAPSE") then + g.NavOpenContextMenuItemId = g.NavWindow.MoveId + end + + g.NavInputSource = ImGuiInputSource.Keyboard + ImGui.SetNavCursorVisibleAfterMove() +end + +--- @param move_dir ImGuiDir +--- @param clip_dir ImGuiDir +--- @param move_flags ImGuiNavMoveFlags +--- @param scroll_flags ImGuiScrollFlags +function ImGui.NavMoveRequestSubmit(move_dir, clip_dir, move_flags, scroll_flags) + local g = GImGui + IM_ASSERT(g.NavWindow ~= nil) + if bit32.band(move_flags, ImGuiNavMoveFlags.IsTabbing) ~= 0 then + move_flags = bit32.bor(move_flags, ImGuiNavMoveFlags.AllowCurrentNavId) + end + g.NavMoveSubmitted = true; g.NavMoveScoringItems = true + g.NavMoveDir = move_dir + g.NavMoveDirForDebug = move_dir + g.NavMoveClipDir = clip_dir + g.NavMoveFlags = move_flags + g.NavMoveScrollFlags = scroll_flags + g.NavMoveForwardToNextFrame = false + g.NavMoveKeyMods = (bit32.band(move_flags, ImGuiNavMoveFlags.FocusApi) ~= 0) and 0 or g.IO.KeyMods + g.NavMoveResultLocal:Clear() + g.NavMoveResultLocalVisible:Clear() + g.NavMoveResultOther:Clear() + g.NavTabbingCounter = 0 + g.NavTabbingResultFirst:Clear() + ImGui.NavUpdateAnyRequestFlag() +end + +--- @param r ImRect +--- @param preferred_pos_rel ImVec2 +--- @param move_dir ImGuiDir +--- @param move_flags ImGuiNavMoveFlags +function ImGui.NavBiasScoringRect(r, preferred_pos_rel, move_dir, move_flags) + local g = GImGui + local rel_to_abs_offset = g.NavWindow.DC.CursorStartPos + if bit32.band(move_flags, ImGuiNavMoveFlags.Forwarded) == 0 then + if preferred_pos_rel.x == FLT_MAX then + preferred_pos_rel.x = ImMin(r.Min.x + 1.0, r.Max.x) - rel_to_abs_offset.x + end + if preferred_pos_rel.y == FLT_MAX then + preferred_pos_rel.y = r:GetCenter().y - rel_to_abs_offset.y + end + end + if (move_dir == ImGuiDir.Up or move_dir == ImGuiDir.Down) and preferred_pos_rel.x ~= FLT_MAX then + local new_x = preferred_pos_rel.x + rel_to_abs_offset.x + r.Min.x = new_x; r.Max.x = new_x + elseif (move_dir == ImGuiDir.Left or move_dir == ImGuiDir.Right) and preferred_pos_rel.y ~= FLT_MAX then + local new_y = preferred_pos_rel.y + rel_to_abs_offset.y + r.Min.y = new_y; r.Max.y = new_y + end +end + +--- @return float +function ImGui.NavUpdatePageUpPageDown() + local g = GImGui + local window = g.NavWindow + if bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 or g.NavWindowingTarget ~= nil then + return 0.0 + end + + local page_up_held = ImGui.IsKeyDown(ImGuiKey.PageUp, ImGuiKeyOwner_NoOwner) + local page_down_held = ImGui.IsKeyDown(ImGuiKey.PageDown, ImGuiKeyOwner_NoOwner) + local home_pressed = ImGui.IsKeyPressedEx(ImGuiKey.Home, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) + local end_pressed = ImGui.IsKeyPressedEx(ImGuiKey.End, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) + if page_up_held == page_down_held and home_pressed == end_pressed then + return 0.0 + end + + if g.NavLayer ~= ImGuiNavLayer.Main then + ImGui.NavRestoreLayer(ImGuiNavLayer.Main) + end + + if bit32.band(window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Main)) == 0 and window.DC.NavWindowHasScrollY then + if ImGui.IsKeyPressedEx(ImGuiKey.PageUp, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then + ImGui.SetScrollY(window, window.Scroll.y - window.InnerRect:GetHeight()) + elseif ImGui.IsKeyPressedEx(ImGuiKey.PageDown, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then + ImGui.SetScrollY(window, window.Scroll.y + window.InnerRect:GetHeight()) + elseif home_pressed then + ImGui.SetScrollY(window, 0.0) + elseif end_pressed then + ImGui.SetScrollY(window, window.ScrollMax.y) + end + else + local nav_rect_rel = window.NavRectRel[g.NavLayer] + local page_offset_y = ImMax(0.0, window.InnerRect:GetHeight() - window.FontRefSize * 1.0 + nav_rect_rel:GetHeight()) + local nav_scoring_rect_offset_y = 0.0 + if ImGui.IsKeyPressedEx(ImGuiKey.PageUp, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then + nav_scoring_rect_offset_y = -page_offset_y + g.NavMoveDir = ImGuiDir.Down + g.NavMoveClipDir = ImGuiDir.Up + g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.IsPageMove) + elseif ImGui.IsKeyPressedEx(ImGuiKey.PageDown, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then + nav_scoring_rect_offset_y = page_offset_y + g.NavMoveDir = ImGuiDir.Up + g.NavMoveClipDir = ImGuiDir.Down + g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.IsPageMove) + elseif home_pressed then + nav_rect_rel.Min.y = 0.0; nav_rect_rel.Max.y = 0.0 + if nav_rect_rel:IsInverted() then + nav_rect_rel.Min.x = 0.0; nav_rect_rel.Max.x = 0.0 + end + g.NavMoveDir = ImGuiDir.Down + g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.ScrollToEdgeY) + elseif end_pressed then + nav_rect_rel.Min.y = window.ContentSize.y; nav_rect_rel.Max.y = window.ContentSize.y + if nav_rect_rel:IsInverted() then + nav_rect_rel.Min.x = 0.0; nav_rect_rel.Max.x = 0.0 + end + g.NavMoveDir = ImGuiDir.Up + g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.ScrollToEdgeY) + end + return nav_scoring_rect_offset_y + end + return 0.0 +end + +function ImGui.NavUpdateCreateMoveRequest() + local g = GImGui + local io = g.IO + local window = g.NavWindow + local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 + local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 + + if g.NavMoveForwardToNextFrame and window ~= nil then + IM_ASSERT(g.NavMoveDir ~= ImGuiDir.None and g.NavMoveClipDir ~= ImGuiDir.None) + IM_ASSERT(bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.Forwarded) ~= 0) + else + g.NavMoveDir = ImGuiDir.None + g.NavMoveFlags = ImGuiNavMoveFlags.None + g.NavMoveScrollFlags = ImGuiScrollFlags.None + if window and not g.NavWindowingTarget and bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then + local repeat_mode = bit32.bor(ImGuiInputFlags.Repeat, ImGuiInputFlags.RepeatRateNavMove) + if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Left) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Left end + if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Right) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Right end + if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Up) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Up end + if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Down) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Down end + end + g.NavMoveClipDir = g.NavMoveDir + ImRect_Copy(g.NavScoringNoClipRect, ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX)) + end + + local scoring_page_offset_y = 0.0 + if window and g.NavMoveDir == ImGuiDir.None and nav_keyboard_active then + scoring_page_offset_y = ImGui.NavUpdatePageUpPageDown() + end + + g.NavMoveForwardToNextFrame = false + if g.NavMoveDir ~= ImGuiDir.None then + ImGui.NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags) + end + + if g.NavMoveSubmitted and g.NavId == 0 then + g.NavInitRequest = true; g.NavInitRequestFromMove = true + g.NavInitResult.ID = 0 + if g.IO.ConfigNavCursorVisibleAuto then + g.NavCursorVisible = true + end + end + + if g.NavMoveSubmitted and g.NavInputSource == ImGuiInputSource.Gamepad and g.NavLayer == ImGuiNavLayer.Main and window ~= nil then + local clamp_x = bit32.band(g.NavMoveFlags, bit32.bor(ImGuiNavMoveFlags.LoopX, ImGuiNavMoveFlags.WrapX)) == 0 + local clamp_y = bit32.band(g.NavMoveFlags, bit32.bor(ImGuiNavMoveFlags.LoopY, ImGuiNavMoveFlags.WrapY)) == 0 + local inner_rect_rel = ImGui.WindowRectAbsToRel(window, ImRect(ImVec2(window.InnerRect.Min.x - 1, window.InnerRect.Min.y - 1), ImVec2(window.InnerRect.Max.x + 1, window.InnerRect.Max.y + 1))) + local next_scroll = CalcNextScrollFromScrollTargetAndClamp(window) + inner_rect_rel:Translate(ImVec2(next_scroll.x - window.Scroll.x, next_scroll.y - window.Scroll.y)) + if (clamp_x or clamp_y) and not inner_rect_rel:Contains(window.NavRectRel[g.NavLayer]) then + local pad_x = ImMin(inner_rect_rel:GetWidth(), window.FontRefSize * 0.5) + local pad_y = ImMin(inner_rect_rel:GetHeight(), window.FontRefSize * 0.5) + inner_rect_rel.Min.x = clamp_x and (inner_rect_rel.Min.x + pad_x) or -FLT_MAX + inner_rect_rel.Max.x = clamp_x and (inner_rect_rel.Max.x - pad_x) or FLT_MAX + inner_rect_rel.Min.y = clamp_y and (inner_rect_rel.Min.y + pad_y) or -FLT_MAX + inner_rect_rel.Max.y = clamp_y and (inner_rect_rel.Max.y - pad_y) or FLT_MAX + window.NavRectRel[g.NavLayer]:ClipWithFull(inner_rect_rel) + g.NavId = 0 + end + end + + local scoring_rect = ImRect() + if window ~= nil then + local nav_rect_rel = ImRect() + if not window.NavRectRel[g.NavLayer]:IsInverted() then + ImRect_Copy(nav_rect_rel, window.NavRectRel[g.NavLayer]) + end + scoring_rect = ImGui.WindowRectRelToAbs(window, nav_rect_rel) + + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsPageMove) ~= 0 then + if window.InnerRect:Contains(scoring_rect) then + g.NavMoveFlags = bit32.bor(g.NavMoveFlags, ImGuiNavMoveFlags.AlsoScoreVisibleSet) + end + ImRect_Copy(g.NavScoringNoClipRect, scoring_rect) + scoring_rect:TranslateY(scoring_page_offset_y) + g.NavScoringNoClipRect:Add(scoring_rect) + end + + if g.NavMoveSubmitted then + ImGui.NavBiasScoringRect(scoring_rect, window.RootWindowForNav.NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags) + end + IM_ASSERT(not scoring_rect:IsInverted()) + end + ImRect_Copy(g.NavScoringRect, scoring_rect) +end + +function ImGui.NavUpdateCreateTabbingRequest() + local g = GImGui + local window = g.NavWindow + IM_ASSERT(g.NavMoveDir == ImGuiDir.None) + if window == nil or g.NavWindowingTarget ~= nil or bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 or not g.ConfigNavEnableTabbing then + return + end + + local tab_pressed = ImGui.IsKeyPressedEx(ImGuiKey.Tab, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) and not g.IO.KeyCtrl and not g.IO.KeyAlt + if not tab_pressed then + return + end + + local nav_keyboard_active = bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 + if nav_keyboard_active then + g.NavTabbingDir = g.IO.KeyShift and -1 or ((g.NavCursorVisible == false and g.ActiveId == 0) and 0 or 1) + else + g.NavTabbingDir = g.IO.KeyShift and -1 or ((g.ActiveId == 0) and 0 or 1) + end + local move_flags = bit32.bor(ImGuiNavMoveFlags.IsTabbing, ImGuiNavMoveFlags.Activate) + local scroll_flags = window.Appearing and bit32.bor(ImGuiScrollFlags.KeepVisibleEdgeX, ImGuiScrollFlags.AlwaysCenterY) or bit32.bor(ImGuiScrollFlags.KeepVisibleEdgeX, ImGuiScrollFlags.KeepVisibleEdgeY) + local clip_dir = (g.NavTabbingDir < 0) and ImGuiDir.Up or ImGuiDir.Down + ImGui.NavMoveRequestSubmit(ImGuiDir.None, clip_dir, move_flags, scroll_flags) + g.NavTabbingCounter = -1 +end + +function ImGui.NavUpdate() + local g = GImGui + local io = g.IO + + io.WantSetMousePos = false + + local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 + if nav_gamepad_active and g.NavInputSource ~= ImGuiInputSource.Gamepad then + for _, key in ipairs(nav_gamepad_keys_to_change_source) do + if ImGui.IsKeyDown(key) then + g.NavInputSource = ImGuiInputSource.Gamepad + end + end + end + + local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 + if nav_keyboard_active and g.NavInputSource ~= ImGuiInputSource.Keyboard then + for _, key in ipairs(nav_keyboard_keys_to_change_source) do + if ImGui.IsKeyDown(key) then + g.NavInputSource = ImGuiInputSource.Keyboard + end + end + end + + g.NavJustMovedToId = 0 + g.NavJustMovedToFocusScopeId = 0 + g.NavJustMovedFromFocusScopeId = 0 + if g.NavInitResult.ID ~= 0 then + ImGui.NavInitRequestApplyResult() + end + g.NavInitRequest = false + g.NavInitRequestFromMove = false + g.NavInitResult.ID = 0 + + if g.NavMoveSubmitted then + ImGui.NavMoveRequestApplyResult() + end + g.NavTabbingCounter = 0 + g.NavMoveSubmitted = false + g.NavMoveScoringItems = false + if g.NavCursorHideFrames > 0 then + g.NavCursorHideFrames = g.NavCursorHideFrames - 1 + if g.NavCursorHideFrames == 0 then + g.NavCursorVisible = true + end + end + + local set_mouse_pos = false + if g.NavMousePosDirty and g.NavIdIsAlive then + if g.NavCursorVisible and g.NavHighlightItemUnderNav and g.NavWindow then + set_mouse_pos = true + end + end + g.NavMousePosDirty = false + IM_ASSERT(g.NavLayer == ImGuiNavLayer.Main or g.NavLayer == ImGuiNavLayer.Menu) + + if g.NavWindow then + ImGui.NavSaveLastChildNavWindowIntoParent(g.NavWindow) + end + if g.NavWindow and g.NavWindow.NavLastChildNavWindow ~= nil and g.NavLayer == ImGuiNavLayer.Main then + g.NavWindow.NavLastChildNavWindow = nil + end + + ImGui.NavUpdateWindowing() + + io.NavActive = (nav_keyboard_active or nav_gamepad_active) and g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 + io.NavVisible = (io.NavActive and g.NavId ~= 0 and g.NavCursorVisible) or (g.NavWindowingTarget ~= nil) + + ImGui.NavUpdateCancelRequest() + ImGui.NavUpdateContextMenuRequest() + + g.NavActivateId = 0 + g.NavActivateDownId = 0 + g.NavActivatePressedId = 0 + g.NavActivateFlags = ImGuiActivateFlags.None + + if g.NavId ~= 0 and g.NavCursorVisible and not g.NavWindowingTarget and g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then + local activate_down = (nav_keyboard_active and ImGui.IsKeyDown(ImGuiKey.Space, ImGuiKeyOwner_NoOwner)) or (nav_gamepad_active and ImGui.IsKeyDown(ImGuiKey.NavGamepadActivate, ImGuiKeyOwner_NoOwner)) + local activate_pressed = activate_down and ((nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.Space, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner)) or (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadActivate, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner))) + local input_pressed_keyboard = nav_keyboard_active and (ImGui.IsKeyPressedEx(ImGuiKey.Enter, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) or ImGui.IsKeyPressedEx(ImGuiKey.KeypadEnter, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner)) + local input_pressed_gamepad = false + if activate_down and nav_gamepad_active and ImGui.IsKeyDown(ImGuiKey.NavGamepadActivate, ImGuiKeyOwner_NoOwner) and bit32.band(g.NavIdItemFlags, ImGuiItemFlags.Inputable) ~= 0 then + if ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate).DownDurationPrev < NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY and ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate).DownDuration >= NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY then + input_pressed_gamepad = true + end + end + + if g.ActiveId == 0 and activate_pressed then + g.NavActivateId = g.NavId + g.NavActivateFlags = ImGuiActivateFlags.PreferTweak + end + if (g.ActiveId == 0 or g.ActiveId == g.NavId) and (input_pressed_keyboard or input_pressed_gamepad) then + g.NavActivateId = g.NavId + g.NavActivateFlags = ImGuiActivateFlags.PreferInput + end + if (g.ActiveId == 0 or g.ActiveId == g.NavId) and (activate_down or input_pressed_keyboard or input_pressed_gamepad) then + g.NavActivateDownId = g.NavId + end + if (g.ActiveId == 0 or g.ActiveId == g.NavId) and (activate_pressed or input_pressed_keyboard or input_pressed_gamepad) then + g.NavActivatePressedId = g.NavId + ImGui.NavHighlightActivated(g.NavId) + end + end + if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 then + g.NavCursorVisible = false + elseif g.IO.ConfigNavCursorVisibleAlways and g.NavCursorHideFrames == 0 then + g.NavCursorVisible = true + end + if g.NavActivateId ~= 0 then + IM_ASSERT(g.NavActivateDownId == g.NavActivateId) + end + + if g.NavHighlightActivatedTimer > 0.0 then + g.NavHighlightActivatedTimer = ImMax(0.0, g.NavHighlightActivatedTimer - io.DeltaTime) + end + if g.NavHighlightActivatedTimer == 0.0 then + g.NavHighlightActivatedId = 0 + end + + if g.NavNextActivateId ~= 0 then + g.NavActivateId = g.NavNextActivateId + g.NavActivateDownId = g.NavNextActivateId + g.NavActivatePressedId = g.NavNextActivateId + g.NavActivateFlags = g.NavNextActivateFlags + end + g.NavNextActivateId = 0 + + ImGui.NavUpdateCreateMoveRequest() + if g.NavMoveDir == ImGuiDir.None then + ImGui.NavUpdateCreateTabbingRequest() + end + ImGui.NavUpdateAnyRequestFlag() + g.NavIdIsAlive = false + + if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 and not g.NavWindowingTarget then + local window = g.NavWindow + local scroll_speed = IM_ROUND(window.FontRefSize * 100 * io.DeltaTime) + local move_dir = g.NavMoveDir + if window.DC.NavLayersActiveMask == 0x00 and window.DC.NavWindowHasScrollY and move_dir ~= ImGuiDir.None then + if move_dir == ImGuiDir.Left or move_dir == ImGuiDir.Right then + local delta = (move_dir == ImGuiDir.Left) and -1.0 or 1.0 + ImGui.SetScrollX(window, ImTrunc(window.Scroll.x + delta * scroll_speed)) + end + if move_dir == ImGuiDir.Up or move_dir == ImGuiDir.Down then + local delta = (move_dir == ImGuiDir.Up) and -1.0 or 1.0 + ImGui.SetScrollY(window, ImTrunc(window.Scroll.y + delta * scroll_speed)) + end + end + + if nav_gamepad_active then + local scroll_dir = ImGui.GetKeyMagnitude2d(ImGuiKey.GamepadLStickLeft, ImGuiKey.GamepadLStickRight, ImGuiKey.GamepadLStickUp, ImGuiKey.GamepadLStickDown) + local tweak_factor = 1.0 + if ImGui.IsKeyDown(ImGuiKey.NavGamepadTweakSlow) then + tweak_factor = 1.0 / 10.0 + elseif ImGui.IsKeyDown(ImGuiKey.NavGamepadTweakFast) then + tweak_factor = 10.0 + end + if scroll_dir.x ~= 0.0 and window.ScrollbarX then + ImGui.SetScrollX(window, ImTrunc(window.Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)) + end + if scroll_dir.y ~= 0.0 then + ImGui.SetScrollY(window, ImTrunc(window.Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)) + end + end + end + + if not nav_keyboard_active and not nav_gamepad_active then + g.NavCursorVisible = false + g.NavHighlightItemUnderNav = false + set_mouse_pos = false + end + + if set_mouse_pos and io.ConfigNavMoveSetMousePos and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasSetMousePos) ~= 0 then + ImGui.TeleportMousePos(ImGui.NavCalcPreferredRefPos(ImGuiWindowFlags.Popup)) + end + + g.NavScoringDebugCount = 0 +end + +end + +function ImGui.NavUpdateCancelRequest() + local g = GImGui + local nav_gamepad_active = bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 + local nav_keyboard_active = bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 + if not (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.Escape, 0, ImGuiKeyOwner_NoOwner)) and not (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner)) then + return + end + + -- IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()") + if g.ActiveId ~= 0 then + ImGui.ClearActiveID() + elseif g.NavLayer ~= ImGuiNavLayer.Main then + ImGui.NavRestoreLayer(ImGuiNavLayer.Main) + ImGui.SetNavCursorVisibleAfterMove() + elseif g.NavWindow and g.NavWindow ~= g.NavWindow.RootWindow and bit32.band(g.NavWindow.RootWindowForNav.Flags, ImGuiWindowFlags.Popup) == 0 and g.NavWindow.RootWindowForNav.ParentWindow then + local child_window = g.NavWindow.RootWindowForNav + local parent_window = child_window.ParentWindow + IM_ASSERT(child_window.ChildId ~= 0) + ImGui.FocusWindow(parent_window) + ImGui.SetNavID(child_window.ChildId, ImGuiNavLayer.Main, 0, ImGui.WindowRectAbsToRel(parent_window, child_window:Rect())) + ImGui.SetNavCursorVisibleAfterMove() + elseif g.OpenPopupStack.Size > 0 and g.OpenPopupStack:back().Window ~= nil and bit32.band(g.OpenPopupStack:back().Window.Flags, ImGuiWindowFlags.Modal) == 0 then + ImGui.ClosePopupToLevel(g.OpenPopupStack.Size - 1, true) + else + if g.IO.ConfigNavEscapeClearFocusItem or g.IO.ConfigNavEscapeClearFocusWindow then + if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.Popup) ~= 0 then + g.NavWindow.NavLastIds[0] = 0 + end + end + if g.IO.ConfigNavEscapeClearFocusItem or g.IO.ConfigNavEscapeClearFocusWindow then + g.NavId = 0 + end + if g.IO.ConfigNavEscapeClearFocusWindow then + ImGui.FocusWindow(nil) + end + end +end + +function ImGui.NavMoveRequestButNoResultYet() + local g = GImGui + return g.NavMoveScoringItems and g.NavMoveResultLocal.ID == 0 and g.NavMoveResultOther.ID == 0 +end + +local function ImGetDirQuadrantFromDelta(dx, dy) + if ImFabs(dx) > ImFabs(dy) then + return (dx > 0.0) and ImGuiDir.Right or ImGuiDir.Left + end + return (dy > 0.0) and ImGuiDir.Down or ImGuiDir.Up +end + +local function NavScoreItemDistInterval(cand_min, cand_max, curr_min, curr_max) + if cand_max < curr_min then + return cand_max - curr_min + end + if curr_max < cand_min then + return cand_min - curr_max + end + return 0.0 +end + +--- @param result ImGuiNavItemData +--- @param nav_bb ImRect +--- @return bool +function ImGui.NavScoreItem(result, nav_bb) + local g = GImGui + local window = g.CurrentWindow + if g.NavLayer ~= window.DC.NavLayerCurrent then + return false + end + + local cand = ImRect() + ImRect_Copy(cand, nav_bb) + local curr = g.NavScoringRect + g.NavScoringDebugCount = g.NavScoringDebugCount + 1 + + if window.ParentWindow == g.NavWindow then + IM_ASSERT(bit32.band(bit32.bor(window.ChildFlags, g.NavWindow.ChildFlags), ImGuiChildFlags.NavFlattened) ~= 0) + if not window.ClipRect:Overlaps(cand) then + return false + end + cand:ClipWithFull(window.ClipRect) + end + + local dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x) + local dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2), ImLerp(cand.Min.y, cand.Max.y, 0.8), ImLerp(curr.Min.y, curr.Max.y, 0.2), ImLerp(curr.Min.y, curr.Max.y, 0.8)) + if dby ~= 0.0 and dbx ~= 0.0 then + dbx = (dbx / 1000.0) + ((dbx > 0.0) and 1.0 or -1.0) + end + local dist_box = ImFabs(dbx) + ImFabs(dby) + + local dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x) + local dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y) + local dist_center = ImFabs(dcx) + ImFabs(dcy) + + local quadrant + local dax = 0.0 + local day = 0.0 + local dist_axial = 0.0 + if dbx ~= 0.0 or dby ~= 0.0 then + dax = dbx + day = dby + dist_axial = dist_box + quadrant = ImGetDirQuadrantFromDelta(dbx, dby) + elseif dcx ~= 0.0 or dcy ~= 0.0 then + dax = dcx + day = dcy + dist_axial = dist_center + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy) + else + quadrant = (g.LastItemData.ID < g.NavId) and ImGuiDir.Left or ImGuiDir.Right + end + + local move_dir = g.NavMoveDir + + local new_best = false + if quadrant == move_dir then + if dist_box < result.DistBox then + result.DistBox = dist_box + result.DistCenter = dist_center + return true + end + if dist_box == result.DistBox then + if dist_center < result.DistCenter then + result.DistCenter = dist_center + new_best = true + elseif dist_center == result.DistCenter then + if (((move_dir == ImGuiDir.Up or move_dir == ImGuiDir.Down) and dby) or dbx) < 0.0 then + new_best = true + end + end + end + end + + if result.DistBox == FLT_MAX and dist_axial < result.DistAxial then + if g.NavLayer == ImGuiNavLayer.Menu and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.ChildMenu) == 0 then + if (move_dir == ImGuiDir.Left and dax < 0.0) or (move_dir == ImGuiDir.Right and dax > 0.0) or (move_dir == ImGuiDir.Up and day < 0.0) or (move_dir == ImGuiDir.Down and day > 0.0) then + result.DistAxial = dist_axial + new_best = true + end + end + end + + return new_best +end + +--- @param result ImGuiNavItemData +function ImGui.NavApplyItemToResult(result) + local g = GImGui + local window = g.CurrentWindow + result.Window = window + result.ID = g.LastItemData.ID + result.FocusScopeId = g.CurrentFocusScopeId + result.ItemFlags = g.LastItemData.ItemFlags + ImRect_Copy(result.RectRel, ImGui.WindowRectAbsToRel(window, g.LastItemData.NavRect)) + if bit32.band(result.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 then + IM_ASSERT(g.NextItemData.SelectionUserData ~= ImGuiSelectionUserData_Invalid) + result.SelectionUserData = g.NextItemData.SelectionUserData + end +end + +--- @param result ImGuiNavItemData +function ImGui.NavMoveRequestResolveWithLastItem(result) + local g = GImGui + g.NavMoveScoringItems = false + ImGui.NavApplyItemToResult(result) + ImGui.NavUpdateAnyRequestFlag() +end + +--- @param id ImGuiID +--- @param item_flags ImGuiItemFlags +--- @param move_flags ImGuiNavMoveFlags +function ImGui.NavProcessItemForTabbingRequest(id, item_flags, move_flags) + local g = GImGui + + if bit32.band(move_flags, ImGuiNavMoveFlags.FocusApi) == 0 then + if g.NavLayer ~= g.CurrentWindow.DC.NavLayerCurrent then + return + end + if g.NavFocusScopeId ~= g.CurrentFocusScopeId then + return + end + end + + local can_stop + if bit32.band(move_flags, ImGuiNavMoveFlags.FocusApi) ~= 0 then + can_stop = true + else + can_stop = bit32.band(item_flags, ImGuiItemFlags.NoTabStop) == 0 and (bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 or bit32.band(item_flags, ImGuiItemFlags.Inputable) ~= 0) + end + + local result = g.NavMoveResultLocal + if g.NavTabbingDir == 1 then + if can_stop and g.NavTabbingResultFirst.ID == 0 then + ImGui.NavApplyItemToResult(g.NavTabbingResultFirst) + end + if can_stop and g.NavTabbingCounter > 0 then + g.NavTabbingCounter = g.NavTabbingCounter - 1 + if g.NavTabbingCounter == 0 then + ImGui.NavMoveRequestResolveWithLastItem(result) + end + elseif g.NavId == id then + g.NavTabbingCounter = 1 + end + elseif g.NavTabbingDir == -1 then + if g.NavId == id then + if result.ID ~= 0 then + g.NavMoveScoringItems = false + ImGui.NavUpdateAnyRequestFlag() + end + elseif can_stop then + ImGui.NavApplyItemToResult(result) + end + elseif g.NavTabbingDir == 0 then + if can_stop and g.NavId == id then + ImGui.NavMoveRequestResolveWithLastItem(result) + end + if can_stop and g.NavTabbingResultFirst.ID == 0 then + ImGui.NavApplyItemToResult(g.NavTabbingResultFirst) + end + end +end + +function ImGui.NavProcessItem() + local g = GImGui + local window = g.CurrentWindow + local id = g.LastItemData.ID + local item_flags = g.LastItemData.ItemFlags + + local nav_bb = ImRect() + ImRect_Copy(nav_bb, g.LastItemData.NavRect) + if window.DC.NavIsScrollPushableX == false then + nav_bb.Min.x = ImClamp(nav_bb.Min.x, window.ClipRect.Min.x, window.ClipRect.Max.x) + nav_bb.Max.x = ImClamp(nav_bb.Max.x, window.ClipRect.Min.x, window.ClipRect.Max.x) + end + + if g.NavInitRequest and g.NavLayer == window.DC.NavLayerCurrent and bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0 then + local candidate_for_nav_default_focus = bit32.band(item_flags, ImGuiItemFlags.NoNavDefaultFocus) == 0 + if candidate_for_nav_default_focus or g.NavInitResult.ID == 0 then + ImGui.NavApplyItemToResult(g.NavInitResult) + end + if candidate_for_nav_default_focus then + g.NavInitRequest = false + ImGui.NavUpdateAnyRequestFlag() + end + end + + if g.NavMoveScoringItems and bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0 then + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0 or bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then + local is_tabbing = bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 + if is_tabbing then + ImGui.NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags) + elseif g.NavId ~= id or bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.AllowCurrentNavId) ~= 0 then + local result = (window == g.NavWindow) and g.NavMoveResultLocal or g.NavMoveResultOther + if ImGui.NavScoreItem(result, nav_bb) then + ImGui.NavApplyItemToResult(result) + end + + local VISIBLE_RATIO = 0.70 + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.AlsoScoreVisibleSet) ~= 0 then + local r = window.InnerRect + if r:Overlaps(nav_bb) then + if ImClamp(nav_bb.Max.y, r.Min.y, r.Max.y) - ImClamp(nav_bb.Min.y, r.Min.y, r.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO then + if ImGui.NavScoreItem(g.NavMoveResultLocalVisible, nav_bb) then + ImGui.NavApplyItemToResult(g.NavMoveResultLocalVisible) + end + end + end + end + end + end + end + + if g.NavId == id then + if g.NavWindow ~= window then + ImGui.SetNavWindow(window) + end + g.NavLayer = window.DC.NavLayerCurrent + ImGui.SetNavFocusScope(g.CurrentFocusScopeId) + g.NavFocusScopeId = g.CurrentFocusScopeId + g.NavIdIsAlive = true + g.NavIdItemFlags = item_flags + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 then + IM_ASSERT(g.NextItemData.SelectionUserData ~= ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData + end + window.NavRectRel[window.DC.NavLayerCurrent] = ImGui.WindowRectAbsToRel(window, nav_bb) + end +end + +function ImGui.NavInitRequestApplyResult() + local g = GImGui + if not g.NavWindow then + return + end + + local result = g.NavInitResult + if g.NavId ~= result.ID then + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId + g.NavJustMovedToId = result.ID + g.NavJustMovedToFocusScopeId = result.FocusScopeId + g.NavJustMovedToKeyMods = 0 + g.NavJustMovedToIsTabbing = false + g.NavJustMovedToHasSelectionData = bit32.band(result.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 + end + + ImGui.SetNavID(result.ID, g.NavLayer, result.FocusScopeId, result.RectRel) + g.NavIdIsAlive = true + if result.SelectionUserData ~= ImGuiSelectionUserData_Invalid then + g.NavLastValidSelectionUserData = result.SelectionUserData + end + if g.NavInitRequestFromMove then + ImGui.SetNavCursorVisibleAfterMove() + end +end + +function ImGui.NavMoveRequestApplyResult() + local g = GImGui + + local result + if g.NavMoveResultLocal.ID ~= 0 then + result = g.NavMoveResultLocal + elseif g.NavMoveResultOther.ID ~= 0 then + result = g.NavMoveResultOther + else + result = nil + end + + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 and result == nil then + if (g.NavTabbingCounter == 1 or g.NavTabbingDir == 0) and g.NavTabbingResultFirst.ID ~= 0 then + result = g.NavTabbingResultFirst + end + end + + local axis = (g.NavMoveDir == ImGuiDir.Up or g.NavMoveDir == ImGuiDir.Down) and ImGuiAxis.Y or ImGuiAxis.X + if result == nil then + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 then + g.NavMoveFlags = bit32.bor(g.NavMoveFlags, ImGuiNavMoveFlags.NoSetNavCursorVisible) + end + if g.NavId ~= 0 and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoSetNavCursorVisible) == 0 then + ImGui.SetNavCursorVisibleAfterMove() + end + ImGui.NavClearPreferredPosForAxis(axis) + return + end + + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.AlsoScoreVisibleSet) ~= 0 + and g.NavMoveResultLocalVisible.ID ~= 0 and g.NavMoveResultLocalVisible.ID ~= g.NavId then + result = g.NavMoveResultLocalVisible + end + + if result ~= g.NavMoveResultOther and g.NavMoveResultOther.ID ~= 0 and g.NavMoveResultOther.Window.ParentWindow == g.NavWindow then + if g.NavMoveResultOther.DistBox < result.DistBox + or (g.NavMoveResultOther.DistBox == result.DistBox and g.NavMoveResultOther.DistCenter < result.DistCenter) then + result = g.NavMoveResultOther + end + end + IM_ASSERT(g.NavWindow and result.Window) + + if g.NavLayer == ImGuiNavLayer.Main then + local rect_abs = ImGui.WindowRectRelToAbs(result.Window, result.RectRel) + ImGui.ScrollToRectEx(result.Window, rect_abs, g.NavMoveScrollFlags) + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.ScrollToEdgeY) ~= 0 then + local scroll_target = (g.NavMoveDir == ImGuiDir.Up) and result.Window.ScrollMax.y or 0.0 + ImGui.SetScrollY(result.Window, scroll_target) + end + end + + if g.NavWindow ~= result.Window then + g.NavWindow = result.Window + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid + end + + if g.ActiveId ~= result.ID and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoClearActiveId) == 0 then + ImGui.ClearActiveID() + end + + if (g.NavId ~= result.ID or bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsPageMove) ~= 0) + and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoSelect) == 0 then + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId + g.NavJustMovedToId = result.ID + g.NavJustMovedToFocusScopeId = result.FocusScopeId + g.NavJustMovedToKeyMods = g.NavMoveKeyMods + g.NavJustMovedToIsTabbing = bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 + g.NavJustMovedToHasSelectionData = bit32.band(result.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 + end + + local root_for_nav = g.NavWindow.RootWindowForNav + local preferred_scoring_pos_rel = ImVec2() + ImVec2_Copy(preferred_scoring_pos_rel, root_for_nav.NavPreferredScoringPosRel[g.NavLayer]) + ImGui.SetNavID(result.ID, g.NavLayer, result.FocusScopeId, result.RectRel) + if result.SelectionUserData ~= ImGuiSelectionUserData_Invalid then + g.NavLastValidSelectionUserData = result.SelectionUserData + end + + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) == 0 then + preferred_scoring_pos_rel[axis] = result.RectRel:GetCenter()[axis] + ImVec2_Copy(root_for_nav.NavPreferredScoringPosRel[g.NavLayer], preferred_scoring_pos_rel) + end + + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 + and bit32.band(result.ItemFlags, ImGuiItemFlags.Inputable) == 0 then + g.NavMoveFlags = bit32.band(g.NavMoveFlags, bit32.bnot(ImGuiNavMoveFlags.Activate)) + end + + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.Activate) ~= 0 then + g.NavNextActivateId = result.ID + g.NavNextActivateFlags = ImGuiActivateFlags.None + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0 then + g.NavNextActivateFlags = bit32.bor(g.NavNextActivateFlags, ImGuiActivateFlags.FromFocusApi) + end + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 then + g.NavNextActivateFlags = bit32.bor(g.NavNextActivateFlags, ImGuiActivateFlags.PreferInput, ImGuiActivateFlags.TryToPreserveState, ImGuiActivateFlags.FromTabbing) + end + end + + if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoSetNavCursorVisible) == 0 then + ImGui.SetNavCursorVisibleAfterMove() + end +end + +function ImGui.NavUpdateCurrentWindowIsScrollPushableX() + local g = GImGui + local window = g.CurrentWindow + window.DC.NavIsScrollPushableX = (g.CurrentTable == nil and window.DC.CurrentColumns == nil) +end + +--- @param result ImGuiNavItemData +--- @param tree_node_data ImGuiTreeNodeStackData +function ImGui.NavMoveRequestResolveWithPastTreeNode(result, tree_node_data) + local g = GImGui + g.NavMoveScoringItems = false + g.LastItemData.ID = tree_node_data.ID + g.LastItemData.ItemFlags = bit32.band(tree_node_data.ItemFlags, bit32.bnot(ImGuiItemFlags.HasSelectionUserData)) + ImRect_Copy(g.LastItemData.NavRect, tree_node_data.NavRect) + ImGui.NavApplyItemToResult(result) + ImGui.NavClearPreferredPosForAxis(ImGuiAxis.Y) + ImGui.NavUpdateAnyRequestFlag() +end + +function ImGui.NavMoveRequestCancel() + local g = GImGui + g.NavMoveSubmitted = false + g.NavMoveScoringItems = false + ImGui.NavUpdateAnyRequestFlag() +end + +--- @param move_dir ImGuiDir +--- @param clip_dir ImGuiDir +--- @param move_flags ImGuiNavMoveFlags +--- @param scroll_flags ImGuiScrollFlags +function ImGui.NavMoveRequestForward(move_dir, clip_dir, move_flags, scroll_flags) + local g = GImGui + IM_ASSERT(g.NavMoveForwardToNextFrame == false) + ImGui.NavMoveRequestCancel() + g.NavMoveForwardToNextFrame = true + g.NavMoveDir = move_dir + g.NavMoveClipDir = clip_dir + g.NavMoveFlags = bit32.bor(move_flags, ImGuiNavMoveFlags.Forwarded) + g.NavMoveScrollFlags = scroll_flags +end + +--- @param window ImGuiWindow +--- @param wrap_flags ImGuiNavMoveFlags +function ImGui.NavMoveRequestTryWrapping(window, wrap_flags) + local g = GImGui + IM_ASSERT(bit32.band(wrap_flags, ImGuiNavMoveFlags.WrapMask_) ~= 0 and bit32.band(wrap_flags, bit32.bnot(ImGuiNavMoveFlags.WrapMask_)) == 0) + + if g.NavWindow == window and g.NavMoveScoringItems and g.NavLayer == window.DC.NavLayerCurrent then + g.NavMoveFlags = bit32.bor(bit32.band(g.NavMoveFlags, bit32.bnot(ImGuiNavMoveFlags.WrapMask_)), wrap_flags) + end +end + +--------------------------------------------------------------------------------------- +-- [SECTION] DRAG AND DROP +--------------------------------------------------------------------------------------- + +function ImGui.IsDragDropPayloadBeingAccepted() + local g = GImGui + return g.DragDropActive and g.DragDropAcceptIdPrev ~= 0 +end + +--------------------------------------------------------------------------------------- +-- [SECTION] LOCALIZATION +--------------------------------------------------------------------------------------- + +--- @param entries ImGuiLocEntry[] +--- @param count int +function ImGui.LocalizeRegisterEntries(entries, count) + local g = GImGui + for n = 1, count do + g.LocalizationTable[entries[n].Key] = entries[n].Text + end +end + +--------------------------------------------------------------------------------------- +-- [SECTION] VIEWPORTS, PLATFORM WINDOWS +--------------------------------------------------------------------------------------- + +function MT.ImGuiViewport:GetDebugName() + local viewport = self + return viewport.Window and viewport.Window.Name or "n/a" +end + +function MT.ImGuiPlatformIO:ClearPlatformHandlers() + self.Platform_GetClipboardTextFn = nil; self.Platform_SetClipboardTextFn = nil + self.Platform_ClipboardUserData = nil + self.Platform_OpenInShellFn = nil; self.Platform_OpenInShellUserData = nil + self.Platform_SetImeDataFn = nil; self.Platform_ImeUserData = nil + self.Platform_CreateWindow = nil; self.Platform_DestroyWindow = nil; self.Platform_ShowWindow = nil + self.Platform_SetWindowPos = nil; self.Platform_SetWindowSize = nil + self.Platform_GetWindowPos = nil; self.Platform_GetWindowSize = nil; self.Platform_GetWindowFramebufferScale = nil + self.Platform_SetWindowFocus = nil; self.Platform_GetWindowFocus = nil; self.Platform_GetWindowMinimized = nil + self.Platform_SetWindowTitle = nil; self.Platform_SetWindowAlpha = nil; self.Platform_UpdateWindow = nil + self.Platform_RenderWindow = nil; self.Platform_SwapBuffers = nil; self.Platform_GetWindowDpiScale = nil + self.Platform_OnChangedViewport = nil; self.Platform_GetWindowWorkAreaInsets = nil; self.Platform_CreateVkSurface = nil +end + +function MT.ImGuiPlatformIO:ClearRendererHandlers() + self.Renderer_TextureMaxWidth = 0; self.Renderer_TextureMaxHeight = 0 + self.Renderer_RenderState = nil + self.Renderer_CreateWindow = nil; self.Renderer_DestroyWindow = nil + self.Renderer_SetWindowSize = nil + self.Renderer_RenderWindow = nil; self.Renderer_SwapBuffers = nil +end + +--- @return ImGuiViewport +function ImGui.GetMainViewport() + local g = GImGui + + return g.Viewports[1] +end + +--- @param viewport_id ImGuiID +--- @return ImGuiViewport? +function ImGui.FindViewportByID(viewport_id) + local g = GImGui + for _, viewport in g.Viewports:iter() do + if viewport.ID == viewport_id then + return viewport + end + end + return nil +end + +--- @param current_window? ImGuiWindow +--- @param viewport? ImGuiViewportP +function ImGui.SetCurrentViewport(current_window, viewport) + local g = GImGui + + if viewport then + viewport.LastFrameActive = g.FrameCount + end + if g.CurrentViewport == viewport then + return + end + + g.CurrentDpiScale = viewport and viewport.DpiScale or 1.0 + g.CurrentViewport = viewport + IM_ASSERT(g.CurrentDpiScale > 0.0 and g.CurrentDpiScale < 99.0) -- Typical correct values would be between 1.0f and 4.0f + -- IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X", current_window and current_window.Name or "NULL", viewport and viewport.ID or 0) + + if g.IO.ConfigDpiScaleFonts then + g.Style.FontScaleDpi = g.CurrentDpiScale + end + + -- Notify platform layer of viewport changes + -- FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if g.CurrentViewport and g.PlatformIO.Platform_OnChangedViewport then + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport) + end +end + +--- @param window ImGuiWindow +--- @param viewport ImGuiViewportP +function ImGui.SetWindowViewport(window, viewport) + -- Abandon viewport + if window.ViewportOwned and window.Viewport.Window == window then + window.Viewport.Size = ImVec2(0.0, 0.0) + end + + window.Viewport = viewport + window.ViewportId = viewport.ID + window.ViewportOwned = (viewport.Window == window) +end + +--- @param window ImGuiWindow +--- @return bool +function ImGui.GetWindowAlwaysWantOwnViewport(window) + -- Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + local g = GImGui + if g.IO.ConfigViewportsNoAutoMerge or (bit32.band(window.WindowClass.ViewportFlagsOverrideSet, ImGuiViewportFlags.NoAutoMerge) ~= 0) then + if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= 0 then + if not window.DockIsActive then + if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.ChildMenu, ImGuiWindowFlags.Tooltip)) == 0 then + if bit32.band(window.Flags, ImGuiWindowFlags.Popup) == 0 or bit32.band(window.Flags, ImGuiWindowFlags.Modal) ~= 0 then + return true + end + end + end + end + end + return false +end + +--- Heuristic, see #8948: depends on how backends handle OS-level parenting. +--- Due to how parent viewport stack is layed out, note that IsViewportAbove(a,b) isn't always the same as !IsViewportAbove(b,a). +--- @param potential_above ImGuiViewportP +--- @param potential_below ImGuiViewportP +--- @return bool +function ImGui.IsViewportAbove(potential_above, potential_below) + -- If ImGuiBackendFlags.HasParentViewport if set, ->ParentViewport chain should be accurate. + local g = GImGui + if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasParentViewport) ~= 0 then + local v = potential_above --[[@as ImGuiViewport]] + while v ~= nil and v.ParentViewport do + if v.ParentViewport == potential_below then + return true + end + v = v.ParentViewport + end + else + if potential_above.ParentViewport == potential_below then + return true + end + end + + if potential_above.LastFocusedStampCount > potential_below.LastFocusedStampCount then + return true + end + return false +end + +--- @param window ImGuiWindow +--- @param viewport_dst ImGuiViewportP +function ImGui.UpdateTryMergeWindowIntoHostViewport(window, viewport_dst) + local g = GImGui + IM_ASSERT(window == window.RootWindowDockTree) + + local viewport_src = window.Viewport -- Current viewport + if viewport_src == viewport_dst then + return false + end + if bit32.band(viewport_dst.Flags, ImGuiViewportFlags.CanHostOtherWindows) == 0 then + return false + end + if bit32.band(viewport_dst.Flags, ImGuiViewportFlags.IsMinimized) ~= 0 then + return false + end + if not viewport_dst:GetMainRect():Contains(window:Rect()) then + return false + end + if ImGui.GetWindowAlwaysWantOwnViewport(window) then + return false + end + + for _, viewport_obstructing in g.Viewports:iter() do + repeat + if viewport_obstructing == viewport_src or viewport_obstructing == viewport_dst or not viewport_obstructing.PlatformWindowCreated then + break + end + + if viewport_obstructing:GetMainRect():Overlaps(window:Rect()) then + if ImGui.IsViewportAbove(viewport_obstructing, viewport_dst) then + if viewport_src == nil or ImGui.IsViewportAbove(viewport_src, viewport_obstructing) then + return false -- viewport_obstructing is between viewport_src and viewport_dst -> Cannot merge. + end + end + end + + until true + end + + -- Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' merge into Viewport 0X%08X", window.Name, viewport_dst.ID) + if window.ViewportOwned then + for n = 1, g.Windows.Size do + if g.Windows.Data[n].Viewport == viewport_src then + ImGui.SetWindowViewport(g.Windows.Data[n], viewport_dst) + end + end + end + + ImGui.SetWindowViewport(window, viewport_dst) + + if bit32.band(window.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0 then + ImGui.BringWindowToDisplayFront(window) + end + + return true +end + +-- FIXME: handle 0 to N host viewports +--- @param window ImGuiWindow +--- @return bool +function ImGui.UpdateTryMergeWindowIntoHostViewports(window) + local g = GImGui + return ImGui.UpdateTryMergeWindowIntoHostViewport(window, g.Viewports.Data[1]) +end + +--- Translate Dear ImGui windows when a Host Viewport has been moved +--- (This additionally keeps windows at the same place when ImGuiConfigFlags.ViewportsEnable is toggled!) +--- @param viewport ImGuiViewportP +--- @param old_pos ImVec2 +--- @param new_pos ImVec2 +--- @param old_size ImVec2 +--- @param new_size ImVec2 +function ImGui.TranslateWindowsInViewport(viewport, old_pos, new_pos, old_size, new_size) + local g = GImGui + -- IMGUI_DEBUG_LOG_VIEWPORT("[viewport] TranslateWindowsInViewport 0x%08X", viewport.ID) + IM_ASSERT(viewport.Window == nil and (bit32.band(viewport.Flags, ImGuiViewportFlags.CanHostOtherWindows) ~= 0)) + + -- 1) We test if ImGuiConfigFlags.ViewportsEnable was just toggled, which allows us to conveniently + -- translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + -- 2) If it's not going to fit into the new size, keep it at same absolute position. + -- One problem with this is that most Win32 applications doesn't update their render while dragging, + -- and so the window will appear to teleport when releasing the mouse. + local translate_all_windows = (bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= bit32.band(g.ConfigFlagsLastFrame, ImGuiConfigFlags.ViewportsEnable)) + local test_still_fit_rect = ImRect(old_pos, old_pos + old_size) + local delta_pos = new_pos - old_pos + + for _, window in g.Windows:iter() do -- FIXME-OPT + if translate_all_windows or (window.Viewport == viewport and (old_size == new_size or test_still_fit_rect:Contains(window:Rect()))) then + ImGui.TranslateWindow(window, delta_pos) + end + end +end + +-- If the backend doesn't support ImGuiBackendFlags_HasMouseHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs for it, we do a search ourselves. +-- A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +-- B) It requires Platform_GetWindowFocus to be implemented by backend. +--- @param mouse_platform_pos ImVec2 +--- @return ImGuiViewportP? +function ImGui.FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos) + local g = GImGui + local best_candidate = nil + for _, viewport in g.Viewports:iter() do + if bit32.band(viewport.Flags, bit32.bor(ImGuiViewportFlags.NoInputs, ImGuiViewportFlags.IsMinimized)) == 0 and viewport:GetMainRect():Contains(mouse_platform_pos) then + if best_candidate == nil or best_candidate.LastFocusedStampCount < viewport.LastFocusedStampCount then + if viewport.PlatformWindowCreated then + best_candidate = viewport + end + end + end + end + return best_candidate +end + +function ImGui.UpdateViewportsNewFrame() + local g = GImGui + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size) + + -- Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + -- Update Focused status + local viewports_enabled = (bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= 0) + if viewports_enabled then + local focused_viewport = nil + + for i = 1, g.Viewports.Size do + local viewport = g.Viewports.Data[i] + local platform_funcs_available = viewport.PlatformWindowCreated + + if g.PlatformIO.Platform_GetWindowMinimized and platform_funcs_available then + local is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport) + if is_minimized then + viewport.Flags = bit32.bor(viewport.Flags, ImGuiViewportFlags.IsMinimized) + else + viewport.Flags = bit32.band(viewport.Flags, bit32.bnot(ImGuiViewportFlags.IsMinimized)) + end + end + + -- Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + -- When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if g.PlatformIO.Platform_GetWindowFocus and platform_funcs_available then + local is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport) + if is_focused then + viewport.Flags = bit32.bor(viewport.Flags, ImGuiViewportFlags.IsFocused) + else + viewport.Flags = bit32.band(viewport.Flags, bit32.bnot(ImGuiViewportFlags.IsFocused)) + end + if is_focused then + focused_viewport = viewport + end + end + end + + -- Focused viewport has changed? + if focused_viewport and g.PlatformLastFocusedViewportId ~= focused_viewport.ID then + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X '%s', attempting to apply our focus.", g.PlatformLastFocusedViewportId, focused_viewport.ID, focused_viewport.Window and focused_viewport.Window.Name or "n/a") + local prev_focused_viewport = ImGui.FindViewportByID(g.PlatformLastFocusedViewportId) + local prev_focused_has_been_destroyed = (prev_focused_viewport == nil) or (not prev_focused_viewport.PlatformWindowCreated) + + -- Store a tag so we can infer z-order easily from all our windows + -- We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + -- will keep the front most stamp instead of losing it back to their parent viewport. + if focused_viewport.LastFocusedStampCount ~= g.ViewportFocusedStampCount then + g.ViewportFocusedStampCount = g.ViewportFocusedStampCount + 1 + focused_viewport.LastFocusedStampCount = g.ViewportFocusedStampCount + end + g.PlatformLastFocusedViewportId = focused_viewport.ID + + -- Focus associated dear imgui window + -- - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + -- - if focus didn't happen because we destroyed another window (#6462) + -- FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window.Window ~= nil' case as well. + local apply_imgui_focus_on_focused_viewport = not ImGui.IsAnyMouseDown() and not prev_focused_has_been_destroyed + if apply_imgui_focus_on_focused_viewport and g.IO.ConfigViewportsPlatformFocusSetsImGuiFocus then + focused_viewport.LastFocusedHadNavWindow = focused_viewport.LastFocusedHadNavWindow or (g.NavWindow ~= nil and g.NavWindow.Viewport == focused_viewport) -- Update so a window changing viewport won't lose focus. + + local focus_request_flags = bit32.bor(ImGuiFocusRequestFlags.UnlessBelowModal, ImGuiFocusRequestFlags.RestoreFocusedChild) + if focused_viewport.Window ~= nil then + ImGui.FocusWindow(focused_viewport.Window, focus_request_flags) + elseif focused_viewport.LastFocusedHadNavWindow then + ImGui.FocusTopMostWindowUnderOne(nil, nil, focused_viewport, focus_request_flags) -- Focus top most in viewport + else + ImGui.FocusWindow(nil, focus_request_flags) -- No window had focus last time viewport was focused + end + end + end + + if focused_viewport then + focused_viewport.LastFocusedHadNavWindow = (g.NavWindow ~= nil) and (g.NavWindow.Viewport == focused_viewport) + end + end + + -- Create/update main viewport with current platform position. + -- FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + local main_viewport = g.Viewports.Data[1] + IM_ASSERT(main_viewport.ID == IMGUI_VIEWPORT_DEFAULT_ID) + IM_ASSERT(main_viewport.Window == nil) + + local main_viewport_pos + if viewports_enabled then + main_viewport_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport) + else + main_viewport_pos = ImVec2(0.0, 0.0) + end + local main_viewport_size = g.IO.DisplaySize + local main_viewport_framebuffer_scale = g.IO.DisplayFramebufferScale + + if viewports_enabled and (bit32.band(main_viewport.Flags, ImGuiViewportFlags.IsMinimized) ~= 0) then + ImVec2_Copy(main_viewport_pos, main_viewport.Pos) -- Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + ImVec2_Copy(main_viewport_size, main_viewport.Size) + main_viewport_framebuffer_scale = main_viewport.FramebufferScale + end + + ImGui.AddUpdateViewport(nil, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, bit32.bor(ImGuiViewportFlags.OwnedByApp, ImGuiViewportFlags.CanHostOtherWindows)) + + local memory_compact_start_time = (g.GcCompactAll or g.IO.ConfigMemoryCompactTimer < 0.0) and FLT_MAX or (g.Time - g.IO.ConfigMemoryCompactTimer) + + g.CurrentDpiScale = 0.0 + g.CurrentViewport = nil + g.MouseViewport = nil + + local n = 1 + while n <= g.Viewports.Size do + local viewport = g.Viewports.Data[n] + viewport.Idx = n + + -- Erase unused viewports + if n > 1 and viewport.LastFrameActive < g.FrameCount - 2 then + ImGui.DestroyViewport(viewport) + -- n stays the same because we removed an element + else + local platform_funcs_available = viewport.PlatformWindowCreated + + if viewports_enabled then + -- Update Position and Size (from Platform Window to ImGui) if requested. + -- We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0) and platform_funcs_available then + -- Viewport->WorkPos and WorkSize will be updated below + if viewport.PlatformRequestMove then + ImVec2_Copy(viewport.Pos, g.PlatformIO.Platform_GetWindowPos(viewport)) + ImVec2_Copy(viewport.LastPlatformPos, viewport.Pos) + end + if viewport.PlatformRequestResize then + viewport.Size = g.PlatformIO.Platform_GetWindowSize(viewport) + ImVec2_Copy(viewport.LastPlatformSize, viewport.Size) + end + if g.PlatformIO.Platform_GetWindowFramebufferScale ~= nil then + viewport.FramebufferScale = g.PlatformIO.Platform_GetWindowFramebufferScale(viewport) + end + end + end + + -- Update/copy monitor info + ImGui.UpdateViewportPlatformMonitor(viewport) + + -- Lock down space taken by menu bars and status bars + query initial insets from backend + -- Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport.WorkInsetMin = viewport.BuildWorkInsetMin + viewport.WorkInsetMax = viewport.BuildWorkInsetMax + viewport.BuildWorkInsetMin = ImVec2(0.0, 0.0) + viewport.BuildWorkInsetMax = ImVec2(0.0, 0.0) + + if g.PlatformIO.Platform_GetWindowWorkAreaInsets ~= nil and platform_funcs_available then + local insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport) + IM_ASSERT(insets.x >= 0.0 and insets.y >= 0.0 and insets.z >= 0.0 and insets.w >= 0.0) + viewport.BuildWorkInsetMin = ImVec2(insets.x, insets.y) + viewport.BuildWorkInsetMax = ImVec2(insets.z, insets.w) + end + + viewport:UpdateWorkRect() + + for dl_n = 1, 2 do -- IM_COUNTOF(viewport->BgFgDrawLists) + if viewport.BgFgDrawListsLastTimeActive[dl_n] < memory_compact_start_time and viewport.BgFgDrawLists[dl_n] ~= nil then + IM_DELETE(viewport.BgFgDrawLists, dl_n) + end + end + + -- Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport.Alpha = 1.0 + + -- Translate Dear ImGui windows when a Host Viewport has been moved + -- (This additionally keeps windows at the same place when ImGuiConfigFlags.ViewportsEnable is toggled!) + local viewport_delta_pos = viewport.Pos - viewport.LastPos + if (bit32.band(viewport.Flags, ImGuiViewportFlags.CanHostOtherWindows) ~= 0) and (viewport_delta_pos.x ~= 0.0 or viewport_delta_pos.y ~= 0.0) then + ImGui.TranslateWindowsInViewport(viewport, viewport.LastPos, viewport.Pos, viewport.LastSize, viewport.Size) + end + + -- Update DPI scale + local new_dpi_scale + if g.PlatformIO.Platform_GetWindowDpiScale and platform_funcs_available then + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport) + elseif viewport.PlatformMonitor ~= -1 then + new_dpi_scale = g.PlatformIO.Monitors.Data[viewport.PlatformMonitor].DpiScale + else + new_dpi_scale = (viewport.DpiScale ~= 0.0) and viewport.DpiScale or 1.0 + end + + IM_ASSERT(new_dpi_scale > 0.0 and new_dpi_scale < 99.0) -- Typical correct values would be between 1.0f and 4.0f + + if viewport.DpiScale ~= 0.0 and new_dpi_scale ~= viewport.DpiScale then + local scale_factor = new_dpi_scale / viewport.DpiScale + if g.IO.ConfigDpiScaleViewports then + ImGui.ScaleWindowsInViewport(viewport, scale_factor) + end + -- if viewport == ImGui.GetMainViewport() then + -- g.PlatformInterface.SetWindowSize(viewport, viewport.Size * scale_factor) + -- end + + -- Scale our window moving pivot so that the window will rescale roughly around the mouse position. + -- FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + -- (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + -- if g.MovingWindow ~= nil and g.MovingWindow.Viewport == viewport then + -- g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor) + -- end + end + + viewport.DpiScale = new_dpi_scale + n = n + 1 + end + end + + -- Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) + + if g.PlatformIO.Monitors.Size == 0 then + local monitor = g.FallbackMonitor + ImVec2_Copy(monitor.MainPos, main_viewport.Pos) + ImVec2_Copy(monitor.MainSize, main_viewport.Size) + ImVec2_Copy(monitor.WorkPos, main_viewport.WorkPos) + ImVec2_Copy(monitor.WorkSize, main_viewport.WorkSize) + monitor.DpiScale = main_viewport.DpiScale + + g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos) + g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos + monitor.WorkSize) + else + g.FallbackMonitor = g.PlatformIO.Monitors.Data[1] + end + + for i = 1, g.PlatformIO.Monitors.Size do + local monitor = g.PlatformIO.Monitors.Data[i] + g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos) + g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos + monitor.WorkSize) + end + + if not viewports_enabled then + g.MouseViewport = main_viewport + return + end + + -- Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + -- Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags.NoInputs flags set. + local viewport_hovered = nil + + if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasMouseHoveredViewport) ~= 0 then + viewport_hovered = g.IO.MouseHoveredViewport and ImGui.FindViewportByID(g.IO.MouseHoveredViewport) or nil + if viewport_hovered and (bit32.band(viewport_hovered.Flags, ImGuiViewportFlags.NoInputs) ~= 0) then + viewport_hovered = ImGui.FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos) -- Backend failed to handle _NoInputs viewport: revert to our fallback. + end + else + -- If the backend doesn't know how to honor ImGuiViewportFlags.NoInputs, we do a search ourselves. Note that this search: + -- A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + -- B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + -- C) uses LastFocusedStampCount as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = ImGui.FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos) + end + + if viewport_hovered ~= nil then + g.MouseLastHoveredViewport = viewport_hovered + elseif g.MouseLastHoveredViewport == nil then + g.MouseLastHoveredViewport = g.Viewports.Data[1] + end + + -- Update mouse reference viewport + -- (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + -- (MovingViewport->Viewport will be nil in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if g.MovingWindow and g.MovingWindow.Viewport then + g.MouseViewport = g.MovingWindow.Viewport + else + g.MouseViewport = g.MouseLastHoveredViewport + end + + -- When dragging something, always refer to the last hovered viewport. + -- - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + -- - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + -- - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + -- FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags.HasMouseHoveredViewport is set we want to trust when viewport_hovered==nil and use that. + local is_mouse_dragging_with_an_expected_destination = g.DragDropActive + if is_mouse_dragging_with_an_expected_destination and viewport_hovered == nil then + viewport_hovered = g.MouseLastHoveredViewport + end + + if is_mouse_dragging_with_an_expected_destination or g.ActiveId == 0 or not ImGui.IsAnyMouseDown() then + if viewport_hovered ~= nil and viewport_hovered ~= g.MouseViewport and (bit32.band(viewport_hovered.Flags, ImGuiViewportFlags.NoInputs) == 0) then + g.MouseViewport = viewport_hovered + end + end + + IM_ASSERT(g.MouseViewport ~= nil) +end + +function ImGui.UpdateViewportsEndFrame() + local g = GImGui + g.PlatformIO.Viewports:resize(0) + + for i = 1, g.Viewports.Size do + repeat + local viewport = g.Viewports.Data[i] + ImVec2_Copy(viewport.LastPos, ImVec2(viewport.Pos.x, viewport.Pos.y)) + ImVec2_Copy(viewport.LastSize, ImVec2(viewport.Size.x, viewport.Size.y)) + + if (viewport.LastFrameActive < g.FrameCount or viewport.Size.x <= 0.0 or viewport.Size.y <= 0.0) and (i > 1) then + break + end + if viewport.Window and not ImGui.IsWindowActiveAndVisible(viewport.Window) then + break + end + if i > 1 then + IM_ASSERT(viewport.Window ~= nil) + end + g.PlatformIO.Viewports:push_back(viewport) + + until true + end + + g.Viewports.Data[1]:ClearRequestFlags() -- Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +end + +--- @param window? ImGuiWindow +--- @param id ImGuiID +--- @param pos ImVec2 +--- @param size ImVec2 +--- @param flags ImGuiViewportFlags +--- @return ImGuiViewportP +function ImGui.AddUpdateViewport(window, id, pos, size, flags) + local g = GImGui + IM_ASSERT(id ~= 0) + + flags = bit32.bor(flags, ImGuiViewportFlags.IsPlatformWindow) + if window ~= nil then + local window_can_use_inputs = (bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs)) == 0) + if g.MovingWindow and g.MovingWindow.RootWindowDockTree == window then + flags = bit32.bor(flags, ImGuiViewportFlags.NoInputs, ImGuiViewportFlags.NoFocusOnAppearing) + end + if not window_can_use_inputs then + flags = bit32.bor(flags, ImGuiViewportFlags.NoInputs) + end + if bit32.band(window.Flags, ImGuiWindowFlags.NoFocusOnAppearing) ~= 0 then + flags = bit32.bor(flags, ImGuiViewportFlags.NoFocusOnAppearing) + end + end + + local viewport = ImGui.FindViewportByID(id) + if viewport then + --- @cast viewport ImGuiViewportP + + -- Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + local prev_pos = ImVec2(viewport.Pos.x, viewport.Pos.y) + local prev_size = ImVec2(viewport.Size.x, viewport.Size.y) + if not viewport.PlatformRequestMove or viewport.ID == IMGUI_VIEWPORT_DEFAULT_ID then + ImVec2_Copy(viewport.Pos, pos) + end + if not viewport.PlatformRequestResize or viewport.ID == IMGUI_VIEWPORT_DEFAULT_ID then + ImVec2_Copy(viewport.Size, size) + end + -- Preserve existing flags + viewport.Flags = bit32.bor(flags, bit32.band(viewport.Flags, bit32.bor(ImGuiViewportFlags.IsMinimized, ImGuiViewportFlags.IsFocused))) + if prev_pos.x ~= viewport.Pos.x or prev_pos.y ~= viewport.Pos.y or prev_size.x ~= viewport.Size.x or prev_size.y ~= viewport.Size.y then + ImGui.UpdateViewportPlatformMonitor(viewport) + end + else + -- New viewport + viewport = ImGuiViewportP() + viewport.ID = id + viewport.Idx = g.Viewports.Size + ImVec2_Copy(viewport.Pos, pos) + ImVec2_Copy(viewport.LastPos, pos) + ImVec2_Copy(viewport.Size, size) + ImVec2_Copy(viewport.LastSize, size) + viewport.Flags = flags + ImGui.UpdateViewportPlatformMonitor(viewport) + g.Viewports:push_back(viewport) + g.ViewportCreatedCount = g.ViewportCreatedCount + 1 + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'", id, window and window.Name or "") + + -- We assume the window becomes front-most (even when ImGuiViewportFlags.NoFocusOnAppearing is used). + -- This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + g.ViewportFocusedStampCount = g.ViewportFocusedStampCount + 1 + viewport.LastFocusedStampCount = g.ViewportFocusedStampCount + + -- We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + -- We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport.Pos.x) + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport.Pos.y) + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport.Pos.x + viewport.Size.x) + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport.Pos.y + viewport.Size.y) + + -- Store initial DpiScale before the OS platform window creation, based on expected monitor data. + -- This is so we can select an appropriate font size on the first frame of our window lifetime + viewport.DpiScale = ImGui.GetViewportPlatformMonitor(viewport).DpiScale + end + + viewport.Window = window + viewport.LastFrameActive = g.FrameCount + viewport:UpdateWorkRect() + IM_ASSERT(window == nil or viewport.ID == window.ID) + + if window ~= nil then + window.ViewportOwned = true + end + + return viewport +end + +--- @param viewport ImGuiViewportP +function ImGui.DestroyViewport(viewport) + -- Clear references to this viewport in windows (window->ViewportId becomes the master data) + local g = GImGui + for i = 1, g.Windows.Size do + local window = g.Windows.Data[i] + if window.Viewport == viewport then + window.Viewport = nil + window.ViewportOwned = false + end + end + + if viewport == g.MouseLastHoveredViewport then + g.MouseLastHoveredViewport = nil + end + + -- Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'", viewport.ID, viewport.Window and viewport.Window.Name or "n/a") + ImGui.DestroyPlatformWindow(viewport) -- In most circumstances the platform window will already be destroyed here. + IM_ASSERT(not g.PlatformIO.Viewports:contains(viewport)) + IM_ASSERT(g.Viewports.Data[viewport.Idx] == viewport) + g.Viewports:erase(viewport.Idx) + -- IM_DELETE(viewport) +end + +--- @param window ImGuiWindow +function ImGui.WindowSelectViewport(window) + local g = GImGui + local flags = window.Flags + window.ViewportAllowPlatformMonitorExtend = -1 + + -- Restore main viewport if multi-viewport is not supported by the backend + local main_viewport = ImGui.GetMainViewport() --[[@as ImGuiViewportP]] + if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) == 0 then + ImGui.SetWindowViewport(window, main_viewport) + return + end + window.ViewportOwned = false + + -- Appearing popups reset their viewport so they can inherit again + if bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and window.Appearing then + window.Viewport = nil + window.ViewportId = 0 + end + + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasViewport) == 0 then + -- By default inherit from parent window + if window.Viewport == nil and window.ParentWindow and (not window.ParentWindow.IsFallbackWindow or window.ParentWindow.WasActive) then + window.Viewport = window.ParentWindow.Viewport + end + + -- Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if window.Viewport == nil and window.ViewportId ~= 0 then + window.Viewport = ImGui.FindViewportByID(window.ViewportId) --[[@as ImGuiViewportP]] + if window.Viewport == nil and window.ViewportPos.x ~= FLT_MAX and window.ViewportPos.y ~= FLT_MAX then + window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.ViewportPos, window.Size, ImGuiViewportFlags.None) + end + end + end + + local lock_viewport = false + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasViewport) ~= 0 then + -- Code explicitly request a viewport + window.Viewport = ImGui.FindViewportByID(g.NextWindowData.ViewportId) --[[@as ImGuiViewportP]] + window.ViewportId = g.NextWindowData.ViewportId -- Store ID even if Viewport isn't resolved yet. + if window.Viewport and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) ~= 0 and window.Viewport.Window ~= nil then + window.Viewport.Window = window + window.Viewport.ID = window.ID + window.ViewportId = window.ID -- Overwrite ID (always owned by node) + end + lock_viewport = true + elseif bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 or bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + -- Always inherit viewport from parent window + if window.DockNode and window.DockNode.HostWindow then + IM_ASSERT(window.DockNode.HostWindow.Viewport == window.ParentWindow.Viewport) + end + window.Viewport = window.ParentWindow.Viewport + elseif window.DockNode and window.DockNode.HostWindow then + -- This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window.Viewport = window.DockNode.HostWindow.Viewport + elseif bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 then + window.Viewport = g.MouseViewport + elseif ImGui.GetWindowAlwaysWantOwnViewport(window) then + window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.None) + elseif g.MovingWindow and g.MovingWindow.RootWindowDockTree == window and ImGui.IsMousePosValid() then + if window.Viewport ~= nil and window.Viewport.Window == window then + window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.None) + end + else + -- Merge into host viewport? + -- We cannot test window->ViewportOwned as it set lower in the function. + -- Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + local try_to_merge_into_host_viewport = (window.Viewport and window == window.Viewport.Window and (g.ActiveId == 0 or g.ActiveIdAllowOverlap)) + if try_to_merge_into_host_viewport then + ImGui.UpdateTryMergeWindowIntoHostViewports(window) + end + end + + -- Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if window.Viewport == nil then + --- @cast main_viewport ImGuiViewportP + if not ImGui.UpdateTryMergeWindowIntoHostViewport(window, main_viewport) then + window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.None) + end + end + + -- Mark window as allowed to protrude outside of its viewport and into the current monitor + if not lock_viewport then + if bit32.band(flags, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.Popup)) ~= 0 then + -- We need to take account of the possibility that mouse may become invalid. + -- Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + local mouse_ref = bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 and g.IO.MousePos or g.BeginPopupStack.Data[g.BeginPopupStack.Size].OpenMousePos + local use_mouse_ref = not g.NavCursorVisible or not g.NavHighlightItemUnderNav or not g.NavWindow + local mouse_valid = ImGui.IsMousePosValid(mouse_ref) + if (window.Appearing or bit32.band(flags, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.ChildMenu)) ~= 0) and (not use_mouse_ref or mouse_valid) then + local pos_to_use = (use_mouse_ref and mouse_valid) and mouse_ref or ImGui.NavCalcPreferredRefPos(window.Flags) + window.ViewportAllowPlatformMonitorExtend = ImGui.FindPlatformMonitorForPos(pos_to_use) + else + window.ViewportAllowPlatformMonitorExtend = window.Viewport.PlatformMonitor + end + elseif window.Viewport and window ~= window.Viewport.Window and window.Viewport.Window and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0 and window.DockNode == nil then + -- When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + local will_be_visible = (window.DockIsActive and not window.DockTabIsVisible) and false or true + if bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) ~= 0 and window.Viewport.LastFrameActive < g.FrameCount and will_be_visible then + -- Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'", window.Name, window.Viewport.ID, window.Viewport.Window.Name) + window.Viewport.Window = window + window.Viewport.ID = window.ID + window.Viewport.LastNameHash = 0 + elseif not ImGui.UpdateTryMergeWindowIntoHostViewports(window) then -- Merge? + -- New viewport + window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.NoFocusOnAppearing) + end + elseif window.ViewportAllowPlatformMonitorExtend < 0 and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0 then + -- Regular (non-child, non-popup) windows by default are also allowed to protrude + -- Child windows are kept contained within their parent. + window.ViewportAllowPlatformMonitorExtend = window.Viewport.PlatformMonitor + end + end + + -- Update flags + window.ViewportOwned = (window == window.Viewport.Window) + window.ViewportId = window.Viewport.ID + + -- If the OS window has a title bar, hide our imgui title bar + -- if window.ViewportOwned and bit32.band(window.Viewport.Flags, ImGuiViewportFlags.NoDecoration) == 0 then + -- window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoTitleBar) + -- end +end + +--- @param window ImGuiWindow +--- @param parent_window_in_stack? ImGuiWindow +function ImGui.WindowSyncOwnedViewport(window, parent_window_in_stack) + local g = GImGui + local viewport_rect_changed = false + + -- Synchronize window --> viewport in most situations + -- Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if window.Viewport.PlatformRequestMove then + ImVec2_Copy(window.Pos, window.Viewport.Pos) + -- ImGui.MarkIniSettingsDirty(window) + elseif window.Viewport.Pos.x ~= window.Pos.x or window.Viewport.Pos.y ~= window.Pos.y then + viewport_rect_changed = true + ImVec2_Copy(window.Viewport.Pos, window.Pos) + end + + if window.Viewport.PlatformRequestResize then + ImVec2_Copy(window.Size, window.Viewport.Size) + ImVec2_Copy(window.SizeFull, window.Viewport.Size) + -- ImGui.MarkIniSettingsDirty(window) + elseif window.Viewport.Size.x ~= window.Size.x or window.Viewport.Size.y ~= window.Size.y then + viewport_rect_changed = true + ImVec2_Copy(window.Viewport.Size, window.Size) + end + window.Viewport:UpdateWorkRect() + + -- The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + -- Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if viewport_rect_changed then + ImGui.UpdateViewportPlatformMonitor(window.Viewport) + end + + -- Update common viewport flags + local viewport_flags_to_clear = bit32.bor(ImGuiViewportFlags.TopMost, ImGuiViewportFlags.NoTaskBarIcon, ImGuiViewportFlags.NoDecoration, ImGuiViewportFlags.NoRendererClear) + local viewport_flags = bit32.band(window.Viewport.Flags, bit32.bnot(viewport_flags_to_clear)) + local window_flags = window.Flags + local is_modal = bit32.band(window_flags, ImGuiWindowFlags.Modal) ~= 0 + local is_short_lived_floating_window = bit32.band(window_flags, bit32.bor(ImGuiWindowFlags.ChildMenu, ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.Popup)) ~= 0 + + if bit32.band(window_flags, ImGuiWindowFlags.Tooltip) ~= 0 then + viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.TopMost) + end + + if (g.IO.ConfigViewportsNoTaskBarIcon or is_short_lived_floating_window) and not is_modal then + viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoTaskBarIcon) + end + + if g.IO.ConfigViewportsNoDecoration or is_short_lived_floating_window then + viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoDecoration) + end + + -- Not correct to set modal as topmost because: + -- - Because other popups can be stacked above a modal (e.g. combo box in a modal) + -- - ImGuiViewportFlags.TopMost is currently handled different in backends + -- if bit32.band(window_flags, ImGuiWindowFlags.Modal) ~= 0 then + -- viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.TopMost) + -- end + + -- For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + -- won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + -- Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + -- but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if is_short_lived_floating_window and not is_modal then + viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoFocusOnAppearing, ImGuiViewportFlags.NoFocusOnClick) + end + + -- We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if window.WindowClass.ViewportFlagsOverrideSet ~= 0 then + viewport_flags = bit32.bor(viewport_flags, window.WindowClass.ViewportFlagsOverrideSet) + end + if window.WindowClass.ViewportFlagsOverrideClear ~= 0 then + viewport_flags = bit32.band(viewport_flags, bit32.bnot(window.WindowClass.ViewportFlagsOverrideClear)) + end + + -- We can also tell the backend that clearing the platform window won't be necessary, + -- as our window background is filling the viewport and we have disabled BgAlpha. + -- FIXME: Work on support for per-viewport transparency (#2766) + if bit32.band(window_flags, ImGuiWindowFlags.NoBackground) == 0 then + viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoRendererClear) + end + + window.Viewport.Flags = viewport_flags + + -- Update parent viewport ID + -- (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if window.WindowClass.ParentViewportId ~= 0xFFFFFFFF then + local old_parent_viewport_id = window.Viewport.ParentViewportId + window.Viewport.ParentViewportId = window.WindowClass.ParentViewportId + if window.Viewport.ParentViewportId ~= old_parent_viewport_id then + window.Viewport.ParentViewport = ImGui.FindViewportByID(window.Viewport.ParentViewportId) --[[@as ImGuiViewport]] + end + elseif bit32.band(window_flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and parent_window_in_stack and (not parent_window_in_stack.IsFallbackWindow or parent_window_in_stack.WasActive) then + window.Viewport.ParentViewport = parent_window_in_stack.Viewport + window.Viewport.ParentViewportId = parent_window_in_stack.Viewport.ID + else + if g.IO.ConfigViewportsNoDefaultParent then + window.Viewport.ParentViewport = nil + else + window.Viewport.ParentViewport = ImGui.GetMainViewport() + end + window.Viewport.ParentViewportId = g.IO.ConfigViewportsNoDefaultParent and 0 or IMGUI_VIEWPORT_DEFAULT_ID + end +end + +function ImGui.UpdatePlatformWindows() + local g = GImGui + IM_ASSERT(g.FrameCountEnded == g.FrameCount, "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?") + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount) + g.FrameCountPlatformEnded = g.FrameCount + if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) == 0 then + return + end + + -- Create/resize/destroy platform windows to match each active viewport. + -- Skip the main viewport (index 0), which is always fully handled by the application! + for i = 2, g.Viewports.Size do + repeat + local viewport = g.Viewports.Data[i] + + -- Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + -- (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + local destroy_platform_window = false + destroy_platform_window = destroy_platform_window or (viewport.LastFrameActive < g.FrameCount - 1) + destroy_platform_window = destroy_platform_window or (viewport.Window and not ImGui.IsWindowActiveAndVisible(viewport.Window)) --[[@as bool]] + if destroy_platform_window then + ImGui.DestroyPlatformWindow(viewport) + break + end + + -- New windows that appears directly in a new viewport won't always have a size on their first frame + if viewport.LastFrameActive < g.FrameCount or viewport.Size.x <= 0 or viewport.Size.y <= 0 then + break + end + + -- Create window + local is_new_platform_window = not viewport.PlatformWindowCreated + if is_new_platform_window then + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'", viewport.ID, viewport.Window and viewport.Window.Name or "n/a") + g.PlatformIO.Platform_CreateWindow(viewport) + if g.PlatformIO.Renderer_CreateWindow ~= nil then + g.PlatformIO.Renderer_CreateWindow(viewport) + end + g.PlatformWindowsCreatedCount = g.PlatformWindowsCreatedCount + 1 + viewport.LastNameHash = 0 + ImVec2_CopyV(viewport.LastPlatformPos, FLT_MAX, FLT_MAX) + ImVec2_CopyV(viewport.LastPlatformSize, FLT_MAX, FLT_MAX) -- By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + ImVec2_Copy(viewport.LastRendererSize, viewport.Size) -- We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport.PlatformWindowCreated = true + end + + -- Apply Position and Size (from ImGui to Platform/Renderer backends) + if (viewport.LastPlatformPos.x ~= viewport.Pos.x or viewport.LastPlatformPos.y ~= viewport.Pos.y) and not viewport.PlatformRequestMove then + g.PlatformIO.Platform_SetWindowPos(viewport, viewport.Pos) + end + if (viewport.LastPlatformSize.x ~= viewport.Size.x or viewport.LastPlatformSize.y ~= viewport.Size.y) and not viewport.PlatformRequestResize then + g.PlatformIO.Platform_SetWindowSize(viewport, viewport.Size) + end + if (viewport.LastRendererSize.x ~= viewport.Size.x or viewport.LastRendererSize.y ~= viewport.Size.y) and g.PlatformIO.Renderer_SetWindowSize ~= nil then + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport.Size) + end + ImVec2_Copy(viewport.LastPlatformPos, viewport.Pos) + ImVec2_Copy(viewport.LastPlatformSize, viewport.Size) + ImVec2_Copy(viewport.LastRendererSize, viewport.Size) + + -- Update title bar (if it changed) + local window_for_title = GetWindowForTitleDisplay(viewport.Window) + if window_for_title ~= nil then + local title = window_for_title.Name + local title_begin = 1 + local title_end = ImGui.FindRenderedTextEnd(title) + local title_hash = ImHashStr(title, title_end - title_begin) + if viewport.LastNameHash ~= title_hash then + -- This still creates new strings + g.PlatformIO.Platform_SetWindowTitle(viewport, string.sub(title, title_begin, title_end - 1)) + viewport.LastNameHash = title_hash + end + end + + -- Update alpha (if it changed) + if viewport.LastAlpha ~= viewport.Alpha and g.PlatformIO.Platform_SetWindowAlpha ~= nil then + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport.Alpha) + end + viewport.LastAlpha = viewport.Alpha + + -- Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if g.PlatformIO.Platform_UpdateWindow ~= nil then + g.PlatformIO.Platform_UpdateWindow(viewport) + end + + if is_new_platform_window then + -- On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if g.FrameCount < 3 then + viewport.Flags = bit32.bor(viewport.Flags, ImGuiViewportFlags.NoFocusOnAppearing) + end + + -- Show window + g.PlatformIO.Platform_ShowWindow(viewport) + end + + -- Clear request flags + viewport:ClearRequestFlags() + + until true + end +end + +-- This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +-- Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +-- The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +-- +-- local platform_io = ImGui.GetPlatformIO() +-- for i = 2, platform_io.Viewports.Size do +-- if bit32.band(platform_io.Viewports.Data[i].Flags, ImGuiViewportFlags.IsMinimized) == 0 then +-- MyRenderFunction(platform_io.Viewports.Data[i], my_args) +-- end +-- end +-- for i = 2, platform_io.Viewports.Size do +-- if bit32.band(platform_io.Viewports.Data[i].Flags, ImGuiViewportFlags.IsMinimized) == 0 then +-- MySwapBufferFunction(platform_io.Viewports.Data[i], my_args) +-- end +-- end +-- +function ImGui.RenderPlatformWindowsDefault(platform_render_arg, renderer_render_arg) + -- Skip the main viewport (index 1 in Lua), which is always fully handled by the application! + local platform_io = ImGui.GetPlatformIO() + + -- First pass: render all windows + for i = 2, platform_io.Viewports.Size do + local viewport = platform_io.Viewports.Data[i] + if bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0 then + if platform_io.Platform_RenderWindow then + platform_io.Platform_RenderWindow(viewport, platform_render_arg) + end + if platform_io.Renderer_RenderWindow then + platform_io.Renderer_RenderWindow(viewport, renderer_render_arg) + end + end + end + + -- Second pass: swap buffers for all windows + for i = 2, platform_io.Viewports.Size do + local viewport = platform_io.Viewports.Data[i] + if bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0 then + if platform_io.Platform_SwapBuffers then + platform_io.Platform_SwapBuffers(viewport, platform_render_arg) + end + if platform_io.Renderer_SwapBuffers then + platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg) + end + end + end +end + +--- @param pos ImVec2 +function ImGui.FindPlatformMonitorForPos(pos) + local g = GImGui + for monitor_n = 1, g.PlatformIO.Monitors.Size do + local monitor = g.PlatformIO.Monitors.Data[monitor_n] + if ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize):Contains(pos) then + return monitor_n + end + end + return -1 +end + +--- @param rect ImRect +--- @return int +function ImGui.FindPlatformMonitorForRect(rect) + local g = GImGui + local monitor_count = g.PlatformIO.Monitors.Size + + if monitor_count <= 1 then + return monitor_count + end + + -- Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + -- This is necessary for tooltips which always resize down to zero at first. + local surface_threshold = math.max(rect:GetWidth() * rect:GetHeight() * 0.5, 1.0) + local best_monitor_n = 1 -- Default to the first monitor as fallback + local best_monitor_surface = 0.001 + + for monitor_n = 1, g.PlatformIO.Monitors.Size do + if best_monitor_surface >= surface_threshold then + break + end + + local monitor = g.PlatformIO.Monitors.Data[monitor_n] + local monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize) + + if monitor_rect:Contains(rect) then + return monitor_n + end + + local overlapping_rect = ImRect(rect.Min.x, rect.Min.y, rect.Max.x, rect.Max.y) + overlapping_rect:ClipWithFull(monitor_rect) + local overlapping_surface = overlapping_rect:GetWidth() * overlapping_rect:GetHeight() + + if overlapping_surface > best_monitor_surface then + best_monitor_surface = overlapping_surface + best_monitor_n = monitor_n + end + end + + return best_monitor_n +end + +--- @param viewport ImGuiViewportP +function ImGui.UpdateViewportPlatformMonitor(viewport) + viewport.PlatformMonitor = ImGui.FindPlatformMonitorForRect(viewport:GetMainRect()) +end + +--- @param viewport_p ImGuiViewport +--- @return ImGuiPlatformMonitor +function ImGui.GetViewportPlatformMonitor(viewport_p) + local g = GImGui + local viewport = viewport_p --- @cast viewport ImGuiViewportP + + local monitor_idx = viewport.PlatformMonitor + if monitor_idx >= 1 and monitor_idx <= g.PlatformIO.Monitors.Size then + return g.PlatformIO.Monitors.Data[monitor_idx] + end + return g.FallbackMonitor +end + +--- @param viewport ImGuiViewportP +function ImGui.DestroyPlatformWindow(viewport) + local g = GImGui + if viewport.PlatformWindowCreated then + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'", viewport.ID, viewport.Window and viewport.Window.Name or "n/a") + if g.PlatformIO.Renderer_DestroyWindow then + g.PlatformIO.Renderer_DestroyWindow(viewport) + end + if g.PlatformIO.Platform_DestroyWindow then + g.PlatformIO.Platform_DestroyWindow(viewport) + end + IM_ASSERT(viewport.RendererUserData == nil and viewport.PlatformUserData == nil) + + -- Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + -- The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if viewport.ID ~= IMGUI_VIEWPORT_DEFAULT_ID then + viewport.PlatformWindowCreated = false + end + else + IM_ASSERT(viewport.RendererUserData == nil and viewport.PlatformUserData == nil and viewport.PlatformHandle == nil) + end + viewport.RendererUserData = nil + viewport.PlatformUserData = nil + viewport.PlatformHandle = nil + viewport:ClearRequestFlags() +end + +function ImGui.DestroyPlatformWindows() + local g = GImGui + for _, viewport in g.Viewports:iter() do + ImGui.DestroyPlatformWindow(viewport) + end +end + +--------------------------------------------------------------------------------------- +-- [SECTION] METRICS/DEBUGGER WINDOW +--------------------------------------------------------------------------------------- + +--- @param draw_list ImDrawList +--- @param viewport ImGuiViewport +--- @param bb ImRect +function ImGui.DebugRenderViewportThumbnail(draw_list, viewport, bb) + local g = GImGui + local window = g.CurrentWindow + + local scale = bb:GetSize() / viewport.Size + local off = bb.Min - viewport.Pos * scale + local alpha_mul = (bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) ~= 0) and 0.30 or 1.00 + window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Border, alpha_mul * 0.40)) + + for _, thumb_window in g.Windows:iter() do + repeat + if not thumb_window.WasActive or bit32.band(thumb_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then + break + end + if thumb_window.Viewport ~= viewport then + break + end + + local thumb_r = thumb_window:Rect() + local title_r = thumb_window:TitleBarRect() + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)) + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r:GetHeight() * 3.0) * scale)) + thumb_r:ClipWithFull(bb) + title_r:ClipWithFull(bb) + local window_is_focused = g.NavWindow and thumb_window.RootWindowForTitleBarHighlight == g.NavWindow.RootWindowForTitleBarHighlight + window.DrawList:AddRectFilled(thumb_r.Min, thumb_r.Max, ImGui.GetColorU32(ImGuiCol.WindowBg, alpha_mul)) + window.DrawList:AddRectFilled(title_r.Min, title_r.Max, ImGui.GetColorU32(window_is_focused and ImGuiCol.TitleBgActive or ImGuiCol.TitleBg, alpha_mul)) + window.DrawList:AddRect(thumb_r.Min, thumb_r.Max, ImGui.GetColorU32(ImGuiCol.Border, alpha_mul)) + window.DrawList:AddText(g.Font, g.FontSize * 1.0, title_r.Min, ImGui.GetColorU32(ImGuiCol.Text, alpha_mul), thumb_window.Name, 1, ImGui.FindRenderedTextEnd(thumb_window.Name)) + + until true + end + + draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Border, alpha_mul)) + if viewport.ID == g.DebugMetricsConfig.HighlightViewportID then + window.DrawList:AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)) + end +end + +local function RenderViewportsThumbnails() + local g = GImGui + local window = g.CurrentWindow + + local SCALE = 1.0 / 8.0 + local bb_full = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) + for _, monitor in g.PlatformIO.Monitors:iter() do + bb_full:Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)) + end + + local p = window.DC.CursorPos + local off = p - bb_full.Min * SCALE + for _, monitor in g.PlatformIO.Monitors:iter() do + local monitor_draw_bb = ImRect(off + monitor.MainPos * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE) + window.DrawList:AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors:index_from_ptr(monitor)) and IM_COL32(255, 255, 0, 255) or ImGui.GetColorU32(ImGuiCol.Border), 4.0) + window.DrawList:AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui.GetColorU32(ImGuiCol.Border, 0.10), 4.0) + end + + for _, viewport in g.Viewports:iter() do + local viewport_draw_bb = ImRect(off + viewport.Pos * SCALE, off + (viewport.Pos + viewport.Size) * SCALE) + ImGui.DebugRenderViewportThumbnail(window.DrawList, viewport, viewport_draw_bb) + end + ImGui.Dummy(bb_full:GetSize() * SCALE) +end + +-- TODO: +--- @param open bool? +function ImGui.ShowMetricsWindow(open) + local g = GImGui + + local ret + open, ret = ImGui.Begin("ImGui Sincerely Metrics/Debugger", open) + if not ret or ImGui.GetCurrentWindow().BeginCount > 1 then + ImGui.End() + return open + end + + if ImGui.TreeNode(string.format("Viewports (%d)", g.Viewports.Size)) then + -- ImGui.SetNextItemOpen(true, ImGuiCond.Once) + if ImGui.TreeNode("Windows Minimap") then + RenderViewportsThumbnails() + ImGui.TreePop() + end + + ImGui.TreePop() + end + + if ImGui.TreeNode("Memory allocations") then + local info = g.DebugAllocInfo + ImGui.Text("%d current allocations", info.TotalAllocCount - info.TotalFreeCount) + ImGui.Text("Releasing selected unused buffers after: %.2f secs", g.IO.ConfigMemoryCompactTimer) + if ImGui.SmallButton("GC now") then + g.GcCompactAll = true + end + ImGui.Text("Recent frames with allocations:") + local buf_size = #info.LastEntriesBuf + for n = buf_size, 1, -1 do + local idx = (info.LastEntriesIdx - n + buf_size) % buf_size + 1 + local entry = info.LastEntriesBuf[idx] + ImGui.BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry.FrameCount, entry.AllocCount - entry.FreeCount, entry.AllocCount, entry.FreeCount) + if n == 0 then + ImGui.SameLine() + ImGui.Text("<- %d frames ago", g.FrameCount - entry.FrameCount) + end + end + + ImGui.TreePop() + end + + ImGui.End() + return open +end + + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_demo.lua'] = function() +--- ImGui Sincerely WIP +-- (Demo Code) + +-- NOTE: Make sure to use fields with different names inside `static`! + +local IM_MIN = math.min +local IM_MAX = math.max +local function IM_CLAMP(V, MN, MX) return (V < MN) and MN or (V > MX) and MX or V end + +-- TODO: HelpMarker() +-- TODO: ImColor helpers? + +--- @class ImGuiDemoWindowData + +--- @return ImGuiDemoWindowData +--- @nodiscard +local function ImGuiDemoWindowData() + return { + ShowAppImageViewer = false, + ShowAppFullscreen = false, + + ShowMetrics = false, + ShowStyleEditor = false, + } +end + +--- @class ExampleImageViewerData + +--- @return ExampleImageViewerData +--- @nodiscard +local function ExampleImageViewerData() + return { + ImageBgColor = IM_COL32(100, 100, 100, 255), + GridColor = IM_COL32(255, 255, 255, 100), + GridEnabled = true, + ViewReset = true, + ViewOffset = ImVec2(0, 0), + Zoom = 10.0, + ZoomMin = 1.0, + ZoomMax = 10000.0 + } +end + +--- @param data ExampleImageViewerData +local function ExampleImageViewer_DrawOptions(data) + ImGui.SetNextItemShortcut(ImGuiKey.G, ImGuiInputFlags.Tooltip) + _, data.GridEnabled = ImGui.Checkbox("Grid", data.GridEnabled) + ImGui.SameLine() + ImGui.SetNextItemWidth(ImGui.GetFontSize() * 10.0) + local zoom_100 = data.Zoom * 100.0 + local changed + zoom_100, changed = ImGui.DragFloat("##Zoom", zoom_100, 5.0, data.ZoomMin * 100.0, data.ZoomMax * 100.0, "%.0f%%", ImGuiSliderFlags.AlwaysClamp) + if changed then + data.Zoom = zoom_100 / 100.0 + end +end + +--- @param data ExampleImageViewerData +--- @param canvas_size ImVec2 +--- @param image_tex_ref ImTextureRef +--- @param image_w int +--- @param image_h int +local function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, image_w, image_h) + local io = ImGui.GetIO() + local platform_io = ImGui.GetPlatformIO() + local draw_list = ImGui.GetWindowDrawList() + IM_ASSERT(canvas_size.x >= 0.0 and canvas_size.y >= 0.0) + + ImGui.InvisibleButton("##Canvas", canvas_size) + local canvas_min = ImGui.GetItemRectMin() + local canvas_max = ImGui.GetItemRectMax() + + if data.ViewReset then + data.ViewOffset = ImVec2((canvas_size.x * 0.5 / data.Zoom) - 0.5, (canvas_size.y * 0.5 / data.Zoom) - 0.5) + end + data.ViewReset = false + + if ImGui.SetItemKeyOwner(ImGuiKey.MouseWheelY) then + if io.MouseWheel ~= 0.0 then + data.Zoom = IM_CLAMP(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) + end + end + local zoom = data.Zoom + if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then + data.ViewOffset.x = data.ViewOffset.x - io.MouseDelta.x / zoom + data.ViewOffset.y = data.ViewOffset.y - io.MouseDelta.y / zoom + end + + local image_min = ImVec2(); local image_max = ImVec2() + image_min.x = math.floor((canvas_min.x - (data.ViewOffset.x * zoom)) + (canvas_size.x * 0.5)) + image_min.y = math.floor((canvas_min.y - (data.ViewOffset.y * zoom)) + (canvas_size.y * 0.5)) + image_max.x = math.floor(image_min.x + image_w * zoom) + image_max.y = math.floor(image_min.y + image_h * zoom) + + draw_list:AddRect(ImVec2(canvas_min.x - 1.0, canvas_min.y - 1.0), ImVec2(canvas_max.x + 1.0, canvas_max.y + 1.0), IM_COL32(255, 255, 255, 255)) + draw_list:PushClipRect(canvas_min, canvas_max, true) + draw_list:AddRectFilled(image_min, image_max, data.ImageBgColor) + if platform_io.DrawCallback_SetSamplerNearest ~= nil then + draw_list:AddCallback(platform_io.DrawCallback_SetSamplerNearest) + end + draw_list:AddImage(image_tex_ref, image_min, image_max) + if platform_io.DrawCallback_SetSamplerLinear ~= nil then + draw_list:AddCallback(ImGui.GetPlatformIO().DrawCallback_SetSamplerLinear) + end + + if data.GridEnabled and zoom > 6.0 then + local step = zoom + for px = math.floor((canvas_min.x - image_min.x) / step), math.floor((canvas_max.x - image_min.x) / step) do + draw_list:AddLineV(image_min.x + px * step, canvas_min.y, canvas_max.y, data.GridColor, 1.0) + end + for py = math.floor((canvas_min.y - image_min.y) / step), math.floor((canvas_max.y - image_min.y) / step) do + draw_list:AddLineH(canvas_min.x, canvas_max.x, image_min.y + py * step, data.GridColor, 1.0) + end + end + draw_list:PopClipRect() +end + +local function ShowExampleMenuFile() + ImGui.MenuItem("(demo menu)", nil, false, false) + if ImGui.MenuItem("New") then end + if ImGui.MenuItem("Open", "Ctrl+O") then end + if ImGui.BeginMenu("Open Recent") then + ImGui.MenuItem("fish_hat.c") + ImGui.MenuItem("fish_hat.inl") + ImGui.MenuItem("fish_hat.h") + if ImGui.BeginMenu("More..") then + ImGui.MenuItem("Hello") + ImGui.MenuItem("Sailor") + if ImGui.BeginMenu("Recurse..") then + ShowExampleMenuFile() + ImGui.EndMenu() + end + ImGui.EndMenu() + end + ImGui.EndMenu() + end + if ImGui.MenuItem("Save", "Ctrl+S") then end + if ImGui.MenuItem("Save As..") then end +end + +local function DemoWindowMenuBar(demo_data) + if ImGui.BeginMenuBar() then + if ImGui.BeginMenu("Menu") then + ShowExampleMenuFile() + ImGui.EndMenu() + end + if ImGui.BeginMenu("Examples") then + ImGui.SeparatorText("Concepts") + _, demo_data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, demo_data.ShowAppFullscreen) + + ImGui.EndMenu() + end + if ImGui.BeginMenu("Tools") then + +local has_debug_tools = false +if not IMGUI_DISABLE_DEBUG_TOOLS then + has_debug_tools = true +end + + _, demo_data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, demo_data.ShowMetrics, has_debug_tools) + _, demo_data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, demo_data.ShowStyleEditor) + + ImGui.EndMenu() + end + + ImGui.EndMenuBar() + end +end + +local DemoWindowWidgetsBasic +do + +local static = {} + +local clicked = 0 +local checked = true +local radio_v = 0 + +local col0 = ImVec4(0, 0, 0, 1) +local col1 = ImVec4(0, 0, 0, 1) +local col2 = ImVec4(0, 0, 0, 1) + +local counter = 0 + +local str0 = {string.byte("Hello, World!", 1, 13)} +table.insert(str0, 0) + +local str1 = {} +str1[1] = 0 + +local hint0 = {string.byte("enter text here", 1, 15)} +table.insert(hint0, 0) + +local vec4a = { 0.10, 0.20, 0.30, 0.44 } + +local Element = { Fire = 1, Earth = 2, Air = 3, Water = 4, COUNT = 5 } +local elems_names = { "Fire", "Earth", "Air", "Water" } + +function DemoWindowWidgetsBasic() + if ImGui.TreeNode("Basic") then + ImGui.SeparatorText("General") + + if ImGui.Button("Button") then + clicked = clicked + 1 + end + + if clicked % 2 ~= 0 then + ImGui.SameLine() + ImGui.Text("Thanks for clicking me!") + end + + _, check = ImGui.Checkbox("checkbox", check) + + _, radio_v = ImGui.RadioButton("radio a", radio_v, 0) ImGui.SameLine() + _, radio_v = ImGui.RadioButton("radio b", radio_v, 1) ImGui.SameLine() + _, radio_v = ImGui.RadioButton("radio c", radio_v, 2) + + ImGui.AlignTextToFramePadding() + ImGui.TextLinkOpenURL("Hyperlink", "https://github.com/GrayWolf64/imgui-lua") + + for i = 1, 7 do + if i > 1 then + ImGui.SameLine() + end + ImGui.PushID(i) + + col0.x, col0.y, col0.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.6, 0.6) + col1.x, col1.y, col1.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.7, 0.7) + col2.x, col2.y, col2.z = ImGui.ColorConvertHSVtoRGB(i / 7.0, 0.8, 0.8) + ImGui.PushStyleColor(ImGuiCol.Button, col0) + ImGui.PushStyleColor(ImGuiCol.ButtonHovered, col1) + ImGui.PushStyleColor(ImGuiCol.ButtonActive, col2) + + ImGui.Button("Click") + + ImGui.PopStyleColor(3) + ImGui.PopID() + end + + -- Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + -- (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + -- See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui.AlignTextToFramePadding() + ImGui.Text("Hold to repeat:") + ImGui.SameLine() + + -- Arrow buttons with Repeater + local spacing = ImGui.GetStyle().ItemInnerSpacing.x + ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true) + if ImGui.ArrowButton("##left", ImGuiDir.Left) then counter = counter - 1 end + ImGui.SameLine(0.0, spacing) + if ImGui.ArrowButton("##right", ImGuiDir.Right) then counter = counter + 1 end + ImGui.PopItemFlag() + ImGui.SameLine() + ImGui.Text("%d", counter) + + ImGui.Button("Tooltip") + ImGui.SetItemTooltip("I am a tooltip") + + ImGui.LabelText("label", "Value") + + ImGui.SeparatorText("Inputs") + + do + ImGui.InputText("input text", str0, 128) + + ImGui.InputTextWithHint("input text (w/ hint)", hint0, str1, 128) + + if not static.i0 then static.i0 = 233 end + static.i0 = ImGui.InputInt("input int", static.i0) + + if not static.f0 then static.f0 = 0.001 end + static.f0 = ImGui.InputFloat("input float", static.f0, 0.01, 1.0) + + if not static.d0 then static.d0 = 999999.00000001 end + static.d0 = ImGui.InputDouble("input double", static.d0, 0.01, 1.0, "%.8f") + -- TODO: + + ImGui.InputFloat3("input float3", vec4a) + end + + ImGui.SeparatorText("Drags") + + do + if not static.i1 then static.i1 = 50 end + if not static.i2 then static.i2 = 42 end + if not static.i3 then static.i3 = 128 end + static.i1 = ImGui.DragInt("drag int", static.i1, 1) + static.i2 = ImGui.DragInt("drag int 0..100", static.i2, 1, 0, 100, "%d%%", ImGuiSliderFlags.AlwaysClamp) + static.i3 = ImGui.DragInt("drag int wrap 100..200", static.i3, 1, 100, 200, "%d", ImGuiSliderFlags.WrapAround) + + if not static.f1 then static.f1 = 1.00 end + if not static.f2 then static.f2 = 0.0067 end + static.f1 = ImGui.DragFloat("drag float", static.f1, 0.005) + static.f2 = ImGui.DragFloat("drag small float", static.f2, 0.0001, 0.0, 0.0, "%.06f ns") + end + + ImGui.SeparatorText("Sliders") + + do + if not static.f01 then static.f01 = 0.123 end + if not static.f02 then static.f02 = 0.0 end + static.f01 = ImGui.SliderFloat("slider float", static.f01, 0.0, 1.0, "ratio = %.3f") + static.f02 = ImGui.SliderFloat("slider float (log)", static.f02, -10.0, 10.0, "%.4f", ImGuiSliderFlags.Logarithmic) + + if not static.angle then static.angle = 0.0 end + static.angle = ImGui.SliderAngle("slider angle", static.angle) + + if not static.elem then static.elem = Element.Fire end + local elem_name = (static.elem >= 1 and static.elem < Element.COUNT) and elems_names[static.elem] or "Unknown" + static.elem = ImGui.SliderInt("slider enum", static.elem, 1, Element.COUNT - 1, elem_name) + end + + ImGui.TreePop() + end +end + +end + +local function DemoWindowWidgetsBullets() + if ImGui.TreeNode("Bullets") then + ImGui.BulletText("Bullet point 1") + ImGui.BulletText("Bullet point 2\nOn multiple lines") + if ImGui.TreeNode("Tree node") then + ImGui.BulletText("Another bullet point") + ImGui.TreePop() + end + ImGui.Bullet() ImGui.Text("Bullet point 3 (two calls)") + ImGui.Bullet() ImGui.SmallButton("Button") + ImGui.TreePop() + end +end + +local DemoWindowWidgetsColorAndPickers +do + +local color = {114.0 / 255.0, 144.0 / 255.0, 154.0 / 255.0, 200.0 / 255.0} +local base_flags = ImGuiColorEditFlags.None + +local ref_color = false +local ref_color_v = {1.0, 0.0, 1.0, 0.5} +local picker_mode = 0 +local display_mode = 0 +local color_picker_flags = ImGuiColorEditFlags.AlphaBar +local picker_mode_names = {"Auto/Current", "ImGuiColorEditFlags.PickerHueBar", "ImGuiColorEditFlags.PickerHueWheel"} +local display_mode_names = {"Auto/Current", "ImGuiColorEditFlags.NoInputs", "ImGuiColorEditFlags.DisplayRGB", "ImGuiColorEditFlags.DisplayHSV", "ImGuiColorEditFlags.DisplayHex"} + +function DemoWindowWidgetsColorAndPickers() + if ImGui.TreeNode("Color/Picker Widgets") then + ImGui.SeparatorText("Options") + + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoAlpha", base_flags, ImGuiColorEditFlags.NoAlpha) + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaOpaque", base_flags, ImGuiColorEditFlags.AlphaOpaque) + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaNoBg", base_flags, ImGuiColorEditFlags.AlphaNoBg) + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaPreviewHalf", base_flags, ImGuiColorEditFlags.AlphaPreviewHalf) + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoOptions", base_flags, ImGuiColorEditFlags.NoOptions) + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoDragDrop", base_flags, ImGuiColorEditFlags.NoDragDrop) + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoColorMarkers", base_flags, ImGuiColorEditFlags.NoColorMarkers) + _, base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.HDR", base_flags, ImGuiColorEditFlags.HDR) + + ImGui.SeparatorText("Inline color editor") + ImGui.Text("Color widget:") + ImGui.ColorEdit3("MyColor##1", color, base_flags) + + ImGui.Text("Color widget HSV with Alpha:") + ImGui.ColorEdit4("MyColor##2", color, bit32.bor(ImGuiColorEditFlags.DisplayHSV, base_flags)) + + ImGui.Text("Color widget with Float Display:") + ImGui.ColorEdit4("MyColor##2f", color, bit32.bor(ImGuiColorEditFlags.Float, base_flags)) + + ImGui.Text("Color button with Picker:") + ImGui.ColorEdit4("MyColor##3", color, bit32.bor(ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoLabel, base_flags)) + + -- TODO: + + ImGui.SeparatorText("Color picker") + + ImGui.PushID("Color picker") + _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoAlpha", color_picker_flags, ImGuiColorEditFlags.NoAlpha) + _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.AlphaBar", color_picker_flags, ImGuiColorEditFlags.AlphaBar) + _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.NoSidePreview", color_picker_flags, ImGuiColorEditFlags.NoSidePreview) + + if bit32.band(color_picker_flags, ImGuiColorEditFlags.NoSidePreview) ~= 0 then + ImGui.SameLine() + _, ref_color = ImGui.Checkbox("With Ref Color", ref_color) + if ref_color then + ImGui.SameLine() + ImGui.ColorEdit4("##RefColor", ref_color_v, bit32.bor(ImGuiColorEditFlags.NoInputs, base_flags)) + end + end + _, color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags.PickerNoRotate", color_picker_flags, ImGuiColorEditFlags.PickerNoRotate) + + if ImGui.BeginCombo("Picker Mode", picker_mode_names[picker_mode + 1], ImGuiComboFlags.None) then + for mode_idx, mode_name in ipairs(picker_mode_names) do + local pressed = ImGui.Selectable(mode_name, mode_idx == picker_mode + 1) + if pressed then + picker_mode = mode_idx - 1 + end + end + ImGui.EndCombo() + end + + if ImGui.BeginCombo("Display Mode", display_mode_names[display_mode + 1], ImGuiComboFlags.None) then + for mode_idx, mode_name in ipairs(display_mode_names) do + local pressed = ImGui.Selectable(mode_name, mode_idx == display_mode + 1) + if pressed then + display_mode = mode_idx - 1 + end + end + ImGui.EndCombo() + end + + local flags = bit32.bor(base_flags, color_picker_flags) + if picker_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueBar) end + if picker_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueWheel) end + if display_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.NoInputs) end -- Disable all RGB/HSV/Hex displays + if display_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayRGB) end -- Override display mode + if display_mode == 3 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayHSV) end + if display_mode == 4 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayHex) end + + ImGui.ColorPicker4("MyColor##4", color, flags, ref_color and ref_color_v or nil) + + ImGui.TreePop() + end +end + +end + +local DemoWindowWidgetsImages do + +local pressed_count = 0 + +local image_viewer = ExampleImageViewerData() + +function DemoWindowWidgetsImages() + if ImGui.TreeNode("Images") then + ImGui.TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " .. + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " .. + "Hover the texture for a zoomed view!" + ) + + -- Grab the current texture identifier used by the font atlas + local io = ImGui.GetIO() + + local atlas = io.Fonts + local my_tex_id = atlas.TexRef + local my_tex_w = atlas.TexData.Width + local my_tex_h = atlas.TexData.Height + ImGui.Text("%.0fx%.0f", my_tex_w, my_tex_h) + + ImGui.SeparatorText("Image()/ImageWithBg() function") + local uv_min = ImVec2(0.0, 0.0) + local uv_max = ImVec2(1.0, 1.0) + ImGui.PushStyleVar(ImGuiStyleVar.ImageBorderSize, IM_MAX(1.0, ImGui.GetStyle().ImageBorderSize)) + ImGui.ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0, 0.0, 0.0, 1.0)) + ImGui.PopStyleVar() + + -- Fancy widget + ImGui.SeparatorText("Interactive Image Viewer") + + local canvas_size = ImVec2(ImGui.GetContentRegionAvail().x, my_tex_h * 2.0) + ExampleImageViewer_DrawOptions(image_viewer) + ExampleImageViewer_DrawCanvas(image_viewer, canvas_size, my_tex_id, my_tex_w, my_tex_h) + + ImGui.SeparatorText("Textured Buttons") + + ImGui.TextWrapped("And now some textured buttons..") + for i = 1, 8 do + -- UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + -- Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + ImGui.PushID(i) + if i > 1 then + ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(i, i)) + end + + local size = ImVec2(32.0, 32.0) -- Size of the image we want to make visible + local uv0 = ImVec2(0.0, 0.0) -- UV coordinates for lower-left + local uv1 = ImVec2(32.0 / my_tex_w, 32.0 / my_tex_h) -- UV coordinates for (32,32) in our texture + local bg_col = ImVec4(0.0, 0.0, 0.0, 1.0) -- Black background + local tint_col = ImVec4(1.0, 1.0, 1.0, 1.0) -- No tint + + if ImGui.ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col) then + pressed_count = pressed_count + 1 + end + + if i > 1 then + ImGui.PopStyleVar() + end + + ImGui.PopID() + ImGui.SameLine() + end + + ImGui.NewLine() + ImGui.Text("Pressed %d times.", pressed_count) + + ImGui.TreePop() + end +end + +end + +local function DemoWindowWidgetsLiveEdit() + -- TODO: +end + +local DemoWindowWidgetsPlotting +do + +local animate = true +local arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 } + +local values_sz = 90 +local values = {} for i = 1, values_sz do values[i] = 0 end +local values_offset = 0 +local refresh_time = 0.0 +local phase = 0.0 + +function DemoWindowWidgetsPlotting() + if ImGui.TreeNode("Plotting") then + _, animate = ImGui.Checkbox("Animate", animate) + + -- Plot as lines and plot as histogram + ImGui.PlotLines("Frame Times", arr, nil, #arr) + ImGui.PlotHistogram("Histogram", arr, nil, #arr, 0, nil, 0.0, 1.0, ImVec2(0, 80.0)) + + if not animate or refresh_time == 0.0 then + refresh_time = ImGui.GetTime() + end + while refresh_time < ImGui.GetTime() do -- Create data at fixed 60 Hz rate for the demo + values[values_offset + 1] = math.cos(phase) + values_offset = (values_offset + 1) % values_sz + phase = phase + 0.10 * values_offset + refresh_time = refresh_time + 1.0 / 60.0 + end + + -- Plots can display overlay texts + -- (in this example, we will display an average value) + do + local average = 0.0 + for i = 1, values_sz do + average = average + values[i] + end + average = average / values_sz + local overlay = string.format("avg %f", average) + ImGui.PlotLines("Lines", values, nil, values_sz, values_offset, overlay, -1.0, 1.0, ImVec2(0, 80.0)) + end + + ImGui.TreePop() + end +end + +end + +local DemoWindowWidgetsProgressBars do + +local progress_accum = 0.0 +local progress_dir = 1.0 + +function DemoWindowWidgetsProgressBars() + if ImGui.TreeNode("Progress Bars") then + -- Animate a simple progress bar + progress_accum = progress_accum + progress_dir * 0.4 * ImGui.GetIO().DeltaTime + if progress_accum >= 1.1 then + progress_accum = 1.1 + progress_dir = progress_dir * -1.0 + end + + if progress_accum <= -0.1 then + progress_accum = -0.1 + progress_dir = progress_dir * -1.0 + end + + local progress = IM_CLAMP(progress_accum, 0.0, 1.0) + + -- Typically we would use ImVec2(-1.0,0.0) or ImVec2(-math.huge,0.0) to use all available width, + -- or ImVec2(width,0.0) for a specified width. ImVec2(0.0,0.0) uses ItemWidth + ImGui.ProgressBar(progress, ImVec2(0.0, 0.0)) + ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) + ImGui.Text("Progress Bar") + + local buf = string.format("%d/%d", math.floor(progress * 1753), 1753) + ImGui.ProgressBar(progress, ImVec2(0.0, 0.0), buf) + + -- Pass an animated negative value, e.g. -1.0 * ImGui.GetTime() is the recommended value + -- Adjust the factor if you want to adjust the animation speed + ImGui.ProgressBar(-1.0 * ImGui.GetTime(), ImVec2(0.0, 0.0), "Searching..") + ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) + ImGui.Text("Indeterminate") + + ImGui.TreePop() + end +end + +end + +local DemoWindowWidgetsVerticalSliders do + +local int_value = 0 +local values = { 0.0, 0.60, 0.35, 0.9, 0.70, 0.20, 0.0 } +local values2 = { 0.20, 0.80, 0.40, 0.25 } + +local col0 = ImVec4(0, 0, 0, 1) +local col1 = ImVec4(0, 0, 0, 1) +local col2 = ImVec4(0, 0, 0, 1) +local col3 = ImVec4(0, 0, 0, 1) + +function DemoWindowWidgetsVerticalSliders() + if ImGui.TreeNode("Vertical Sliders") then + local spacing = 4 + ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(spacing, spacing)) + + int_value = ImGui.VSliderInt("##int", ImVec2(18, 160), int_value, 0, 5) + ImGui.SameLine() + + ImGui.PushID("set1") + for i = 1, 7 do + if i > 1 then ImGui.SameLine() end + ImGui.PushID(i) + local hue = (i - 1) / 7.0 + col0.x, col0.y, col0.z = ImGui.ColorConvertHSVtoRGB(hue, 0.5, 0.5) + col1.x, col1.y, col1.z = ImGui.ColorConvertHSVtoRGB(hue, 0.6, 0.5) + col2.x, col2.y, col2.z = ImGui.ColorConvertHSVtoRGB(hue, 0.7, 0.5) + col3.x, col3.y, col3.z = ImGui.ColorConvertHSVtoRGB(hue, 0.9, 0.9) + ImGui.PushStyleColor(ImGuiCol.FrameBg, col0) + ImGui.PushStyleColor(ImGuiCol.FrameBgHovered, col1) + ImGui.PushStyleColor(ImGuiCol.FrameBgActive, col2) + ImGui.PushStyleColor(ImGuiCol.SliderGrab, col3) + values[i] = ImGui.VSliderFloat("##v", ImVec2(18, 160), values[i], 0.0, 1.0, "") + if ImGui.IsItemActive() or ImGui.IsItemHovered() then + ImGui.SetTooltip("%.3f", values[i]) + end + ImGui.PopStyleColor(4) + ImGui.PopID() + end + ImGui.PopID() + + ImGui.SameLine() + ImGui.PushID("set2") + local rows = 3 + local small_slider_size = ImVec2(18, math.floor((160.0 - (rows - 1) * spacing) / rows)) + for nx = 1, 4 do + if nx > 1 then ImGui.SameLine() end + ImGui.BeginGroup() + for ny = 1, rows do + ImGui.PushID((nx - 1) * rows + ny) + values2[nx] = ImGui.VSliderFloat("##v", small_slider_size, values2[nx], 0.0, 1.0, "") + if ImGui.IsItemActive() or ImGui.IsItemHovered() then + ImGui.SetTooltip("%.3f", values2[nx]) + end + ImGui.PopID() + end + ImGui.EndGroup() + end + ImGui.PopID() + + ImGui.SameLine() + ImGui.PushID("set3") + for i = 1, 4 do + if i > 1 then ImGui.SameLine() end + ImGui.PushID(i) + ImGui.PushStyleVar(ImGuiStyleVar.GrabMinSize, 40) + values[i] = ImGui.VSliderFloat("##v", ImVec2(40, 160), values[i], 0.0, 1.0, "%.2f\nsec") + ImGui.PopStyleVar() + ImGui.PopID() + end + ImGui.PopID() + + ImGui.PopStyleVar() + + ImGui.TreePop() + end +end + +end + +local function DemoWindowWidgets() + if not ImGui.CollapsingHeader("Widgets") then + return + end + + DemoWindowWidgetsBasic() + DemoWindowWidgetsBullets() + DemoWindowWidgetsColorAndPickers() + DemoWindowWidgetsImages() + DemoWindowWidgetsLiveEdit() + DemoWindowWidgetsPlotting() + DemoWindowWidgetsProgressBars() + DemoWindowWidgetsVerticalSliders() +end + +local function DemoWindowLayout() + if not ImGui.CollapsingHeader("Layout & Scrolling") then + return + end + +end + +local function DemoWindowPopups() + if not ImGui.CollapsingHeader("Popups & Modal windows") then + return + end + +end + +local function DemoWindowTables() + if not ImGui.CollapsingHeader("Tables & Columns") then + return + end + +end + +local function DemoWindowInputs() + if not ImGui.CollapsingHeader("Inputs & Focus") then + return + end + +end + +do + +local static = {} + +local style_idx = -1 +local style_names = { "Dark", "Light", "Classic" } + +--- @param label string +function ImGui.ShowStyleSelector(label) + local ret = false + if ImGui.BeginCombo(label, (style_idx >= 1 and style_idx <= #style_names) and style_names[style_idx] or "") then + for n = 1, #style_names do + if ImGui.Selectable(style_names[n], style_idx == n, ImGuiSelectableFlags.SelectOnNav) then + style_idx = n + ret = true + + if style_idx == 1 then ImGui.StyleColorsDark() end + if style_idx == 2 then ImGui.StyleColorsLight() end + if style_idx == 3 then ImGui.StyleColorsClassic() end + + elseif style_idx == n then + ImGui.SetItemDefaultFocus() + end + end + ImGui.EndCombo() + end + return ret +end + +--- @param label string +function ImGui.ShowFontSelector(label) + local io = ImGui.GetIO() + local font_current = ImGui.GetFont() + if ImGui.BeginCombo(label, font_current:GetDebugName()) then + for _, font in io.Fonts.Fonts:iter() do + ImGui.PushID(tostring(font):match("0x%x+")) -- (void*)font + if ImGui.Selectable(font:GetDebugName(), font == font_current, ImGuiSelectableFlags.SelectOnNav) then + io.FontDefault = font + end + if font == font_current then + ImGui.SetItemDefaultFocus() + end + ImGui.PopID() + end + ImGui.EndCombo() + end +end + +--- @param ref ImGuiStyle? +function ImGui.ShowStyleEditor(ref) + local style = ImGui.GetStyle() + + local default_border_size = ImTrunc(style._MainScale) + local max_border_size = ImMax(default_border_size, 2.0) + + ImGui.PushItemWidth(ImGui.GetWindowWidth() * 0.50) + + ImGui.SeparatorText("General") + do + if ImGui.ShowStyleSelector("Colors##Selector") then + -- TODO: + end + ImGui.ShowFontSelector("Fonts##Selector") + + local ret0 + style.FontSizeBase, ret0 = ImGui.DragFloat("FontSizeBase", style.FontSizeBase, 0.20, 5.0, 100.0, "%.0f") + if ret0 then + style._NextFrameFontSizeBase = style.FontSizeBase -- FIXME: Temporary hack until we finish remaining work. + end + ImGui.SameLine(0.0, 0.0); ImGui.Text(" (out %.2f)", ImGui.GetFontSize()) + + style.FontScaleMain = ImGui.DragFloat("FontScaleMain", style.FontScaleMain, 0.02, 0.5, 4.0) + + ImGui.BeginDisabled(ImGui.GetIO().ConfigDpiScaleFonts) + style.FontScaleDpi = ImGui.DragFloat("FontScaleDpi", style.FontScaleDpi, 0.02, 0.5, 4.0) + ImGui.SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.") + ImGui.EndDisabled() + + local ret1 + style.FrameRounding, ret1 = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") + if ret1 then + style.GrabRounding = style.FrameRounding -- Make GrabRounding always the same value as FrameRounding + end + + do + local border = (style.WindowBorderSize > 0.0) + local pressed + pressed, border = ImGui.Checkbox("WindowBorder", border) + if pressed then style.WindowBorderSize = (border and default_border_size or 0.0) end + end + ImGui.SameLine() + do + local border = (style.FrameBorderSize > 0.0) + local pressed + pressed, border = ImGui.Checkbox("FrameBorder", border) + if pressed then style.FrameBorderSize = (border and default_border_size or 0.0) end + end + ImGui.SameLine() + do + local border = (style.PopupBorderSize > 0.0) + local pressed + pressed, border = ImGui.Checkbox("PopupBorder", border) + if pressed then style.PopupBorderSize = (border and default_border_size or 0.0) end + end + end + + ImGui.SeparatorText("Details") + -- TODO: + + ImGui.PopItemWidth() +end + +end + +local function ShowExampleAppImageViewer() + -- TODO: +end + +local ShowExampleAppFullscreen do + +local use_work_area = true +local flags = bit32.bor(ImGuiWindowFlags.NoDecoration, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoSavedSettings) + +function ShowExampleAppFullscreen(open) + local viewport = ImGui.GetMainViewport() + ImGui.SetNextWindowPos(use_work_area and viewport.WorkPos or viewport.Pos) + ImGui.SetNextWindowSize(use_work_area and viewport.WorkSize or viewport.Size) + + local ret + open, ret = ImGui.Begin("Example: Fullscreen window", open, flags) + if ret then + _, use_work_area = ImGui.Checkbox("Use work area instead of main area", use_work_area) + ImGui.SameLine() + + _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoBackground", flags, ImGuiWindowFlags.NoBackground) + _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoDecoration", flags, ImGuiWindowFlags.NoDecoration) + ImGui.Indent() + _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoTitleBar", flags, ImGuiWindowFlags.NoTitleBar) + _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoCollapse", flags, ImGuiWindowFlags.NoCollapse) + _, flags = ImGui.CheckboxFlags("ImGuiWindowFlags.NoScrollbar", flags, ImGuiWindowFlags.NoScrollbar) + ImGui.Unindent() + + if open and ImGui.Button("Close this window") then + open = false + end + end + ImGui.End() + + return open +end + +end + +do + +local demo_data = ImGuiDemoWindowData() + +local no_titlebar = false +local no_scrollbar = false +local no_menu = false +local no_move = false +local no_resize = false +local no_collapse = false +local no_close = false +local no_nav = false +local no_background = false +local no_bring_to_front = false +local no_docking = false +local unsaved_document = false + +function ImGui.ShowDemoWindow(open) + if demo_data.ShowAppFullscreen then demo_data.ShowAppFullscreen = ShowExampleAppFullscreen(demo_data.ShowAppFullscreen) end + + if demo_data.ShowMetrics then + demo_data.ShowMetrics = ImGui.ShowMetricsWindow(demo_data.ShowMetrics) + end + if demo_data.ShowStyleEditor then + demo_data.ShowStyleEditor = ImGui.Begin("ImGui Sincerely Style Editor", demo_data.ShowStyleEditor) + ImGui.ShowStyleEditor() + ImGui.End() + end + + local window_flags = 0 + if no_titlebar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoTitleBar) end + if no_scrollbar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollbar) end + if not no_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end + if no_move then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoMove) end + if no_resize then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoResize) end + if no_collapse then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoCollapse) end + if no_nav then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoNav) end + if no_background then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBackground) end + if no_bring_to_front then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus) end + if no_docking then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoDocking) end + if unsaved_document then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.UnsavedDocument) end + if no_close then open = nil end + + if not no_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end + + local ret -- is_visible + open, ret = ImGui.Begin("ImGui Sincerely Demo", open, window_flags) + if not ret then + ImGui.End() + return open + end + + local label_width_base = ImGui.GetFontSize() * 12 + local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 + local label_width = IM_MIN(label_width_base, label_width_max) + ImGui.PushItemWidth(-label_width) + + DemoWindowMenuBar(demo_data) + + if ImGui.CollapsingHeader("Help") then + ImGui.SeparatorText("ABOUT THIS DEMO:") + end + + if ImGui.CollapsingHeader("Configuration") then + + end + + if ImGui.CollapsingHeader("Window Options") then + if ImGui.BeginTable("split", 3) then + ImGui.TableNextColumn() _, no_titlebar = ImGui.Checkbox("No titlebar", no_titlebar) + ImGui.TableNextColumn() _, no_scrollbar = ImGui.Checkbox("No scrollbar", no_scrollbar) + ImGui.TableNextColumn() _, no_menu = ImGui.Checkbox("No menu", no_menu) + ImGui.TableNextColumn() _, no_move = ImGui.Checkbox("No move", no_move) + ImGui.TableNextColumn() _, no_resize = ImGui.Checkbox("No resize", no_resize) + ImGui.TableNextColumn() _, no_collapse = ImGui.Checkbox("No collapse", no_collapse) + ImGui.TableNextColumn() _, no_close = ImGui.Checkbox("No close", no_close) + ImGui.TableNextColumn() _, no_nav = ImGui.Checkbox("No nav", no_nav) + ImGui.TableNextColumn() _, no_background = ImGui.Checkbox("No background", no_background) + ImGui.TableNextColumn() _, no_bring_to_front = ImGui.Checkbox("No bring to front", no_bring_to_front) + ImGui.TableNextColumn() _, no_docking = ImGui.Checkbox("No docking", no_docking) + ImGui.TableNextColumn() _, unsaved_document = ImGui.Checkbox("Unsaved document", unsaved_document) + ImGui.EndTable() + end + end + + DemoWindowWidgets() + DemoWindowLayout() + DemoWindowPopups() + DemoWindowTables() + DemoWindowInputs() + + ImGui.End() + + return open +end + +end + + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_draw.lua'] = function() +--- ImGui Sincerely WIP +-- (Draw Code) + +FONT_ATLAS_DEFAULT_TEX_DATA_W = 122 +FONT_ATLAS_DEFAULT_TEX_DATA_H = 27 + +local IM_DRAWLIST_TEX_LINES_WIDTH_MAX = 32 + +local IM_FONTGLYPH_INDEX_UNUSED = 0xFFFF +local IM_FONTGLYPH_INDEX_NOT_FOUND = 0xFFFE + +--- @param str string +--- @return table +--- @nodiscard +--- @package +local function str_to_table(str) + local t = {} for i = 1, #str do t[i] = string.sub(str, i, i) end return t +end + +--- @param buf char[] # 1-based +--- @param base int # 1-based start index +--- @param u32 ImU32 +local function write_u32(buf, base, u32) + buf[base + 0] = bit32.band(u32, 0xFF) + buf[base + 1] = bit32.band(bit32.rshift(u32, 8), 0xFF) + buf[base + 2] = bit32.band(bit32.rshift(u32, 16), 0xFF) + buf[base + 3] = bit32.band(bit32.rshift(u32, 24), 0xFF) +end + +--- Original ImGui pixel art! +local FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS = str_to_table( + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " .. + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" .. + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" .. + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " .. + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " .. + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " .. + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " .. + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " .. + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " .. + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " .. + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " .. + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " .. + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" .. + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" .. + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " .. + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" .. + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " .. + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " .. + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " .. + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " .. + " X..X - - X...X - X...X - X..X X..X - - X........X - " .. + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " .. + "------------- - X - X -X.....................X- ------------------- " .. + " ----------------------------------- X...XXXXXXXXXXXXX...X - " .. + " - X..X X..X - " .. + " - X.X X.X - " .. + " - XX XX - " +) + +local FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA = { + -- Pos .......... Size ......... Offset ....... + { ImVec2( 0, 3), ImVec2(12, 19), ImVec2( 0, 0) }, -- ImGuiMouseCursor.Arrow + { ImVec2( 13, 0), ImVec2( 7, 16), ImVec2( 1, 8) }, -- ImGuiMouseCursor.TextInput + { ImVec2( 31, 0), ImVec2(23, 23), ImVec2(11, 11) }, -- ImGuiMouseCursor.ResizeAll + { ImVec2( 21, 0), ImVec2( 9, 23), ImVec2( 4, 11) }, -- ImGuiMouseCursor.ResizeNS + { ImVec2( 55, 18), ImVec2(23, 9), ImVec2(11, 4) }, -- ImGuiMouseCursor.ResizeEW + { ImVec2( 73, 0), ImVec2(17, 17), ImVec2( 8, 8) }, -- ImGuiMouseCursor.ResizeNESW + { ImVec2( 55, 0), ImVec2(17, 17), ImVec2( 8, 8) }, -- ImGuiMouseCursor.ResizeNWSE + { ImVec2( 91, 0), ImVec2(17, 22), ImVec2( 5, 0) }, -- ImGuiMouseCursor.Hand + { ImVec2( 0, 3), ImVec2(12, 19), ImVec2( 0, 0) }, -- ImGuiMouseCursor.Wait -- Arrow + custom code in ImGui.RenderMouseCursor() + { ImVec2( 0, 3), ImVec2(12, 19), ImVec2( 0, 0) }, -- ImGuiMouseCursor.Progress -- Arrow + custom code in ImGui.RenderMouseCursor() + { ImVec2(109, 0), ImVec2(13, 15), ImVec2( 6, 7) }, -- ImGuiMouseCursor.NotAllowed +} + +local MT = ImGui.GetMetatables() + +--- @module "imstb_rectpack" +local stbrp = IM_INCLUDE("imstb_rectpack.lua") + +--- @module "imstb_truetype" +local stbtt = IM_INCLUDE("imstb_truetype.lua") + +--------------------------------------------------------------------------------------- +-- [SECTION] STYLE FUNCTIONS +--------------------------------------------------------------------------------------- + +--- @param a ImVec4 +--- @param b ImVec4 +--- @param t float +local function ImLerpV4V4F(a, b, t) return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t) end + +--- @param dst? ImGuiStyle +function ImGui.StyleColorsDark(dst) + local style = dst and dst or ImGui.GetStyle() + local colors = style.Colors + + colors[ImGuiCol.Text] = ImVec4(1.00, 1.00, 1.00, 1.00) + colors[ImGuiCol.TextDisabled] = ImVec4(0.50, 0.50, 0.50, 1.00) + colors[ImGuiCol.WindowBg] = ImVec4(0.06, 0.06, 0.06, 0.94) + colors[ImGuiCol.ChildBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.PopupBg] = ImVec4(0.08, 0.08, 0.08, 0.94) + colors[ImGuiCol.Border] = ImVec4(0.43, 0.43, 0.50, 0.50) + colors[ImGuiCol.BorderShadow] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.FrameBg] = ImVec4(0.16, 0.29, 0.48, 0.54) + colors[ImGuiCol.FrameBgHovered] = ImVec4(0.26, 0.59, 0.98, 0.40) + colors[ImGuiCol.FrameBgActive] = ImVec4(0.26, 0.59, 0.98, 0.67) + colors[ImGuiCol.TitleBg] = ImVec4(0.04, 0.04, 0.04, 1.00) + colors[ImGuiCol.TitleBgActive] = ImVec4(0.16, 0.29, 0.48, 1.00) + colors[ImGuiCol.TitleBgCollapsed] = ImVec4(0.00, 0.00, 0.00, 0.51) + colors[ImGuiCol.MenuBarBg] = ImVec4(0.14, 0.14, 0.14, 1.00) + colors[ImGuiCol.ScrollbarBg] = ImVec4(0.02, 0.02, 0.02, 0.53) + colors[ImGuiCol.ScrollbarGrab] = ImVec4(0.31, 0.31, 0.31, 1.00) + colors[ImGuiCol.ScrollbarGrabHovered] = ImVec4(0.41, 0.41, 0.41, 1.00) + colors[ImGuiCol.ScrollbarGrabActive] = ImVec4(0.51, 0.51, 0.51, 1.00) + colors[ImGuiCol.CheckMark] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.CheckboxSelectedBg] = ImLerpV4V4F(colors[ImGuiCol.FrameBg], colors[ImGuiCol.FrameBgHovered], 0.65) + colors[ImGuiCol.SliderGrab] = ImVec4(0.24, 0.52, 0.88, 1.00) + colors[ImGuiCol.SliderGrabActive] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.Button] = ImVec4(0.26, 0.59, 0.98, 0.40) + colors[ImGuiCol.ButtonHovered] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.ButtonActive] = ImVec4(0.06, 0.53, 0.98, 1.00) + colors[ImGuiCol.Header] = ImVec4(0.26, 0.59, 0.98, 0.31) + colors[ImGuiCol.HeaderHovered] = ImVec4(0.26, 0.59, 0.98, 0.80) + colors[ImGuiCol.HeaderActive] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.Separator] = colors[ImGuiCol.Border] + colors[ImGuiCol.SeparatorHovered] = ImVec4(0.10, 0.40, 0.75, 0.78) + colors[ImGuiCol.SeparatorActive] = ImVec4(0.10, 0.40, 0.75, 1.00) + colors[ImGuiCol.ResizeGrip] = ImVec4(0.26, 0.59, 0.98, 0.20) + colors[ImGuiCol.ResizeGripHovered] = ImVec4(0.26, 0.59, 0.98, 0.67) + colors[ImGuiCol.ResizeGripActive] = ImVec4(0.26, 0.59, 0.98, 0.95) + colors[ImGuiCol.InputTextCursor] = colors[ImGuiCol.Text] + colors[ImGuiCol.TabHovered] = colors[ImGuiCol.HeaderHovered] + colors[ImGuiCol.Tab] = ImLerpV4V4F(colors[ImGuiCol.Header], colors[ImGuiCol.TitleBgActive], 0.80) + colors[ImGuiCol.TabSelected] = ImLerpV4V4F(colors[ImGuiCol.HeaderActive], colors[ImGuiCol.TitleBgActive], 0.60) + colors[ImGuiCol.TabSelectedOverline] = colors[ImGuiCol.HeaderActive] + colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) + colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) + colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.50, 0.50, 0.50, 0.00) + colors[ImGuiCol.PlotLines] = ImVec4(0.61, 0.61, 0.61, 1.00) + colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) + colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) + colors[ImGuiCol.PlotHistogramHovered] = ImVec4(1.00, 0.60, 0.00, 1.00) + colors[ImGuiCol.TableHeaderBg] = ImVec4(0.19, 0.19, 0.20, 1.00) + colors[ImGuiCol.TableBorderStrong] = ImVec4(0.31, 0.31, 0.35, 1.00) + colors[ImGuiCol.TableBorderLight] = ImVec4(0.23, 0.23, 0.25, 1.00) + colors[ImGuiCol.TableRowBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.TableRowBgAlt] = ImVec4(1.00, 1.00, 1.00, 0.06) + colors[ImGuiCol.TextLink] = colors[ImGuiCol.HeaderActive] + colors[ImGuiCol.TextSelectedBg] = ImVec4(0.26, 0.59, 0.98, 0.35) + colors[ImGuiCol.TreeLines] = colors[ImGuiCol.Border] + colors[ImGuiCol.DragDropTarget] = ImVec4(1.00, 1.00, 0.00, 0.90) + colors[ImGuiCol.DragDropTargetBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.UnsavedMarker] = ImVec4(1.00, 1.00, 1.00, 1.00) + colors[ImGuiCol.NavCursor] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.NavWindowingHighlight] = ImVec4(1.00, 1.00, 1.00, 0.70) + colors[ImGuiCol.NavWindowingDimBg] = ImVec4(0.80, 0.80, 0.80, 0.20) + colors[ImGuiCol.ModalWindowDimBg] = ImVec4(0.80, 0.80, 0.80, 0.35) +end + +--- @param dst? ImGuiStyle +function ImGui.StyleColorsClassic(dst) + local style = dst and dst or ImGui.GetStyle() + local colors = style.Colors + + colors[ImGuiCol.Text] = ImVec4(0.90, 0.90, 0.90, 1.00) + colors[ImGuiCol.TextDisabled] = ImVec4(0.60, 0.60, 0.60, 1.00) + colors[ImGuiCol.WindowBg] = ImVec4(0.00, 0.00, 0.00, 0.85) + colors[ImGuiCol.ChildBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.PopupBg] = ImVec4(0.11, 0.11, 0.14, 0.92) + colors[ImGuiCol.Border] = ImVec4(0.50, 0.50, 0.50, 0.50) + colors[ImGuiCol.BorderShadow] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.FrameBg] = ImVec4(0.43, 0.43, 0.43, 0.39) + colors[ImGuiCol.FrameBgHovered] = ImVec4(0.47, 0.47, 0.69, 0.40) + colors[ImGuiCol.FrameBgActive] = ImVec4(0.42, 0.41, 0.64, 0.69) + colors[ImGuiCol.TitleBg] = ImVec4(0.27, 0.27, 0.54, 0.83) + colors[ImGuiCol.TitleBgActive] = ImVec4(0.32, 0.32, 0.63, 0.87) + colors[ImGuiCol.TitleBgCollapsed] = ImVec4(0.40, 0.40, 0.80, 0.20) + colors[ImGuiCol.MenuBarBg] = ImVec4(0.40, 0.40, 0.55, 0.80) + colors[ImGuiCol.ScrollbarBg] = ImVec4(0.20, 0.25, 0.30, 0.60) + colors[ImGuiCol.ScrollbarGrab] = ImVec4(0.40, 0.40, 0.80, 0.30) + colors[ImGuiCol.ScrollbarGrabHovered] = ImVec4(0.40, 0.40, 0.80, 0.40) + colors[ImGuiCol.ScrollbarGrabActive] = ImVec4(0.41, 0.39, 0.80, 0.60) + colors[ImGuiCol.CheckMark] = ImVec4(0.90, 0.90, 0.90, 0.50) + colors[ImGuiCol.CheckboxSelectedBg] = ImLerpV4V4F(colors[ImGuiCol.FrameBg], colors[ImGuiCol.FrameBgActive], 0.65) + colors[ImGuiCol.SliderGrab] = ImVec4(1.00, 1.00, 1.00, 0.30) + colors[ImGuiCol.SliderGrabActive] = ImVec4(0.41, 0.39, 0.80, 0.60) + colors[ImGuiCol.Button] = ImVec4(0.35, 0.40, 0.61, 0.62) + colors[ImGuiCol.ButtonHovered] = ImVec4(0.40, 0.48, 0.71, 0.79) + colors[ImGuiCol.ButtonActive] = ImVec4(0.46, 0.54, 0.80, 1.00) + colors[ImGuiCol.Header] = ImVec4(0.40, 0.40, 0.90, 0.45) + colors[ImGuiCol.HeaderHovered] = ImVec4(0.45, 0.45, 0.90, 0.80) + colors[ImGuiCol.HeaderActive] = ImVec4(0.53, 0.53, 0.87, 0.80) + colors[ImGuiCol.Separator] = ImVec4(0.50, 0.50, 0.50, 0.60) + colors[ImGuiCol.SeparatorHovered] = ImVec4(0.60, 0.60, 0.70, 1.00) + colors[ImGuiCol.SeparatorActive] = ImVec4(0.70, 0.70, 0.90, 1.00) + colors[ImGuiCol.ResizeGrip] = ImVec4(1.00, 1.00, 1.00, 0.10) + colors[ImGuiCol.ResizeGripHovered] = ImVec4(0.78, 0.82, 1.00, 0.60) + colors[ImGuiCol.ResizeGripActive] = ImVec4(0.78, 0.82, 1.00, 0.90) + colors[ImGuiCol.InputTextCursor] = colors[ImGuiCol.Text] + colors[ImGuiCol.TabHovered] = colors[ImGuiCol.HeaderHovered] + colors[ImGuiCol.Tab] = ImLerpV4V4F(colors[ImGuiCol.Header], colors[ImGuiCol.TitleBgActive], 0.80) + colors[ImGuiCol.TabSelected] = ImLerpV4V4F(colors[ImGuiCol.HeaderActive], colors[ImGuiCol.TitleBgActive], 0.60) + colors[ImGuiCol.TabSelectedOverline] = colors[ImGuiCol.HeaderActive] + colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) + colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) + colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.53, 0.53, 0.87, 0.00) + colors[ImGuiCol.PlotLines] = ImVec4(1.00, 1.00, 1.00, 1.00) + colors[ImGuiCol.PlotLinesHovered] = ImVec4(0.90, 0.70, 0.00, 1.00) + colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) + colors[ImGuiCol.PlotHistogramHovered] = ImVec4(1.00, 0.60, 0.00, 1.00) + colors[ImGuiCol.TableHeaderBg] = ImVec4(0.27, 0.27, 0.38, 1.00) + colors[ImGuiCol.TableBorderStrong] = ImVec4(0.31, 0.31, 0.45, 1.00) + colors[ImGuiCol.TableBorderLight] = ImVec4(0.26, 0.26, 0.28, 1.00) + colors[ImGuiCol.TableRowBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.TableRowBgAlt] = ImVec4(1.00, 1.00, 1.00, 0.07) + colors[ImGuiCol.TextLink] = colors[ImGuiCol.HeaderActive] + colors[ImGuiCol.TextSelectedBg] = ImVec4(0.00, 0.00, 1.00, 0.35) + colors[ImGuiCol.TreeLines] = colors[ImGuiCol.Border] + colors[ImGuiCol.DragDropTarget] = ImVec4(1.00, 1.00, 0.00, 0.90) + colors[ImGuiCol.DragDropTargetBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.UnsavedMarker] = ImVec4(0.90, 0.90, 0.90, 1.00) + colors[ImGuiCol.NavCursor] = colors[ImGuiCol.HeaderHovered] + colors[ImGuiCol.NavWindowingHighlight] = ImVec4(1.00, 1.00, 1.00, 0.70) + colors[ImGuiCol.NavWindowingDimBg] = ImVec4(0.80, 0.80, 0.80, 0.20) + colors[ImGuiCol.ModalWindowDimBg] = ImVec4(0.20, 0.20, 0.20, 0.35) +end + +-- Those light colors are better suited with a thicker font than the default one + FrameBorder +--- @param dst? ImGuiStyle +function ImGui.StyleColorsLight(dst) + local style = dst and dst or ImGui.GetStyle() + local colors = style.Colors + + colors[ImGuiCol.Text] = ImVec4(0.00, 0.00, 0.00, 1.00) + colors[ImGuiCol.TextDisabled] = ImVec4(0.60, 0.60, 0.60, 1.00) + colors[ImGuiCol.WindowBg] = ImVec4(0.94, 0.94, 0.94, 1.00) + colors[ImGuiCol.ChildBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.PopupBg] = ImVec4(1.00, 1.00, 1.00, 0.98) + colors[ImGuiCol.Border] = ImVec4(0.00, 0.00, 0.00, 0.30) + colors[ImGuiCol.BorderShadow] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.FrameBg] = ImVec4(1.00, 1.00, 1.00, 1.00) + colors[ImGuiCol.FrameBgHovered] = ImVec4(0.26, 0.59, 0.98, 0.40) + colors[ImGuiCol.FrameBgActive] = ImVec4(0.26, 0.59, 0.98, 0.67) + colors[ImGuiCol.TitleBg] = ImVec4(0.96, 0.96, 0.96, 1.00) + colors[ImGuiCol.TitleBgActive] = ImVec4(0.82, 0.82, 0.82, 1.00) + colors[ImGuiCol.TitleBgCollapsed] = ImVec4(1.00, 1.00, 1.00, 0.51) + colors[ImGuiCol.MenuBarBg] = ImVec4(0.86, 0.86, 0.86, 1.00) + colors[ImGuiCol.ScrollbarBg] = ImVec4(0.98, 0.98, 0.98, 0.53) + colors[ImGuiCol.ScrollbarGrab] = ImVec4(0.69, 0.69, 0.69, 0.80) + colors[ImGuiCol.ScrollbarGrabHovered] = ImVec4(0.49, 0.49, 0.49, 0.80) + colors[ImGuiCol.ScrollbarGrabActive] = ImVec4(0.49, 0.49, 0.49, 1.00) + colors[ImGuiCol.CheckMark] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.CheckboxSelectedBg] = ImVec4(0.95, 0.97, 1.00, 1.00) + colors[ImGuiCol.SliderGrab] = ImVec4(0.26, 0.59, 0.98, 0.78) + colors[ImGuiCol.SliderGrabActive] = ImVec4(0.46, 0.54, 0.80, 0.60) + colors[ImGuiCol.Button] = ImVec4(0.26, 0.59, 0.98, 0.40) + colors[ImGuiCol.ButtonHovered] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.ButtonActive] = ImVec4(0.06, 0.53, 0.98, 1.00) + colors[ImGuiCol.Header] = ImVec4(0.26, 0.59, 0.98, 0.31) + colors[ImGuiCol.HeaderHovered] = ImVec4(0.26, 0.59, 0.98, 0.80) + colors[ImGuiCol.HeaderActive] = ImVec4(0.26, 0.59, 0.98, 1.00) + colors[ImGuiCol.Separator] = ImVec4(0.39, 0.39, 0.39, 0.62) + colors[ImGuiCol.SeparatorHovered] = ImVec4(0.14, 0.44, 0.80, 0.78) + colors[ImGuiCol.SeparatorActive] = ImVec4(0.14, 0.44, 0.80, 1.00) + colors[ImGuiCol.ResizeGrip] = ImVec4(0.35, 0.35, 0.35, 0.17) + colors[ImGuiCol.ResizeGripHovered] = ImVec4(0.26, 0.59, 0.98, 0.67) + colors[ImGuiCol.ResizeGripActive] = ImVec4(0.26, 0.59, 0.98, 0.95) + colors[ImGuiCol.InputTextCursor] = colors[ImGuiCol.Text] + colors[ImGuiCol.TabHovered] = colors[ImGuiCol.HeaderHovered] + colors[ImGuiCol.Tab] = ImLerpV4V4F(colors[ImGuiCol.Header], colors[ImGuiCol.TitleBgActive], 0.90) + colors[ImGuiCol.TabSelected] = ImLerpV4V4F(colors[ImGuiCol.HeaderActive], colors[ImGuiCol.TitleBgActive], 0.60) + colors[ImGuiCol.TabSelectedOverline] = colors[ImGuiCol.HeaderActive] + colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) + colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) + colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.26, 0.59, 1.00, 0.00) + colors[ImGuiCol.PlotLines] = ImVec4(0.39, 0.39, 0.39, 1.00) + colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) + colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) + colors[ImGuiCol.PlotHistogramHovered] = ImVec4(1.00, 0.45, 0.00, 1.00) + colors[ImGuiCol.TableHeaderBg] = ImVec4(0.78, 0.87, 0.98, 1.00) + colors[ImGuiCol.TableBorderStrong] = ImVec4(0.57, 0.57, 0.64, 1.00) + colors[ImGuiCol.TableBorderLight] = ImVec4(0.68, 0.68, 0.74, 1.00) + colors[ImGuiCol.TableRowBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.TableRowBgAlt] = ImVec4(0.30, 0.30, 0.30, 0.09) + colors[ImGuiCol.TextLink] = colors[ImGuiCol.HeaderActive] + colors[ImGuiCol.TextSelectedBg] = ImVec4(0.26, 0.59, 0.98, 0.35) + colors[ImGuiCol.TreeLines] = colors[ImGuiCol.Border] + colors[ImGuiCol.DragDropTarget] = ImVec4(0.26, 0.59, 0.98, 0.95) + colors[ImGuiCol.DragDropTargetBg] = ImVec4(0.00, 0.00, 0.00, 0.00) + colors[ImGuiCol.UnsavedMarker] = ImVec4(0.00, 0.00, 0.00, 1.00) + colors[ImGuiCol.NavCursor] = colors[ImGuiCol.HeaderHovered] + colors[ImGuiCol.NavWindowingHighlight] = ImVec4(0.70, 0.70, 0.70, 0.70) + colors[ImGuiCol.NavWindowingDimBg] = ImVec4(0.20, 0.20, 0.20, 0.20) + colors[ImGuiCol.ModalWindowDimBg] = ImVec4(0.20, 0.20, 0.20, 0.35) +end + +--- @param draw_list ImDrawList +--- @param vert_start_idx int +--- @param vert_end_idx int +--- @param gradient_p0 ImVec2 +--- @param gradient_p1 ImVec2 +--- @param col0 ImU32 +--- @param col1 ImU32 +function ImGui.ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col0, col1) + local gradient_extent = gradient_p1 - gradient_p0 + local gradient_inv_length2 = 1.0 / ImLengthSqr(gradient_extent) + + local col0_r = bit32.band(bit32.rshift(col0, IM_COL32_R_SHIFT), 0xFF) + local col0_g = bit32.band(bit32.rshift(col0, IM_COL32_G_SHIFT), 0xFF) + local col0_b = bit32.band(bit32.rshift(col0, IM_COL32_B_SHIFT), 0xFF) + + local col_delta_r = bit32.band(bit32.rshift(col1, IM_COL32_R_SHIFT), 0xFF) - col0_r + local col_delta_g = bit32.band(bit32.rshift(col1, IM_COL32_G_SHIFT), 0xFF) - col0_g + local col_delta_b = bit32.band(bit32.rshift(col1, IM_COL32_B_SHIFT), 0xFF) - col0_b + + for vert_idx = vert_start_idx, vert_end_idx - 1 do + local vert = draw_list.VtxBuffer.Data[vert_idx] + + local d = ImDot(vert[1] - gradient_p0, gradient_extent) + local t = ImClamp(d * gradient_inv_length2, 0.0, 1.0) + + local r = math.floor(col0_r + col_delta_r * t) + local g = math.floor(col0_g + col_delta_g * t) + local b = math.floor(col0_b + col_delta_b * t) + + vert[3] = bit32.bor(bit32.lshift(r, IM_COL32_R_SHIFT), bit32.lshift(g, IM_COL32_G_SHIFT), bit32.lshift(b, IM_COL32_B_SHIFT), bit32.band(vert[3], IM_COL32_A_MASK)) + end +end + +-- Distribute UV over (a, b) rectangle +--- @param draw_list ImDrawList +--- @param vert_start_idx int +--- @param vert_end_idx int +--- @param a ImVec2 +--- @param b ImVec2 +--- @param uv_a ImVec2 +--- @param uv_b ImVec2 +--- @param clamp bool +function ImGui.ShadeVertsLinearUV(draw_list, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, clamp) + local size = b - a + local uv_size = uv_b - uv_a + local scale = ImVec2( + (size.x ~= 0.0) and (uv_size.x / size.x) or 0.0, + (size.y ~= 0.0) and (uv_size.y / size.y) or 0.0 + ) + + local vertex + local verts = draw_list.VtxBuffer.Data + if clamp then + local min = ImMin(uv_a, uv_b) + local max = ImMax(uv_a, uv_b) + for vert_idx = vert_start_idx, vert_end_idx - 1 do + vertex = verts[vert_idx] + ImVec2_Copy(vertex[2], ImClamp(uv_a + ImMul(vertex[1] - a, scale), min, max)) + end + else + for vert_idx = vert_start_idx, vert_end_idx - 1 do + vertex = verts[vert_idx] + ImVec2_Copy(vertex[2], uv_a + ImMul(vertex[1] - a, scale)) + end + end +end + +--- Forward Declarations +local ImFontAtlasTextureAdd +local ImFontAtlasTextureGrow +local ImFontAtlasTextureGetSizeEstimate +local ImFontAtlasTextureBlockCopy +local ImFontAtlasTextureBlockConvert +local ImFontAtlasTextureBlockPostProcess +local ImFontAtlasTextureBlockPostProcessMultiply +local ImFontAtlasTextureBlockQueueUpload +local ImFontAtlasTextureCompact +local ImFontAtlasPackInit +local ImFontAtlasPackAddRect +local ImFontAtlasPackGetRect +local ImFontAtlasPackGetRectSafe +local ImFontAtlasBakedAdd +local ImFontAtlasBakedAddFontGlyph +local ImFontAtlasBakedAddFontGlyphAdvancedX +local ImFontAtlasBakedDiscard +local ImFontAtlasBakedGetOrAdd +local ImFontAtlasBakedGetId +local ImFontAtlasBakedGetClosestMatch +local ImFontAtlasBuildInit +local ImFontAtlasBuildSetTexture +local ImFontAtlasBuildUpdateTexDataLines +local ImFontAtlasBuildUpdateTexDataBasic +local ImFontAtlasBuildSetupFontLoader +local ImFontAtlasBuildSetupFontSpecialGlyphs +local ImFontAtlasBuildSetupFontBakedBlanks +local ImFontAtlasBuildSetupFontBakedEllipsis +local ImFontAtlasBuildSetupFontBakedFallback +local ImFontAtlasBuildDestroy +local ImFontAtlasBuildAcceptCodepointForSource +local ImFontAtlasBuildNotifySetFont +local ImFontAtlasBuildRenderBitmapFromString +local ImFontAtlasFontSourceInit +local ImFontAtlasFontSourceAddToFont +local ImFontAtlasFontDestroySourceData +local ImFontAtlasFontDestroyOutput + +local ImFontBaked_BuildGrowIndex +local ImFontBaked_BuildLoadGlyph +local ImFontBaked_BuildLoadGlyphAdvanceX + +local ImTextInitClassifiers +local ImTextClassifierGet +local ImTextClassifierClear +local ImTextClassifierSetCharClass +local ImTextClassifierSetCharClassFromStr + +local ImTextureDataGetFormatBytesPerPixel + +function MT.ImFontAtlas:Clear() + IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas:Clear()") + local backup_renderer_has_textures = self.RendererHasTextures + self.RendererHasTextures = false + self:ClearFonts() + self:ClearTexData() + self.RendererHasTextures = backup_renderer_has_textures +end + +function MT.ImFontAtlas:SetFontLoader(font_loader) + ImFontAtlasBuildSetupFontLoader(self, font_loader) +end + +function MT.ImFontAtlas:ClearInputData() + IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") + + for _, font in self.Fonts:iter() do + ImFontAtlasFontDestroyOutput(self, font) + end + for _, font_cfg in self.Sources:iter() do + ImFontAtlasFontDestroySourceData(self, font_cfg) + end + for _, font in self.Fonts:iter() do + font.Sources:clear() + font.Flags = bit32.bor(font.Flags, ImFontFlags.NoLoadGlyphs) + end + self.Sources:clear() +end + +function MT.ImFontAtlas:ClearTexData() + IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") + IM_ASSERT(self.RendererHasTextures == false, "Not supported for dynamic atlases, but you may call Clear().") + + for _, tex in self.TexList:iter() do + tex:DestroyPixels() + end +end + +function MT.ImFontAtlas:CompactCache() + ImFontAtlasTextureCompact(self) +end + +function MT.ImFontAtlas:ClearFonts() + IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas:ClearFonts()") + IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") + + for _, font in self.Fonts:iter() do + ImFontAtlasBuildNotifySetFont(self, font, nil) + end + + ImFontAtlasBuildDestroy(self) + self:ClearInputData() + self.Fonts:clear_delete() + self.TexIsBuilt = false + + for _, shared_data in self.DrawListSharedDatas:iter() do + if shared_data.FontAtlas == self then + shared_data.Font = nil + shared_data.FontSize = 0.0 + shared_data.FontScale = 0.0 + end + end +end + +--- @param tex ImTextureData +function ImTextureDataUpdateNewFrame(tex) + local remove_from_list = false + if tex.Status == ImTextureStatus.OK then + tex.Updates:resize(0) + tex.UpdateRect.x = 65535 tex.UpdateRect.y = 65535 + tex.UpdateRect.w = 0 tex.UpdateRect.h = 0 + end + + if (tex.WantDestroyNextFrame and tex.Status ~= ImTextureStatus.Destroyed and tex.Status ~= ImTextureStatus.WantDestroy) then + IM_ASSERT(tex.Status == ImTextureStatus.OK or tex.Status == ImTextureStatus.WantCreate or tex.Status == ImTextureStatus.WantUpdates) + tex.Status = ImTextureStatus.WantDestroy + end + + if (tex.Status == ImTextureStatus.WantDestroy and tex.TexID == ImTextureID_Invalid and tex.BackendUserData == nil and tex.QueueUserData == nil) then + tex.Status = ImTextureStatus.Destroyed + end + + if (tex.Status == ImTextureStatus.Destroyed) then + IM_ASSERT(tex.TexID == ImTextureID_Invalid and tex.BackendUserData == nil, "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!") + IM_ASSERT(tex.QueueUserData == nil, "Texture queue set Status to Destroyed but did not clear QueueUserData!") + if (tex.WantDestroyNextFrame) then + remove_from_list = true + else + tex.Status = ImTextureStatus.WantCreate + end + end + + if (tex.Status == ImTextureStatus.WantDestroy) then + tex.UnusedFrames = tex.UnusedFrames + 1 + end + + return remove_from_list +end + +--- @param atlas ImFontAtlas +--- @param frame_count int +--- @param renderer_has_textures any +function ImFontAtlasUpdateNewFrame(atlas, frame_count, renderer_has_textures) + IM_ASSERT(atlas.Builder == nil or atlas.Builder.FrameCount < frame_count) + atlas.RendererHasTextures = renderer_has_textures + + local tex_n = 1 + while tex_n <= atlas.TexList.Size do + local tex = atlas.TexList.Data[tex_n] + + if (tex.Status == ImTextureStatus.WantCreate and atlas.RendererHasTextures) then + IM_ASSERT(tex.TexID == ImTextureID_Invalid and tex.BackendUserData == nil, "Backend set texture's TexID/BackendUserData but did not update Status to OK.") + end + + local remove_from_list = ImTextureDataUpdateNewFrame(tex) + + if remove_from_list then + IM_ASSERT(atlas.TexData ~= tex) + tex:DestroyPixels() + atlas.TexList:erase(tex_n) + tex_n = tex_n - 1 + end + + tex_n = tex_n + 1 + end + + if (atlas.RendererHasTextures) then + atlas.TexIsBuilt = true + if (atlas.Builder == nil) then + ImFontAtlasBuildMain(atlas) + end + end + + if (not atlas.RendererHasTextures) then + IM_ASSERT_USER_ERROR(atlas.TexIsBuilt, "Backend does not support ImGuiBackendFlags.RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().") + end + if (atlas.TexIsBuilt and atlas.Builder.PreloadedAllGlyphsRanges) then + IM_ASSERT_USER_ERROR(atlas.RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags.RendererHasTextures got set! With new backends: you don't need to call Build().") + end + + local builder = atlas.Builder + builder.FrameCount = frame_count + for _, font in atlas.Fonts:iter() do + font.LastBaked = nil + end + + if builder.BakedDiscardedCount > 0 then + local dst_n = 1 + + for src_n = 1, builder.BakedPool.Size do + repeat + local p_src = builder.BakedPool.Data[src_n] + if p_src.WantDestroy then + break + end + + local p_dst = builder.BakedPool.Data[dst_n] + dst_n = dst_n + 1 + if p_dst == p_src then + break + end + + builder.BakedPool.Data[dst_n - 1] = p_src + builder.BakedMap[p_src.BakedId] = p_src + + until true + end + + IM_ASSERT(dst_n - 1 + builder.BakedDiscardedCount == builder.BakedPool.Size) + + builder.BakedPool.Size = builder.BakedPool.Size - builder.BakedDiscardedCount + builder.BakedDiscardedCount = 0 + end +end + +--- @param src_pixels unsigned_char[] +--- @param src_fmt ImTextureFormat +--- @param src_pitch int +--- @param dst_pixels unsigned_char[] +--- @param dst_pixels_base int +--- @param dst_fmt ImTextureFormat +--- @param dst_pitch int +--- @param w int +--- @param h int +function ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, dst_pixels, dst_pixels_base, dst_fmt, dst_pitch, w, h) + IM_ASSERT(src_pixels ~= nil and dst_pixels ~= nil) + local src_pixels_base = 1 + if src_fmt == dst_fmt then + local line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt) + for ny = h, 1, -1 do + ImStd.memmove(dst_pixels, dst_pixels_base, src_pixels, src_pixels_base, line_sz) + + src_pixels_base = src_pixels_base + src_pitch + dst_pixels_base = dst_pixels_base + dst_pitch + end + elseif src_fmt == ImTextureFormat.Alpha8 and dst_fmt == ImTextureFormat.RGBA32 then + for ny = h, 1, -1 do + for nx = w, 1, -1 do + local alpha = src_pixels[src_pixels_base + 0] + src_pixels_base = src_pixels_base + 1 + + write_u32(dst_pixels, dst_pixels_base, IM_COL32(255, 255, 255, alpha)) + dst_pixels_base = dst_pixels_base + 4 + end + + src_pixels_base = src_pixels_base + (src_pitch - w) + dst_pixels_base = dst_pixels_base + (dst_pitch - w * 4) + end + elseif src_fmt == ImTextureFormat.RGBA32 and dst_fmt == ImTextureFormat.Alpha8 then + for ny = h, 1, -1 do + for nx = w, 1, -1 do + local alpha = src_pixels[src_pixels_base + 3] + src_pixels_base = src_pixels_base + 4 + + dst_pixels[dst_pixels_base + 0] = alpha + dst_pixels_base = dst_pixels_base + 1 + end + + src_pixels_base = src_pixels_base + (src_pitch - w * 4) + dst_pixels_base = dst_pixels_base + (dst_pitch - w) + end + else + IM_ASSERT(false) + end +end + +--- @param data ImFontAtlasPostProcessData +function ImFontAtlasTextureBlockPostProcess(data) + if data.FontSrc.RasterizerMultiply ~= 1.0 then + ImFontAtlasTextureBlockPostProcessMultiply(data, data.FontSrc.RasterizerMultiply) + end +end + +--- @param data ImFontAtlasPostProcessData +--- @param multiply_factor float +function ImFontAtlasTextureBlockPostProcessMultiply(data, multiply_factor) + local pixels, pixels_base = data.Pixels, data._PixelsBase + local pitch = data.Pitch + if data.Format == ImTextureFormat.Alpha8 then + for ny = data.Height, 1, -1 do + local p = pixels_base + for nx = data.Width, 1, -1 do + local v = ImMin(ImFloor(pixels[p + 0] * multiply_factor), 255) + pixels[p + 0] = v + + p = p + 1 + end + + pixels_base = pixels_base + pitch + end + elseif data.Format == ImTextureFormat.RGBA32 then + for ny = data.Height, 1, -1 do + local p = pixels_base + for nx = data.Width, 1, -1 do + local a = ImMin(ImFloor(pixels[p + 3] * multiply_factor), 255) + + write_u32(pixels, p, IM_COL32(pixels[p + 0], pixels[p + 1], pixels[p + 2], a)) + + p = p + 4 + end + + pixels_base = pixels_base + pitch + end + else + IM_ASSERT(false) + end +end + +--- @param src_tex ImTextureData +--- @param src_x int +--- @param src_y int +--- @param dst_tex ImTextureData +--- @param dst_x int +--- @param dst_y int +--- @param w int +--- @param h int +function ImFontAtlasTextureBlockCopy(src_tex, src_x, src_y, dst_tex, dst_x, dst_y, w, h) + IM_ASSERT(src_tex.Pixels ~= nil and dst_tex.Pixels ~= nil) + IM_ASSERT(src_tex.Format == dst_tex.Format) + IM_ASSERT(src_x >= 0 and src_x + w <= src_tex.Width) + IM_ASSERT(src_y >= 0 and src_y + h <= src_tex.Height) + IM_ASSERT(dst_x >= 0 and dst_x + w <= dst_tex.Width) + IM_ASSERT(dst_y >= 0 and dst_y + h <= dst_tex.Height) + for y = 0, h - 1 do + local dst, dst_base = dst_tex:GetPixelsAt(dst_x, dst_y + y) + local src, src_base = src_tex:GetPixelsAt(src_x, src_y + y) + ImStd.memmove(dst, dst_base, src, src_base, w * dst_tex.BytesPerPixel) + end +end + +--- @param tex ImTextureData +--- @param x int +--- @param y int +--- @param w int +--- @param h int +local function ImTextureDataQueueUpload(tex, x, y, w, h) + IM_ASSERT(tex.Status ~= ImTextureStatus.WantDestroy and tex.Status ~= ImTextureStatus.Destroyed) + IM_ASSERT(x >= 0 and x <= 0xFFFF and y >= 0 and y <= 0xFFFF and w >= 0 and x + w <= 0x10000 and h >= 0 and y + h <= 0x10000) + + local req = ImTextureRect(x, y, w, h) -- (unsigned short) + local new_x1 = ImMax(tex.UpdateRect.w == 0 and 0 or tex.UpdateRect.x + tex.UpdateRect.w, req.x + req.w) + local new_y1 = ImMax(tex.UpdateRect.h == 0 and 0 or tex.UpdateRect.y + tex.UpdateRect.h, req.y + req.h) + tex.UpdateRect.x = ImMin(tex.UpdateRect.x, req.x) + tex.UpdateRect.y = ImMin(tex.UpdateRect.y, req.y) + tex.UpdateRect.w = (new_x1 - tex.UpdateRect.x) -- (unsigned short) + tex.UpdateRect.h = (new_y1 - tex.UpdateRect.y) -- (unsigned short) + tex.UsedRect.x = ImMin(tex.UsedRect.x, req.x) + tex.UsedRect.y = ImMin(tex.UsedRect.y, req.y) + tex.UsedRect.w = (ImMax(tex.UsedRect.x + tex.UsedRect.w, req.x + req.w) - tex.UsedRect.x) -- (unsigned short) + tex.UsedRect.h = (ImMax(tex.UsedRect.y + tex.UsedRect.h, req.y + req.h) - tex.UsedRect.y) -- (unsigned short) + + if (tex.Status == ImTextureStatus.OK or tex.Status == ImTextureStatus.WantUpdates) then + tex.Status = ImTextureStatus.WantUpdates + tex.Updates:push_back(req) + end +end + +--- @param atlas ImFontAtlas +--- @param tex ImTextureData +--- @param x int +--- @param y int +--- @param w int +--- @param h int +function ImFontAtlasTextureBlockQueueUpload(atlas, tex, x, y, w, h) + ImTextureDataQueueUpload(tex, x, y, w, h) + atlas.TexIsBuilt = false +end + +--- @param atlas ImFontAtlas +--- @param baked ImFontBaked +--- @param src ImFontConfig +--- @param glyph ImFontGlyph +--- @param r ImTextureRect +--- @param src_pixels unsigned_char[] +--- @param src_fmt ImTextureFormat +--- @param src_pitch int +local function ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, glyph, r, src_pixels, src_fmt, src_pitch) + local tex = atlas.TexData + IM_ASSERT(r.x + r.w <= tex.Width and r.y + r.h <= tex.Height) + local out_p, out_p_base = tex:GetPixelsAt(r.x, r.y) + IM_ASSERT(out_p ~= nil) + ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, out_p, out_p_base, tex.Format, tex:GetPitch(), r.w, r.h) + local pp_data = ImFontAtlasPostProcessData(atlas, baked.OwnerFont, src, baked, glyph, out_p, out_p_base, tex.Format, tex:GetPitch(), r.w, r.h) + ImFontAtlasTextureBlockPostProcess(pp_data) + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h) +end + +local function ImFontAtlasBuildGetOversampleFactors(src, baked) + local raster_size = baked.Size * baked.RasterizerDensity * src.RasterizerDensity + local out_oversample_h + if src.OversampleH ~= 0 then + out_oversample_h = src.OversampleH + elseif raster_size > 36.0 or src.PixelSnapH then + out_oversample_h = 1 + else + out_oversample_h = 2 + end + local out_oversample_v = (src.OversampleV ~= 0) and src.OversampleV or 1 + return out_oversample_h, out_oversample_v +end + +local function ImFontAtlasBuildDiscardBakes(atlas, unused_frames) + local builder = atlas.Builder + + for baked_n = 1, builder.BakedPool.Size do + repeat + local baked = builder.BakedPool[baked_n] + if (baked.LastUsedFrame + unused_frames > atlas.Builder.FrameCount) then + break + end + + if (baked.WantDestroy or (bit32.band(baked.OwnerFont.Flags, ImFontFlags.LockBakedSizes) ~= 0)) then + break + end + + ImFontAtlasBakedDiscard(atlas, baked.OwnerFont, baked) + + until true + end +end + +--- @param atlas ImFontAtlas +--- @param data ImDrawListSharedData +function ImFontAtlasAddDrawListSharedData(atlas, data) + IM_ASSERT(not atlas.DrawListSharedDatas:contains(data)) + atlas.DrawListSharedDatas:push_back(data) +end + +--- @param atlas ImFontAtlas +--- @param data ImDrawListSharedData +function ImFontAtlasRemoveDrawListSharedData(atlas, data) + IM_ASSERT(atlas.DrawListSharedDatas:contains(data)) + atlas.DrawListSharedDatas:find_erase(data) +end + +--- @param atlas ImFontAtlas +--- @param w int +--- @param h int +local function ImFontAtlasTextureRepack(atlas, w, h) + local builder = atlas.Builder + builder.LockDisableResize = true + + local old_tex = atlas.TexData + local new_tex = ImFontAtlasTextureAdd(atlas, w, h) + new_tex.UseColors = old_tex.UseColors + + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d", old_tex.UniqueID, old_tex.Width, old_tex.Height, new_tex.UniqueID, new_tex.Width, new_tex.Height) + + ImFontAtlasPackInit(atlas) + local old_rects = ImVector() + local old_index = builder.RectsIndex:copy() + old_rects:swap(builder.Rects) + + for _, index_entry in builder.RectsIndex:iter() do + repeat + if index_entry.IsUsed == false then + break + end + + local old_r = old_rects[index_entry.TargetIndex + 1] + if (old_r.w == 0 and old_r.h == 0) then + break + end + + local new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, index_entry) + if new_r_id == ImFontAtlasRectId_Invalid then + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.", new_tex.UniqueID) + + new_tex.WantDestroyNextFrame = true + builder.Rects:swap(old_rects) + builder.RectsIndex = old_index + ImFontAtlasBuildSetTexture(atlas, old_tex) + ImFontAtlasTextureGrow(atlas, w, h) + + return + end + + IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder.RectsIndex:index_from_ptr(index_entry)) + + local new_r = ImFontAtlasPackGetRect(atlas, new_r_id) + ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r.x, new_r.y, new_r.w, new_r.h) + + until true + end + IM_ASSERT(old_rects.Size == builder.Rects.Size + builder.RectsDiscardedCount) + builder.RectsDiscardedCount = 0 + builder.RectsDiscardedSurface = 0 + + for baked_n = 1, builder.BakedPool.Size do + for _, glyph in builder.BakedPool[baked_n].Glyphs:iter() do + if (glyph.PackId ~= ImFontAtlasRectId_Invalid) then + local r = ImFontAtlasPackGetRect(atlas, glyph.PackId) + glyph.U0 = (r.x) * atlas.TexUvScale.x + glyph.V0 = (r.y) * atlas.TexUvScale.y + glyph.U1 = (r.x + r.w) * atlas.TexUvScale.x + glyph.V1 = (r.y + r.h) * atlas.TexUvScale.y + end + end + end + + ImFontAtlasBuildUpdateTexData(atlas) + + builder.LockDisableResize = false + ImFontAtlasUpdateDrawListsSharedData(atlas) + -- ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack"); +end + +function ImFontAtlasTextureGrow(atlas, old_tex_w, old_tex_h) + local builder = atlas.Builder + + old_tex_w = old_tex_w or -1 + old_tex_h = old_tex_h or -1 + + if (old_tex_w == -1) then + old_tex_w = atlas.TexData.Width + end + if (old_tex_h == -1) then + old_tex_h = atlas.TexData.Height + end + + IM_ASSERT(ImIsPowerOfTwo(old_tex_w) and ImIsPowerOfTwo(old_tex_h)) + IM_ASSERT(ImIsPowerOfTwo(atlas.TexMinWidth) and ImIsPowerOfTwo(atlas.TexMaxWidth) and ImIsPowerOfTwo(atlas.TexMinHeight) and ImIsPowerOfTwo(atlas.TexMaxHeight)) + + local new_tex_w = (old_tex_h <= old_tex_w) and old_tex_w or old_tex_w * 2 + local new_tex_h = (old_tex_h <= old_tex_w) and old_tex_h * 2 or old_tex_h + + local pack_padding = atlas.TexGlyphPadding + new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder.MaxRectSize.x + pack_padding)) + new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder.MaxRectSize.y + pack_padding)) + new_tex_w = ImClamp(new_tex_w, atlas.TexMinWidth, atlas.TexMaxWidth) + new_tex_h = ImClamp(new_tex_h, atlas.TexMinHeight, atlas.TexMaxHeight) + if (new_tex_w == old_tex_w and new_tex_h == old_tex_h) then + return + end + + ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h) +end + +--- @param atlas ImFontAtlas +local function ImFontAtlasTextureMakeSpace(atlas) + local builder = atlas.Builder + ImFontAtlasBuildDiscardBakes(atlas, 2) + + if (builder.RectsDiscardedSurface < builder.RectsPackedSurface * 0.20) then + ImFontAtlasTextureGrow(atlas) + else + ImFontAtlasTextureRepack(atlas, atlas.TexData.Width, atlas.TexData.Height) + end +end + +--- @param atlas ImFontAtlas +--- @param rect_idx ImFontAtlasRectId +local function ImFontAtlasPackAllocRectEntry(atlas, rect_idx) + local builder = atlas.Builder + local index_idx, index_entry + if builder.RectsIndexFreeListStart < 0 then + builder.RectsIndex:resize(builder.RectsIndex.Size + 1) + index_idx = builder.RectsIndex.Size - 1 + index_entry = ImFontAtlasRectEntry() + builder.RectsIndex.Data[builder.RectsIndex.Size] = index_entry + else + index_idx = builder.RectsIndexFreeListStart + index_entry = builder.RectsIndex[index_idx + 1] + IM_ASSERT(index_entry.IsUsed == false and index_entry.Generation > 0) + builder.RectsIndexFreeListStart = index_entry.TargetIndex + end + + index_entry.TargetIndex = rect_idx + index_entry.IsUsed = true + + return ImFontAtlasRectId_Make(index_idx, index_entry.Generation) +end + +--- @param atlas ImFontAtlas +--- @param index_entry ImFontAtlasRectEntry +local function ImFontAtlasPackReuseRectEntry(atlas, index_entry) + IM_ASSERT(index_entry.IsUsed) + index_entry.TargetIndex = atlas.Builder.Rects.Size - 1 + local index_idx = atlas.Builder.RectsIndex:index_from_ptr(index_entry) + return ImFontAtlasRectId_Make(index_idx, index_entry.Generation) +end + +--- @param atlas ImFontAtlas +--- @param id ImFontAtlasRectId +function ImFontAtlasPackDiscardRect(atlas, id) + IM_ASSERT(id ~= ImFontAtlasRectId_Invalid) + + local rect = ImFontAtlasPackGetRect(atlas, id) + if (rect == nil) then + return + end + + local builder = atlas.Builder + local index_idx = ImFontAtlasRectId_GetIndex(id) + local index_entry = builder.RectsIndex.Data[index_idx + 1] + IM_ASSERT(index_entry.IsUsed and index_entry.TargetIndex >= 0) + index_entry.IsUsed = false + index_entry.TargetIndex = builder.RectsIndexFreeListStart + index_entry.Generation = index_entry.Generation + 1 + if (index_entry.Generation == 0) then + index_entry.Generation = index_entry.Generation + 1 + end + + local pack_padding = atlas.TexGlyphPadding + builder.RectsIndexFreeListStart = index_idx + builder.RectsDiscardedCount = builder.RectsDiscardedCount + 1 + builder.RectsDiscardedSurface = builder.RectsDiscardedSurface + ((rect.w + pack_padding) * (rect.h + pack_padding)) + rect.w = 0 rect.h = 0 +end + +function ImFontAtlasPackAddRect(atlas, w, h, overwrite_entry) + IM_ASSERT(w > 0 and w <= 0xFFFF) + IM_ASSERT(h > 0 and h <= 0xFFFF) + + local builder = atlas.Builder + local pack_padding = atlas.TexGlyphPadding + builder.MaxRectSize.x = ImMax(builder.MaxRectSize.x, w) + builder.MaxRectSize.y = ImMax(builder.MaxRectSize.y, h) + + local r = ImTextureRect(0, 0, w, h) + for attempts_remaining = 3, 0, -1 do + local pack_r = stbrp.rect() + pack_r.w = w + pack_padding + pack_r.h = h + pack_padding + stbrp.pack_rects(builder.PackContext, {pack_r}, 1) + r.x = pack_r.x -- (unsigned short) + r.y = pack_r.y -- (unsigned short) + if pack_r.was_packed == 1 then + break + end + + if (attempts_remaining == 0 or builder.LockDisableResize) then + IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.", w, h) + + return ImFontAtlasRectId_Invalid + end + + ImFontAtlasTextureMakeSpace(atlas) + end + + builder.MaxRectBounds.x = ImMax(builder.MaxRectBounds.x, r.x + r.w + pack_padding) + builder.MaxRectBounds.y = ImMax(builder.MaxRectBounds.y, r.y + r.h + pack_padding) + builder.RectsPackedCount = builder.RectsPackedCount + 1 + builder.RectsPackedSurface = builder.RectsPackedSurface + (w + pack_padding) * (h + pack_padding) + + builder.Rects:push_back(r) + if (overwrite_entry ~= nil) then + return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry) + else + return ImFontAtlasPackAllocRectEntry(atlas, builder.Rects.Size - 1) + end +end + +--- @param atlas ImFontAtlas +--- @param id ImFontAtlasRectId +--- @return ImTextureRect +function ImFontAtlasPackGetRect(atlas, id) + IM_ASSERT(id ~= ImFontAtlasRectId_Invalid) + local index_idx = ImFontAtlasRectId_GetIndex(id) + local builder = atlas.Builder + local index_entry = builder.RectsIndex.Data[index_idx + 1] + IM_ASSERT(index_entry.Generation == ImFontAtlasRectId_GetGeneration(id)) + IM_ASSERT(index_entry.IsUsed) + --- @type ImTextureRect + return builder.Rects.Data[index_entry.TargetIndex + 1] +end + +--- @param atlas ImFontAtlas +--- @param id ImFontAtlasRectId +function ImFontAtlasPackGetRectSafe(atlas, id) + if id == ImFontAtlasRectId_Invalid then + return nil + end + + local index_idx = ImFontAtlasRectId_GetIndex(id) + if atlas.Builder == nil then + ImFontAtlasBuildInit(atlas) + end + local builder = atlas.Builder + if index_idx >= builder.RectsIndex.Size then + return nil + end + local index_entry = builder.RectsIndex.Data[index_idx + 1] + if (index_entry.Generation ~= ImFontAtlasRectId_GetGeneration(id) or not index_entry.IsUsed) then + return nil + end + return builder.Rects.Data[index_entry.TargetIndex + 1] +end + +--- @param src ImFontConfig +--- @param codepoint ImWchar +--- @return bool +function ImFontAtlasBuildAcceptCodepointForSource(src, codepoint) + local exclude_list = src.GlyphExcludeRanges + if exclude_list then + local i = 1 + while exclude_list[i] ~= 0 do + if codepoint >= exclude_list[i] and codepoint <= exclude_list[i + 1] then + return false + end + + i = i + 2 + end + end + + return true +end + +--- @param baked ImFontBaked +--- @param new_size int +function ImFontBaked_BuildGrowIndex(baked, new_size) + IM_ASSERT(baked.IndexAdvanceX.Size == baked.IndexLookup.Size) + if (new_size <= baked.IndexLookup.Size) then + return + end + baked.IndexAdvanceX:resize(new_size, -1.0) + baked.IndexLookup:resize(new_size, IM_FONTGLYPH_INDEX_UNUSED) +end + +--- @class ImGui_ImplStbTrueType_FontSrcData +--- @field FontInfo stbtt_fontinfo +--- @field ScaleFactor float + +--- @return ImGui_ImplStbTrueType_FontSrcData +--- @nodiscard +local function ImGui_ImplStbTrueType_FontSrcData() + return { + FontInfo = stbtt.fontinfo(), + ScaleFactor = nil + } +end + +-- Need this in Lua since I don't want to include 'stbrp' just for context constructor +-- in ImFontAtlasBuilder def code. The cpp code has 'stbrp_context_opaque' which I don't/can't have here +--- @param atlas ImFontAtlas +local function ImGui_ImplStbTrueType_LoaderInit(atlas) + atlas.Builder.PackContext = atlas.Builder.PackContext or stbrp.context() +end + +local function ImGui_ImplStbTrueType_FontSrcInit(atlas, src) + -- IM_UNUSED(atlas) + + --- @type ImGui_ImplStbTrueType_FontSrcData? + local bd_font_data = ImGui_ImplStbTrueType_FontSrcData() + IM_ASSERT(src.FontLoaderData == nil) + + local font_offset = stbtt.GetFontOffsetForIndex(src.FontData, src.FontNo) + if font_offset < 0 then + bd_font_data = nil + IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found.") + return false + end + if (not stbtt.InitFont(bd_font_data.FontInfo, src.FontData, font_offset)) then + bd_font_data = nil + IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.") + return false + end + src.FontLoaderData = bd_font_data + + local ref_size = src.DstFont.Sources[1].SizePixels + if (src.MergeMode and src.SizePixels == 0.0) then + src.SizePixels = ref_size + end + + bd_font_data.ScaleFactor = stbtt.ScaleForPixelHeight(bd_font_data.FontInfo, 1.0) + if (src.MergeMode and src.SizePixels ~= 0.0 and ref_size ~= 0.0) then + bd_font_data.ScaleFactor = bd_font_data.ScaleFactor * (src.SizePixels / ref_size) + end + bd_font_data.ScaleFactor = bd_font_data.ScaleFactor * src.ExtraSizeScale + + return true +end + +local function ImGui_ImplStbTrueType_FontSrcDestroy(atlas, src) + -- IM_UNUSED(atlas) + src.FontLoaderData = nil +end + +local function ImGui_ImplStbTrueType_FontSrcContainsGlyph(atlas, src, codepoint) + -- IM_UNUSED(atlas) + local bd_font_data = src.FontLoaderData + IM_ASSERT(bd_font_data ~= nil) + + local glyph_index = stbtt.FindGlyphIndex(bd_font_data.FontInfo, codepoint) + return (glyph_index ~= 0) +end + +local function ImGui_ImplStbTrueType_FontBakedInit(atlas, src, baked) + -- IM_UNUSED(atlas) + + local bd_font_data = src.FontLoaderData + if (src.MergeMode == false) then + local scale_for_layout = bd_font_data.ScaleFactor * baked.Size / src.ExtraSizeScale + local unscaled_ascent, unscaled_descent, unscaled_line_gap = stbtt.GetFontVMetrics(bd_font_data.FontInfo) + + baked.Ascent = ImCeil(unscaled_ascent * scale_for_layout) + baked.Descent = ImFloor(unscaled_descent * scale_for_layout) + end + + return true +end + +--- @param atlas ImFontAtlas +--- @param src ImFontConfig +--- @param baked ImFontBaked +--- @param _ any +--- @param codepoint ImWchar +--- @param out_glyph ImFontGlyph +--- @param advance_x? float +--- @return bool +--- @return float? out_advance_x # Updated `advance_x` +local function ImGui_ImplStbTrueType_FontBakedLoadGlyph(atlas, src, baked, _, codepoint, out_glyph, advance_x) + local bd_font_data = src.FontLoaderData + IM_ASSERT(bd_font_data ~= nil) + local glyph_index = stbtt.FindGlyphIndex(bd_font_data.FontInfo, codepoint) + if (glyph_index == 0) then + return false, advance_x + end + + local oversample_h, oversample_v = ImFontAtlasBuildGetOversampleFactors(src, baked) + local scale_for_layout = bd_font_data.ScaleFactor * baked.Size + local rasterizer_density = src.RasterizerDensity * baked.RasterizerDensity + local scale_for_raster_x = bd_font_data.ScaleFactor * baked.Size * rasterizer_density * oversample_h + local scale_for_raster_y = bd_font_data.ScaleFactor * baked.Size * rasterizer_density * oversample_v + + local x0, y0, x1, y1 = stbtt.GetGlyphBitmapBoxSubpixel(bd_font_data.FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0) + local advance, lsb = stbtt.GetGlyphHMetrics(bd_font_data.FontInfo, glyph_index) + + if (advance_x ~= nil) then + IM_ASSERT(out_glyph == nil) + advance_x = advance * scale_for_layout + + return true, advance_x + end + + out_glyph.Codepoint = codepoint + out_glyph.AdvanceX = advance * scale_for_layout + + local is_visible = (x0 ~= x1 and y0 ~= y1) + if is_visible then + local w = (x1 - x0 + oversample_h - 1) + local h = (y1 - y0 + oversample_v - 1) + local pack_id = ImFontAtlasPackAddRect(atlas, w, h) + if (pack_id == ImFontAtlasRectId_Invalid) then + -- Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id ~= ImFontAtlasRectId_Invalid, "Out of texture memory.") + return false, advance_x + end + + local r = ImFontAtlasPackGetRect(atlas, pack_id) + + x0, y0, x1, y1 = stbtt.GetGlyphBitmapBox(bd_font_data.FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y) + local builder = atlas.Builder + builder.TempBuffer:resize(w * h * 1) + local bitmap_pixels = builder.TempBuffer.Data + ImStd.memset(bitmap_pixels, 0, w * h * 1) + local sub_x, sub_y = stbtt.MakeGlyphBitmapSubpixelPrefilter(bd_font_data.FontInfo, bitmap_pixels, w, h, w, + scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, glyph_index) + + local ref_size = baked.OwnerFont.Sources[1].SizePixels + local offsets_scale = (ref_size ~= 0.0) and (baked.Size / ref_size) or 1.0 + local font_off_x = ImFloor(src.GlyphOffset.x * offsets_scale + 0.5) + local font_off_y = ImFloor(src.GlyphOffset.y * offsets_scale + 0.5) + font_off_x = font_off_x + sub_x + font_off_y = font_off_y + (sub_y + IM_ROUND(baked.Ascent)) + local recip_h = 1.0 / (oversample_h * rasterizer_density) + local recip_v = 1.0 / (oversample_v * rasterizer_density) + + out_glyph.X0 = x0 * recip_h + font_off_x + out_glyph.Y0 = y0 * recip_v + font_off_y + out_glyph.X1 = (x0 + r.w) * recip_h + font_off_x + out_glyph.Y1 = (y0 + r.h) * recip_v + font_off_y + out_glyph.Visible = true + out_glyph.PackId = pack_id + + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat.Alpha8, w) + end + + return true, advance_x +end + +local function ImFontAtlasGetFontLoaderForStbTruetype() + local loader = ImFontLoader() + + loader.Name = "stb_truetype" + loader.LoaderInit = ImGui_ImplStbTrueType_LoaderInit + loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit + loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy + loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph + loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit + loader.FontBakedDestroy = nil + loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph + + return loader +end + +--- @param atlas ImFontAtlas +--- @param baked ImFontBaked +function ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked) + local space_glyph = baked:FindGlyphNoFallback(32) + if space_glyph ~= nil then + space_glyph.Visible = false + end + + if baked:FindGlyphNoFallback(9) == nil and space_glyph ~= nil then + local tab_glyph = ImFontGlyph() + tab_glyph.Codepoint = 9 + tab_glyph.AdvanceX = space_glyph.AdvanceX * IM_TABSIZE + ImFontAtlasBakedAddFontGlyph(atlas, baked, nil, tab_glyph) + end +end + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param font_size float +--- @param font_rasterizer_density float +--- @param baked_id ImGuiID +--- @return ImFontBaked? +function ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id) + IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx", font_size) + + local baked = atlas.Builder.BakedPool:push_back(ImFontBaked()) + + baked.Size = font_size + baked.RasterizerDensity = font_rasterizer_density + baked.BakedId = baked_id + baked.OwnerFont = font + baked.LastUsedFrame = atlas.Builder.FrameCount + + local loader_data_size = 0 + for _, src in font.Sources:iter() do + local loader = src.FontLoader and src.FontLoader or atlas.FontLoader + loader_data_size = loader_data_size + loader.FontBakedSrcLoaderDataSize + end + -- baked.FontLoaderDatas = (loader_data_size > 0) and IM_ALLOC(loader_data_size) or nil + -- local loader_data_p = baked->FontLoaderDatas + for _, src in font.Sources:iter() do + local loader = src.FontLoader and src.FontLoader or atlas.FontLoader + if (loader.FontBakedInit) then + loader.FontBakedInit(atlas, src, baked--[[, loader_data_p--]]) + end + -- loader_data_p += loader->FontBakedSrcLoaderDataSize + end + + ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked) + return baked +end + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param font_size float +--- @param font_rasterizer_density float +--- @return ImFontBaked? +function ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density) + local builder = atlas.Builder + + for step_n = 0, 1 do + local closest_larger_match + local closest_smaller_match + for baked_n = 1, builder.BakedPool.Size do + repeat + local baked = builder.BakedPool[baked_n] + if (baked.OwnerFont ~= font or baked.WantDestroy) then + break + end + + if (step_n == 0 and baked.RasterizerDensity ~= font_rasterizer_density) then + break + end + + if (baked.Size > font_size and (closest_larger_match == nil or baked.Size < closest_larger_match.Size)) then + closest_larger_match = baked + end + if (baked.Size < font_size and (closest_smaller_match == nil or baked.Size > closest_smaller_match.Size)) then + closest_smaller_match = baked + end + + until true + end + if (closest_larger_match) then + if (closest_smaller_match == nil or (closest_larger_match.Size >= font_size * 2.0 and closest_smaller_match.Size > font_size * 0.5)) then + return closest_larger_match + end + end + if (closest_smaller_match) then + return closest_smaller_match + end + end + + return nil +end + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param baked ImFontBaked +function ImFontAtlasBakedDiscard(atlas, font, baked) + local builder = atlas.Builder + + for _, glyph in baked.Glyphs:iter() do + if glyph.PackId ~= ImFontAtlasRectId_Invalid then + ImFontAtlasPackDiscardRect(atlas, glyph.PackId) + end + end + + -- char* loader_data_p = (char*)baked->FontLoaderDatas + for _, src in font.Sources:iter() do + local loader = src.FontLoader and src.FontLoader or atlas.FontLoader + if loader.FontBakedDestroy then + loader.FontBakedDestroy(atlas, src, baked) + end + end + + if baked.FontLoaderDatas then + baked.FontLoaderDatas = nil + end + + builder.BakedMap[baked.BakedId] = nil + builder.BakedDiscardedCount = builder.BakedDiscardedCount + 1 + baked:ClearOutputData() + baked.WantDestroy = true + font.LastBaked = nil +end + +local function ImFontAtlasFontDiscardBakes(atlas, font, unused_frames) + local builder = atlas.Builder + if builder then + for baked_n = 1, builder.BakedPool.Size do + repeat + local baked = builder.BakedPool[baked_n] + if baked.LastUsedFrame + unused_frames > atlas.Builder.FrameCount then + break + end + + if (baked.OwnerFont ~= font) or baked.WantDestroy then + break + end + + ImFontAtlasBakedDiscard(atlas, font, baked) + + until true + end + end +end + +function ImFontAtlasFontInitOutput(atlas, font) + local ret = true + for _, src in font.Sources:iter() do + if not ImFontAtlasFontSourceInit(atlas, src) then + ret = false + end + end + IM_ASSERT(ret) + return ret +end + +function ImFontAtlasFontDestroyOutput(atlas, font) + font:ClearOutputData() + for _, src in font.Sources:iter() do + local loader = src.FontLoader and src.FontLoader or atlas.FontLoader + if loader and loader.FontSrcDestroy ~= nil then + loader.FontSrcDestroy(atlas, src) + end + end +end + +--- @param atlas ImFontAtlas +--- @param src ImFontConfig +--- @return boolean +function ImFontAtlasFontSourceInit(atlas, src) + local loader = (src.FontLoader) and src.FontLoader or atlas.FontLoader + if (loader.FontSrcInit ~= nil and not loader.FontSrcInit(atlas, src)) then + return false + end + return true +end + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param src ImFontConfig +function ImFontAtlasFontSourceAddToFont(atlas, font, src) + if src.MergeMode == false then + font:ClearOutputData() + font.OwnerAtlas = atlas + IM_ASSERT(font.Sources[1] == src) + end + atlas.TexIsBuilt = false + ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src) +end + +--- @param atlas ImFontAtlas +--- @param src ImFontConfig +function ImFontAtlasFontDestroySourceData(atlas, src) + -- IM_UNUSED(atlas) + + -- if src.FontDataOwnedByAtlas then + -- IM_FREE(src.FontData) + -- end + src.FontData = nil + -- if src.GlyphExcludeRanges then + -- IM_FREE(src.GlyphExcludeRanges) + -- end + src.GlyphExcludeRanges = nil +end + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param src ImFontConfig +function ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src) + -- IM_UNUSED(atlas) + IM_ASSERT(font.Sources:contains(src)) + + --- @type ImWchar[] + local fallback_chars = {font.FallbackChar, IM_UNICODE_CODEPOINT_INVALID, 63, 32} + if font.FallbackChar == 0 then + for _, candidate_char in ipairs(fallback_chars) do + if candidate_char ~= 0 and font:IsGlyphInFont(candidate_char) then + font.FallbackChar = candidate_char + + break + end + end + end + + --- @type ImWchar[] + local ellipsis_chars = {src.EllipsisChar, 0x2026, 0x0085} + if font.EllipsisChar == 0 then + for _, candidate_char in ipairs(ellipsis_chars) do + if candidate_char ~= 0 and font:IsGlyphInFont(candidate_char) then + font.EllipsisChar = candidate_char + + break + end + end + end + + if font.EllipsisChar == 0 then + font.EllipsisChar = 0x0085 + font.EllipsisAutoBake = true + end +end + +--- @param atlas ImFontAtlas +--- @param baked ImFontBaked +--- @return ImFontGlyph? +function ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked) + local font = baked.OwnerFont + IM_ASSERT(font.EllipsisChar ~= 0) + + local dot_glyph = baked:FindGlyphNoFallback(46) -- '.' + if (dot_glyph == nil) then + dot_glyph = baked:FindGlyphNoFallback(0xFF0E) + end + if (dot_glyph == nil) then + return nil + end + local dot_r_id = dot_glyph.PackId + local dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id) + local dot_spacing = 1 + local dot_step = (dot_glyph.X1 - dot_glyph.X0) + dot_spacing + + local pack_id = ImFontAtlasPackAddRect(atlas, (dot_r.w * 3 + dot_spacing * 2), dot_r.h) + local r = ImFontAtlasPackGetRect(atlas, pack_id) + + local glyph = ImFontGlyph() + glyph.Codepoint = font.EllipsisChar + glyph.AdvanceX = ImMax(dot_glyph.AdvanceX, dot_glyph.X0 + dot_step * 3.0 - dot_spacing) + glyph.X0 = dot_glyph.X0 + glyph.Y0 = dot_glyph.Y0 + glyph.X1 = dot_glyph.X0 + dot_step * 3 - dot_spacing + glyph.Y1 = dot_glyph.Y1 + glyph.Visible = true + glyph.PackId = pack_id + glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, nil, glyph) + dot_glyph = nil + + dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id) + local tex = atlas.TexData + for n = 0, 2 do + ImFontAtlasTextureBlockCopy(tex, dot_r.x, dot_r.y, tex, r.x + (dot_r.w + dot_spacing) * n, r.y, dot_r.w, dot_r.h) + end + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h) + + return glyph +end + +--- @param baked ImFontBaked +function ImFontAtlasBuildSetupFontBakedFallback(baked) + IM_ASSERT(baked.FallbackGlyphIndex == -1) + IM_ASSERT(baked.FallbackAdvanceX == 0.0) + local font = baked.OwnerFont + local fallback_glyph + if (font.FallbackChar ~= 0) then + fallback_glyph = baked:FindGlyphNoFallback(font.FallbackChar) + end + if (fallback_glyph == nil) then + local space_glyph = baked:FindGlyphNoFallback(32) -- ' ' + local glyph = ImFontGlyph() + glyph.Codepoint = 0 + glyph.AdvanceX = space_glyph and space_glyph.AdvanceX or IM_ROUND(baked.Size * 0.40) + fallback_glyph = ImFontAtlasBakedAddFontGlyph(font.OwnerAtlas, baked, nil, glyph) + end + baked.FallbackGlyphIndex = baked.Glyphs:index_from_ptr(fallback_glyph) + 1 + baked.FallbackAdvanceX = fallback_glyph.AdvanceX +end + +function ImFontAtlasBuildSetupFontLoader(atlas, font_loader) + if atlas.FontLoader == font_loader then + return + end + IM_ASSERT(not atlas.Locked, "Cannot modify a locked ImFontAtlas!") + + for _, font in atlas.Fonts:iter() do + ImFontAtlasFontDestroyOutput(atlas, font) + end + if atlas.Builder and atlas.FontLoader and atlas.FontLoader.LoaderShutdown then + atlas.FontLoader.LoaderShutdown(atlas) + end + + atlas.FontLoader = font_loader + atlas.FontLoaderName = font_loader and font_loader.Name or "NULL" + IM_ASSERT(atlas.FontLoaderData == nil) + + if atlas.Builder and atlas.FontLoader and atlas.FontLoader.LoaderInit then + atlas.FontLoader.LoaderInit(atlas) + end + for _, font in atlas.Fonts:iter() do + ImFontAtlasFontInitOutput(atlas, font) + end + for _, font in atlas.Fonts:iter() do + for _, src in font.Sources:iter() do + ImFontAtlasFontSourceAddToFont(atlas, font, src) + end + end +end + +local function ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas) + for _, shared_data in atlas.DrawListSharedDatas:iter() do + local imgui_ctx = shared_data.Context + if (imgui_ctx) then + atlas.RendererHasTextures = bit32.band(imgui_ctx.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 + + break + end + end +end + +local function ImFontAtlasBuildUpdatePointers(atlas) + -- for _, font in atlas.Fonts:iter() do + -- font.Sources:resize(0) + -- end + -- for _, src in atlas.Sources:iter() do + -- src.DstFont.Sources:push_back(src) + -- end +end + +--- @param atlas ImFontAtlas +--- @param old_tex ImTextureRef +--- @param new_tex ImTextureRef +local function ImFontAtlasUpdateDrawListsTextures(atlas, old_tex, new_tex) + for _, shared_data in atlas.DrawListSharedDatas:iter() do + repeat + if (shared_data.Context and not shared_data.Context.WithinFrameScope) then + break + end + + for _, draw_list in shared_data.DrawLists:iter() do + if (draw_list.CmdBuffer.Size > 0 and draw_list._CmdHeader.TexRef == old_tex) then + draw_list:_SetTexture(new_tex) + end + + for i, stacked_tex in draw_list._TextureStack:iter() do + if (stacked_tex == old_tex) then + draw_list._TextureStack.Data[i] = new_tex + end + end + end + + until true + end +end + +function ImFontAtlasBuildSetTexture(atlas, tex) + local old_tex_ref = atlas.TexRef + atlas.TexData = tex + atlas.TexUvScale = ImVec2(1.0 / tex.Width, 1.0 / tex.Height) + atlas.TexRef._TexData = tex + -- atlas->TexRef._TexID = tex->TexID; <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set. + ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas.TexRef) +end + +--- @param atlas ImFontAtlas +function ImFontAtlasBuildUpdateTexData(atlas) + ImFontAtlasBuildUpdateTexDataLines(atlas) + ImFontAtlasBuildUpdateTexDataBasic(atlas) +end + +function ImFontAtlasTextureAdd(atlas, w, h) + local old_tex = atlas.TexData + local new_tex + + -- FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV). + new_tex = ImTextureData() + new_tex.UniqueID = atlas.TexNextUniqueID + atlas.TexNextUniqueID = atlas.TexNextUniqueID + 1 + atlas.TexList:push_back(new_tex) + + if old_tex ~= nil then + old_tex.WantDestroyNextFrame = true + IM_ASSERT(old_tex.Status == ImTextureStatus.OK or old_tex.Status == ImTextureStatus.WantCreate or old_tex.Status == ImTextureStatus.WantUpdates) + end + + new_tex:Create(atlas.TexDesiredFormat, w, h) + atlas.TexIsBuilt = false + + ImFontAtlasBuildSetTexture(atlas, new_tex) + + return new_tex +end + +--- @param atlas ImFontAtlas +--- @return ImVec2 +function ImFontAtlasTextureGetSizeEstimate(atlas) + local min_w = ImUpperPowerOfTwo(atlas.TexMinWidth) + local min_h = ImUpperPowerOfTwo(atlas.TexMinHeight) + if (atlas.Builder == nil or atlas.TexData == nil or atlas.TexData.Status == ImTextureStatus.WantDestroy) then + return ImVec2(min_w, min_h) -- ImVec2i + end + + local builder = atlas.Builder + min_w = ImMax(ImUpperPowerOfTwo(builder.MaxRectSize.x), min_w) + min_h = ImMax(ImUpperPowerOfTwo(builder.MaxRectSize.y), min_h) + local surface_approx = builder.RectsPackedSurface - builder.RectsDiscardedSurface + local surface_sqrt = ImFloor(ImSqrt(surface_approx)) + + local new_tex_w + local new_tex_h + if (min_w >= min_h) then + new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt)) + new_tex_h = ImMax(min_h, ImFloor((surface_approx + new_tex_w - 1) / new_tex_w)) + if (bit32.band(atlas.Flags, ImFontAtlasFlags.NoPowerOfTwoHeight) == 0) then + new_tex_h = ImUpperPowerOfTwo(new_tex_h) + end + else + new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt)) + if (bit32.band(atlas.Flags, ImFontAtlasFlags.NoPowerOfTwoHeight) == 0) then + new_tex_h = ImUpperPowerOfTwo(new_tex_h) + end + new_tex_w = ImMax(min_w, ImFloor((surface_approx + new_tex_h - 1) / new_tex_h)) + end + + IM_ASSERT(ImIsPowerOfTwo(new_tex_w) and ImIsPowerOfTwo(new_tex_h)) + return ImVec2(new_tex_w, new_tex_h) -- ImVec2i +end + +--- @param atlas ImFontAtlas +local function ImFontAtlasBuildClear(atlas) + local new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas) -- ImVec2i + ImFontAtlasBuildDestroy(atlas) + ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y) + ImFontAtlasBuildInit(atlas) + for _, src in atlas.Sources:iter() do + ImFontAtlasFontSourceInit(atlas, src) + end + for _, font in atlas.Fonts:iter() do + for _, src in font.Sources:iter() do + ImFontAtlasFontSourceAddToFont(atlas, font, src) + end + end +end + +--- @param atlas ImFontAtlas +function ImFontAtlasTextureCompact(atlas) + local builder = atlas.Builder + ImFontAtlasBuildDiscardBakes(atlas, 1) + + local old_tex = atlas.TexData + local old_tex_size = ImVec2(old_tex.Width, old_tex.Height) + local new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas) + if (builder.RectsDiscardedCount == 0 and new_tex_size.x == old_tex_size.x and new_tex_size.y == old_tex_size.y) then + return + end + + ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y) +end + +--- @param atlas ImFontAtlas +function ImFontAtlasPackInit(atlas) + local tex = atlas.TexData + local builder = atlas.Builder + + local pack_node_count = ImFloor(tex.Width / 2) + builder.PackNodes:resize(pack_node_count) + for i = 1, builder.PackNodes.Size do builder.PackNodes.Data[i] = stbrp.node() end + + stbrp.init_target(builder.PackContext, tex.Width, tex.Height, builder.PackNodes.Data, builder.PackNodes.Size) + builder.RectsPackedCount = 0 + builder.RectsPackedSurface = 0 + builder.MaxRectSize = ImVec2(0, 0) -- ImVec2i + builder.MaxRectBounds = ImVec2(0, 0) -- ImVec2i +end + +--- @param atlas ImFontAtlas +function ImFontAtlasBuildUpdateTexDataLines(atlas) + if bit32.band(atlas.Flags, ImFontAtlasFlags.NoBakedLines) ~= 0 then + return + end + + local tex = atlas.TexData + local builder = atlas.Builder + + local r = ImFontAtlasRect() + local add_and_draw = (atlas:GetCustomRect(builder.PackIdLinesTexData, r) == false) + if add_and_draw then + local pack_size = ImVec2(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1) -- ImVec2i + builder.PackIdLinesTexData = atlas:AddCustomRect(pack_size.x, pack_size.y, r) + IM_ASSERT(builder.PackIdLinesTexData ~= ImFontAtlasRectId_Invalid) + end + + for n = 0, IM_DRAWLIST_TEX_LINES_WIDTH_MAX do + local y = n + local line_width = n + + --- @type int # If not floored, will cause black and purple horizontal stripes appearing on the right of the arrow(triangle) in the upper-left most area of the atlas + local pad_left = math.floor((r.w - line_width) / 2) + --- @type int + local pad_right = r.w - (pad_left + line_width) + + IM_ASSERT(pad_left + line_width + pad_right == r.w and y < r.h) + + if (add_and_draw and tex.Format == ImTextureFormat.Alpha8) then + local write_ptr, write_ptr_base = tex:GetPixelsAt(r.x, r.y + y) + + for i = 0, pad_left - 1 do + write_ptr[write_ptr_base + i] = 0x00 + end + + for i = 0, line_width - 1 do + write_ptr[write_ptr_base + pad_left + i] = 0xFF + end + + for i = 0, pad_right - 1 do + write_ptr[write_ptr_base + pad_left + line_width + i] = 0x00 + end + elseif (add_and_draw and tex.Format == ImTextureFormat.RGBA32) then + local write_ptr, write_ptr_base = tex:GetPixelsAt(r.x, r.y + y) + + for i = 0, pad_left - 1 do + write_u32(write_ptr, write_ptr_base + i * 4, IM_COL32(255, 255, 255, 0)) + end + + for i = 0, line_width - 1 do + write_u32(write_ptr, write_ptr_base + (pad_left + i) * 4, IM_COL32_WHITE) + end + + for i = 0, pad_right - 1 do + write_u32(write_ptr, write_ptr_base + (pad_left + line_width + i) * 4, IM_COL32(255, 255, 255, 0)) + end + end + + local uv0 = ImVec2(r.x + pad_left - 1, r.y + y) * atlas.TexUvScale + local uv1 = ImVec2(r.x + pad_left + line_width + 1, r.y + y + 1) * atlas.TexUvScale + local half_v = (uv0.y + uv1.y) * 0.5 + atlas.TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v) + end +end + +--- @param atlas ImFontAtlas +--- @param x int +--- @param y int +--- @param w int +--- @param h int +--- @param in_str string[] +--- @param in_marker_char string +function ImFontAtlasBuildRenderBitmapFromString(atlas, x, y, w, h, in_str, in_marker_char) + local tex = atlas.TexData + IM_ASSERT(x >= 0 and x + w <= tex.Width) + IM_ASSERT(y >= 0 and y + h <= tex.Height) + + if tex.Format == ImTextureFormat.Alpha8 then + local out_p, out_p_base = tex:GetPixelsAt(x, y) + local str_base = 1 + for off_y = 0, h - 1 do + for off_x = 0, w - 1 do + out_p[out_p_base + off_x] = (in_str[str_base + off_x] == in_marker_char) and 0xFF or 0x00 + end + + out_p_base = out_p_base + tex.Width + str_base = str_base + w + end + elseif tex.Format == ImTextureFormat.RGBA32 then + local out_p, out_p_base = tex:GetPixelsAt(x, y) + local str_base = 1 + for off_y = 0, h - 1 do + for off_x = 0, w - 1 do + write_u32(out_p, out_p_base + off_x * 4, (in_str[str_base + off_x] == in_marker_char) and IM_COL32_WHITE or IM_COL32_BLACK_TRANS) + end + + out_p_base = out_p_base + tex.Width * 4 + str_base = str_base + w + end + end +end + +--- @param atlas ImFontAtlas +function ImFontAtlasBuildUpdateTexDataBasic(atlas) + local builder = atlas.Builder + local pack_size = (bit32.band(atlas.Flags, ImFontAtlasFlags.NoMouseCursors) ~= 0) and ImVec2(2, 2) or ImVec2(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H) + + local r = ImFontAtlasRect() + local add_and_draw = (atlas:GetCustomRect(builder.PackIdMouseCursors, r) == false) + if (add_and_draw) then + builder.PackIdMouseCursors = atlas:AddCustomRect(pack_size.x, pack_size.y, r) + IM_ASSERT(builder.PackIdMouseCursors ~= ImFontAtlasRectId_Invalid) + + if bit32.band(atlas.Flags, ImFontAtlasFlags.NoMouseCursors) ~= 0 then + ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, {"X", "X", "X", "X"}, "X") + else + local x_for_white = r.x + local x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1 + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, ".") + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, "X") + end + end + + atlas.TexUvWhitePixel = ImVec2((r.x + 0.5) * atlas.TexUvScale.x, (r.y + 0.5) * atlas.TexUvScale.y) +end + +function ImFontAtlasUpdateDrawListsSharedData(atlas) + for _, shared_data in atlas.DrawListSharedDatas:iter() do + if (shared_data.FontAtlas == atlas) then + shared_data.TexUvWhitePixel = atlas.TexUvWhitePixel + shared_data.TexUvLines = atlas.TexUvLines + end + end +end + +function ImFontAtlasBuildInit(atlas) + if atlas.FontLoader == nil then + -- IMGUI_ENABLE_STB_TRUETYPE + atlas:SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype()) + end + + if atlas.TexData == nil or atlas.TexData.Pixels == nil then + ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas.TexMinWidth), ImUpperPowerOfTwo(atlas.TexMinHeight)) + end + atlas.Builder = ImFontAtlasBuilder() + if atlas.FontLoader.LoaderInit then + atlas.FontLoader.LoaderInit(atlas) + end + + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas) + + ImFontAtlasPackInit(atlas) + + ImFontAtlasBuildUpdateTexData(atlas) + + ImFontAtlasBuildUpdatePointers(atlas) + + ImFontAtlasUpdateDrawListsSharedData(atlas) + + ImTextInitClassifiers() +end + +--- @param atlas ImFontAtlas +function ImFontAtlasBuildDestroy(atlas) + for _, font in atlas.Fonts:iter() do + ImFontAtlasFontDestroyOutput(atlas, font) + end + if atlas.Builder and atlas.FontLoader and atlas.FontLoader.LoaderShutdown then + atlas.FontLoader.LoaderShutdown(atlas) + IM_ASSERT(atlas.FontLoaderData == nil) + end + atlas.Builder = nil +end + +--- @param atlas ImFontAtlas +--- @param old_font ImFont? +--- @param new_font ImFont? +function ImFontAtlasBuildNotifySetFont(atlas, old_font, new_font) + for _, shared_data in atlas.DrawListSharedDatas:iter() do + if shared_data.Font == old_font then + shared_data.Font = new_font + end + local ctx = shared_data.Context + if ctx then + repeat + if old_font == nil and ctx.Font == nil and ctx.FontSizeBase == 0.0 then + -- While this should work either way, we save ourselves the bother / debugging confusion of running ImGui code so early when it is not needed. + -- Also fixes erroneously rewriting style.FontSizeBase during init if adding default fonts. + + break + end + + if ctx.IO.FontDefault == old_font then + ctx.IO.FontDefault = new_font + end + if ctx.Font == old_font then + local curr_ctx = ImGui.GetCurrentContext() + local need_bind_ctx = ctx ~= curr_ctx + if need_bind_ctx then + ImGui.SetCurrentContext(ctx) + end + ImGui.SetCurrentFont(new_font, ctx.FontSizeBase, ctx.FontSize) + if need_bind_ctx then + ImGui.SetCurrentContext(curr_ctx) + end + end + for _, font_stack_data in ctx.FontStack:iter() do + if font_stack_data.Font == old_font then + font_stack_data.Font = new_font + end + end + + until true + end + end +end + +--- @param atlas ImFontAtlas +function ImFontAtlasBuildMain(atlas) + IM_ASSERT(not atlas.Locked, "Cannot modify a locked ImFontAtlas!") + if (atlas.TexData and atlas.TexData.Format ~= atlas.TexDesiredFormat) then + ImFontAtlasBuildClear(atlas) + end + + if atlas.Builder == nil then + ImFontAtlasBuildInit(atlas) + end + + -- Default font is none are specified + if atlas.Sources.Size == 0 then + atlas:AddFontDefault() + end + + -- [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs + -- ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + -- if atlas.RendererHasTextures == false then + -- ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas) + -- end + + atlas.TexIsBuilt = true +end + +function MT.ImTextureData:DestroyPixels() + self.Pixels = nil + self.UseColors = false +end + +function ImTextureDataGetFormatBytesPerPixel(format) + if format == ImTextureFormat.Alpha8 then + return 1 + elseif format == ImTextureFormat.RGBA32 then + return 4 + end + IM_ASSERT(false) + return 0 +end + +function MT.ImTextureData:Create(format, w, h) + IM_ASSERT(self.Status == ImTextureStatus.Destroyed) + self:DestroyPixels() + self.Format = format + self.Status = ImTextureStatus.WantCreate + self.Width = w + self.Height = h + self.BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format) + self.UseColors = false + self.Pixels = {} + ImStd.memset(self.Pixels, 0, self.Width * self.Height * self.BytesPerPixel) + self.UsedRect.x = 0 + self.UsedRect.y = 0 + self.UsedRect.w = 0 + self.UsedRect.h = 0 + self.UpdateRect.x = 65535 + self.UpdateRect.y = 65535 + self.UpdateRect.w = 0 + self.UpdateRect.h = 0 +end + +function MT.ImFontBaked:ClearOutputData() + self.FallbackAdvanceX = 0.0 + self.Glyphs:clear() + self.IndexAdvanceX:clear() + self.IndexLookup:clear() + self.FallbackGlyphIndex = -1 + self.Ascent = 0.0 + self.Descent = 0.0 + self.MetricsTotalSurface = 0 +end + +--- @param c ImWchar +--- @return ImFontGlyph? +function MT.ImFontBaked:FindGlyph(c) + if c < self.IndexLookup.Size then + local i = self.IndexLookup.Data[c + 1] + if i == IM_FONTGLYPH_INDEX_NOT_FOUND then + return self.Glyphs.Data[self.FallbackGlyphIndex] + end + if i ~= IM_FONTGLYPH_INDEX_UNUSED then + return self.Glyphs.Data[i] + end + end + + local glyph = ImFontBaked_BuildLoadGlyph(self, c, nil) + return (glyph) and glyph or self.Glyphs.Data[self.FallbackGlyphIndex] +end + +--- @param c ImWchar +--- @return ImFontGlyph? +function MT.ImFontBaked:FindGlyphNoFallback(c) + if c < self.IndexLookup.Size then -- IM_LIKELY + local i = self.IndexLookup.Data[c + 1] + if i == IM_FONTGLYPH_INDEX_NOT_FOUND then + return nil + end + if i ~= IM_FONTGLYPH_INDEX_UNUSED then + return self.Glyphs.Data[i] + end + end + + self.LoadNoFallback = true + local glyph = ImFontBaked_BuildLoadGlyph(self, c, nil) + self.LoadNoFallback = false + return glyph +end + +function MT.ImFont:ClearOutputData() + local atlas = self.OwnerAtlas + if atlas ~= nil then + ImFontAtlasFontDiscardBakes(atlas, self, 0) + end + + for i = 1, (IM_UNICODE_CODEPOINT_MAX + 1) / 8192 / 8 do self.Used8kPagesMap[i] = 0 end + self.LastBaked = nil +end + +--- @param font_id ImGuiID +--- @param baked_size float +--- @param rasterizer_density float +--- @return ImGuiID +function ImFontAtlasBakedGetId(font_id, baked_size, rasterizer_density) + local hashed_data = {font_id, baked_size, rasterizer_density} + return ImHashData(hashed_data) +end + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param font_size float +--- @param font_rasterizer_density float +--- @return ImFontBaked? +function ImFontAtlasBakedGetOrAdd(atlas, font, font_size, font_rasterizer_density) + IM_ASSERT(font_size > 0.0 and font_rasterizer_density > 0.0) + local baked_id = ImFontAtlasBakedGetId(font.FontId, font_size, font_rasterizer_density) + local builder = atlas.Builder + local baked = builder.BakedMap[baked_id] + if baked ~= nil then + IM_ASSERT(baked.Size == font_size and baked.OwnerFont == font and baked.BakedId == baked_id) + + return baked + end + + if (bit32.band(font.Flags, ImFontFlags.LockBakedSizes) ~= 0 or atlas.Locked) then + baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density) + if baked ~= nil then + return baked + end + if atlas.Locked then + IM_ASSERT(not atlas.Locked, "Cannot use dynamic font size with a locked ImFontAtlas!") + return nil + end + end + + baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id) + builder.BakedMap[baked_id] = baked + + return baked +end + +--- @param atlas ImFontAtlas +--- @param baked ImFontBaked +--- @param src? ImFontConfig +--- @param in_glyph ImFontGlyph +--- @return ImFontGlyph +function ImFontAtlasBakedAddFontGlyph(atlas, baked, src, in_glyph) + local glyph_idx = baked.Glyphs.Size + 1 + baked.Glyphs:push_back(in_glyph) + local glyph = baked.Glyphs.Data[glyph_idx] + IM_ASSERT(baked.Glyphs.Size < 0xFFFE) + + if (glyph.PackId ~= ImFontAtlasRectId_Invalid) then + local r = ImFontAtlasPackGetRect(atlas, glyph.PackId) + IM_ASSERT(glyph.U0 == 0.0 and glyph.V0 == 0.0 and glyph.U1 == 0.0 and glyph.V1 == 0.0) + glyph.U0 = (r.x) * atlas.TexUvScale.x + glyph.V0 = (r.y) * atlas.TexUvScale.y + glyph.U1 = (r.x + r.w) * atlas.TexUvScale.x + glyph.V1 = (r.y + r.h) * atlas.TexUvScale.y + baked.MetricsTotalSurface = baked.MetricsTotalSurface + r.w * r.h + end + + if (src ~= nil) then + local ref_size = baked.OwnerFont.Sources[1].SizePixels + local offsets_scale = (ref_size ~= 0.0) and (baked.Size / ref_size) or 1.0 + local advance_x = ImClamp(glyph.AdvanceX, src.GlyphMinAdvanceX * offsets_scale, src.GlyphMaxAdvanceX * offsets_scale) + if (advance_x ~= glyph.AdvanceX) then + local char_off_x = src.PixelSnapH and ImTrunc((advance_x - glyph.AdvanceX) * 0.5) or (advance_x - glyph.AdvanceX) * 0.5 + glyph.X0 = glyph.X0 + char_off_x + glyph.X1 = glyph.X1 + char_off_x + end + + if (src.PixelSnapH) then + advance_x = IM_ROUND(advance_x) + end + + glyph.AdvanceX = advance_x + src.GlyphExtraAdvanceX + end + if (glyph.Colored) then + atlas.TexData.UseColors = true + atlas.TexPixelsUseColors = true + end + + local codepoint = glyph.Codepoint + ImFontBaked_BuildGrowIndex(baked, codepoint + 1) + baked.IndexAdvanceX.Data[codepoint + 1] = glyph.AdvanceX + baked.IndexLookup.Data[codepoint + 1] = glyph_idx -- (ImU16) + local page_n = math.floor(codepoint / 8192) + baked.OwnerFont.Used8kPagesMap[bit32.rshift(page_n, 3) + 1] = bit32.bor(baked.OwnerFont.Used8kPagesMap[bit32.rshift(page_n, 3) + 1], bit32.lshift(1, bit32.band(page_n, 7))) + + return glyph +end + +--- @param atlas ImFontAtlas +--- @param baked ImFontBaked +--- @param src? ImFontConfig +--- @param codepoint ImWchar +--- @param advance_x float +function ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, advance_x) + -- IM_UNUSED(atlas) + if (src ~= nil) then + local ref_size = baked.OwnerFont.Sources[1].SizePixels + local offsets_scale = (ref_size ~= 0.0) and (baked.Size / ref_size) or 1.0 + advance_x = ImClamp(advance_x, src.GlyphMinAdvanceX * offsets_scale, src.GlyphMaxAdvanceX * offsets_scale) + + if (src.PixelSnapH) then + advance_x = IM_ROUND(advance_x) + end + + advance_x = advance_x + src.GlyphExtraAdvanceX + end + + ImFontBaked_BuildGrowIndex(baked, codepoint + 1) + baked.IndexAdvanceX.Data[codepoint + 1] = advance_x +end + +--- @param size float +--- @param density float? +--- @return ImFontBaked? +function MT.ImFont:GetFontBaked(size, density) + if not density then density = -1.0 end + + --- @type ImFontBaked? + local baked = self.LastBaked + + size = ImGui.GetRoundedFontSize(size) + + if density < 0.0 then + density = self.CurrentRasterizerDensity + end + if baked and baked.Size == size and baked.RasterizerDensity == density then + return baked + end + + local atlas = self.OwnerAtlas + local builder = atlas.Builder + baked = ImFontAtlasBakedGetOrAdd(atlas, self, size, density) + if baked == nil then + return nil + end + baked.LastUsedFrame = builder.FrameCount + self.LastBaked = baked + + return baked +end + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param c ImWchar +--- @return ImWchar +--- @nodiscard +local function ImFontAtlas_FontHookRemapCodepoint(atlas, font, c) + -- IM_UNUSED(atlas) + if #font.RemapPairs > 0 then + local ret = font.RemapPairs[c] + return (ret ~= nil) and ret or c + end + + return c +end + +--- @param baked ImFontBaked +--- @param codepoint ImWchar +--- @param only_load_advance_x? float +--- @return ImFontGlyph? +--- @return float? # Updated `only_load_advance_x` +function ImFontBaked_BuildLoadGlyph(baked, codepoint, only_load_advance_x) + local font = baked.OwnerFont + local atlas = font.OwnerAtlas + if atlas.Locked or bit32.band(font.Flags, ImFontFlags.NoLoadGlyphs) ~= 0 then + if baked.FallbackGlyphIndex == -1 and baked.LoadNoFallback == false then + ImFontAtlasBuildSetupFontBakedFallback(baked) + end + + return nil, only_load_advance_x + end + + local src_codepoint = codepoint + codepoint = ImFontAtlas_FontHookRemapCodepoint(atlas, font, codepoint) + + if (codepoint == font.EllipsisChar and font.EllipsisAutoBake) then + local glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked) + if (glyph) then + return glyph, only_load_advance_x + end + end + + local loader_user_data_p = baked.FontLoaderDatas + local src_n = 1 + for _, src in font.Sources:iter() do + local loader = src.FontLoader and src.FontLoader or atlas.FontLoader + + if (not src.GlyphExcludeRanges or ImFontAtlasBuildAcceptCodepointForSource(src, codepoint)) then + if only_load_advance_x == nil then + local glyph_buf = ImFontGlyph() + + if loader.FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, glyph_buf, nil) then + glyph_buf.Codepoint = src_codepoint + glyph_buf.SourceIdx = src_n + + return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, glyph_buf) + end + else + local ret --[[@as bool]] + ret, only_load_advance_x = loader.FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, nil, only_load_advance_x) + if ret then + --- @cast only_load_advance_x float + ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, only_load_advance_x) + + return nil, only_load_advance_x + end + end + end + + -- loader_user_data_p = loader_user_data_p + loader.FontBakedSrcLoaderDataSize + src_n = src_n + 1 + end + + if (baked.LoadNoFallback) then + return nil, only_load_advance_x + end + if (baked.FallbackGlyphIndex == -1) then + ImFontAtlasBuildSetupFontBakedFallback(baked) + end + + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked.IndexAdvanceX.Data[codepoint + 1] = baked.FallbackAdvanceX + baked.IndexLookup.Data[codepoint + 1] = IM_FONTGLYPH_INDEX_NOT_FOUND + + return nil, only_load_advance_x +end + +--- @param baked ImFontBaked +--- @param codepoint ImWchar +--- @return float +function ImFontBaked_BuildLoadGlyphAdvanceX(baked, codepoint) + if (baked.Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE) or baked.LoadNoRenderOnLayout then + local only_advance_x + local glyph + glyph, only_advance_x = ImFontBaked_BuildLoadGlyph(baked, codepoint, only_advance_x) + --- @cast only_advance_x float + return glyph and glyph.AdvanceX or only_advance_x + else + local glyph = ImFontBaked_BuildLoadGlyph(baked, codepoint, nil) + return glyph and glyph.AdvanceX or baked.FallbackAdvanceX + end +end + +--- @param c ImWchar +--- @return bool +function MT.ImFont:IsGlyphInFont(c) + local atlas = self.OwnerAtlas + c = ImFontAtlas_FontHookRemapCodepoint(atlas, self, c) + for _, src in self.Sources:iter() do + local loader = src.FontLoader and src.FontLoader or atlas.FontLoader + if loader.FontSrcContainsGlyph ~= nil and loader.FontSrcContainsGlyph(atlas, src, c) then + return true + end + end + + return false +end + +--- @param c ImWchar +--- @return float +function MT.ImFontBaked:GetCharAdvance(c) + if c < self.IndexAdvanceX.Size then + local x = self.IndexAdvanceX.Data[c + 1] + if x >= 0.0 then + return x + end + end + return ImFontBaked_BuildLoadGlyphAdvanceX(self, c) +end + +function BuildLoadGlyphGetAdvanceOrFallback(baked, codepoint) + return ImFontBaked_BuildLoadGlyphAdvanceX(baked, codepoint) +end + +--- @param text ImString +--- @param text_begin int +--- @param text_end int +--- @param flags ImDrawTextFlags +--- @return int +local function ImTextCalcWordWrapNextLineStart(text, text_begin, text_end, flags) + local pos = text_begin + + if bit32.band(flags, ImDrawTextFlags.WrapKeepBlanks) == 0 then + while pos < text_end and ImCharIsBlankA(ImStrByte(text, pos)) do + pos = pos + 1 + end + end + + if pos < text_end and ImStrByte(text, pos) == 10 then -- '\n' + pos = pos + 1 + end + + return pos +end + +--- @param bits ImU32[] +--- @param codepoint_min unsigned_int +--- @param codepoint_end unsigned_int +--- @param char_class ImWcharClass +function ImTextClassifierClear(bits, codepoint_min, codepoint_end, char_class) + for c = codepoint_min, codepoint_end - 1 do + ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c) + end +end + +--- @param bits ImU32[] +--- @param codepoint_min unsigned_int +--- @param codepoint_end unsigned_int +--- @param char_class ImWcharClass +--- @param c unsigned_int +function ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c) + IM_ASSERT(c >= codepoint_min and c < codepoint_end) + -- IM_UNUSED(codepoint_end) + c = c - codepoint_min + local shift = bit32.lshift(bit32.band(c, 15), 1) + bits[bit32.rshift(c, 4) + 1] = bit32.bor(bit32.band(bits[bit32.rshift(c, 4) + 1], bit32.bnot(bit32.lshift(0x03, shift))), bit32.lshift(char_class, shift)) +end + +function ImTextClassifierSetCharClassFromStr(bits, codepoint_min, codepoint_end, char_class, s) + local s_end = #s + 1 + local pos = 1 + while (pos < s_end) do + local wanted, c = ImStd.ImTextCharFromUtf8(s, pos, s_end) + pos = pos + wanted + ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c) + end +end + +function ImTextClassifierGet(_BITS, _CHAR_OFFSET) + return bit32.band(bit32.rshift(_BITS[bit32.rshift(_CHAR_OFFSET, 4) + 1], bit32.lshift(bit32.band(_CHAR_OFFSET, 15), 1)), 0x03) +end + +local g_CharClassifierIsSeparator_0000_007f = {} for i = 1, 128 / 16 do g_CharClassifierIsSeparator_0000_007f[i] = 0 end +local g_CharClassifierIsSeparator_3000_300f = {} for i = 1, 16 / 16 do g_CharClassifierIsSeparator_3000_300f[i] = 0 end + +function ImTextInitClassifiers() + if (ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, 44) ~= 0) then + return + end + + ImTextClassifierClear(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass.Other) + ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass.Blank, " \t") + ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass.Punct, ".,;!?\"") + + ImTextClassifierClear(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Other) + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Blank, 0x3000) + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Punct, 0x3001) + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Punct, 0x3002) +end + +--- @param font ImFont +--- @param size float +--- @param text ImString +--- @param pos int +--- @param text_end int +--- @param wrap_width float +--- @param flags ImDrawTextFlags +--- @return int +function ImFontCalcWordWrapPositionEx(font, size, text, pos, text_end, wrap_width, flags) + local baked = font:GetFontBaked(size) + local scale = size / baked.Size + + local line_width = 0.0 + local blank_width = 0.0 + wrap_width = wrap_width / scale + + local s = pos + IM_ASSERT(text_end ~= nil) + + local prev_type = ImWcharClass.Other + local keep_blanks = bit32.band(flags, ImDrawTextFlags.WrapKeepBlanks) ~= 0 + + local span_end = s + local span_width = 0.0 + + local stop = false + while s < text_end do + repeat + --- @type unsigned_int + local c = ImStrByte(text, s) + local next_s + if c < 0x80 then + next_s = s + 1 + else + local wanted, out_char = ImStd.ImTextCharFromUtf8(text, s, text_end) + c = out_char + next_s = s + wanted + end + + if c < 32 then + if c == 10 then -- '\n' + return s + end + if c == 13 then -- '\r' + s = next_s + + break + end + end + + local char_width = (c < baked.IndexAdvanceX.Size) and baked.IndexAdvanceX.Data[c + 1] or -1.0 + if char_width < 0.0 then + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c) + end + + local curr_type + if c < 128 then + curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, c) + elseif (c >= 0x3000 and c < 0x3010) then + curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_3000_300f, bit32.band(c, 15)) + else + curr_type = ImWcharClass.Other + end + + if curr_type == ImWcharClass.Blank then + if (prev_type ~= ImWcharClass.Blank and not keep_blanks) then + span_end = s + line_width = line_width + span_width + span_width = 0.0 + end + + blank_width = blank_width + char_width + else + if (prev_type == ImWcharClass.Punct and curr_type ~= ImWcharClass.Punct and not (c >= 48 and c <= 57)) then + span_end = s + line_width = line_width + (span_width + blank_width) + blank_width = 0.0 + span_width = 0.0 + elseif (prev_type == ImWcharClass.Blank and keep_blanks) then + span_end = s + line_width = line_width + (span_width + blank_width) + blank_width = 0.0 + span_width = 0.0 + end + + span_width = span_width + char_width + end + + if (span_width + blank_width + line_width > wrap_width) then + if span_width + blank_width > wrap_width then + stop = true; break + end + + return span_end + end + + prev_type = curr_type + s = next_s + + until true + if stop then break end + end + + if s == pos and s < text_end then + local bytes = ImStd.ImTextCountUtf8BytesFromChar(text, s, text_end) + + return s + bytes + end + + return s +end + +--- @param font ImFont +--- @param size float +--- @param max_width float +--- @param wrap_width float +--- @param text ImString +--- @param text_begin int +--- @param text_end_display? int +--- @param text_end? int +--- @param out_offset? ImVec2 +--- @param flags ImDrawTextFlags +--- @return ImVec2 text_size +--- @return int remaining +function ImFontCalcTextSizeEx(font, size, max_width, wrap_width, text, text_begin, text_end_display, text_end, out_offset, flags) + if not text_end then + text_end = #text + 1 + end + if not text_end_display then + text_end_display = text_end + end + + local baked = font:GetFontBaked(size) + local line_height = size + local scale = line_height / baked.Size + + local text_size = ImVec2() + local line_width = 0.0 + + local word_wrap_enabled = (wrap_width > 0.0) + local word_wrap_eol + + local s = text_begin + local stop = false + while s < text_end_display do + repeat + if word_wrap_enabled then + if not word_wrap_eol then + word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, text, s, text_end, wrap_width - line_width, flags) + end + + if s >= word_wrap_eol then + if text_size.x < line_width then + text_size.x = line_width + end + text_size.y = text_size.y + line_height + line_width = 0.0 + s = ImTextCalcWordWrapNextLineStart(text, s, text_end, flags) + if bit32.band(flags, ImDrawTextFlags.StopOnNewLine) ~= 0 then + stop = true; break + end + word_wrap_eol = nil + + break + end + end + + local prev_s = s + local c = ImStrByte(text, s) + if c < 0x80 then + s = s + 1 + else + local wanted, out_char = ImStd.ImTextCharFromUtf8(text, s, text_end) + c = out_char + s = s + wanted + end + + if c == 10 then -- '\n' + text_size.x = ImMax(text_size.x, line_width) + text_size.y = text_size.y + line_height + line_width = 0.0 + if bit32.band(flags, ImDrawTextFlags.StopOnNewLine) ~= 0 then + stop = true; break + end + + break + end + + if c == 13 then -- '\r' + break + end + + local char_width = (c < baked.IndexAdvanceX.Size) and baked.IndexAdvanceX.Data[c + 1] or -1.0 + if (char_width < 0.0) then + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c) + end + char_width = char_width * scale + + if (line_width + char_width >= max_width) then + s = prev_s + stop = true; break + end + + line_width = line_width + char_width + + until true + if stop then break end + end + + if (text_size.x < line_width) then + text_size.x = line_width + end + + if out_offset then + out_offset.x = line_width + out_offset.y = text_size.y + line_height + end + + if (line_width > 0 or text_size.y == 0.0) then + text_size.y = text_size.y + line_height + end + + local out_remaining = s + + return text_size, out_remaining +end + +--- @param size float +--- @param max_width float +--- @param wrap_width float +--- @param text ImString +--- @param text_begin int +--- @param text_end? int +function MT.ImFont:CalcTextSizeA(size, max_width, wrap_width, text, text_begin, text_end) + return ImFontCalcTextSizeEx(self, size, max_width, wrap_width, text, text_begin, text_end, text_end, nil, ImDrawTextFlags.None) +end + +--- Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +--- @param draw_list ImDrawList +--- @param size float +--- @param pos ImVec2 +--- @param col ImU32 +--- @param c ImWchar +--- @param cpu_fine_clip ImVec4 +function MT.ImFont:RenderChar(draw_list, size, pos, col, c, cpu_fine_clip) + local baked = self:GetFontBaked(size) + local glyph = baked:FindGlyph(c) + if not glyph or not glyph.Visible then + return + end + if glyph.Colored then + col = bit32.bor(col, bit32.bnot(IM_COL32_A_MASK)) + end + + local scale + if size >= 0.0 then + scale = size / baked.Size + else + scale = 1.0 + end + + local x = pos.x + local y = pos.y + if bit32.band(draw_list.Flags, ImDrawListFlags.TextNoPixelSnap) == 0 then + x = IM_TRUNC(x) + y = IM_TRUNC(y) + end + + local x1 = x + glyph.X0 * scale + local x2 = x + glyph.X1 * scale + if cpu_fine_clip and (x1 > cpu_fine_clip.z or x2 < cpu_fine_clip.x) then + return + end + + local y1 = y + glyph.Y0 * scale + local y2 = y + glyph.Y1 * scale + local u1 = glyph.U0 + local v1 = glyph.V0 + local u2 = glyph.U1 + local v2 = glyph.V1 + + -- Always CPU fine clip. Code extracted from RenderText(). + -- CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if cpu_fine_clip then + if x1 < cpu_fine_clip.x then u1 = u1 + (1.0 - (x2 - cpu_fine_clip.x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip.x end + if y1 < cpu_fine_clip.y then v1 = v1 + (1.0 - (y2 - cpu_fine_clip.y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip.y end + if x2 > cpu_fine_clip.z then u2 = u1 + ((cpu_fine_clip.z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip.z end + if y2 > cpu_fine_clip.w then v2 = v1 + ((cpu_fine_clip.w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip.w end + if y1 >= y2 then return end + end + draw_list:PrimReserve(6, 4) + draw_list:PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col) +end + +function MT.ImFontAtlas:AddFont(font_cfg_in) + IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") + IM_ASSERT((font_cfg_in.FontData ~= nil and font_cfg_in.FontDataSize > 0) or (font_cfg_in.FontLoader ~= nil)) + IM_ASSERT(font_cfg_in.SizePixels > 0.0, "Is ImFontConfig struct correctly initialized?") + IM_ASSERT(font_cfg_in.RasterizerDensity > 0.0, "Is ImFontConfig struct correctly initialized?") + + if font_cfg_in.GlyphOffset.x ~= 0.0 or font_cfg_in.GlyphOffset.y ~= 0.0 or + font_cfg_in.GlyphMinAdvanceX ~= 0.0 or font_cfg_in.GlyphMaxAdvanceX ~= FLT_MAX then + IM_ASSERT(font_cfg_in.SizePixels ~= 0.0, + "Specifying glyph offset/advances requires a reference size to base it on.") + end + + if self.Builder == nil then + ImFontAtlasBuildInit(self) + end + + local is_first_font = (self.Fonts.Size == 0) + local font + if not font_cfg_in.MergeMode then + font = ImFont() + font.FontId = self.FontNextUniqueID + self.FontNextUniqueID = self.FontNextUniqueID + 1 + font.Flags = font_cfg_in.Flags + font.LegacySize = font_cfg_in.SizePixels + font.CurrentRasterizerDensity = font_cfg_in.RasterizerDensity + self.Fonts:push_back(font) + else + IM_ASSERT(self.Fonts.Size > 0, "Cannot use MergeMode for the first font!") + font = (font_cfg_in.DstFont ~= nil) and font_cfg_in.DstFont or self.Fonts:back() + ImFontAtlasFontDiscardBakes(self, font, 0) + end + + self.Sources:push_back(font_cfg_in) + local font_cfg = self.Sources:back() + if (font_cfg.DstFont == nil) then + font_cfg.DstFont = font + end + font.Sources:push_back(font_cfg) + ImFontAtlasBuildUpdatePointers(self) + + if font_cfg.GlyphExcludeRanges ~= nil then + local size = 0 + for _, v in ipairs(font_cfg.GlyphExcludeRanges) do if v == 0 then break end size = size + 1 end + IM_ASSERT(bit32.band(size, 1) == 0, "GlyphExcludeRanges[] size must be multiple of two!") + IM_ASSERT(size <= 64, "GlyphExcludeRanges[] size must be small!") + end + + if font_cfg.FontLoader ~= nil then + IM_ASSERT(font_cfg.FontLoader.FontBakedLoadGlyph ~= nil) + IM_ASSERT(font_cfg.FontLoader.LoaderInit == nil and font_cfg.FontLoader.LoaderShutdown == nil) + end + if font_cfg_in.MergeMode and font_cfg_in.SizePixels > 0 then + IM_ASSERT(bit32.band(font.Flags, ImFontFlags.ImplicitRefSize) == 0, "Cannot use MergeMode with an explicit reference size when the destination font used an implicit reference size!") + end + IM_ASSERT(font_cfg.FontLoaderData == nil) + + if not ImFontAtlasFontSourceInit(self, font_cfg) then + ImFontAtlasFontDestroySourceData(self, font_cfg) + self.Sources:pop_back() + font.Sources:pop_back() + if not font_cfg.MergeMode then + font = nil + self.Fonts:pop_back() + end + return nil + end + ImFontAtlasFontSourceAddToFont(self, font, font_cfg) + + if (is_first_font) then + ImFontAtlasBuildNotifySetFont(self, nil, font) + end + + return font +end + +--- @param ctx ImGuiContext +--- @return float +local function GetExpectedContextFontSize(ctx) + return ((ctx.Style.FontSizeBase > 0.0) and ctx.Style.FontSizeBase or 13.0) * ctx.Style.FontScaleMain * ctx.Style.FontScaleDpi +end + +--- @param font_cfg ImFontConfig +function MT.ImFontAtlas:AddFontDefault(font_cfg) + if self.OwnerContext == nil or GetExpectedContextFontSize(self.OwnerContext) >= 15.0 then + return self:AddFontDefaultVector(font_cfg) + else + return self:AddFontDefaultBitmap(font_cfg) + end +end + +function MT.ImFontAtlas:AddFontFromMemoryTTF(font_data, font_data_size, size_pixels, font_cfg_template, glyph_ranges) + IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") + local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() + IM_ASSERT(font_cfg.FontData == nil) + IM_ASSERT(font_data_size > 100, "Incorrect value for font_data_size!") + font_cfg.FontData = font_data + font_cfg.FontDataSize = font_data_size + font_cfg.SizePixels = (size_pixels > 0.0) and size_pixels or font_cfg.SizePixels + if glyph_ranges then + font_cfg.GlyphRanges = glyph_ranges + end + return self:AddFont(font_cfg) +end + +-- TODO: GetDefaultCompressedFontDataProggyClean, GetDefaultCompressedFontDataProggyForever +function MT.ImFontAtlas:AddFontFromMemoryCompressedTTF() + -- TODO: +end + +function MT.ImFontAtlas:AddFontFromFileTTF(filename, size_pixels, font_cfg_template, glyph_ranges) + IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") + + local data, data_size = ImStd.ImFileLoadToMemory(filename, "rb") + if not data then + if (font_cfg_template == nil or (bit32.band(font_cfg_template.Flags, ImFontFlags.NoLoadError) == 0)) then + -- IMGUI_DEBUG_LOG("While loading '%s'\n", filename) + IM_ASSERT_USER_ERROR(0, "Could not load font file!") + end + + return nil + end + + local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() + if not font_cfg.Name or font_cfg.Name == "" then + for i = #filename, 1, -1 do + local c = string.byte(filename, i, i) + if (c == 47 or c == 92) then -- '/' or '\\' + font_cfg.Name = string.sub(filename, i + 1) + break + end + end + end + + return self:AddFontFromMemoryTTF(data, data_size, size_pixels, font_cfg, glyph_ranges) +end + +function GetDefaultFontDataProggyClean() + return ImStd.ImFileLoadToMemory("resource/fonts/ProggyClean.ttf", "rb") +end + +function GetDefaultFontDataProggyForever() + return ImStd.ImFileLoadToMemory("resource/fonts/ProggyForever.ttf", "rb") +end + +-- TODO: IMGUI_DISABLE_DEFAULT_FONT, IMGUI_DISABLE_DEFAULT_FONT_BITMAP +--- @param font_cfg_template ImFontConfig +function MT.ImFontAtlas:AddFontDefaultBitmap(font_cfg_template) + local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() + if not font_cfg_template then + font_cfg.PixelSnapH = true + end + if font_cfg.SizePixels <= 0.0 then + font_cfg.SizePixels = 13.0 + font_cfg.Flags = bit32.bor(font_cfg.Flags, ImFontFlags.ImplicitRefSize) + end + if not font_cfg.Name or font_cfg.Name == "" then + font_cfg.Name = "ProggyClean.ttf" + end + font_cfg.EllipsisChar = 0x0085 + font_cfg.GlyphOffset.y = font_cfg.GlyphOffset.y + 1.0 * (font_cfg.SizePixels / 13.0) + + local ttf_data, ttf_data_size = GetDefaultFontDataProggyClean() + return self:AddFontFromMemoryTTF(ttf_data, ttf_data_size, font_cfg.SizePixels, font_cfg) +end + +--- @param font_cfg_template ImFontConfig +function MT.ImFontAtlas:AddFontDefaultVector(font_cfg_template) + local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() + if not font_cfg_template then + font_cfg.PixelSnapH = true + end + if font_cfg.SizePixels <= 0.0 then + font_cfg.SizePixels = 13.0 + font_cfg.Flags = bit32.bor(font_cfg.Flags, ImFontFlags.ImplicitRefSize) + end + if not font_cfg.Name or font_cfg.Name == "" then + font_cfg.Name = "ProggyForever.ttf" + end + font_cfg.ExtraSizeScale = font_cfg.ExtraSizeScale * 1.015 + font_cfg.GlyphOffset.y = font_cfg.GlyphOffset.y + 0.5 * (font_cfg.SizePixels / 16.0) + + local ttf_data, ttf_data_size = GetDefaultFontDataProggyForever() + return self:AddFontFromMemoryTTF(ttf_data, ttf_data_size, font_cfg.SizePixels, font_cfg) +end + +function MT.ImFontAtlas:GetCustomRect(id, out_r) + local r = ImFontAtlasPackGetRectSafe(self, id) + if r == nil then + return false + end + IM_ASSERT(self.TexData.Width > 0 and self.TexData.Height > 0) + if out_r == nil then + return true + end + out_r.x = r.x + out_r.y = r.y + out_r.w = r.w + out_r.h = r.h + ImVec2_Copy(out_r.uv0, ImVec2((r.x), (r.y)) * self.TexUvScale) + ImVec2_Copy(out_r.uv1, ImVec2((r.x + r.w), (r.y + r.h)) * self.TexUvScale) + + return true +end + +--- @param atlas ImFontAtlas +--- @param cursor_type ImGuiMouseCursor +--- @param out_offset ImVec2 +--- @param out_size ImVec2 +--- @param out_uv_border ImVec2[] +--- @param out_uv_fill ImVec2[] +function ImFontAtlasGetMouseCursorTexData(atlas, cursor_type, out_offset, out_size, out_uv_border, out_uv_fill) + if cursor_type <= ImGuiMouseCursor.None or cursor_type >= ImGuiMouseCursor.COUNT then + return false + end + if bit32.band(atlas.Flags, ImFontAtlasFlags.NoMouseCursors) ~= 0 then + return false + end + + local r = ImFontAtlasPackGetRect(atlas, atlas.Builder.PackIdMouseCursors) + local pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type + 1][1] + ImVec2(r.x, r.y) + local size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type + 1][2] + ImVec2_Copy(out_size, size) + ImVec2_Copy(out_offset, FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type + 1][3]) + ImVec2_Copy(out_uv_border[1], (pos) * atlas.TexUvScale) + ImVec2_Copy(out_uv_border[2], (pos + size) * atlas.TexUvScale) + pos.x = pos.x + (FONT_ATLAS_DEFAULT_TEX_DATA_W + 1) + ImVec2_Copy(out_uv_fill[1], (pos) * atlas.TexUvScale) + ImVec2_Copy(out_uv_fill[2], (pos + size) * atlas.TexUvScale) + + return true +end + +function MT.ImFontAtlas:AddCustomRect(width, height, out_r) + IM_ASSERT(width > 0 and width <= 0xFFFF) + IM_ASSERT(height > 0 and height <= 0xFFFF) + + if (self.Builder == nil) then + ImFontAtlasBuildInit(self) + end + + local r_id = ImFontAtlasPackAddRect(self, width, height) + if (r_id == ImFontAtlasRectId_Invalid) then + return ImFontAtlasRectId_Invalid + end + if (out_r ~= nil) then + self:GetCustomRect(r_id, out_r) + end + + if (self.RendererHasTextures) then + local r = ImFontAtlasPackGetRect(self, r_id) + ImFontAtlasTextureBlockQueueUpload(self, self.TexData, r.x, r.y, r.w, r.h) + end + + return r_id +end + +local function IM_NORMALIZE2F_OVER_ZERO(VX, VY) + local d2 = VX * VX + VY * VY + if d2 > 0.0 then + local inv_len = ImRsqrt(d2) + VX = VX * inv_len + VY = VY * inv_len + end + return VX, VY +end + +local function IM_FIXNORMAL2F(VX, VY) + local IM_FIXNORMAL2F_MAX_INVLEN2 = 100 + + local d2 = VX * VX + VY * VY + if d2 > 0.000001 then + local inv_len2 = 1.0 / d2 + if inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2 then + inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2 + end + VX = VX * inv_len2 + VY = VY * inv_len2 + end + return VX, VY +end + +function MT.ImDrawData:Clear() + self.Valid = false + self.FrameCount = 0; self.TotalIdxCount = 0; self.TotalVtxCount = 0 + self.CmdLists:resize(0) + self.DisplayPos = ImVec2(0.0, 0.0) + self.DisplaySize = ImVec2(0.0, 0.0) + self.FramebufferScale = ImVec2(0.0, 0.0) + self.OwnerViewport = nil + self.Textures = nil +end + +function ImGui.AddDrawListToDrawDataEx(draw_data, out_list, draw_list) + if draw_list.CmdBuffer.Size == 0 then + return + end + if draw_list.CmdBuffer.Size == 1 and draw_list.CmdBuffer.Data[1].ElemCount == 0 and draw_list.CmdBuffer.Data[1].UserCallback == nil then + return + end + + IM_ASSERT(draw_list.VtxBuffer.Size == 0 or draw_list._VtxWritePtr == draw_list.VtxBuffer.Size + 1) + IM_ASSERT(draw_list.IdxBuffer.Size == 0 or draw_list._IdxWritePtr == draw_list.IdxBuffer.Size + 1) + if (bit32.band(draw_list.Flags, ImDrawListFlags.AllowVtxOffset) == 0) then + IM_ASSERT(draw_list._VtxCurrentIdx == draw_list.VtxBuffer.Size + 1) + end + + out_list:push_back(draw_list) + draw_data.TotalVtxCount = draw_data.TotalVtxCount + draw_list.VtxBuffer.Size + draw_data.TotalIdxCount = draw_data.TotalIdxCount + draw_list.IdxBuffer.Size +end + +function MT.ImDrawData:AddDrawList(draw_list) + draw_list:_PopUnusedDrawCmd() + ImGui.AddDrawListToDrawDataEx(self, self.CmdLists, draw_list) +end + +local IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN = 4 +local IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX = 512 + +local function IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD, _MAXERROR) return ImClamp(IM_ROUNDUP_TO_EVEN(ImCeil(IM_PI / ImAcos(1 - ImMin(_MAXERROR, _RAD) / _RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) end +local function IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N, _MAXERROR) return (_MAXERROR / (1 - ImCos(IM_PI / ImMax(_N, IM_PI)))) end +local function IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N, _RAD) return ((1 - ImCos(IM_PI / ImMax(_N, IM_PI))) / _RAD) end + +function MT.ImDrawListSharedData:SetCircleTessellationMaxError(max_error) + if self.CircleTessellationMaxError == max_error then + return + end + + IM_ASSERT(max_error > 0) + + self.CircleTessellationMaxError = max_error + for i = 1, 64 do -- IM_COUNTOF(CircleSegmentCounts) + local radius = (i - 1) + self.CircleSegmentCounts[i] = (i > 1) and IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, self.CircleTessellationMaxError) or IM_DRAWLIST_ARCFAST_SAMPLE_MAX + end + + self.ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, self.CircleTessellationMaxError) +end + +--- @param data ImDrawListSharedData +function MT.ImDrawList:_SetDrawListSharedData(data) + if self._Data ~= nil then + self._Data.DrawLists:find_erase_unsorted(self) + end + self._Data = data + if self._Data ~= nil then + self._Data.DrawLists:push_back(self) + end +end + +-- TODO: +function MT.ImDrawList:_ResetForNewFrame() + self.CmdBuffer:resize(0) + self.IdxBuffer:resize(0) + self.VtxBuffer:resize(0) + self.Flags = self._Data.InitialFlags + + self._CmdHeader = ImDrawCmdHeader() -- memset(&_CmdHeader, 0, sizeof(_CmdHeader)) + + self._VtxCurrentIdx = 1 + self._VtxWritePtr = 1 + self._IdxWritePtr = 1 + self._ClipRectStack:resize(0) + self._TextureStack:resize(0) + self._Path:resize(0) + + self.CmdBuffer:push_back(ImDrawCmd()) + + self._FringeScale = self._Data.InitialFringeScale +end + +function MT.ImDrawList:_ClearFreeMemory() + self.CmdBuffer:clear() + self.IdxBuffer:clear() + self.VtxBuffer:clear() + + self.Flags = ImDrawListFlags.None + + self._VtxCurrentIdx = 1 + self._VtxWritePtr = 1 + self._IdxWritePtr = 1 + + self._ClipRectStack:clear() + self._TextureStack:clear() + -- self._CallbacksDataBuf:clear() + self._Path:clear() + -- self._Splitter.ClearFreeMemory() +end + +function MT.ImDrawList:AddDrawCmd() + local draw_cmd = ImDrawCmd() + + ImVec4_Copy(draw_cmd.ClipRect, self._CmdHeader.ClipRect) -- Same as calling ImDrawCmd_HeaderCopy()? + draw_cmd.TexRef = self._CmdHeader.TexRef + draw_cmd.VtxOffset = self._CmdHeader.VtxOffset + draw_cmd.IdxOffset = self.IdxBuffer.Size + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z and draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w) + self.CmdBuffer:push_back(draw_cmd) +end + +function MT.ImDrawList:_PopUnusedDrawCmd() + while self.CmdBuffer.Size > 0 do + local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + if curr_cmd.ElemCount ~= 0 or curr_cmd.UserCallback ~= nil then + break + end + + self.CmdBuffer:pop_back() + end +end + +--- @param callback ImDrawCallback +--- @param userdata any +--- @param userdata_size? size_t +function MT.ImDrawList:AddCallback(callback, userdata, userdata_size) + if userdata_size == nil then userdata_size = 0 end + + IM_ASSERT(callback ~= nil) + IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) + + local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + IM_ASSERT(curr_cmd.UserCallback == nil) + if curr_cmd.ElemCount ~= 0 then + self:AddDrawCmd() + curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + end + curr_cmd.UserCallback = callback + -- TODO: _CallbacksDataBuf? + if userdata_size == 0 then + curr_cmd.UserCallbackData = userdata + + else + IM_ASSERT(userdata ~= nil) + IM_ASSERT(userdata_size < bit32.lshift(1, 31)) + + end + + self:AddDrawCmd() +end + +--- Compare ClipRect, TexRef, VtxOffset +--- @param CMD_LHS ImDrawCmd|ImDrawCmdHeader +--- @param CMD_RHS ImDrawCmd|ImDrawCmdHeader +--- @return bool +local function ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) + if CMD_LHS.ClipRect.x ~= CMD_RHS.ClipRect.x or + CMD_LHS.ClipRect.y ~= CMD_RHS.ClipRect.y or + CMD_LHS.ClipRect.z ~= CMD_RHS.ClipRect.z or + CMD_LHS.ClipRect.w ~= CMD_RHS.ClipRect.w then + return false + end + + if CMD_LHS.TexRef._TexData ~= CMD_RHS.TexRef._TexData or + CMD_LHS.TexRef._TexID ~= CMD_RHS.TexRef._TexID then + return false + end + + if CMD_LHS.VtxOffset ~= CMD_RHS.VtxOffset then + return false + end + + return true +end + +--- Copy ClipRect, TexRef, VtxOffset +--- @param CMD_DST ImDrawCmd|ImDrawCmdHeader +--- @param CMD_SRC ImDrawCmd|ImDrawCmdHeader +local function ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) + CMD_DST.ClipRect.x = CMD_SRC.ClipRect.x + CMD_DST.ClipRect.y = CMD_SRC.ClipRect.y + CMD_DST.ClipRect.z = CMD_SRC.ClipRect.z + CMD_DST.ClipRect.w = CMD_SRC.ClipRect.w + + CMD_DST.TexRef._TexData = CMD_SRC.TexRef._TexData + CMD_DST.TexRef._TexID = CMD_SRC.TexRef._TexID + + CMD_DST.VtxOffset = CMD_SRC.VtxOffset +end + +--- @param CMD_0 ImDrawCmd +--- @param CMD_1 ImDrawCmd +local function ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) + return CMD_0.IdxOffset + CMD_0.ElemCount == CMD_1.IdxOffset +end + +function MT.ImDrawList:_TryMergeDrawCmds() + IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) + local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + local prev_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size - 1] + if ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) and ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) and curr_cmd.UserCallback == nil and prev_cmd.UserCallback == nil then + prev_cmd.ElemCount = prev_cmd.ElemCount + curr_cmd.ElemCount + self.CmdBuffer:pop_back() + end +end + +function MT.ImDrawList:_OnChangedClipRect() + IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) + local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + if (curr_cmd.ElemCount ~= 0 and self._CmdHeader.ClipRect ~= curr_cmd.ClipRect) then + self:AddDrawCmd() + + return + end + + IM_ASSERT(curr_cmd.UserCallback == nil) + + local prev_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size - 1] + if (curr_cmd.ElemCount == 0 and self.CmdBuffer.Size > 1 and ImDrawCmd_HeaderCompare(self._CmdHeader, prev_cmd) and ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) and prev_cmd.UserCallback == nil) then + self.CmdBuffer:pop_back() + + return + end + + ImVec4_Copy(curr_cmd.ClipRect, self._CmdHeader.ClipRect) +end + +function MT.ImDrawList:_OnChangedTexture() + IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) + local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + if curr_cmd.ElemCount ~= 0 and curr_cmd.TexRef ~= self._CmdHeader.TexRef then + self:AddDrawCmd() + + return + end + + if curr_cmd.UserCallback ~= nil then + return + end + + local prev_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size - 1] + if curr_cmd.ElemCount == 0 and self.CmdBuffer.Size > 1 and ImDrawCmd_HeaderCompare(self._CmdHeader, prev_cmd) and ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) and prev_cmd.UserCallback == nil then + self.CmdBuffer:pop_back() + + return + end + + curr_cmd.TexRef = self._CmdHeader.TexRef +end + +function MT.ImDrawList:_OnChangedVtxOffset() + self._VtxCurrentIdx = 1 + IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) + + local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + if curr_cmd.ElemCount ~= 0 then + self:AddDrawCmd() + return + end + IM_ASSERT(curr_cmd.UserCallback == nil) + curr_cmd.VtxOffset = self._CmdHeader.VtxOffset +end + +--- @param points ImVec2[] +--- @param points_count int +--- @param col ImU32 +function MT.ImDrawList:AddConvexPolyFilled(points, points_count, col) + if points_count < 3 or bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + + local uv = self._Data.TexUvWhitePixel + + if bit32.band(self.Flags, ImDrawListFlags.AntiAliasedFill) ~= 0 then + local AA_SIZE = self._FringeScale + local col_trans = bit32.band(col, bit32.bnot(IM_COL32_A_MASK)) + local idx_count = (points_count - 2) * 3 + points_count * 6 + local vtx_count = points_count * 2 + self:PrimReserve(idx_count, vtx_count) + + local vtx_inner_idx = self._VtxCurrentIdx + local vtx_outer_idx = self._VtxCurrentIdx + 1 + local idx_data = self.IdxBuffer.Data + for i = 2, points_count - 1 do + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = vtx_inner_idx; idx_data[idx_write_ptr + 1] = vtx_inner_idx + ((i - 1) * 2); idx_data[idx_write_ptr + 2] = vtx_inner_idx + (i * 2) + self._IdxWritePtr = idx_write_ptr + 3 + end + + self._Data.TempBuffer:reserve_discard(points_count) + local temp_normals = self._Data.TempBuffer.Data + + local i0 = points_count + for i1 = 1, points_count do + local p0 = points[i0] + local p1 = points[i1] + local dx = p1.x - p0.x + local dy = p1.y - p0.y + dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) + temp_normals[i0].x = dy + temp_normals[i0].y = -dx + + i0 = i1 + end + + local vtx_data = self.VtxBuffer.Data + i0 = points_count + for i1 = 1, points_count do + local n0 = temp_normals[i0] + local n1 = temp_normals[i1] + local dm_x = (n0.x + n1.x) * 0.5 + local dm_y = (n0.y + n1.y) * 0.5 + dm_x, dm_y = IM_FIXNORMAL2F(dm_x, dm_y) + dm_x = dm_x * AA_SIZE * 0.5 + dm_y = dm_y * AA_SIZE * 0.5 + + local vtx_write_ptr = self._VtxWritePtr + vtx_data[vtx_write_ptr + 0][1].x = points[i1].x - dm_x; vtx_data[vtx_write_ptr + 0][1].y = points[i1].y - dm_y; ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv); vtx_data[vtx_write_ptr + 0][3] = col + vtx_data[vtx_write_ptr + 1][1].x = points[i1].x + dm_x; vtx_data[vtx_write_ptr + 1][1].y = points[i1].y + dm_y; ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], uv); vtx_data[vtx_write_ptr + 1][3] = col_trans + self._VtxWritePtr = vtx_write_ptr + 2 + + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = vtx_inner_idx + ((i1 - 1) * 2); idx_data[idx_write_ptr + 1] = vtx_inner_idx + ((i0 - 1) * 2); idx_data[idx_write_ptr + 2] = vtx_outer_idx + ((i0 - 1) * 2) + idx_data[idx_write_ptr + 3] = vtx_outer_idx + ((i0 - 1) * 2); idx_data[idx_write_ptr + 4] = vtx_outer_idx + ((i1 - 1) * 2); idx_data[idx_write_ptr + 5] = vtx_inner_idx + ((i1 - 1) * 2) + self._IdxWritePtr = idx_write_ptr + 6 + + i0 = i1 + end + self._VtxCurrentIdx = self._VtxCurrentIdx + vtx_count + else + local idx_count = (points_count - 2) * 3 + local vtx_count = points_count + self:PrimReserve(idx_count, vtx_count) + + local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data + for i = 1, vtx_count do + local vtx_write_ptr = self._VtxWritePtr + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], points[i]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv); vtx_data[vtx_write_ptr + 0][3] = col + self._VtxWritePtr = vtx_write_ptr + 1 + end + for i = 3, points_count do + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = self._VtxCurrentIdx; idx_data[idx_write_ptr + 1] = self._VtxCurrentIdx + i - 2; idx_data[idx_write_ptr + 2] = self._VtxCurrentIdx + i - 1 + self._IdxWritePtr = idx_write_ptr + 3 + end + + self._VtxCurrentIdx = self._VtxCurrentIdx + vtx_count + end +end + +function MT.ImDrawList:PushTexture(tex_ref) + self._TextureStack:push_back(tex_ref) + self._CmdHeader.TexRef = tex_ref + if (tex_ref._TexData ~= nil) then + IM_ASSERT(tex_ref._TexData.WantDestroyNextFrame == false) + end + self:_OnChangedTexture() +end + +function MT.ImDrawList:PopTexture() + self._TextureStack:pop_back() + self._CmdHeader.TexRef = (self._TextureStack.Size == 0) and ImTextureRef() or self._TextureStack.Data[self._TextureStack.Size] + self:_OnChangedTexture() +end + +function MT.ImDrawList:_SetTexture(tex_ref) + if (self._CmdHeader.TexRef == tex_ref) then + return + end + self._CmdHeader.TexRef = tex_ref + self._TextureStack.Data[self._TextureStack.Size] = tex_ref + self:_OnChangedTexture() +end + +function MT.ImDrawList:PrimReserve(idx_count, vtx_count) + IM_ASSERT_PARANOID(idx_count >= 0 and vtx_count >= 0) + + if (self._VtxCurrentIdx + vtx_count >= bit32.lshift(1, 16)) and (bit32.band(self.Flags, ImDrawListFlags.AllowVtxOffset) ~= 0) then + self._CmdHeader.VtxOffset = self.VtxBuffer.Size + 1 + self:_OnChangedVtxOffset() + end + + local draw_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + draw_cmd.ElemCount = draw_cmd.ElemCount + idx_count + + local vtx_buffer_old_size = self.VtxBuffer.Size + self.VtxBuffer:resize(vtx_buffer_old_size + vtx_count) + self._VtxWritePtr = vtx_buffer_old_size + 1 + + local idx_buffer_old_size = self.IdxBuffer.Size + self.IdxBuffer:resize(idx_buffer_old_size + idx_count) + self._IdxWritePtr = idx_buffer_old_size + 1 +end + +function MT.ImDrawList:PrimUnreserve(idx_count, vtx_count) + IM_ASSERT_PARANOID(idx_count >= 0 and vtx_count >= 0) + + local draw_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] + draw_cmd.ElemCount = draw_cmd.ElemCount - idx_count + + self.VtxBuffer:shrink(self.VtxBuffer.Size - vtx_count) + self.IdxBuffer:shrink(self.IdxBuffer.Size - idx_count) + + self._VtxWritePtr = self.VtxBuffer.Size + 1 + self._IdxWritePtr = self.IdxBuffer.Size + 1 +end + +--- @param a ImVec2 +--- @param c ImVec2 +--- @param col ImU32 +function MT.ImDrawList:PrimRect(a, c, col) + local uv = self._Data.TexUvWhitePixel + + local idx = self._VtxCurrentIdx + local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data + + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = idx + idx_data[idx_write_ptr + 1] = idx + 1 + idx_data[idx_write_ptr + 2] = idx + 2 + + idx_data[idx_write_ptr + 3] = idx + idx_data[idx_write_ptr + 4] = idx + 2 + idx_data[idx_write_ptr + 5] = idx + 3 + + local vtx_write_ptr = self._VtxWritePtr + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], a) + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv) + vtx_data[vtx_write_ptr + 0][3] = col + + ImVec2_CopyV(vtx_data[vtx_write_ptr + 1][1], c[1], a[2]) + ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], uv) + vtx_data[vtx_write_ptr + 1][3] = col + + ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], c) + ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], uv) + vtx_data[vtx_write_ptr + 2][3] = col + + ImVec2_CopyV(vtx_data[vtx_write_ptr + 3][1], a[1], c[2]) + ImVec2_Copy(vtx_data[vtx_write_ptr + 3][2], uv) + vtx_data[vtx_write_ptr + 3][3] = col + + self._VtxWritePtr = vtx_write_ptr + 4 + self._VtxCurrentIdx = idx + 4 + self._IdxWritePtr = idx_write_ptr + 6 +end + +--- @param a ImVec2 +--- @param c ImVec2 +--- @param uv_a ImVec2 +--- @param uv_c ImVec2 +--- @param col any +function MT.ImDrawList:PrimRectUV(a, c, uv_a, uv_c, col) + local idx = self._VtxCurrentIdx + local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data + + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = idx + idx_data[idx_write_ptr + 1] = idx + 1 + idx_data[idx_write_ptr + 2] = idx + 2 + + idx_data[idx_write_ptr + 3] = idx + idx_data[idx_write_ptr + 4] = idx + 2 + idx_data[idx_write_ptr + 5] = idx + 3 + + local vtx_write_ptr = self._VtxWritePtr + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], a) + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv_a) + vtx_data[vtx_write_ptr + 0][3] = col + + ImVec2_CopyV(vtx_data[vtx_write_ptr + 1][1], c[1], a[2]) + ImVec2_CopyV(vtx_data[vtx_write_ptr + 1][2], uv_c[1], uv_a[2]) + vtx_data[vtx_write_ptr + 1][3] = col + + ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], c) + ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], uv_c) + vtx_data[vtx_write_ptr + 2][3] = col + + ImVec2_CopyV(vtx_data[vtx_write_ptr + 3][1], a[1], c[2]) + ImVec2_CopyV(vtx_data[vtx_write_ptr + 3][2], uv_a[1], uv_c[2]) + vtx_data[vtx_write_ptr + 3][3] = col + + self._VtxWritePtr = vtx_write_ptr + 4 + self._VtxCurrentIdx = idx + 4 + self._IdxWritePtr = idx_write_ptr + 6 +end + +--- @param points ImVec2[] +--- @param points_count int +--- @param col ImU32 +--- @param thickness float +--- @param flags? ImDrawFlags +function MT.ImDrawList:AddPolyline(points, points_count, col, thickness, flags) + if flags == nil then flags = 0 end + + if points_count < 2 or bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + + local closed = bit32.band(flags, ImDrawFlags.Closed) ~= 0 + local opaque_uv = self._Data.TexUvWhitePixel + local count = closed and points_count or points_count - 1 -- Number of line segments + local thick_line = thickness > self._FringeScale + IM_ASSERT_USER_ERROR_RET(bit32.band(flags, ImDrawFlags.InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?") + + if bit32.band(self.Flags, ImDrawListFlags.AntiAliasedLines) ~= 0 then + -- Anti-aliased stroke + local AA_SIZE = self._FringeScale + local col_trans = bit32.band(col, bit32.bnot(IM_COL32_A_MASK)) + + -- Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0) + local integer_thickness = ImFloor(thickness) + local fractional_thickness = thickness - integer_thickness + + -- Do we want to draw this line using a texture? + local use_texture = bit32.band(self.Flags, ImDrawListFlags.AntiAliasedLinesUseTex) ~= 0 and integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX and fractional_thickness <= 0.00001 and AA_SIZE == 1.0 + + IM_ASSERT_PARANOID((not use_texture) or bit32.band(self._Data.Font.OwnerAtlas.Flags, ImFontAtlasFlags.NoBakedLines) == 0) + + local idx_count = use_texture and (count * 6) or (thick_line and count * 18 or count * 12) + local vtx_count = use_texture and (points_count * 2) or (thick_line and points_count * 4 or points_count * 3) + self:PrimReserve(idx_count, vtx_count) + + -- Temporary buffer + local temp_buffer_size = points_count * ((use_texture or not thick_line) and 3 or 5) + self._Data.TempBuffer:reserve_discard(temp_buffer_size) + local temp_normals = self._Data.TempBuffer.Data + local temp_points = self._Data.TempBuffer.Data; local temp_points_start = points_count + 1 + + -- Calculate normals for each line segment + for i1 = 1, count do + local i2 = (i1 == points_count) and 1 or i1 + 1 + local p1 = points[i1] + local p2 = points[i2] + local dx = p2[1] - p1[1] + local dy = p2[2] - p1[2] + dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) + temp_normals[i1][1] = dy + temp_normals[i1][2] = -dx + end + if not closed then + ImVec2_Copy(temp_normals[points_count], temp_normals[points_count - 1]) + end + + -- If we are drawing a one-pixel-wide line without a texture, or a textured line of any width + if use_texture or not thick_line then + -- [PATH 1] Texture-based lines (thick or non-thick) + -- [PATH 2] Non texture-based lines (non-thick) + local half_draw_size = use_texture and (thickness * 0.5 + 1) or AA_SIZE + + -- If line is not closed, the first and last points need to be generated differently + if not closed then + ImVec2_CopyV(temp_points[temp_points_start + 0], ImVec2_AddVA(points[1], ImVec2_MulVX(temp_normals[1], half_draw_size))) + ImVec2_CopyV(temp_points[temp_points_start + 1], ImVec2_SubVA(points[1], ImVec2_MulVX(temp_normals[1], half_draw_size))) + ImVec2_CopyV(temp_points[temp_points_start + (points_count - 1) * 2 + 0], ImVec2_AddVA(points[points_count], ImVec2_MulVX(temp_normals[points_count], half_draw_size))) + ImVec2_CopyV(temp_points[temp_points_start + (points_count - 1) * 2 + 1], ImVec2_SubVA(points[points_count], ImVec2_MulVX(temp_normals[points_count], half_draw_size))) + end + + -- Generate indices and vertices + local idx1 = self._VtxCurrentIdx + local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data + for i1 = 1, count do + local i2 = (i1 == points_count) and 1 or i1 + 1 + local idx2 = (i1 == points_count) and self._VtxCurrentIdx or (idx1 + (use_texture and 2 or 3)) + + -- Average normals + local dm_x = (temp_normals[i1][1] + temp_normals[i2][1]) * 0.5 + local dm_y = (temp_normals[i1][2] + temp_normals[i2][2]) * 0.5 + dm_x, dm_y = IM_FIXNORMAL2F(dm_x, dm_y) + dm_x = dm_x * half_draw_size + dm_y = dm_y * half_draw_size + + -- Add temporary vertices for the outer edges + local out_off = (i2 - 1) * 2 + temp_points[temp_points_start + out_off + 0][1] = points[i2][1] + dm_x + temp_points[temp_points_start + out_off + 0][2] = points[i2][2] + dm_y + temp_points[temp_points_start + out_off + 1][1] = points[i2][1] - dm_x + temp_points[temp_points_start + out_off + 1][2] = points[i2][2] - dm_y + + if use_texture then + -- Add indices for two triangles + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = idx2 + 0; idx_data[idx_write_ptr + 1] = idx1 + 0; idx_data[idx_write_ptr + 2] = idx1 + 1 + idx_data[idx_write_ptr + 3] = idx2 + 1; idx_data[idx_write_ptr + 4] = idx1 + 1; idx_data[idx_write_ptr + 5] = idx2 + 0 + self._IdxWritePtr = idx_write_ptr + 6 + else + -- Add indices for four triangles + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = idx2 + 0; idx_data[idx_write_ptr + 1] = idx1 + 0; idx_data[idx_write_ptr + 2] = idx1 + 2 + idx_data[idx_write_ptr + 3] = idx1 + 2; idx_data[idx_write_ptr + 4] = idx2 + 2; idx_data[idx_write_ptr + 5] = idx2 + 0 + idx_data[idx_write_ptr + 6] = idx2 + 1; idx_data[idx_write_ptr + 7] = idx1 + 1; idx_data[idx_write_ptr + 8] = idx1 + 0 + idx_data[idx_write_ptr + 9] = idx1 + 0; idx_data[idx_write_ptr + 10] = idx2 + 0; idx_data[idx_write_ptr + 11] = idx2 + 1 + self._IdxWritePtr = idx_write_ptr + 12 + end + + idx1 = idx2 + end + + -- Add vertices + if use_texture then + -- Texture-based: need to implement TexUvLines lookup + local tex_uvs = self._Data.TexUvLines[integer_thickness] + local tex_uv0 = ImVec2(tex_uvs.x, tex_uvs.y) + local tex_uv1 = ImVec2(tex_uvs.z, tex_uvs.w) + for i = 0, points_count - 1 do + local vtx_write_ptr = self._VtxWritePtr + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], temp_points[temp_points_start + i * 2 + 0]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], tex_uv0); vtx_data[vtx_write_ptr + 0][3] = col + ImVec2_Copy(vtx_data[vtx_write_ptr + 1][1], temp_points[temp_points_start + i * 2 + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], tex_uv1); vtx_data[vtx_write_ptr + 1][3] = col + self._VtxWritePtr = vtx_write_ptr + 2 + end + else + -- If we're not using a texture, we need the center vertex as well + for i = 0, points_count - 1 do + local vtx_write_ptr = self._VtxWritePtr + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], points[i + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], opaque_uv); vtx_data[vtx_write_ptr + 0][3] = col + ImVec2_Copy(vtx_data[vtx_write_ptr + 1][1], temp_points[temp_points_start + i * 2 + 0]); ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], opaque_uv); vtx_data[vtx_write_ptr + 1][3] = col_trans + ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], temp_points[temp_points_start + i * 2 + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], opaque_uv); vtx_data[vtx_write_ptr + 2][3] = col_trans + self._VtxWritePtr = vtx_write_ptr + 3 + end + end + else + -- [PATH 3] Non texture-based lines (thick) + local half_inner_thickness = (thickness - AA_SIZE) * 0.5 + + -- If line is not closed, handle first and last points + if not closed then + local points_last = points_count - 1 + ImVec2_CopyV(temp_points[temp_points_start + 0], ImVec2_AddVA(points[1], ImVec2_MulVX(temp_normals[1], (half_inner_thickness + AA_SIZE)))) + ImVec2_CopyV(temp_points[temp_points_start + 1], ImVec2_AddVA(points[1], ImVec2_MulVX(temp_normals[1], half_inner_thickness))) + ImVec2_CopyV(temp_points[temp_points_start + 2], ImVec2_SubVA(points[1], ImVec2_MulVX(temp_normals[1], half_inner_thickness))) + ImVec2_CopyV(temp_points[temp_points_start + 3], ImVec2_SubVA(points[1], ImVec2_MulVX(temp_normals[1], (half_inner_thickness + AA_SIZE)))) + ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 0], ImVec2_AddVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], (half_inner_thickness + AA_SIZE)))) + ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 1], ImVec2_AddVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], half_inner_thickness))) + ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 2], ImVec2_SubVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], half_inner_thickness))) + ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 3], ImVec2_SubVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], (half_inner_thickness + AA_SIZE)))) + end + + -- Generate indices and vertices + local idx1 = self._VtxCurrentIdx + local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data + for i1 = 1, count do + local i2 = (i1 == points_count) and 1 or i1 + 1 + local idx2 = (i1 == points_count) and self._VtxCurrentIdx or (idx1 + 4) + + -- Average normals + local dm_x = (temp_normals[i1][1] + temp_normals[i2][1]) * 0.5 + local dm_y = (temp_normals[i1][2] + temp_normals[i2][2]) * 0.5 + dm_x, dm_y = IM_FIXNORMAL2F(dm_x, dm_y) + local dm_out_x = dm_x * (half_inner_thickness + AA_SIZE) + local dm_out_y = dm_y * (half_inner_thickness + AA_SIZE) + local dm_in_x = dm_x * half_inner_thickness + local dm_in_y = dm_y * half_inner_thickness + + -- Add temporary vertices + local out_off = (i2 - 1) * 4 + temp_points[temp_points_start + out_off + 0][1] = points[i2][1] + dm_out_x + temp_points[temp_points_start + out_off + 0][2] = points[i2][2] + dm_out_y + temp_points[temp_points_start + out_off + 1][1] = points[i2][1] + dm_in_x + temp_points[temp_points_start + out_off + 1][2] = points[i2][2] + dm_in_y + temp_points[temp_points_start + out_off + 2][1] = points[i2][1] - dm_in_x + temp_points[temp_points_start + out_off + 2][2] = points[i2][2] - dm_in_y + temp_points[temp_points_start + out_off + 3][1] = points[i2][1] - dm_out_x + temp_points[temp_points_start + out_off + 3][2] = points[i2][2] - dm_out_y + + -- Add indices + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = idx2 + 1; idx_data[idx_write_ptr + 1] = idx1 + 1; idx_data[idx_write_ptr + 2] = idx1 + 2 + idx_data[idx_write_ptr + 3] = idx1 + 2; idx_data[idx_write_ptr + 4] = idx2 + 2; idx_data[idx_write_ptr + 5] = idx2 + 1 + idx_data[idx_write_ptr + 6] = idx2 + 1; idx_data[idx_write_ptr + 7] = idx1 + 1; idx_data[idx_write_ptr + 8] = idx1 + 0 + idx_data[idx_write_ptr + 9] = idx1 + 0; idx_data[idx_write_ptr + 10] = idx2 + 0; idx_data[idx_write_ptr + 11] = idx2 + 1 + idx_data[idx_write_ptr + 12] = idx2 + 2; idx_data[idx_write_ptr + 13] = idx1 + 2; idx_data[idx_write_ptr + 14] = idx1 + 3 + idx_data[idx_write_ptr + 15] = idx1 + 3; idx_data[idx_write_ptr + 16] = idx2 + 3; idx_data[idx_write_ptr + 17] = idx2 + 2 + self._IdxWritePtr = idx_write_ptr + 18 + + idx1 = idx2 + end + + -- Add vertices + for i = 0, points_count - 1 do + local vtx_write_ptr = self._VtxWritePtr + ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], temp_points[temp_points_start + i * 4 + 0]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], opaque_uv); vtx_data[vtx_write_ptr + 0][3] = col_trans + ImVec2_Copy(vtx_data[vtx_write_ptr + 1][1], temp_points[temp_points_start + i * 4 + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], opaque_uv); vtx_data[vtx_write_ptr + 1][3] = col + ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], temp_points[temp_points_start + i * 4 + 2]); ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], opaque_uv); vtx_data[vtx_write_ptr + 2][3] = col + ImVec2_Copy(vtx_data[vtx_write_ptr + 3][1], temp_points[temp_points_start + i * 4 + 3]); ImVec2_Copy(vtx_data[vtx_write_ptr + 3][2], opaque_uv); vtx_data[vtx_write_ptr + 3][3] = col_trans + self._VtxWritePtr = vtx_write_ptr + 4 + end + end + self._VtxCurrentIdx = self._VtxCurrentIdx + vtx_count + else + -- [PATH 4] Non texture-based, Non anti-aliased lines + local idx_count = count * 6 + local vtx_count = count * 4 + self:PrimReserve(idx_count, vtx_count) + + local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data + for i1 = 1, count do + local i2 = (i1 == points_count) and 1 or i1 + 1 + local p1 = points[i1] + local p2 = points[i2] + + local dx = p2[1] - p1[1] + local dy = p2[2] - p1[2] + dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) + dx = dx * (thickness * 0.5) + dy = dy * (thickness * 0.5) + + local vtx_write_ptr = self._VtxWritePtr + vtx_data[vtx_write_ptr + 0][1][1] = p1[1] + dy; vtx_data[vtx_write_ptr + 0][1][2] = p1[2] - dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], opaque_uv); vtx_data[vtx_write_ptr + 0][3] = col + vtx_data[vtx_write_ptr + 1][1][1] = p2[1] + dy; vtx_data[vtx_write_ptr + 1][1][2] = p2[2] - dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], opaque_uv); vtx_data[vtx_write_ptr + 1][3] = col + vtx_data[vtx_write_ptr + 2][1][1] = p2[1] - dy; vtx_data[vtx_write_ptr + 2][1][2] = p2[2] + dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], opaque_uv); vtx_data[vtx_write_ptr + 2][3] = col + vtx_data[vtx_write_ptr + 3][1][1] = p1[1] - dy; vtx_data[vtx_write_ptr + 3][1][2] = p1[2] + dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 3][2], opaque_uv); vtx_data[vtx_write_ptr + 3][3] = col + self._VtxWritePtr = vtx_write_ptr + 4 + + local idx_write_ptr = self._IdxWritePtr + idx_data[idx_write_ptr + 0] = self._VtxCurrentIdx + 0; idx_data[idx_write_ptr + 1] = self._VtxCurrentIdx + 1; idx_data[idx_write_ptr + 2] = self._VtxCurrentIdx + 2 + idx_data[idx_write_ptr + 3] = self._VtxCurrentIdx + 0; idx_data[idx_write_ptr + 4] = self._VtxCurrentIdx + 2; idx_data[idx_write_ptr + 5] = self._VtxCurrentIdx + 3 + self._IdxWritePtr = idx_write_ptr + 6 + self._VtxCurrentIdx = self._VtxCurrentIdx + 4 + end + end +end + +function MT.ImDrawList:PathRect(a, b, rounding, flags) + if not rounding then rounding = 0.0 end + if not flags then flags = 0 end + + if rounding >= 0.5 then + IM_ASSERT(bit32.band(flags, 0x0F) == 0, "Misuse of legacy hardcoded ImDrawCornerFlags values!") + if bit32.band(flags, ImDrawFlags.RoundCornersMask_) == 0 then + flags = bit32.bor(flags, ImDrawFlags.RoundCornersAll) + end + rounding = ImMin(rounding, ImAbs(b.x - a.x) * (((bit32.band(flags, ImDrawFlags.RoundCornersTop) == ImDrawFlags.RoundCornersTop) or (bit32.band(flags, ImDrawFlags.RoundCornersBottom) == ImDrawFlags.RoundCornersBottom)) and 0.5 or 1.0) - 1.0) + rounding = ImMin(rounding, ImAbs(b.y - a.y) * (((bit32.band(flags, ImDrawFlags.RoundCornersLeft) == ImDrawFlags.RoundCornersLeft) or (bit32.band(flags, ImDrawFlags.RoundCornersRight) == ImDrawFlags.RoundCornersRight)) and 0.5 or 1.0) - 1.0) + end + if rounding < 0.5 or (bit32.band(flags, ImDrawFlags.RoundCornersMask_) == ImDrawFlags.RoundCornersNone) then + self:PathLineTo(a) + self:PathLineTo(ImVec2(b.x, a.y)) + self:PathLineTo(b) + self:PathLineTo(ImVec2(a.x, b.y)) + else + local rounding_tl = (bit32.band(flags, ImDrawFlags.RoundCornersTopLeft) ~= 0) and rounding or 0.0 + local rounding_tr = (bit32.band(flags, ImDrawFlags.RoundCornersTopRight) ~= 0) and rounding or 0.0 + local rounding_br = (bit32.band(flags, ImDrawFlags.RoundCornersBottomRight) ~= 0) and rounding or 0.0 + local rounding_bl = (bit32.band(flags, ImDrawFlags.RoundCornersBottomLeft) ~= 0) and rounding or 0.0 + self:PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9) + self:PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12) + self:PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3) + self:PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6) + end +end + +function MT.ImDrawList:AddRectFilled(p_min, p_max, col, rounding, flags) + if not rounding then rounding = 0.0 end + if not flags then flags = 0 end + + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + if rounding < 0.5 or (bit32.band(flags, ImDrawFlags.RoundCornersMask_) == ImDrawFlags.RoundCornersNone) then + self:PrimReserve(6, 4) + self:PrimRect(p_min, p_max, col) + else + self:PathRect(p_min, p_max, rounding, flags) + self:PathFillConvex(col) + end +end + +--- @param p_min ImVec2 +--- @param p_max ImVec2 +--- @param col_upr_left ImU32 +--- @param col_upr_right ImU32 +--- @param col_bot_right ImU32 +--- @param col_bot_left ImU32 +function MT.ImDrawList:AddRectFilledMultiColor(p_min, p_max, col_upr_left, col_upr_right, col_bot_right, col_bot_left) + if bit32.band(bit32.bor(col_upr_left, col_upr_right, col_bot_right, col_bot_left), IM_COL32_A_MASK) == 0 then + return + end + + local uv = self._Data.TexUvWhitePixel + self:PrimReserve(6, 4) + self:PrimWriteIdx(self._VtxCurrentIdx); self:PrimWriteIdx(self._VtxCurrentIdx + 1); self:PrimWriteIdx(self._VtxCurrentIdx + 2) + self:PrimWriteIdx(self._VtxCurrentIdx); self:PrimWriteIdx(self._VtxCurrentIdx + 2); self:PrimWriteIdx(self._VtxCurrentIdx + 3) + self:PrimWriteVtx(p_min, uv, col_upr_left) + self:PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right) + self:PrimWriteVtx(p_max, uv, col_bot_right) + self:PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left) +end + +--- @param p_min ImVec2 +--- @param p_max ImVec2 +--- @param col ImU32 +--- @param rounding float +--- @param thickness? float +--- @param flags? ImDrawFlags +function MT.ImDrawList:AddRect(p_min, p_max, col, rounding, thickness, flags) + if thickness == nil then thickness = 1.0 end + if flags == nil then flags = 0 end + + IM_ASSERT_USER_ERROR_RET(bit32.band(flags, ImDrawFlags.InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?") + + if bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + if bit32.band(self.Flags, ImDrawListFlags.AntiAliasedLines) ~= 0 then + self:PathRect(p_min + ImVec2(0.50, 0.50), p_max - ImVec2(0.50, 0.50), rounding, flags) + else + self:PathRect(p_min + ImVec2(0.50, 0.50), p_max - ImVec2(0.49, 0.49), rounding, flags) + end + + self:PathStroke(col, thickness, ImDrawFlags.Closed) +end + +function MT.ImDrawList:AddLine(p1, p2, col, thickness) + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + self:PathLineTo(p1 + ImVec2(0.5, 0.5)) + self:PathLineTo(p2 + ImVec2(0.5, 0.5)) + self:PathStroke(col, thickness) +end + +--- @param min_x float +--- @param max_x float +--- @param y float +--- @param col ImU32 +--- @param thickness? float +function MT.ImDrawList:AddLineH(min_x, max_x, y, col, thickness) + if thickness == nil then thickness = 1.0 end + + if bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + self:PathLineTo(ImVec2(min_x + 0.5, y + 0.5)) + self:PathLineTo(ImVec2(max_x + 0.5, y + 0.5)) + self:PathStroke(col, thickness) +end + +--- @param x float +--- @param min_y float +--- @param max_y float +--- @param col ImU32 +--- @param thickness? float +function MT.ImDrawList:AddLineV(x, min_y, max_y, col, thickness) + if thickness == nil then thickness = 1.0 end + + if bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + self:PathLineTo(ImVec2(x + 0.5, min_y + 0.5)) + self:PathLineTo(ImVec2(x + 0.5, max_y + 0.5)) + self:PathStroke(col, thickness) +end + +function MT.ImDrawList:AddTriangle(p1, p2, p3, col, thickness) + if bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + + self:PathLineTo(p1) + self:PathLineTo(p2) + self:PathLineTo(p3) + self:PathStroke(col, thickness, ImDrawFlags.Closed) +end + +function MT.ImDrawList:AddTriangleFilled(p1, p2, p3, col) + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + self:PathLineTo(p1) + self:PathLineTo(p2) + self:PathLineTo(p3) + self:PathFillConvex(col) +end + +--- @param center ImVec2 +--- @param radius float +--- @param col ImU32 +--- @param num_segments int +--- @param thickness float +function MT.ImDrawList:AddCircle(center, radius, col, num_segments, thickness) + if num_segments == nil then num_segments = 0 end + if thickness == nil then thickness = 1.0 end + + if bit32.band(col, IM_COL32_A_MASK) == 0 or radius < 0.5 then + return + end + + if num_segments <= 0 then + -- Use arc with automatic segment count + self:_PathArcToFastEx(center, radius - 0.5, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0) + self._Path.Size = self._Path.Size - 1 + else + -- Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + + -- Because we are filling a closed shape we remove 1 from the count of segments/points + local a_max = (IM_PI * 2.0) * (num_segments - 1) / num_segments + self:PathArcTo(center, radius - 0.5, 0.0, a_max, num_segments - 1) + end + + self:PathStroke(col, thickness, ImDrawFlags.Closed) +end + +--- @param center ImVec2 +--- @param radius float +--- @param col ImU32 +--- @param num_segments int +function MT.ImDrawList:AddCircleFilled(center, radius, col, num_segments) + if num_segments == nil then num_segments = 0 end + + if bit32.band(col, IM_COL32_A_MASK) == 0 or radius < 0.5 then + return + end + + if num_segments <= 0 then + -- Use arc with automatic segment count + self:_PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0) + self._Path.Size = self._Path.Size - 1 + else + -- Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + + -- Because we are filling a closed shape we remove 1 from the count of segments/points + local a_max = (IM_PI * 2.0) * (num_segments - 1) / num_segments + self:PathArcTo(center, radius, 0.0, a_max, num_segments - 1) + end + + self:PathFillConvex(col) +end + +--- @param font ImFont +--- @param font_size float +--- @param pos ImVec2 +--- @param col ImU32 +--- @param text string +--- @param text_begin? int # Defaults to 1 +--- @param text_end int +--- @param wrap_width float +--- @param cpu_fine_clip_rect? ImVec4 +function MT.ImDrawList:AddText(font, font_size, pos, col, text, text_begin, text_end, wrap_width, cpu_fine_clip_rect) + if text_begin == nil then text_begin = 1 end + + if bit32.band(col, IM_COL32_A_MASK) == 0 then return end + + if text_begin == text_end then + return + end + + if font == nil then + font = self._Data.Font + end + if font_size == 0.0 then + font_size = self._Data.FontSize + end + + local clip_rect = ImVec4() -- Don't modify the clip rect! + ImVec4_Copy(clip_rect, self._CmdHeader.ClipRect) + if (cpu_fine_clip_rect) then + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect.x) + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect.y) + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect.z) + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect.w) + end + + font:RenderText(self, font_size, pos, col, clip_rect, text, text_begin, text_end, wrap_width, (cpu_fine_clip_rect ~= nil) and ImDrawTextFlags.CpuFineClip or ImDrawTextFlags.None) +end + +--- @param tex_ref ImTextureRef +--- @param p_min ImVec2 +--- @param p_max ImVec2 +--- @param uv_min? ImVec2 +--- @param uv_max? ImVec2 +--- @param col? ImU32 +function MT.ImDrawList:AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col) + if uv_min == nil then uv_min = ImVec2(0, 0) end + if uv_max == nil then uv_max = ImVec2(1, 1) end + if col == nil then col = IM_COL32_WHITE end + + if bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + + local push_texture_id = tex_ref ~= self._CmdHeader.TexRef + if push_texture_id then + self:PushTexture(tex_ref) + end + + self:PrimReserve(6, 4) + self:PrimRectUV(p_min, p_max, uv_min, uv_max, col) + + if push_texture_id then + self:PopTexture() + end +end + +--- @param tex_ref ImTextureRef +--- @param p_min ImVec2 +--- @param p_max ImVec2 +--- @param uv_min ImVec2 +--- @param uv_max ImVec2 +--- @param col ImU32 +--- @param rounding float +--- @param flags ImDrawFlags +function MT.ImDrawList:AddImageRounded(tex_ref, p_min, p_max, uv_min, uv_max, col, rounding, flags) + if bit32.band(col, IM_COL32_A_MASK) == 0 then + return + end + + IM_ASSERT(bit32.band(flags, 0x0F) == 0, "Misuse of legacy hardcoded ImDrawCornerFlags values!") + if bit32.band(flags, ImDrawFlags.RoundCornersMask_) == 0 then + flags = bit32.bor(flags, ImDrawFlags.RoundCornersAll) + end + + if rounding < 0.5 or bit32.band(flags, ImDrawFlags.RoundCornersMask_) == ImDrawFlags.RoundCornersNone then + self:AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col) + return + end + + local push_texture_id = (tex_ref ~= self._CmdHeader.TexRef) + if push_texture_id then + self:PushTexture(tex_ref) + end + + local vert_start_idx = self.VtxBuffer.Size + 1 + self:PathRect(p_min, p_max, rounding, flags) + self:PathFillConvex(col) + local vert_end_idx = self.VtxBuffer.Size + 1 + ImGui.ShadeVertsLinearUV(self, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true) + + if push_texture_id then + self:PopTexture() + end +end + +--- @param radius float +function MT.ImDrawList:_CalcCircleAutoSegmentCount(radius) + local radius_idx = ImFloor(radius + 0.999) + 1 + + if radius_idx >= 1 and radius_idx <= 64 then -- IM_COUNTOF(_Data->CircleSegmentCounts) + return self._Data.CircleSegmentCounts[radius_idx] + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, self._Data.CircleTessellationMaxError) + end +end + +function MT.ImDrawList:PushClipRect(cr_min, cr_max, intersect_with_current_clip_rect) + local cr = ImVec4(cr_min.x, cr_min.y, cr_max.x, cr_max.y) + + if intersect_with_current_clip_rect then + local current = self._CmdHeader.ClipRect + + if cr.x < current.x then cr.x = current.x end + if cr.y < current.y then cr.y = current.y end + if cr.z > current.z then cr.z = current.z end + if cr.w > current.w then cr.w = current.w end + end + + cr.z = ImMax(cr.x, cr.z) + cr.w = ImMax(cr.y, cr.w) + + self._ClipRectStack:push_back(cr) + ImVec4_Copy(self._CmdHeader.ClipRect, cr) + self:_OnChangedClipRect() +end + +function MT.ImDrawList:PopClipRect() + self._ClipRectStack:pop_back() + if (self._ClipRectStack.Size == 0) then -- LUA: No "Ternary Operator" + ImVec4_Copy(self._CmdHeader.ClipRect, self._Data.ClipRectFullscreen) + else + ImVec4_Copy(self._CmdHeader.ClipRect, self._ClipRectStack.Data[self._ClipRectStack.Size]) + end + self:_OnChangedClipRect() +end + +--- @param center ImVec2 +--- @param radius float +--- @param a_min_sample int +--- @param a_max_sample int +--- @param a_step int +function MT.ImDrawList:_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, a_step) + if radius < 0.5 then + self._Path:push_back(center) + return + end + + if a_step <= 0 then + a_step = math.floor(IM_DRAWLIST_ARCFAST_SAMPLE_MAX / self:_CalcCircleAutoSegmentCount(radius)) + end + + a_step = ImClamp(a_step, 1, math.floor(IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4)) + + local sample_range = ImAbs(a_max_sample - a_min_sample) + local a_next_step = a_step + + local samples = sample_range + 1 + local extra_max_sample = false + if a_step > 1 then + samples = math.floor(sample_range / a_step) + 1 + local overstep = sample_range % a_step + + if overstep > 0 then + extra_max_sample = true + samples = samples + 1 + + if sample_range > 0 then + a_step = a_step - math.floor((a_step - overstep) / 2) + end + end + end + + self._Path:resize(self._Path.Size + samples) + local out_ptr = self._Path.Size - samples + 1 + + local sample_index = a_min_sample + if sample_index < 0 or sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX then + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX + if sample_index < 0 then + sample_index = sample_index + IM_DRAWLIST_ARCFAST_SAMPLE_MAX + end + end + + if a_max_sample >= a_min_sample then + local a = a_min_sample + while a <= a_max_sample do + if sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX then + sample_index = sample_index - IM_DRAWLIST_ARCFAST_SAMPLE_MAX + end + + local s = self._Data.ArcFastVtx[sample_index + 1] + ImVec2_CopyV(self._Path.Data[out_ptr], center.x + s.x * radius, center.y + s.y * radius) + out_ptr = out_ptr + 1 + + a = a + a_step + sample_index = sample_index + a_step + a_step = a_next_step + end + else + local a = a_min_sample + while a >= a_max_sample do + if sample_index < 0 then + sample_index = sample_index + IM_DRAWLIST_ARCFAST_SAMPLE_MAX + end + + local s = self._Data.ArcFastVtx[sample_index + 1] + ImVec2_CopyV(self._Path.Data[out_ptr], center.x + s.x * radius, center.y + s.y * radius) + out_ptr = out_ptr + 1 + + a = a - a_step + sample_index = sample_index - a_step + a_step = a_next_step + end + end + + if extra_max_sample then + local normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX + if normalized_max_sample < 0 then + normalized_max_sample = normalized_max_sample + IM_DRAWLIST_ARCFAST_SAMPLE_MAX + end + + local s = self._Data.ArcFastVtx[normalized_max_sample + 1] + ImVec2_CopyV(self._Path.Data[out_ptr], center.x + s.x * radius, center.y + s.y * radius) + out_ptr = out_ptr + 1 + end + + IM_ASSERT_PARANOID(self._Path.Size == out_ptr - 1) +end + +function MT.ImDrawList:PathArcToFast(center, radius, a_min_of_12, a_max_of_12) + if radius < 0.5 then + self._Path:push_back(center) + return + end + + self:_PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0) +end + +--- @param center ImVec2 +--- @param radius float +--- @param a_min float +--- @param a_max float +--- @param num_segments int +function MT.ImDrawList:_PathArcToN(center, radius, a_min, a_max, num_segments) + if radius < 0.5 then + self._Path:push_back(center) + return + end + + -- Note that we are adding a point at both a_min and a_max. + -- If you are trying to draw a full closed circle you don't want the overlapping points! + self._Path:reserve(self._Path.Size + (num_segments + 1)) + for i = 0, num_segments do + local a = a_min + (i / num_segments) * (a_max - a_min) + self._Path:push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)) + end +end + +--- @param center ImVec2 +--- @param radius float +--- @param a_min float +--- @param a_max float +--- @param num_segments? int +function MT.ImDrawList:PathArcTo(center, radius, a_min, a_max, num_segments) + if num_segments == nil then num_segments = 0 end + + if radius < 0.5 then + self._Path:push_back(center) + return + end + + if num_segments > 0 then + self:_PathArcToN(center, radius, a_min, a_max, num_segments) + return + end + + if radius <= self._Data.ArcFastRadiusCutoff then + local a_is_reverse = a_max < a_min + + local a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0) + local a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0) + + local a_min_sample = a_is_reverse and ImFloor(a_min_sample_f) or ImCeil(a_min_sample_f) + local a_max_sample = a_is_reverse and ImCeil(a_max_sample_f) or ImFloor(a_max_sample_f) + local a_mid_samples = a_is_reverse and ImMax(a_min_sample - a_max_sample, 0) or ImMax(a_max_sample - a_min_sample, 0) + + local a_min_segment_angle = a_min_sample * IM_PI * 2.0 / IM_DRAWLIST_ARCFAST_SAMPLE_MAX + local a_max_segment_angle = a_max_sample * IM_PI * 2.0 / IM_DRAWLIST_ARCFAST_SAMPLE_MAX + local a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5 + local a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5 + + self._Path:reserve(self._Path.Size + (a_mid_samples + 1 + (a_emit_start and 1 or 0) + (a_emit_end and 1 or 0))) + + if a_emit_start then self._Path:push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)) end + if a_mid_samples > 0 then self:_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0) end + if a_emit_end then self._Path:push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)) end + else + local arc_length = ImAbs(a_max - a_min) + local circle_segment_count = self:_CalcCircleAutoSegmentCount(radius) + local arc_segment_count = ImMax(ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0)), 1) + + self:_PathArcToN(center, radius, a_min, a_max, arc_segment_count) + end +end + +-- Not recommended to call this directly! +--- @param draw_list ImDrawList +--- @param size float +--- @param pos ImVec2 +--- @param col ImU32 +--- @param clip_rect ImVec4 +--- @param text ImString +--- @param text_begin int +--- @param text_end int +--- @param wrap_width? float +--- @param flags? ImDrawTextFlags +function MT.ImFont:RenderText(draw_list, size, pos, col, clip_rect, text, text_begin, text_end, wrap_width, flags) + if wrap_width == nil then wrap_width = .0 end + if flags == nil then flags = 0 end + + local x = pos.x + local y = pos.y + if y > clip_rect.w then + return + end + if bit32.band(draw_list.Flags, ImDrawListFlags.TextNoPixelSnap) == 0 then + x = IM_TRUNC(x) + y = IM_TRUNC(y) + end + + -- if not text_end then + -- end + + local line_height = size + local baked = self:GetFontBaked(size) + + local scale = size / baked.Size + local origin_x = x + local word_wrap_enabled = (wrap_width > 0.0) + + local s = text_begin + if y + line_height < clip_rect.y then + while y + line_height < clip_rect.y and s < text_end do + local line_end = ImMemchr(text, '\n', s) + if word_wrap_enabled then + s = ImFontCalcWordWrapPositionEx(self, size, text, s, (line_end ~= nil) and line_end or text_end, wrap_width, flags) + s = ImTextCalcWordWrapNextLineStart(text, s, text_end, flags) + else + s = (line_end ~= nil) and (line_end + 1) or text_end + end + + y = y + line_height + end + end + + if text_end - s > 1e4 and not word_wrap_enabled then + local s_end = s + local y_end = y + while (y_end < clip_rect.w and s_end < text_end) do + local _end = ImMemchr(text, '\n', s_end) + s_end = (_end ~= nil) and (_end + 1) or text_end + y_end = y_end + line_height + end + + text_end = s_end + end + + if s == text_end then + return + end + + local vtx_count_max = (text_end - s) * 4 + local idx_count_max = (text_end - s) * 6 + local idx_expected_size = draw_list.IdxBuffer.Size + idx_count_max + draw_list:PrimReserve(idx_count_max, vtx_count_max) + local vtx_write = draw_list._VtxWritePtr + local idx_write = draw_list._IdxWritePtr + local vtx_index = draw_list._VtxCurrentIdx + local cmd_count = draw_list.CmdBuffer.Size + local cpu_fine_clip = bit32.band(flags, ImDrawTextFlags.CpuFineClip) ~= 0 + + local idx_data = draw_list.IdxBuffer.Data; local vtx_data = draw_list.VtxBuffer.Data + + local color_untinted = bit32.bor(col, bit32.bnot(IM_COL32_A_MASK)) + + local word_wrap_eol + local stop = false + + while s < text_end do + repeat + if word_wrap_enabled then + if not word_wrap_eol then + word_wrap_eol = ImFontCalcWordWrapPositionEx(self, size, text, s, text_end, wrap_width - (x - origin_x), flags) + end + + if s >= word_wrap_eol then + x = origin_x + y = y + line_height + if y > clip_rect.w then + stop = true; break + end + word_wrap_eol = nil + s = ImTextCalcWordWrapNextLineStart(text, s, text_end, flags) + + break + end + end + + local c = ImStrByte(text, s) + if c < 0x80 then + s = s + 1 + else + local wanted, out_char = ImStd.ImTextCharFromUtf8(text, s, text_end) + c = out_char + s = s + wanted + end + + if c < 32 then + if c == 10 then -- '\n' + x = origin_x + y = y + line_height + if y > clip_rect.w then + stop = true; break + end + + break + end + + if c == 13 then -- '\r' + break + end + end + + local glyph = baked:FindGlyph(c) + + local char_width = glyph.AdvanceX * scale + if glyph.Visible then + local x1 = x + glyph.X0 * scale + local x2 = x + glyph.X1 * scale + local y1 = y + glyph.Y0 * scale + local y2 = y + glyph.Y1 * scale + if x1 <= clip_rect.z and x2 >= clip_rect.x then + local u1 = glyph.U0 + local v1 = glyph.V0 + local u2 = glyph.U1 + local v2 = glyph.V1 + + if (cpu_fine_clip) then + if (x1 < clip_rect.x) then + u1 = u1 + (1.0 - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1) + x1 = clip_rect.x + end + if (y1 < clip_rect.y) then + v1 = v1 + (1.0 - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1) + y1 = clip_rect.y + end + if (x2 > clip_rect.z) then + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1) + x2 = clip_rect.z + end + if (y2 > clip_rect.w) then + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1) + y2 = clip_rect.w + end + if (y1 >= y2) then + x = x + char_width + + break + end + end + + local glyph_col = glyph.Colored and color_untinted or col + + do + local vtx0 = vtx_data[vtx_write + 0]; vtx0[1][1] = x1; vtx0[1][2] = y1; vtx0[3] = glyph_col; vtx0[2][1] = u1; vtx0[2][2] = v1; + local vtx1 = vtx_data[vtx_write + 1]; vtx1[1][1] = x2; vtx1[1][2] = y1; vtx1[3] = glyph_col; vtx1[2][1] = u2; vtx1[2][2] = v1; + local vtx2 = vtx_data[vtx_write + 2]; vtx2[1][1] = x2; vtx2[1][2] = y2; vtx2[3] = glyph_col; vtx2[2][1] = u2; vtx2[2][2] = v2; + local vtx3 = vtx_data[vtx_write + 3]; vtx3[1][1] = x1; vtx3[1][2] = y2; vtx3[3] = glyph_col; vtx3[2][1] = u1; vtx3[2][2] = v2; + idx_data[idx_write + 0] = vtx_index; idx_data[idx_write + 1] = vtx_index + 1; idx_data[idx_write + 2] = vtx_index + 2; + idx_data[idx_write + 3] = vtx_index; idx_data[idx_write + 4] = vtx_index + 2; idx_data[idx_write + 5] = vtx_index + 3; + vtx_write = vtx_write + 4 + vtx_index = vtx_index + 4 + idx_write = idx_write + 6 + end + end + end + + x = x + char_width + + until true + if stop then break end + end + + -- Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui.* calls because CalcTextSize() is always used + if cmd_count ~= draw_list.CmdBuffer.Size then + IM_ASSERT(draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ElemCount == 0) + draw_list.CmdBuffer:pop_back() + draw_list:PrimUnreserve(idx_count_max, vtx_count_max) + draw_list:AddDrawCmd() + + return self:RenderText(draw_list, size, pos, col, clip_rect, text, text_begin, text_end, wrap_width, flags) -- was `goto begin` + end + + draw_list.VtxBuffer.Size = vtx_write - 1 + draw_list.IdxBuffer.Size = idx_write - 1 + draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ElemCount = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ElemCount - (idx_expected_size - draw_list.IdxBuffer.Size) + draw_list._VtxWritePtr = vtx_write + draw_list._IdxWritePtr = idx_write + draw_list._VtxCurrentIdx = vtx_index +end + +--- @param draw_list ImDrawList +--- @param pos ImVec2 +--- @param color ImU32 +--- @param dir ImGuiDir +--- @param scale? float +function ImGui.RenderArrow(draw_list, pos, color, dir, scale) + if scale == nil then scale = 1.0 end + + local h = draw_list._Data.FontSize * 1.00 + local r = h * 0.40 * scale + + local center = pos + ImVec2(h * 0.50, h * 0.50 * scale) + + local a, b, c + + if dir == ImGuiDir.Up or dir == ImGuiDir.Down then + if dir == ImGuiDir.Up then r = -r end + a = ImVec2( 0.000, 0.750) * r + b = ImVec2(-0.866, -0.750) * r + c = ImVec2( 0.866, -0.750) * r + elseif dir == ImGuiDir.Left or dir == ImGuiDir.Right then + if dir == ImGuiDir.Left then r = -r end + a = ImVec2( 0.750, 0.000) * r + b = ImVec2(-0.750, 0.866) * r + c = ImVec2(-0.750, -0.866) * r + elseif dir == ImGuiDir.None or dir == ImGuiDir.COUNT then + IM_ASSERT(false) + end + + draw_list:AddTriangleFilled(center + a, center + b, center + c, color) +end + +--- @param draw_list ImDrawList +--- @param pos ImVec2 +--- @param col ImU32 +function ImGui.RenderBullet(draw_list, pos, col) + -- FIXME-OPT: This should be baked in font now that it's easier + local font_size = draw_list._Data.FontSize + draw_list:AddCircleFilled(pos, font_size * 0.20, col, (font_size < 22) and 8 or ((font_size < 40) and 12 or 0)) -- Hardcode optimal/nice tessellation threshold +end + +--- @param draw_list ImDrawList +--- @param pos ImVec2 +--- @param col ImU32 +--- @param sz float +function ImGui.RenderCheckMark(draw_list, pos, col, sz) + local thickness = ImMax(sz / 5.0, 1.0) + sz = sz - thickness * 0.5 + pos = pos + ImVec2(thickness * 0.25, thickness * 0.25) + + local third = sz / 3.0 + local bx = pos.x + third + local by = pos.y + sz - third * 0.5 + + draw_list:PathLineTo(ImVec2(bx - third, by - third)) + draw_list:PathLineTo(ImVec2(bx, by)) + draw_list:PathLineTo(ImVec2(bx + third * 2.0, by - third * 2.0)) + draw_list:PathStroke(col, thickness) +end + +-- Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side +--- @param draw_list ImDrawList +--- @param pos ImVec2 +--- @param half_sz ImVec2 +--- @param direction ImGuiDir +--- @param col ImU32 +function ImGui.RenderArrowPointingAt(draw_list, pos, half_sz, direction, col) + if direction == ImGuiDir.Left then + draw_list:AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col) + elseif direction == ImGuiDir.Right then + draw_list:AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col) + elseif direction == ImGuiDir.Up then + draw_list:AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col) + elseif direction == ImGuiDir.Down then + draw_list:AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col) + elseif direction == ImGuiDir.None or direction == ImGuiDir.COUNT then + end +end + +local function ImAcos01(x) + if x <= 0.0 then return IM_PI * 0.5 end + if x >= 1.0 then return 0.0 end + return ImAcos(x) +end + +-- FIXME: Cleanup and move code to ImDrawList +--- @param draw_list ImDrawList +--- @param rect ImRect +--- @param col ImU32 +--- @param fill_x0 float +--- @param fill_x1 float +--- @param rounding float +function ImGui.RenderRectFilledInRangeH(draw_list, rect, col, fill_x0, fill_x1, rounding) + if fill_x0 > fill_x1 then + return + end + + local p0 = ImVec2(fill_x0, rect.Min.y) + local p1 = ImVec2(fill_x1, rect.Max.y) + + if rounding == 0.0 then + draw_list:AddRectFilled(p0, p1, col, 0.0) + return + end + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5, (rect.Max.y - rect.Min.y) * 0.5) - 1.0, 0.0, rounding) + local inv_rounding = 1.0 / rounding + local arc0_b = ImAcos01(1.0 - (p0.x - rect.Min.x) * inv_rounding) + local arc0_e = ImAcos01(1.0 - (p1.x - rect.Min.x) * inv_rounding) + local half_pi = IM_PI * 0.5 -- We will == compare to this because we know this is the exact value ImAcos01 can return. + local x0 = ImMax(p0.x, rect.Min.x + rounding) + + if arc0_b == arc0_e then + draw_list:PathLineTo(ImVec2(x0, p1.y)) + draw_list:PathLineTo(ImVec2(x0, p0.y)) + elseif arc0_b == 0.0 and arc0_e == half_pi then + draw_list:PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6) -- BL + draw_list:PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9) -- TR + else + draw_list:PathArcTo(ImVec2(x0, p1.y - rounding), rounding, math.pi - arc0_e, math.pi - arc0_b) -- BL + draw_list:PathArcTo(ImVec2(x0, p0.y + rounding), rounding, math.pi + arc0_b, math.pi + arc0_e) -- TR + end + + if p1.x > rect.Min.x + rounding then + local arc1_b = ImAcos01(1.0 - (rect.Max.x - p1.x) * inv_rounding) + local arc1_e = ImAcos01(1.0 - (rect.Max.x - p0.x) * inv_rounding) + local x1 = ImMin(p1.x, rect.Max.x - rounding) + + if arc1_b == arc1_e then + draw_list:PathLineTo(ImVec2(x1, p0.y)) + draw_list:PathLineTo(ImVec2(x1, p1.y)) + elseif arc1_b == 0.0 and arc1_e == half_pi then + draw_list:PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12) -- TR + draw_list:PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3) -- BR + else + draw_list:PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b) -- TR + draw_list:PathArcTo(ImVec2(x1, p1.y - rounding), rounding, arc1_b, arc1_e) -- BR + end + end + + draw_list:PathFillConvex(col) +end + +--- @param r_in ImRect +--- @param r_outer ImRect +--- @param threshold float +--- @return ImDrawFlags +function ImGui.CalcRoundingFlagsForRectInRect(r_in, r_outer, threshold) + local round_l = r_in.Min.x <= r_outer.Min.x + threshold + local round_r = r_in.Max.x >= r_outer.Max.x - threshold + local round_t = r_in.Min.y <= r_outer.Min.y + threshold + local round_b = r_in.Max.y >= r_outer.Max.y - threshold + + local flags = ImDrawFlags.RoundCornersNone + + if round_t and round_l then + flags = bit32.bor(flags, ImDrawFlags.RoundCornersTopLeft) + end + if round_t and round_r then + flags = bit32.bor(flags, ImDrawFlags.RoundCornersTopRight) + end + if round_b and round_l then + flags = bit32.bor(flags, ImDrawFlags.RoundCornersBottomLeft) + end + if round_b and round_r then + flags = bit32.bor(flags, ImDrawFlags.RoundCornersBottomRight) + end + + return flags +end + +-- Helper for ColorPicker4() +-- NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +-- Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +-- FIXME: uses ImGui.GetColorU32 +--- @param draw_list ImDrawList +--- @param p_min ImVec2 +--- @param p_max ImVec2 +--- @param col ImU32 +--- @param grid_step float +--- @param grid_off ImVec2 +--- @param rounding? float +--- @param flags? ImDrawFlags +function ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, p_min, p_max, col, grid_step, grid_off, rounding, flags) + if rounding == nil then rounding = 0.0 end + if flags == nil then flags = 0 end + + if bit32.band(flags, ImDrawFlags.RoundCornersMask_) == 0 then + flags = ImDrawFlags.RoundCornersDefault_ + end + + if bit32.rshift(bit32.band(col, IM_COL32_A_MASK), IM_COL32_A_SHIFT) < 0xFF then + local col_bg1 = ImGui.GetColorU32(ImStd.ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col), nil, true) + local col_bg2 = ImGui.GetColorU32(ImStd.ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col), nil, true) + draw_list:AddRectFilled(p_min, p_max, col_bg1, rounding, flags) + + local yi = 0 + local y = p_min.y + grid_off.y + local x_start + local x + local cell_flags + while y < p_max.y do + repeat + local y1 = ImClamp(y, p_min.y, p_max.y) + local y2 = ImMin(y + grid_step, p_max.y) + + if y2 <= y1 then + break + end + + x_start = p_min.x + grid_off.x + ((yi + 1) % 2) * grid_step + x = x_start + while x < p_max.x do + repeat + local x1 = ImClamp(x, p_min.x, p_max.x) + local x2 = ImMin(x + grid_step, p_max.x) + + if x2 <= x1 then + break + end + + cell_flags = ImDrawFlags.RoundCornersNone + if y1 <= p_min.y then + if x1 <= p_min.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersTopLeft) end + if x2 >= p_max.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersTopRight) end + end + if y2 >= p_max.y then + if x1 <= p_min.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersBottomLeft) end + if x2 >= p_max.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersBottomRight) end + end + + -- Combine flags + if flags == ImDrawFlags.RoundCornersNone or cell_flags == ImDrawFlags.RoundCornersNone then + cell_flags = ImDrawFlags.RoundCornersNone + else + cell_flags = bit32.band(cell_flags, flags) + end + draw_list:AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags) + + until true + + x = x + grid_step * 2.0 + end + + until true + + y = y + grid_step + yi = yi + 1 + end + else + draw_list:AddRectFilled(p_min, p_max, col, rounding, flags) + end +end + + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_h.lua'] = function() +--- ImGui Sincerely WIP +-- (Definitions) + +--- @meta + +local type = ImGui._GetTypeFunc() +local rawget = rawget; local rawset = rawset + +-- [LuaBitOp](https://bitop.luajit.org/semantics.html) +local bitAnd = bit32.band; local bitOr = bit32.bor +local bitLShift = bit32.lshift + +--- @class char : integer +--- @class unsigned_char : integer + +--- @alias ImS8 char +--- @alias ImU8 unsigned_char + +--- @class ImU16 : integer +--- @class ImS16 : integer + +--- @class ImU32 : integer +--- @class ImS32 : integer + +--- @param val number +--- @return ImU8 +function ImU8(val) return bitAnd(val, 0xFF) end +--- @param val number +--- @return ImS8 +function ImS8(val) return bitAnd(val, 0xFF) - (bitAnd(val, 0x80) ~= 0 and 0x100 or 0) end + +--- @param val number +--- @return ImU16 +function ImU16(val) return bitAnd(val, 0xFFFF) end +--- @param val number +--- @return ImS16 +function ImS16(val) return bitAnd(val, 0xFFFF) - (bitAnd(val, 0x8000) ~= 0 and 0x10000 or 0) end + +--- @param val number +--- @return ImU32 +function ImU32(val) return bitAnd(val, 0xFFFFFFFF) end +--- @param val number +--- @return ImS32 +function ImS32(val) return bitAnd(val, 0xFFFFFFFF) end + +--- @alias float number +--- @class double : number + +--- @alias int integer +--- @alias unsigned_int integer + +--- @alias short integer +--- @alias unsigned_short integer + +--- @alias size_t unsigned_int + +--- @alias ImWchar16 unsigned_short +--- @alias ImWchar ImWchar16 + +--- @alias bool boolean + +--- @alias ImGuiID unsigned_int + +--- @alias ImTextureID integer + +--- @alias ImGuiKeyChord int + +--- @alias ImDrawIdx unsigned_int + +IM_UNICODE_CODEPOINT_INVALID = 0xFFFD +IM_UNICODE_CODEPOINT_MAX = 0xFFFF + +IM_ALLOC = ImGui.MemAlloc +IM_FREE = ImGui.MemFree + +--- @param owner table +--- @param field string|int +IM_DELETE = function(owner, field) if owner[field] ~= nil then owner[field] = nil; ImGui.MemFree(owner, field); end end + +--------------------------------------------------------------------------------------- +-- [SECTION] METATABLE MANAGEMENT +--------------------------------------------------------------------------------------- + +--- File-scope metatable storage +local MT = {} + +function ImGui.GetMetatables() return MT end + +--- @param _EXPR any +--- @param _MSG string? +function IM_ASSERT(_EXPR, _MSG) assert((_EXPR), _MSG) end + +IM_ASSERT_PARANOID = IM_ASSERT + +--- Note that `S64` and `U64` are not supported +--- @enum ImGuiDataType +ImGuiDataType = +{ + S8 = 0, -- signed char / char + U8 = 1, -- unsigned char + S16 = 2, -- short + U16 = 3, -- unsigned short + S32 = 4, -- int + U32 = 5, -- unsigned int + Float = 6, -- float + Double = 7, -- double + Bool = 8, -- bool (provided for user convenience, not supported by scalar widgets) + String = 9, -- string (provided for user convenience, not supported by scalar widgets) + COUNT = 10 +} + +ImTextureID_Invalid = -1 + +--- @enum ImTextureFormat +ImTextureFormat = +{ + RGBA32 = 0, + Alpha8 = 1, +} + +--- @enum ImTextureStatus +ImTextureStatus = +{ + OK = 0, + Destroyed = 1, + WantCreate = 2, + WantUpdates = 3, + WantDestroy = 4, +} + +--- @enum ImFontAtlasFlags +ImFontAtlasFlags = +{ + None = 0, + NoPowerOfTwoHeight = bitLShift(1, 0), + NoMouseCursors = bitLShift(1, 1), + NoBakedLines = bitLShift(1, 2) +} + +--- @enum ImGuiDir +ImGuiDir = +{ + None = -1, + Left = 0, + Right = 1, + Up = 2, + Down = 3, + COUNT = 4 +} + +--- @enum ImGuiMouseButton +ImGuiMouseButton = +{ + Left = 0, + Right = 1, + Middle = 2, + COUNT = 5 +} + +--- @enum ImGuiMouseCursor +ImGuiMouseCursor = +{ + None = -1, + Arrow = 0, + TextInput = 1, + ResizeAll = 2, + ResizeNS = 3, + ResizeEW = 4, + ResizeNESW = 5, + ResizeNWSE = 6, + Hand = 7, + Wait = 8, + Progress = 9, + NotAllowed = 10, + COUNT = 11 +} + +--- @class ImTextureRect +--- @field x unsigned_short +--- @field y unsigned_short +--- @field w unsigned_short +--- @field h unsigned_short + +--- @param x? unsigned_short +--- @param y? unsigned_short +--- @param w? unsigned_short +--- @param h? unsigned_short +--- @return ImTextureRect +function ImTextureRect(x, y, w, h) return { x = x, y = y, w = w, h = h } end + +-- This structure supports indexing on string keys `x`, `y` and number keys 1, 2. +-- But note that the former is likely to be more expensive. +--- @class ImVec2 +--- @operator add(ImVec2): ImVec2 +--- @operator sub(ImVec2): ImVec2 +--- @operator mul(number): ImVec2 +--- @operator mul(ImVec2): ImVec2 +--- @operator div(number): ImVec2 +--- @operator div(ImVec2): ImVec2 +--- @field [1] number +--- @field [2] number +--- @field x number +--- @field y number +local IM_VEC2 = {} + +--- @param t ImVec2 +--- @param k string +IM_VEC2.__index = function(t, k) + if k == "x" then return rawget(t, 1) + elseif k == "y" then return rawget(t, 2) + end +end + +--- @param t ImVec2 +--- @param k string +--- @param v number +IM_VEC2.__newindex = function(t, k, v) + if k == "x" then rawset(t, 1, v) + elseif k == "y" then rawset(t, 2, v) + else IM_ASSERT(false) + end +end + +--- @param x? number +--- @param y? number +--- @return ImVec2 +--- @nodiscard +function ImVec2(x, y) return setmetatable({x or 0, y or 0}, IM_VEC2) end + +function IM_VEC2.__add(lhs, rhs) return ImVec2(lhs[1] + rhs[1], lhs[2] + rhs[2]) end +function IM_VEC2.__sub(lhs, rhs) return ImVec2(lhs[1] - rhs[1], lhs[2] - rhs[2]) end + +--- @overload fun(lhs: ImVec2, rhs: number): ImVec2 +--- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 +function IM_VEC2.__mul(lhs, rhs) + if type(lhs) == "table" and type(rhs) == "number" then return ImVec2(lhs[1] * rhs, lhs[2] * rhs) + elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(lhs[1] * rhs[1], lhs[2] * rhs[2]) + end +end + +--- @overload fun(lhs: ImVec2, rhs: number): ImVec2 +--- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 +function IM_VEC2.__div(lhs, rhs) + if type(lhs) == "table" and type(rhs) == "number" then return ImVec2(lhs[1] / rhs, lhs[2] / rhs) + elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(lhs[1] / rhs[1], lhs[2] / rhs[2]) + end +end + +function IM_VEC2.__eq(lhs, rhs) return lhs[1] == rhs[1] and lhs[2] == rhs[2] end + +function IM_VEC2:__tostring() return string.format("ImVec2(%g, %g)", self.x, self.y) end + +--- @param dest ImVec2 +--- @param src ImVec2 +function ImVec2_Copy(dest, src) dest[1] = src[1]; dest[2] = src[2] end + +--- @param dest ImVec2 +--- @param src_x number +--- @param src_y number +function ImVec2_CopyV(dest, src_x, src_y) dest[1] = src_x; dest[2] = src_y end + +--- @param v ImVec2 +--- @param add_x number +--- @param add_y number +function ImVec2_AddVA(v, add_x, add_y) return v[1] + add_x, v[2] + add_y end + +--- @param v ImVec2 +--- @param sub_x number +--- @param sub_y number +function ImVec2_SubVA(v, sub_x, sub_y) return v[1] - sub_x, v[2] - sub_y end + +--- @param a ImVec2 +--- @param scalar number +function ImVec2_MulVX(a, scalar) + return a[1] * scalar, a[2] * scalar +end + +--- An inlined version of `ImVec2_Copy` currently for use in certain ImVector `push_back` +--- @param t ImVec2[] +--- @param k int +--- @param v ImVec2 +local function ImVec2_TCopy(t, k, v) local dest = t[k]; dest[1] = v[1]; dest[2] = v[2]; end + +-- This structure supports indexing on string keys `x`, `y`, `z`, `w` and number keys 1, 2, 3, 4. +-- But note that the former is likely to be more expensive. +--- @class ImVec4 +--- @operator add(ImVec4): ImVec4 +--- @operator sub(ImVec4): ImVec4 +--- @operator mul(number): ImVec4 +--- @field [1] number +--- @field [2] number +--- @field [3] number +--- @field [4] number +--- @field x number +--- @field y number +--- @field z number +--- @field w number +local IM_VEC4 = {} + +--- @param t ImVec4 +--- @param k string +IM_VEC4.__index = function(t, k) + if k == "x" then return rawget(t, 1) + elseif k == "y" then return rawget(t, 2) + elseif k == "z" then return rawget(t, 3) + elseif k == "w" then return rawget(t, 4) + end +end + +--- @param t ImVec4 +--- @param k string +--- @param v number +IM_VEC4.__newindex = function(t, k, v) + if k == "x" then rawset(t, 1, v) + elseif k == "y" then rawset(t, 2, v) + elseif k == "z" then rawset(t, 3, v) + elseif k == "w" then rawset(t, 4, v) + else IM_ASSERT(false) + end +end + +--- @param x? number +--- @param y? number +--- @param z? number +--- @param w? number +--- @return ImVec4 +--- @nodiscard +function ImVec4(x, y, z, w) return setmetatable({x or 0, y or 0, z or 0, w or 0}, IM_VEC4) end + +function IM_VEC4.__add(lhs, rhs) return ImVec4(lhs[1] + rhs[1], lhs[2] + rhs[2], lhs[3] + rhs[3], lhs[4] + rhs[4]) end +function IM_VEC4.__sub(lhs, rhs) return ImVec4(lhs[1] - rhs[1], lhs[2] - rhs[2], lhs[3] - rhs[3], lhs[4] - rhs[4]) end +function IM_VEC4.__mul(lhs, rhs) return ImVec4(lhs[1] * rhs, lhs[2] * rhs, lhs[3] * rhs, lhs[4] * rhs) end +function IM_VEC4.__eq(lhs, rhs) return lhs[1] == rhs[1] and lhs[2] == rhs[2] and lhs[3] == rhs[3] and lhs[4] == rhs[4] end + +function IM_VEC4:__tostring() return string.format("ImVec4(%g, %g, %g, %g)", self.x, self.y, self.z, self.w) end + +--- @param dest ImVec4 +--- @param src ImVec4 +function ImVec4_Copy(dest, src) dest[1] = src[1]; dest[2] = src[2]; dest[3] = src[3]; dest[4] = src[4] end + +--- A compact ImVector clone +--- @class ImVector +--- @field Data T[] # 1-based table +--- @field Size int # >= 0 +--- @field _Constructor function +--- @field _CopyFunc function +local IM_VECTOR = {} + +-- Support 1-based number key indexing while keep method accessing speed +--- @param t ImVector +--- @param k string|int +--- @return any +IM_VECTOR.__index = function(t, k) + if k == "Data" then return nil end -- Data has already been discarded + return IM_VECTOR[k] or t.Data[IM_ASSERT(k >= 1 and k <= t.Size) or k] -- if the mt access turns out nil, the k must be int index into Data +end + +--- @param t ImVector +--- @param k int +--- @param v any +IM_VECTOR.__newindex = function(t, k, v) + if k == "Data" then rawset(t, "Data", v); return; end -- set new Data. old Data is already discarded + IM_ASSERT(k >= 1 and k <= t.Size) + t.Data[k] = v +end + +local _default_constructor = function() return nil end +local _default_copyfunc = function(t, k, v) t[k] = v end + +local function _grow_capacity(v, sz) local new_capacity = (v.Capacity ~= 0) and math.floor(v.Capacity + v.Capacity / 2) or 8; return (new_capacity > sz) and new_capacity or sz; end + +--- @param T? function +--- @param COPY_FUNC? function +--- @return ImVector +--- @nodiscard +function ImVector(T, COPY_FUNC) return setmetatable({Data = nil, Size = 0, Capacity = 0, _Constructor = T or _default_constructor, _CopyFunc = COPY_FUNC or _default_copyfunc}, IM_VECTOR) end + +function IM_VECTOR:push_back(value) if self.Size == self.Capacity then self:reserve(_grow_capacity(self, self.Size + 1)) end; self._CopyFunc(self.Data, self.Size + 1, value); self.Size = self.Size + 1; return value end +function IM_VECTOR:pop_back() IM_ASSERT(self.Size > 0); self.Size = self.Size - 1; end +function IM_VECTOR:push_front(value) if self.Size == 0 then self:push_back(value) else self:insert(1, value) end end +function IM_VECTOR:clear() if self.Data then self.Size = 0; self.Capacity = 0; IM_FREE(self, "Data"); self.Data = nil end end +function IM_VECTOR:clear_delete() for i = 1, self.Size do self.Data[i] = nil end self.Size = 0 end +function IM_VECTOR:empty() return self.Size == 0 end +function IM_VECTOR:back() IM_ASSERT(self.Size > 0) return self.Data[self.Size] end +function IM_VECTOR:erase(i) IM_ASSERT(i >= 1 and i <= self.Size) local removed = (table.remove(self.Data, i)) ~= nil self.Size = self.Size - 1 return removed end +local function _iter(v, i) i = i + 1 if i <= v.Size then return i, v.Data[i] end end +function IM_VECTOR:iter() return _iter, self, 0 end +function IM_VECTOR:find_index(value) for i = 1, self.Size do if self.Data[i] == value then return i end end return nil end +function IM_VECTOR:erase_unsorted(index) IM_ASSERT(index >= 1 and index <= self.Size) local last_idx = self.Size if index ~= last_idx then self.Data[index] = self.Data[last_idx] end self.Data[last_idx] = nil self.Size = self.Size - 1 return true end +function IM_VECTOR:find_erase(value) local idx = self:find_index(value) if idx then return self:erase(idx) end return false end +function IM_VECTOR:find_erase_unsorted(value) local idx = self:find_index(value) if idx then return self:erase_unsorted(idx) end return false end + +function IM_VECTOR:reserve(new_capacity) + if new_capacity <= self.Capacity then return end + local new_data = IM_ALLOC(self._Constructor, new_capacity) + if self.Data then + ImStd.memmove(new_data, 1, self.Data, 1, self.Size) + IM_FREE(self, "Data") + end + self.Data = new_data + self.Capacity = new_capacity +end + +function IM_VECTOR:reserve_discard(new_capacity) + if new_capacity <= self.Capacity then return end + if self.Data then IM_FREE(self, "Data") end + self.Data = IM_ALLOC(self._Constructor, new_capacity) + self.Capacity = new_capacity +end + +function IM_VECTOR:shrink(new_size) IM_ASSERT(new_size <= self.Size) self.Size = new_size end + +function IM_VECTOR:resize(new_size, v) + if new_size > self.Capacity then self:reserve(_grow_capacity(self, new_size)) end + if v ~= nil and new_size > self.Size then + local data = self.Data + for n = self.Size + 1, new_size do data[n] = v end + end + self.Size = new_size +end + +function IM_VECTOR:swap(other) self.Size, other.Size = other.Size, self.Size; self.Capacity, other.Capacity = other.Capacity, self.Capacity; self.Data, other.Data = other.Data, self.Data end +function IM_VECTOR:contains(v) for i = 1, self.Size do if self.Data[i] == v then return true end end return false end + +-- NOTE: This currently does not use type-aware copy! +function IM_VECTOR:insert(pos, value) IM_ASSERT(pos >= 1 and pos <= self.Size + 1); if self.Size == self.Capacity then self:reserve(_grow_capacity(self, self.Size + 1)) end; for i = self.Size, pos, -1 do self.Data[i + 1] = self.Data[i] end self.Data[pos] = value self.Size = self.Size + 1 return value end + +-- NOTE: This currently does not copy type related info! +--- @nodiscard +function IM_VECTOR:copy() + local v = ImVector(); v:resize(self.Size) + local dest = v.Data; local src = self.Data + for i = 1, v.Size do dest[i] = src[i] end + return v +end + +-- Not keeping value-key records inside `ImVector`, instead just find it +--- @return int # 0-based index +function IM_VECTOR:index_from_ptr(p) + local data = self.Data; for i = 1, self.Size do if p == data[i] then return i - 1 end end + --- @diagnostic disable-next-line + IM_ASSERT(false, "index_from_ptr failed!") +end + +--- @class ImDrawCmd +--- @field ClipRect ImVec4 +--- @field TexRef ImTextureRef +--- @field VtxOffset unsigned_int +--- @field IdxOffset unsigned_int +--- @field ElemCount unsigned_int +--- @field UserCallback ImDrawCallback +--- @field UserCallbackData any +--- @field UserCallbackDataSize int +--- @field UserCallbackDataOffset int +local IM_DRAWCMD = {} +IM_DRAWCMD.__index = IM_DRAWCMD + +--- @return ImDrawCmd +--- @nodiscard +function ImDrawCmd() + return setmetatable({ + ClipRect = ImVec4(), + TexRef = nil, + VtxOffset = 0, + IdxOffset = 0, + ElemCount = 0, + UserCallback = nil, + UserCallbackData = nil, + UserCallbackDataSize = 0, + UserCallbackDataOffset = 0 + }, IM_DRAWCMD) +end + +--- @return ImTextureID +function IM_DRAWCMD:GetTexID() + local tex_id = (self.TexRef._TexData) and self.TexRef._TexData.TexID or self.TexRef._TexID + if self.TexRef._TexData ~= nil then + IM_ASSERT(tex_id ~= ImTextureID_Invalid, "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!") + end + return tex_id +end + +--- @class ImDrawVert +--- @field [1] ImVec2 # pos +--- @field [2] ImVec2 # uv +--- @field [3] ImU32 # col + +--- @return ImDrawVert +--- @nodiscard +function ImDrawVert() return { ImVec2(), ImVec2(), nil } end + +--- @class ImDrawCmdHeader +--- @field ClipRect ImVec4 +--- @field TexRef ImTextureRef +--- @field VtxOffset unsigned_int + +--- @return ImDrawCmdHeader +--- @nodiscard +function ImDrawCmdHeader() return { ClipRect = ImVec4(), TexRef = nil, VtxOffset = 0 } end + +--- @class ImDrawChannel +--- @field _CmdBuffer ImVector +--- @field _IdxBuffer ImVector + +--- @return ImDrawChannel +--- @nodiscard +function ImDrawChannel() return { _CmdBuffer = ImVector(), _IdxBuffer = ImVector() } end + +--- @class ImDrawListSplitter +--- @field _Current int +--- @field _Count int +--- @field _Channels ImVector + +--- @return ImDrawListSplitter +--- @nodiscard +function ImDrawListSplitter() return { _Current = 0, _Count = 0, _Channels = ImVector() } end + +--- @class ImDrawList +--- @field CmdBuffer ImVector +--- @field IdxBuffer ImVector +--- @field VtxBuffer ImVector +--- @field Flags ImDrawListFlags +--- @field _VtxCurrentIdx unsigned_int # 1-based, generally == (VtxBuffer.Size + 1) +--- @field _Data ImDrawListSharedData # Pointes to shared draw data +--- @field _VtxWritePtr unsigned_int # 1-based, points to the current writing index in VtxBuffer.Data +--- @field _IdxWritePtr unsigned_int # 1-based, points to the current writing index in IdxBuffer.Data +--- @field _Path ImVector # current path building +--- @field _CmdHeader ImDrawCmdHeader # template of active commands. Fields should match those of CmdBuffer:back() +--- @field _Splitter ImDrawListSplitter +--- @field _ClipRectStack ImVector +--- @field _TextureStack ImVector +--- @field _CallbacksDataBuf any +--- @field _FringeScale float +--- @field _OwnerName string +MT.ImDrawList = {} +MT.ImDrawList.__index = MT.ImDrawList + +--- @param pos ImVec2 +--- @param uv ImVec2 +--- @param col ImU32 +function MT.ImDrawList:PrimWriteVtx(pos, uv, col) + local vtx = self.VtxBuffer.Data[self._VtxWritePtr] + ImVec2_Copy(vtx[1], pos) + ImVec2_Copy(vtx[2], uv) + vtx[3] = col + self._VtxWritePtr = self._VtxWritePtr + 1 + self._VtxCurrentIdx = self._VtxCurrentIdx + 1 +end + +--- @param idx ImDrawIdx +function MT.ImDrawList:PrimWriteIdx(idx) + self.IdxBuffer.Data[self._IdxWritePtr] = idx + self._IdxWritePtr = self._IdxWritePtr + 1 +end + +--- @param pos ImVec2 +--- @param uv ImVec2 +--- @param col ImU32 +function MT.ImDrawList:PrimVtx(pos, uv, col) + self:PrimWriteIdx(self._VtxCurrentIdx) + self:PrimWriteVtx(pos, uv, col) +end + +--- @param data? ImDrawListSharedData +--- @return ImDrawList +--- @nodiscard +function ImDrawList(data) + --- @type ImDrawList + local this = setmetatable({ + CmdBuffer = ImVector(), + IdxBuffer = ImVector(), + VtxBuffer = ImVector(ImDrawVert), + Flags = 0, + + _VtxCurrentIdx = 1, + _Data = nil, + _VtxWritePtr = 1, + _IdxWritePtr = 1, + _Path = ImVector(ImVec2, ImVec2_TCopy), + _CmdHeader = ImDrawCmdHeader(), + _Splitter = ImDrawListSplitter(), + _ClipRectStack = ImVector(), + _TextureStack = ImVector(), + _CallbacksDataBuf = nil, + + _FringeScale = 0, + _OwnerName = nil + }, MT.ImDrawList) + + this:_SetDrawListSharedData(data) + + return this +end + +--- @class ImDrawData +--- @field Valid bool +--- @field FrameCount int +--- @field TotalIdxCount int +--- @field TotalVtxCount int +--- @field CmdLists ImVector +--- @field DisplayPos ImVec2 +--- @field DisplaySize ImVec2 +--- @field FramebufferScale ImVec2 +--- @field OwnerViewport ImGuiViewport +--- @field Textures ImVector +MT.ImDrawData = {} +MT.ImDrawData.__index = MT.ImDrawData + +--- @return ImDrawData +function ImDrawData() + --- @type ImDrawData + local this = setmetatable({}, MT.ImDrawData) + + this.CmdLists = ImVector() + this:Clear() + + return this +end + +--- @class ImTextureData +--- @field UniqueID int +--- @field Status ImTextureStatus +--- @field BackendUserData any +--- @field QueueUserData any +--- @field TexID ImTextureID +--- @field Format ImTextureFormat +--- @field Width int +--- @field Height int +--- @field BytesPerPixel int +--- @field Pixels unsigned_char[] +--- @field UsedRect ImTextureRect +--- @field UpdateRect ImTextureRect +--- @field Updates ImVector +--- @field UnusedFrames int +--- @field RefCount unsigned_short +--- @field UseColors bool +--- @field WantDestroyNextFrame bool +MT.ImTextureData = {} +MT.ImTextureData.__index = MT.ImTextureData + +--- @return ImTextureData +--- @nodiscard +function ImTextureData() + --- @type ImTextureData + local this = setmetatable({}, MT.ImTextureData) + + this.UniqueID = 0 + this.Status = ImTextureStatus.Destroyed + this.BackendUserData = nil + this.TexID = ImTextureID_Invalid + this.Format = 0 + this.Width = 0 + this.Height = 0 + this.BytesPerPixel = 0 + this.Pixels = nil + this.UsedRect = ImTextureRect() + this.UpdateRect = ImTextureRect() + this.Updates = ImVector() + this.UnusedFrames = 0 + this.RefCount = 0 + this.UseColors = false + this.WantDestroyNextFrame = false + + return this +end + +--- @param x int +--- @param y int +function MT.ImTextureData:GetPixelsAt(x, y) + return self.Pixels, (x + y * self.Width) * self.BytesPerPixel + 1 +end + +function MT.ImTextureData:GetPitch() return self.Width * self.BytesPerPixel end +function MT.ImTextureData:GetTexID() return self.TexID end + +--- @param tex_id ImTextureID +function MT.ImTextureData:SetTexID(tex_id) self.TexID = tex_id end + +--- @param status ImTextureStatus +function MT.ImTextureData:SetStatus(status) self.Status = status if (status == ImTextureStatus.Destroyed and not self.WantDestroyNextFrame and self.Pixels ~= nil) then self.Status = ImTextureStatus.WantCreate end end + +--- @class ImTextureRef +--- @field _TexData? ImTextureData +--- @field _TexID ImTextureID +local IM_TEXTURE_REF = {} +IM_TEXTURE_REF.__index = IM_TEXTURE_REF + +--- @return ImTextureRef +--- @nodiscard +function ImTextureRef(tex_id) + return setmetatable({ + _TexData = nil, + _TexID = tex_id or ImTextureID_Invalid + }, IM_TEXTURE_REF) +end + +--- @class ImFontBaked +--- @field IndexAdvanceX ImVector # Glyphs->AdvanceX in a directly indexable way. Note that codepoint starts from 0, so IndexAdvanceX.Data[0 + 1] holds the advanceX of glyph at codepoint 0 +--- @field FallbackAdvanceX float +--- @field Size float +--- @field RasterizerDensity float +--- @field IndexLookup ImVector # Index glyphs by Unicode codepoint. use IndexLookup.Data[codepoint + 1] for codepoint. Stores 1-based index! +--- @field Glyphs ImVector +--- @field FallbackGlyphIndex int # Initial value = -1, then becomes 1-based index if fallback char is set +--- @field Ascent float +--- @field Descent float +--- @field MetricsTotalSurface unsigned_int +--- @field WantDestroy bool +--- @field LoadNoFallback bool +--- @field LoadNoRenderOnLayout bool +--- @field LastUsedFrame int +--- @field BakedId ImGuiID +--- @field OwnerFont ImFont +--- @field FontLoaderDatas any +MT.ImFontBaked = {} +MT.ImFontBaked.__index = MT.ImFontBaked + +--- @return ImFontBaked +--- @nodiscard +function ImFontBaked() + --- @type ImFontBaked + local this = setmetatable({}, MT.ImFontBaked) + + this.IndexAdvanceX = ImVector() + this.FallbackAdvanceX = 0 + this.Size = 0 + this.RasterizerDensity = 0 + + this.IndexLookup = ImVector() + this.Glyphs = ImVector() + this.FallbackGlyphIndex = -1 + + this.Ascent = 0 + this.Descent = 0 + this.MetricsTotalSurface = 0 + this.WantDestroy = false + this.LoadNoFallback = false + this.LoadNoRenderOnLayout = false + this.LastUsedFrame = 0 + this.BakedId = 0 + this.OwnerFont = nil + this.FontLoaderDatas = nil + + return this +end + +--- @class ImFont +--- @field LastBaked ImFontBaked +--- @field OwnerAtlas ImFontAtlas +--- @field Flags ImFontFlags +--- @field CurrentRasterizerDensity float +--- @field FontId ImGuiID +--- @field LegacySize float +--- @field Sources ImVector +--- @field EllipsisChar ImWchar +--- @field FallbackChar ImWchar +--- @field Used8kPagesMap ImU8[] # 1-based table +--- @field EllipsisAutoBake bool +--- @field RemapPairs table # LUA: No ImGuiStorage +--- @field Scale float +MT.ImFont = {} +MT.ImFont.__index = MT.ImFont + +function MT.ImFont:IsLoaded() return self.OwnerAtlas ~= nil end +function MT.ImFont:GetDebugName() if self.Sources.Size > 0 then return self.Sources[1].Name else return "" end end + +--- @return ImFont +--- @nodiscard +function ImFont() + --- @type ImFont + local this = setmetatable({}, MT.ImFont) + + this.LastBaked = nil + this.OwnerAtlas = nil + this.Flags = 0 + this.CurrentRasterizerDensity = 0 + this.FontId = 0 + this.LegacySize = 0 + this.Sources = ImVector() + this.EllipsisChar = 0 + this.FallbackChar = 0 + this.Used8kPagesMap = {} + this.EllipsisAutoBake = false + this.RemapPairs = {} + this.Scale = 0 + + return this +end + +--- @class ImFontConfig +--- @field Name string +--- @field FontData table +--- @field FontDataSize int +--- @field FontDataOwnedByAtlas bool +--- @field MergeMode bool +--- @field PixelSnapH bool +--- @field OversampleH ImS8 +--- @field OversampleV ImS8 +--- @field EllipsisChar ImWchar +--- @field SizePixels float +--- @field GlyphRanges ImWchar[] +--- @field GlyphExcludeRanges ImWchar[] +--- @field GlyphOffset ImVec2 +--- @field GlyphMinAdvanceX float +--- @field GlyphMaxAdvanceX float +--- @field GlyphExtraAdvanceX float +--- @field FontNo ImU32 +--- @field FontLoaderFlags unsigned_int +--- @field RasterizerMultiply float +--- @field RasterizerDensity float +--- @field ExtraSizeScale float +--- @field Flags ImFontFlags +--- @field DstFont ImFont +--- @field FontLoader ImFontLoader +--- @field FontLoaderData any +local IM_FONT_CONFIG = {} +IM_FONT_CONFIG.__index = IM_FONT_CONFIG + +--- @return ImFontConfig +--- @nodiscard +function ImFontConfig() + --- @type ImFontConfig + local this = setmetatable({}, IM_FONT_CONFIG) + + this.Name = nil + this.FontData = nil + this.FontDataSize = 0 + this.FontDataOwnedByAtlas = true + + this.MergeMode = false + this.PixelSnapH = false + this.OversampleH = 0 + this.OversampleV = 0 + this.EllipsisChar = 0 + this.SizePixels = 0 + this.GlyphRanges = nil + this.GlyphExcludeRanges = nil + this.GlyphOffset = ImVec2() + this.GlyphMinAdvanceX = 0 + this.GlyphMaxAdvanceX = FLT_MAX + this.GlyphExtraAdvanceX = 0 + this.FontNo = 0 + this.FontLoaderFlags = 0 + this.RasterizerMultiply = 1.0 + this.RasterizerDensity = 1.0 + this.ExtraSizeScale = 1.0 + + this.Flags = 0 + this.DstFont = nil + this.FontLoader = nil + this.FontLoaderData = nil + + return this +end + +--- @class ImFontAtlas +--- @field Flags ImFontAtlasFlags +--- @field TexDesiredFormat ImTextureFormat +--- @field TexGlyphPadding int +--- @field TexMinWidth int +--- @field TexMinHeight int +--- @field TexMaxWidth int +--- @field TexMaxHeight int +--- @field TexRef ImTextureRef +--- @field TexData ImTextureData +--- @field TexList ImVector +--- @field Locked bool +--- @field RendererHasTextures bool +--- @field TexPixelsUseColors bool +--- @field TexUvScale ImVec2 +--- @field TexUvWhitePixel ImVec2 +--- @field Fonts ImVector +--- @field Sources ImVector +--- @field TexUvLines ImVec4[] # 0-based table +--- @field TexNextUniqueID int +--- @field FontNextUniqueID int +--- @field DrawListSharedDatas ImVector +--- @field Builder ImFontAtlasBuilder +--- @field FontLoader ImFontLoader +--- @field FontLoaderName string +--- @field FontLoaderData any +--- @field FontLoaderFlags unsigned_int +--- @field RefCount int +--- @field OwnerContext ImGuiContext +MT.ImFontAtlas = {} +MT.ImFontAtlas.__index = MT.ImFontAtlas + +--- @return ImFontAtlas +--- @nodiscard +function ImFontAtlas() + --- @type ImFontAtlas + local this = setmetatable({}, MT.ImFontAtlas) + + this.Flags = 0 + this.TexDesiredFormat = ImTextureFormat.RGBA32 + this.TexGlyphPadding = 1 + this.TexMinWidth = 512 + this.TexMinHeight = 128 + this.TexMaxWidth = 8192 + this.TexMaxHeight = 8192 + + this.TexRef = ImTextureRef() + + this.TexData = nil + + this.TexList = ImVector() + this.Locked = false + this.RendererHasTextures = false + this.TexPixelsUseColors = nil + this.TexUvScale = nil + this.TexUvWhitePixel = nil + this.Fonts = ImVector() + this.Sources = ImVector() + this.TexUvLines = {} + this.TexNextUniqueID = 1 + this.FontNextUniqueID = 1 + this.DrawListSharedDatas = ImVector() + this.Builder = nil + this.FontLoader = nil + this.FontLoaderName = nil + this.FontLoaderData = nil + this.FontLoaderFlags = nil + this.RefCount = 0 + this.OwnerContext = nil + + return this +end + +--- @class ImFontAtlasRect +--- @field x unsigned_short +--- @field y unsigned_short +--- @field w unsigned_short +--- @field h unsigned_short +--- @field uv0 ImVec2 +--- @field uv1 ImVec2 + +--- @alias ImFontAtlasRectId int + +ImFontAtlasRectId_Invalid = -1 + +--- @return ImFontAtlasRect +--- @nodiscard +function ImFontAtlasRect() + return { + x = nil, y = nil, + w = nil, h = nil, + uv0 = ImVec2(), + uv1 = ImVec2() + } +end + +--- @class ImFontGlyph +--- @field Colored boolean +--- @field Visible boolean +--- @field SourceIdx unsigned_int +--- @field Codepoint unsigned_int +--- @field AdvanceX float +--- @field X0 float +--- @field Y0 float +--- @field X1 float +--- @field Y1 float +--- @field U0 float +--- @field V0 float +--- @field U1 float +--- @field V1 float +--- @field PackId int + +--- @return ImFontGlyph +--- @nodiscard +function ImFontGlyph() + return { + Colored = false, + Visible = false, + SourceIdx = 0, + Codepoint = 0, + AdvanceX = 0, + + X0 = 0, Y0 = 0, X1 = 0, Y1 = 0, + U0 = 0, V0 = 0, U1 = 0, V1 = 0, + + PackId = -1 + } +end + +--- @class ImGuiKeyData +--- @field Down bool +--- @field DownDuration float +--- @field DownDurationPrev float +--- @field AnalogValue float + +--- @return ImGuiKeyData +--- @nodiscard +function ImGuiKeyData() return { Down = false, DownDuration = 0.0, DownDurationPrev = 0.0, AnalogValue = 0.0 } end + +--- @enum ImGuiConfigFlags +ImGuiConfigFlags = { + None = 0, + NavEnableKeyboard = bitLShift(1, 0), + NavEnableGamepad = bitLShift(1, 1), + NoMouse = bitLShift(1, 4), + NoMouseCursorChange = bitLShift(1, 5), + NoKeyboard = bitLShift(1, 6), + ViewportsEnable = bitLShift(1, 10), + IsSRGB = bitLShift(1, 20), + IsTouchScreen = bitLShift(1, 21) +} + +--- @class ImGuiIO +MT.ImGuiIO = {} +MT.ImGuiIO.__index = MT.ImGuiIO + +--- @return ImGuiIO +function ImGuiIO() + local this = { + Ctx = nil, + + KeyCtrl = false, + KeyShift = false, + KeyAlt = false, + KeySuper = false, + + KeyMods = nil, + + BackendFlags = ImGuiBackendFlags.None, + ConfigFlags = ImGuiConfigFlags.None, + DisplaySize = ImVec2(-1.0, -1.0), + + DeltaTime = 1.0 / 60.0, + + DisplayFramebufferScale = ImVec2(1.0, 1.0), + + MousePos = ImVec2(), + MousePosPrev = ImVec2(), + + WantSetMousePos = false, + + MouseDelta = ImVec2(), + + MouseDown = {[0] = false, [1] = false, [2] = false}, + + MouseWheel = 0, + MouseWheelH = 0, + + MouseCtrlLeftAsRightClick = false, + + MouseWheelRequestAxisSwap = false, + + ConfigColorEditFlags = ImGuiColorEditFlags.DefaultOptions_, + + ConfigMacOSXBehaviors = false, + ConfigNavCursorVisibleAuto = true, + ConfigNavCursorVisibleAlways = false, + ConfigInputTrickleEventQueue = true, + ConfigWindowsResizeFromEdges = true, + + ConfigDebugIniSettings = false, + + ConfigViewportsNoAutoMerge = false, + ConfigViewportsNoTaskBarIcon = false, + ConfigViewportsNoDecoration = true, + ConfigViewportsNoDefaultParent = true, + ConfigViewportsPlatformFocusSetsImGuiFocus = true, + + ConfigMemoryCompactTimer = 60.0, + + MouseDrawCursor = false, + + MouseClicked = {[0] = false, [1] = false, [2] = false}, + MouseReleased = {[0] = false, [1] = false, [2] = false}, + MouseClickedCount = {[0] = 0, [1] = 0, [2] = 0}, + MouseClickedLastCount = {[0] = 0, [1] = 0, [2] = 0}, + MouseDownDuration = {[0] = -1, [1] = -1, [2] = -1}, + MouseDownDurationPrev = {[0] = -1, [1] = -1, [2] = -1}, + + MouseDragMaxDistanceAbs = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, + MouseDragMaxDistanceSqr = {[0] = 0, [1] = 0, [2] = 0}, + + MouseDownOwned = {[0] = nil, [1] = nil, [2] = nil}, + MouseDownOwnedUnlessPopupClose = {[0] = nil, [1] = nil, [2] = nil}, + MouseClickedTime = {[0] = 0, [1] = 0, [2] = 0}, + MouseReleasedTime = {[0] = 0, [1] = 0, [2] = 0}, + MouseClickedPos = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, + + MouseDoubleClicked = {[0] = false, [1] = false, [2] = false}, + + MouseDoubleClickTime = 0.30, + MouseDoubleClickMaxDist = 6.0, + MouseDragThreshold = 6.0, + KeyRepeatDelay = 0.275, + KeyRepeatRate = 0.050, + + KeysData = {}, -- size = ImGuiKey.NamedKey_COUNT + + WantCaptureMouse = nil, + WantCaptureKeyboard = nil, + WantTextInput = nil, + + Framerate = 0, + + NavActive = false, + NavVisible = false, + + MetricsRenderWindows = 0, + + Fonts = nil, + FontDefault = nil, + + BackendPlatformUserData = nil, + BackendRendererUserData = nil, + + InputQueueCharacters = ImVector(), + + AppAcceptingEvents = true, + InputQueueSurrogate = 0 + } + + for i = 0, ImGuiKey.NamedKey_COUNT - 1 do + this.KeysData[i] = ImGuiKeyData() + end + + return setmetatable(this, MT.ImGuiIO) +end + +--- @class ImGuiPlatformImeData +--- @field WantVisible bool +--- @field WantTextInput bool +--- @field InputPos ImVec2 +--- @field InputLineHeight float +--- @field ViewportId ImGuiID + +--- @return ImGuiPlatformImeData +--- @nodiscard +function ImGuiPlatformImeData() + return { + WantVisible = false, + WantTextInput = false, + InputPos = ImVec2(), + InputLineHeight = 0.0, + ViewportId = 0 + } +end + +--- @param dest ImGuiPlatformImeData +--- @param src ImGuiPlatformImeData +function ImGuiPlatformImeData_Copy(dest, src) + dest.WantVisible = src.WantVisible + dest.WantTextInput = src.WantTextInput + ImVec2_Copy(dest.InputPos, src.InputPos) + dest.InputLineHeight = src.InputLineHeight + dest.ViewportId = src.ViewportId +end + +--- @param data1 ImGuiPlatformImeData +--- @param data2 ImGuiPlatformImeData +function ImGuiPlatformImeData_Compare(data1, data2) + if data1.WantVisible ~= data2.WantVisible or + data1.WantTextInput ~= data2.WantTextInput or + data1.InputPos ~= data2.InputPos or + data1.InputLineHeight ~= data2.InputLineHeight or + data1.ViewportId ~= data2.ViewportId then + return false + end + + return true +end + +--- @enum ImGuiViewportFlags +ImGuiViewportFlags = { + None = 0, + IsPlatformWindow = bitLShift(1, 0), + IsPlatformMonitor = bitLShift(1, 1), + OwnedByApp = bitLShift(1, 2), + NoDecoration = bitLShift(1, 3), + NoTaskBarIcon = bitLShift(1, 4), + NoFocusOnAppearing = bitLShift(1, 5), + NoFocusOnClick = bitLShift(1, 6), + NoInputs = bitLShift(1, 7), + NoRendererClear = bitLShift(1, 8), + NoAutoMerge = bitLShift(1, 9), + TopMost = bitLShift(1, 10), + CanHostOtherWindows = bitLShift(1, 11), + + IsMinimized = bitLShift(1, 12), + IsFocused = bitLShift(1, 13) +} + +--- @class ImGuiViewport +--- @field ID ImGuiID +--- @field Flags ImGuiViewportFlags +--- @field Pos ImVec2 +--- @field Size ImVec2 +--- @field FramebufferScale ImVec2 +--- @field WorkPos ImVec2 +--- @field WorkSize ImVec2 +--- @field DpiScale float +--- @field ParentViewportId ImGuiID +--- @field ParentViewport ImGuiViewport +--- @field DrawData ImDrawData +--- @field RendererUserData any +--- @field PlatformUserData any +--- @field PlatformHandle any +--- @field PlatformHandleRaw any +--- @field PlatformWindowCreated bool +--- @field PlatformRequestMove bool +--- @field PlatformRequestResize bool +--- @field PlatformRequestClose bool +MT.ImGuiViewport = {} +MT.ImGuiViewport.__index = MT.ImGuiViewport + +function MT.ImGuiViewport:GetCenter() + return ImVec2(self.Pos.x + self.Size.x * 0.5, self.Pos.y + self.Size.y * 0.5) +end + +function MT.ImGuiViewport:GetWorkCenter() + return ImVec2(self.WorkPos.x + self.WorkSize.x * 0.5, self.WorkPos.y + self.WorkSize.y * 0.5) +end + +--- @return ImGuiViewport +--- @nodiscard +function ImGuiViewport() + return setmetatable({ + ID = 0, + Flags = 0, + Pos = ImVec2(), + Size = ImVec2(), + FramebufferScale = ImVec2(), + WorkPos = ImVec2(), + WorkSize = ImVec2(), + DpiScale = 0, + + PlatformHandle = nil, + PlatformHandleRaw = nil, + PlatformWindowCreated = false + }, MT.ImGuiViewport) +end + +--- @class ImGuiPlatformIO +--- @field Platform_GetClipboardTextFn fun(ctx?: ImGuiContext): string +--- @field Platform_CreateWindow fun(vp: ImGuiViewport) +--- @field Platform_OnChangedViewport fun(vp: ImGuiViewport) +--- @field Monitors ImVector +--- @field Textures ImVector +--- @field Viewports ImVector +MT.ImGuiPlatformIO = {} +MT.ImGuiPlatformIO.__index = MT.ImGuiPlatformIO + +--- @return ImGuiPlatformIO +--- @nodiscard +function ImGuiPlatformIO() + local this = { + Platform_GetClipboardTextFn = nil, + Platform_SetClipboardTextFn = nil, + + Platform_OpenInShellFn = nil, + Platform_OpenInShellUserData = nil, + + Renderer_TextureMaxWidth = 0, + Renderer_TextureMaxHeight = 0, + + Renderer_RenderState = nil, + + Monitors = ImVector(), + Textures = ImVector(), + Viewports = ImVector(), + + Platform_LocaleDecimalPoint = 46, -- '.' + + Platform_OnChangedViewport = nil, + } + + return setmetatable(this, MT.ImGuiPlatformIO) +end + +--- @class ImGuiPlatformMonitor +--- @field MainPos ImVec2 +--- @field MainSize ImVec2 +--- @field WorkPos ImVec2 +--- @field WorkSize ImVec2 +--- @field DpiScale float +--- @field PlatformHandle any + +--- @return ImGuiPlatformMonitor +--- @nodiscard +function ImGuiPlatformMonitor() + return { + MainPos = ImVec2(0, 0), + MainSize = ImVec2(0, 0), + WorkPos = ImVec2(0, 0), + WorkSize = ImVec2(0, 0), + DpiScale = 1.0, + + PlatformHandle = nil + } +end + +--- @enum ImGuiWindowFlags +ImGuiWindowFlags = { + None = 0, + NoTitleBar = bitLShift(1, 0), + NoResize = bitLShift(1, 1), + NoMove = bitLShift(1, 2), + NoScrollbar = bitLShift(1, 3), + NoScrollWithMouse = bitLShift(1, 4), + NoCollapse = bitLShift(1, 5), + AlwaysAutoResize = bitLShift(1, 6), + NoBackground = bitLShift(1, 7), + NoSavedSettings = bitLShift(1, 8), + NoMouseInputs = bitLShift(1, 9), + MenuBar = bitLShift(1, 10), + HorizontalScrollbar = bitLShift(1, 11), + NoFocusOnAppearing = bitLShift(1, 12), + NoBringToFrontOnFocus = bitLShift(1, 13), + AlwaysVerticalScrollbar = bitLShift(1, 14), + AlwaysHorizontalScrollbar = bitLShift(1, 15), + NoNavInputs = bitLShift(1, 16), + NoNavFocus = bitLShift(1, 17), + UnsavedDocument = bitLShift(1, 18), + NoDocking = bitLShift(1, 19), + DockNodeHost = bitLShift(1, 23), + ChildWindow = bitLShift(1, 24), + Tooltip = bitLShift(1, 25), + Popup = bitLShift(1, 26), + Modal = bitLShift(1, 27), + ChildMenu = bitLShift(1, 28) +} + +-- [Internal] +ImGuiWindowFlags.NoNav = bitOr(ImGuiWindowFlags.NoNavInputs, ImGuiWindowFlags.NoNavFocus) +ImGuiWindowFlags.NoDecoration = bitOr(ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoCollapse) +ImGuiWindowFlags.NoInputs = bitOr(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs, ImGuiWindowFlags.NoNavFocus) + +--- @enum ImGuiItemFlags +ImGuiItemFlags = { + None = 0, + NoTabStop = bitLShift(1, 0), + NoNav = bitLShift(1, 1), + NoNavDefaultFocus = bitLShift(1, 2), + ButtonRepeat = bitLShift(1, 3), + AutoClosePopups = bitLShift(1, 4), + AllowDuplicateId = bitLShift(1, 5), + Disabled = bitLShift(1, 6), + LiveEditOnInputText = bitLShift(1, 7), + LiveEditOnInputScalar = bitLShift(1, 8) +} + +ImGuiItemFlags.LiveEditOnInput = bitOr(ImGuiItemFlags.LiveEditOnInputText, ImGuiItemFlags.LiveEditOnInputScalar) + +--- @enum ImGuiItemStatusFlags +ImGuiItemStatusFlags = { + None = 0, + HoveredRect = bitLShift(1, 0), + HasDisplayRect = bitLShift(1, 1), + Edited = bitLShift(1, 2), + ToggledSelection = bitLShift(1, 3), + ToggledOpen = bitLShift(1, 4), + HasDeactivated = bitLShift(1, 5), + Deactivated = bitLShift(1, 6), + HoveredWindow = bitLShift(1, 7), + Visible = bitLShift(1, 8), + HasClipRect = bitLShift(1, 9), + HasShortcut = bitLShift(1, 10), + EditedInternal = bitLShift(1, 11) +} + +--- @enum ImGuiChildFlags +ImGuiChildFlags = { + None = 0, + Borders = bitLShift(1, 0), + AlwaysUseWindowPadding = bitLShift(1, 1), + ResizeX = bitLShift(1, 2), + ResizeY = bitLShift(1, 3), + AutoResizeX = bitLShift(1, 4), + AutoResizeY = bitLShift(1, 5), + AlwaysAutoResize = bitLShift(1, 6), + FrameStyle = bitLShift(1, 7), + NavFlattened = bitLShift(1, 8) +} + +ImGuiChildFlags.ResizeBoth = bitOr(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY) +ImGuiChildFlags.ResizeXAndY = ImGuiChildFlags.ResizeBoth + +--- @enum ImGuiNextItemDataFlags +ImGuiNextItemDataFlags = { + None = 0, + HasWidth = bitLShift(1, 0), + HasOpen = bitLShift(1, 1), + HasShortcut = bitLShift(1, 2), + HasRefVal = bitLShift(1, 3), + HasStorageID = bitLShift(1, 4), + HasColorMarker = bitLShift(1, 5) +} + +--- @enum ImDrawFlags +ImDrawFlags = { + None = 0, + RoundCornersTopLeft = bitLShift(1, 4), + RoundCornersTopRight = bitLShift(1, 5), + RoundCornersBottomLeft = bitLShift(1, 6), + RoundCornersBottomRight = bitLShift(1, 7), + RoundCornersNone = bitLShift(1, 8), + Closed = bitLShift(1, 9) +} + +ImDrawFlags.RoundCornersTop = bitOr(ImDrawFlags.RoundCornersTopLeft, ImDrawFlags.RoundCornersTopRight) +ImDrawFlags.RoundCornersBottom = bitOr(ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersBottomRight) +ImDrawFlags.RoundCornersLeft = bitOr(ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersTopLeft) +ImDrawFlags.RoundCornersRight = bitOr(ImDrawFlags.RoundCornersBottomRight, ImDrawFlags.RoundCornersTopRight) +ImDrawFlags.RoundCornersAll = bitOr(ImDrawFlags.RoundCornersTopLeft, ImDrawFlags.RoundCornersTopRight, ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersBottomRight) +ImDrawFlags.RoundCornersDefault_ = ImDrawFlags.RoundCornersAll +ImDrawFlags.RoundCornersMask_ = bitOr(ImDrawFlags.RoundCornersAll, ImDrawFlags.RoundCornersNone) +ImDrawFlags.InvalidMask_ = 0x8000000F + +--- @enum ImDrawListFlags +ImDrawListFlags = { + None = 0, + AntiAliasedLines = bitLShift(1, 0), + AntiAliasedLinesUseTex = bitLShift(1, 1), + AntiAliasedFill = bitLShift(1, 2), + AllowVtxOffset = bitLShift(1, 3), + TextNoPixelSnap = bitLShift(1, 4) +} + +--- @enum ImFontFlags +ImFontFlags = { + None = 0, + NoLoadError = bitLShift(1, 1), + NoLoadGlyphs = bitLShift(1, 2), + LockBakedSizes = bitLShift(1, 3), + ImplicitRefSize = bitLShift(1, 4) +} + +--- @enum ImGuiMouseSource +ImGuiMouseSource = { + Mouse = 0, + TouchScreen = 1, + Pen = 2, + COUNT = 3 +} + +--- @enum ImGuiCond +ImGuiCond = { + None = 0, + Always = bitLShift(1, 0), + Once = bitLShift(1, 1), + FirstUseEver = bitLShift(1, 2), + Appearing = bitLShift(1, 3) +} + +--- @enum ImGuiInputFlags +ImGuiInputFlags = { + None = 0, + Repeat = bitLShift(1, 0), + RouteActive = bitLShift(1, 10), + RouteFocused = bitLShift(1, 11), + RouteGlobal = bitLShift(1, 12), + RouteAlways = bitLShift(1, 13), + RouteOverFocused = bitLShift(1, 14), + RouteOverActive = bitLShift(1, 15), + RouteUnlessBgFocused = bitLShift(1, 16), + RouteFromRootWindow = bitLShift(1, 17), + Tooltip = bitLShift(1, 18) +} + +--- @enum ImGuiButtonFlags +ImGuiButtonFlags = { + None = 0, + MouseButtonLeft = bitLShift(1, 0), + MouseButtonRight = bitLShift(1, 1), + MouseButtonMiddle = bitLShift(1, 2), + EnableNav = bitLShift(1, 3), + PressedOnClick = bitLShift(1, 4), + PressedOnClickRelease = bitLShift(1, 5), + PressedOnClickReleaseAnywhere = bitLShift(1, 6), + PressedOnRelease = bitLShift(1, 7), + PressedOnDoubleClick = bitLShift(1, 8), + PressedOnDragDropHold = bitLShift(1, 9), + FlattenChildren = bitLShift(1, 11), + AllowOverlap = bitLShift(1, 12), + AlignTextBaseLine = bitLShift(1, 15), + NoKeyModsAllowed = bitLShift(1, 16), + NoHoldingActiveId = bitLShift(1, 17), + NoNavFocus = bitLShift(1, 18), + NoHoveredOnFocus = bitLShift(1, 19), + NoSetKeyOwner = bitLShift(1, 20), + NoTestKeyOwner = bitLShift(1, 21), + NoFocus = bitLShift(1, 22) +} + +ImGuiButtonFlags.MouseButtonMask_ = bitOr(ImGuiButtonFlags.MouseButtonLeft, ImGuiButtonFlags.MouseButtonRight, ImGuiButtonFlags.MouseButtonMiddle) +ImGuiButtonFlags.PressedOnMask_ = bitOr(ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnClickReleaseAnywhere, ImGuiButtonFlags.PressedOnRelease, ImGuiButtonFlags.PressedOnDoubleClick, ImGuiButtonFlags.PressedOnDragDropHold) +ImGuiButtonFlags.PressedOnDefault_ = ImGuiButtonFlags.PressedOnClickRelease +ImGuiButtonFlags.NoKeyModifiers = ImGuiButtonFlags.NoKeyModsAllowed + +--- @enum ImGuiStyleVar +ImGuiStyleVar = { + Alpha = 0, + DisabledAlpha = 1, + WindowPadding = 2, + WindowRounding = 3, + WindowBorderSize = 4, + WindowMinSize = 5, + WindowTitleAlign = 6, + ChildRounding = 7, + ChildBorderSize = 8, + PopupRounding = 9, + PopupBorderSize = 10, + FramePadding = 11, + FrameRounding = 12, + FrameBorderSize = 13, + ItemSpacing = 14, + ItemInnerSpacing = 15, + IndentSpacing = 16, + CellPadding = 17, + ScrollbarSize = 18, + ScrollbarRounding = 19, + ScrollbarPadding = 20, + GrabMinSize = 21, + GrabRounding = 22, + ImageRounding = 23, + ImageBorderSize = 24, + TabRounding = 25, + TabBorderSize = 26, + TabMinWidthBase = 27, + TabMinWidthShrink = 28, + TabBarBorderSize = 29, + TabBarOverlineSize = 30, + TableAngledHeadersAngle = 31, + TableAngledHeadersTextAlign = 32, + TreeLinesSize = 33, + TreeLinesRounding = 34, + MenuItemRounding = 35, + SelectableRounding = 36, + DragDropTargetRounding = 37, + ButtonTextAlign = 38, + SelectableTextAlign = 39, + SeparatorTextBorderSize = 40, + SeparatorTextAlign = 41, + SeparatorTextPadding = 42, + COUNT = 43 +} + +--- @enum ImGuiHoveredFlags +ImGuiHoveredFlags = { + None = 0, + ChildWindows = bitLShift(1, 0), + RootWindow = bitLShift(1, 1), + AnyWindow = bitLShift(1, 2), + NoPopupHierarchy = bitLShift(1, 3), + AllowWhenBlockedByPopup = bitLShift(1, 5), + AllowWhenBlockedByActiveItem = bitLShift(1, 7), + AllowWhenOverlappedByItem = bitLShift(1, 8), + AllowWhenOverlappedByWindow = bitLShift(1, 9), + AllowWhenDisabled = bitLShift(1, 10), + NoNavOverride = bitLShift(1, 11), + ForTooltip = bitLShift(1, 12), + Stationary = bitLShift(1, 13), + DelayNone = bitLShift(1, 14), + DelayShort = bitLShift(1, 15), + DelayNormal = bitLShift(1, 16), + NoSharedDelay = bitLShift(1, 17) +} + +ImGuiHoveredFlags.AllowWhenOverlapped = bitOr(ImGuiHoveredFlags.AllowWhenOverlappedByItem, ImGuiHoveredFlags.AllowWhenOverlappedByWindow) +ImGuiHoveredFlags.RectOnly = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped) +ImGuiHoveredFlags.RootAndChildWindows = bitOr(ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.ChildWindows) +ImGuiHoveredFlags.DelayMask_ = bitOr(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal, ImGuiHoveredFlags.NoSharedDelay) +ImGuiHoveredFlags.AllowedMaskForIsWindowHovered = bitOr(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.AnyWindow, ImGuiHoveredFlags.NoPopupHierarchy, ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary) +ImGuiHoveredFlags.AllowedMaskForIsItemHovered = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary, ImGuiHoveredFlags.DelayMask_) + +--- @enum ImGuiKey +ImGuiKey = { + None = 0, + + NamedKey_BEGIN = 512, + + Tab = 512, + LeftArrow = 513, + RightArrow = 514, + UpArrow = 515, + DownArrow = 516, + PageUp = 517, + PageDown = 518, + Home = 519, + End = 520, + Insert = 521, + Delete = 522, + Backspace = 523, + Space = 524, + Enter = 525, + Escape = 526, + LeftCtrl = 527, LeftShift = 528, LeftAlt = 529, LeftSuper = 530, + RightCtrl = 531, RightShift = 532, RightAlt = 533, RightSuper = 534, + Menu = 535, + + -- 1 ~ 9 + K0 = 536, K1 = 537, K2 = 538, K3 = 539, K4 = 540, K5 = 541, K6 = 542, K7 = 543, K8 = 544, K9 = 545, + + A = 546, B = 547, C = 548, D = 549, E = 550, F = 551, G = 552, H = 553, I = 554, J = 555, + K = 556, L = 557, M = 558, N = 559, O = 560, P = 561, Q = 562, R = 563, S = 564, T = 565, + U = 566, V = 567, W = 568, X = 569, Y = 570, Z = 571, + + F1 = 572, F2 = 573, F3 = 574, F4 = 575, F5 = 576, F6 = 577, + F7 = 578, F8 = 579, F9 = 580, F10 = 581, F11 = 582, F12 = 583, + F13 = 584, F14 = 585, F15 = 586, F16 = 587, F17 = 588, F18 = 589, + F19 = 590, F20 = 591, F21 = 592, F22 = 593, F23 = 594, F24 = 595, + + Apostrophe = 596, Comma = 597, Minus = 598, Period = 599, Slash = 600, Semicolon = 601, Equal = 602, LeftBracket = 603, Backslash = 604, RightBracket = 605, GraveAccent = 606, + CapsLock = 607, ScrollLock = 608, NumLock = 609, PrintScreen = 610, Pause = 611, + + Keypad0 = 612, Keypad1 = 613, Keypad2 = 614, Keypad3 = 615, Keypad4 = 616, Keypad5 = 617, Keypad6 = 618, Keypad7 = 619, Keypad8 = 620, Keypad9 = 621, + KeypadDecimal = 622, KeypadDivide = 623, KeypadMultiply = 624, KeypadSubtract = 625, KeypadAdd = 626, KeypadEnter = 627, KeypadEqual = 628, + + AppBack = 629, + AppForward = 630, + Oem102 = 631, + + GamepadStart = 632, GamepadBack = 633, + GamepadFaceLeft = 634, GamepadFaceRight = 635, GamepadFaceUp = 636, GamepadFaceDown = 637, + GamepadDpadLeft = 638, GamepadDpadRight = 639, GamepadDpadUp = 640, GamepadDpadDown = 641, + GamepadL1 = 642, GamepadR1 = 643, + GamepadL2 = 644, GamepadR2 = 645, + GamepadL3 = 646, GamepadR3 = 647, + GamepadLStickLeft = 648, GamepadLStickRight = 649, GamepadLStickUp = 650, GamepadLStickDown = 651, + GamepadRStickLeft = 652, GamepadRStickRight = 653, GamepadRStickUp = 654, GamepadRStickDown = 655, + + MouseLeft = 656, MouseRight = 657, MouseMiddle = 658, MouseX1 = 659, MouseX2 = 660, MouseWheelX = 661, MouseWheelY = 662, + + ReservedForModCtrl = 663, ReservedForModShift = 664, ReservedForModAlt = 665, ReservedForModSuper = 666, + + NamedKey_END = 667 +} + +ImGuiKey.NamedKey_COUNT = ImGuiKey.NamedKey_END - ImGuiKey.NamedKey_BEGIN + +ImGuiMod_None = 0 +ImGuiMod_Ctrl = bitLShift(1, 12) +ImGuiMod_Shift = bitLShift(1, 13) +ImGuiMod_Alt = bitLShift(1, 14) +ImGuiMod_Super = bitLShift(1, 15) +ImGuiMod_Mask_ = 0xF000 + +--- @enum ImGuiCol +ImGuiCol = { + Text = 0, + TextDisabled = 1, + WindowBg = 2, + ChildBg = 3, + PopupBg = 4, + Border = 5, + BorderShadow = 6, + FrameBg = 7, + FrameBgHovered = 8, + FrameBgActive = 9, + TitleBg = 10, + TitleBgActive = 11, + TitleBgCollapsed = 12, + MenuBarBg = 13, + ScrollbarBg = 14, + ScrollbarGrab = 15, + ScrollbarGrabHovered = 16, + ScrollbarGrabActive = 17, + CheckMark = 18, + CheckboxSelectedBg = 19, + SliderGrab = 20, + SliderGrabActive = 21, + Button = 22, + ButtonHovered = 23, + ButtonActive = 24, + Header = 25, + HeaderHovered = 26, + HeaderActive = 27, + Separator = 28, + SeparatorHovered = 29, + SeparatorActive = 30, + ResizeGrip = 31, + ResizeGripHovered = 32, + ResizeGripActive = 33, + InputTextCursor = 34, + TabHovered = 35, + Tab = 36, + TabSelected = 37, + TabSelectedOverline = 38, + TabDimmed = 39, + TabDimmedSelected = 40, + TabDimmedSelectedOverline = 41, + PlotLines = 42, + PlotLinesHovered = 43, + PlotHistogram = 44, + PlotHistogramHovered = 45, + TableHeaderBg = 46, + TableBorderStrong = 47, + TableBorderLight = 48, + TableRowBg = 49, + TableRowBgAlt = 50, + TextLink = 51, + TextSelectedBg = 52, + TreeLines = 53, + DragDropTarget = 54, + DragDropTargetBg = 55, + UnsavedMarker = 56, + NavCursor = 57, + NavWindowingHighlight = 58, + NavWindowingDimBg = 59, + ModalWindowDimBg = 60, + COUNT = 61 +} + +--- @enum ImGuiBackendFlags +ImGuiBackendFlags = { + None = 0, + HasGamepad = bitLShift(1, 0), + HasMouseCursors = bitLShift(1, 1), + HasSetMousePos = bitLShift(1, 2), + RendererHasVtxOffset = bitLShift(1, 3), + RendererHasTextures = bitLShift(1, 4), + + -- [BETA] Multi-Viewports + RendererHasViewports = bitLShift(1, 10), + PlatformHasViewports = bitLShift(1, 11), + HasMouseHoveredViewport = bitLShift(1, 12), + HasParentViewport = bitLShift(1, 13) +} + +--- @enum ImGuiDragDropFlags +ImGuiDragDropFlags = { + None = 0, + SourceNoPreviewTooltip = bitLShift(1, 0), + SourceNoDisableHover = bitLShift(1, 1), + SourceNoHoldToOpenOthers = bitLShift(1, 2), + SourceAllowNullID = bitLShift(1, 3), + SourceExtern = bitLShift(1, 4), + PayloadAutoExpire = bitLShift(1, 5), + PayloadNoCrossContext = bitLShift(1, 6), + PayloadNoCrossProcess = bitLShift(1, 7), + AcceptBeforeDelivery = bitLShift(1, 10), + AcceptNoDrawDefaultRect = bitLShift(1, 11), + AcceptNoPreviewTooltip = bitLShift(1, 12), + AcceptDrawAsHovered = bitLShift(1, 13) +} + +ImGuiDragDropFlags.AcceptPeekOnly = bitOr(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoDrawDefaultRect) + +IM_COL32_R_SHIFT = 0 +IM_COL32_G_SHIFT = 8 +IM_COL32_B_SHIFT = 16 +IM_COL32_A_SHIFT = 24 +IM_COL32_A_MASK = 0xFF000000 + +--- @param R ImU32 +--- @param G ImU32 +--- @param B ImU32 +--- @param A ImU32 +IM_COL32 = function(R, G, B, A) return (bitOr(bitLShift(A, IM_COL32_A_SHIFT), bitLShift(B, IM_COL32_B_SHIFT), bitLShift(G, IM_COL32_G_SHIFT), bitLShift(R, IM_COL32_R_SHIFT))) end +IM_COL32_WHITE = IM_COL32(255, 255, 255, 255) +IM_COL32_BLACK = IM_COL32(0, 0, 0, 255) +IM_COL32_BLACK_TRANS = IM_COL32(0, 0, 0, 0) + +--- @enum ImGuiPopupFlags +ImGuiPopupFlags = { + None = 0, + MouseButtonLeft = bitLShift(1, 2), + MouseButtonRight = bitLShift(2, 2), + MouseButtonMiddle = bitLShift(3, 2), + NoReopen = bitLShift(1, 5), + NoOpenOverExistingPopup = bitLShift(1, 7), + NoOpenOverItems = bitLShift(1, 8), + AnyPopupId = bitLShift(1, 10), + AnyPopupLevel = bitLShift(1, 11) +} + +ImGuiPopupFlags.AnyPopup = bitOr(ImGuiPopupFlags.AnyPopupId, ImGuiPopupFlags.AnyPopupLevel) +ImGuiPopupFlags.MouseButtonShift_ = 2 +ImGuiPopupFlags.MouseButtonMask_ = 0x0C +ImGuiPopupFlags.InvalidMask_ = 0x03 + +--- @enum ImGuiComboFlags +ImGuiComboFlags = { + None = 0, + PopupAlignLeft = bitLShift(1, 0), + HeightSmall = bitLShift(1, 1), + HeightRegular = bitLShift(1, 2), + HeightLarge = bitLShift(1, 3), + HeightLargest = bitLShift(1, 4), + NoArrowButton = bitLShift(1, 5), + NoPreview = bitLShift(1, 6), + WidthFitPreview = bitLShift(1, 7) +} + +ImGuiComboFlags.HeightMask_ = bitOr(ImGuiComboFlags.HeightSmall, ImGuiComboFlags.HeightRegular, ImGuiComboFlags.HeightLarge, ImGuiComboFlags.HeightLargest) +ImGuiComboFlags.CustomPreview = bitLShift(1, 20) + +--- @enum ImGuiSelectableFlags +ImGuiSelectableFlags = { + None = 0, + NoAutoClosePopups = bitLShift(1, 0), + SpanAllColumns = bitLShift(1, 1), + AllowDoubleClick = bitLShift(1, 2), + Disabled = bitLShift(1, 3), + AllowOverlap = bitLShift(1, 4), + Highlight = bitLShift(1, 5), + SelectOnNav = bitLShift(1, 6), + + NoHoldingActiveID = bitLShift(1, 20), + SelectOnClick = bitLShift(1, 22), + SelectOnRelease = bitLShift(1, 23), + SpanAvailWidth = bitLShift(1, 24), + SetNavIdOnHover = bitLShift(1, 25), + NoPadWithHalfSpacing = bitLShift(1, 26), + NoSetKeyOwner = bitLShift(1, 27), +} + +--- @enum ImGuiColorEditFlags +ImGuiColorEditFlags = { + None = 0, + NoAlpha = bitLShift(1, 1), + NoPicker = bitLShift(1, 2), + NoOptions = bitLShift(1, 3), + NoSmallPreview = bitLShift(1, 4), + NoInputs = bitLShift(1, 5), + NoTooltip = bitLShift(1, 6), + NoLabel = bitLShift(1, 7), + NoSidePreview = bitLShift(1, 8), + NoDragDrop = bitLShift(1, 9), + NoBorder = bitLShift(1, 10), + NoColorMarkers = bitLShift(1, 11), + + -- Alpha preview + AlphaOpaque = bitLShift(1, 12), + AlphaNoBg = bitLShift(1, 13), + AlphaPreviewHalf = bitLShift(1, 14), + + -- User Options (right-click on widget to change some of them) + AlphaBar = bitLShift(1, 18), + HDR = bitLShift(1, 19), + DisplayRGB = bitLShift(1, 20), + DisplayHSV = bitLShift(1, 21), + DisplayHex = bitLShift(1, 22), + Uint8 = bitLShift(1, 23), + Float = bitLShift(1, 24), + PickerHueBar = bitLShift(1, 25), + PickerHueWheel = bitLShift(1, 26), + PickerNoRotate = bitLShift(1, 27), + InputRGB = bitLShift(1, 28), + InputHSV = bitLShift(1, 29) +} + +ImGuiColorEditFlags.DefaultOptions_ = bitOr(ImGuiColorEditFlags.Uint8, ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.InputRGB, ImGuiColorEditFlags.PickerHueBar) +ImGuiColorEditFlags.AlphaMask_ = bitOr( ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaOpaque, ImGuiColorEditFlags.AlphaNoBg, ImGuiColorEditFlags.AlphaPreviewHalf ) +ImGuiColorEditFlags.DisplayMask_ = bitOr( ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.DisplayHSV, ImGuiColorEditFlags.DisplayHex ) +ImGuiColorEditFlags.DataTypeMask_ = bitOr( ImGuiColorEditFlags.Uint8, ImGuiColorEditFlags.Float ) +ImGuiColorEditFlags.PickerMask_ = bitOr( ImGuiColorEditFlags.PickerHueWheel, ImGuiColorEditFlags.PickerHueBar ) +ImGuiColorEditFlags.InputMask_ = bitOr( ImGuiColorEditFlags.InputRGB, ImGuiColorEditFlags.InputHSV ) + +--- @enum ImGuiSliderFlags +ImGuiSliderFlags = { + None = 0, + Logarithmic = bitLShift(1, 5), + NoRoundToFormat = bitLShift(1, 6), + NoInput = bitLShift(1, 7), + WrapAround = bitLShift(1, 8), + ClampOnInput = bitLShift(1, 9), + ClampZeroRange = bitLShift(1, 10), + NoSpeedTweaks = bitLShift(1, 11), + ColorMarkers = bitLShift(1, 12), + InvalidMask_ = 0x7000000F, +} + +ImGuiSliderFlags.AlwaysClamp = bitOr(ImGuiSliderFlags.ClampOnInput, ImGuiSliderFlags.ClampZeroRange) + +ImGuiSliderFlags.Vertical = bitLShift(1, 20) +ImGuiSliderFlags.ReadOnly = bitLShift(1, 21) + +--- @class ImGuiWindowClass +--- @field ClassId ImGuiID +--- @field ParentViewportId ImGuiID +--- @field FocusRouteParentWindowId ImGuiID +--- @field ViewportFlagsOverrideSet ImGuiViewportFlags +--- @field ViewportFlagsOverrideClear ImGuiViewportFlags + +--- @return ImGuiWindowClass +--- @nodiscard +function ImGuiWindowClass() + return { + ClassId = 0, + ParentViewportId = 0xFFFFFFFF, + FocusRouteParentWindowId = 0, + ViewportFlagsOverrideSet = 0, + ViewportFlagsOverrideClear = 0, + + TabItemFlagsOverrideSet = 0, + DockNodeFlagsOverrideSet = 0, + DockingAlwaysTabBar = false, + DockingAllowUnclassed = true + } +end + +--- @enum ImGuiInputTextFlags +ImGuiInputTextFlags = { + None = 0, + + -- Basic filters (also see ImGuiInputTextFlags.CallbackCharFilter) + CharsDecimal = bitLShift(1, 0), + CharsHexadecimal = bitLShift(1, 1), + CharsScientific = bitLShift(1, 2), + CharsUppercase = bitLShift(1, 3), + CharsNoBlank = bitLShift(1, 4), + + -- Inputs + AllowTabInput = bitLShift(1, 5), + EnterReturnsTrue = bitLShift(1, 6), + EscapeClearsAll = bitLShift(1, 7), + CtrlEnterForNewLine = bitLShift(1, 8), + + -- Other options + ReadOnly = bitLShift(1, 9), + Password = bitLShift(1, 10), + AlwaysOverwrite = bitLShift(1, 11), + AutoSelectAll = bitLShift(1, 12), + ParseEmptyRefVal = bitLShift(1, 13), + DisplayEmptyRefVal = bitLShift(1, 14), + NoHorizontalScroll = bitLShift(1, 15), + NoUndoRedo = bitLShift(1, 16), + + -- Elide display / Alignment + ElideLeft = bitLShift(1, 17), + + -- Callback features + CallbackCompletion = bitLShift(1, 18), + CallbackHistory = bitLShift(1, 19), + CallbackAlways = bitLShift(1, 20), + CallbackCharFilter = bitLShift(1, 21), + CallbackResize = bitLShift(1, 22), + CallbackEdit = bitLShift(1, 23), + + -- Multi-line Word-Wrapping [BETA] + WordWrap = bitLShift(1, 24), + + -- [Internal] + Multiline = bitLShift(1, 26), + TempInput = bitLShift(1, 27), + LocalizeDecimalPoint = bitLShift(1, 28), +} + +--- @class ImGuiInputTextCallbackData + +--- @return ImGuiInputTextCallbackData +function ImGuiInputTextCallbackData() + return {} +end + +--- @alias ImGuiInputTextCallback fun(data: ImGuiInputTextCallbackData) + +--- @alias ImGuiMemAllocFunc fun(T: function, start_idx: int, end_idx: int, userdata: any): table +--- @alias ImGuiMemFreeFunc fun(owner: table, field: string, userdata: any) + +--- @alias ImDrawCallback fun(parent_list: ImDrawList, cmd: ImDrawCmd) + +--- @enum ImGuiTreeNodeFlags +ImGuiTreeNodeFlags = { + None = 0, + Selected = bitLShift(1, 0), + Framed = bitLShift(1, 1), + AllowOverlap = bitLShift(1, 2), + NoTreePushOnOpen = bitLShift(1, 3), + NoAutoOpenOnLog = bitLShift(1, 4), + DefaultOpen = bitLShift(1, 5), + OpenOnDoubleClick = bitLShift(1, 6), + OpenOnArrow = bitLShift(1, 7), + Leaf = bitLShift(1, 8), + Bullet = bitLShift(1, 9), + FramePadding = bitLShift(1, 10), + SpanAvailWidth = bitLShift(1, 11), + SpanFullWidth = bitLShift(1, 12), + SpanLabelWidth = bitLShift(1, 13), + SpanAllColumns = bitLShift(1, 14), + LabelSpanAllColumns = bitLShift(1, 15), + NavLeftJumpsToParent = bitLShift(1, 17), + DrawLinesNone = bitLShift(1, 18), + DrawLinesFull = bitLShift(1, 19), + DrawLinesToNodes = bitLShift(1, 20), + + NoNavFocus = bitLShift(1, 27), + ClipLabelForTrailingButton = bitLShift(1, 28), + UpsideDownArrow = bitLShift(1, 29), +} + +ImGuiTreeNodeFlags.CollapsingHeader = bitOr(ImGuiTreeNodeFlags.Framed, ImGuiTreeNodeFlags.NoTreePushOnOpen, ImGuiTreeNodeFlags.NoAutoOpenOnLog) + +ImGuiTreeNodeFlags.OpenOnMask_ = bitOr(ImGuiTreeNodeFlags.OpenOnDoubleClick, ImGuiTreeNodeFlags.OpenOnArrow) +ImGuiTreeNodeFlags.DrawLinesMask_ = bitOr(ImGuiTreeNodeFlags.DrawLinesNone, ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes) + +--- @enum ImGuiTableFlags +ImGuiTableFlags = +{ + None = 0, +} + + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_impl_roblox.lua'] = function() +--- ImGui Backend for Roblox +--- - Renderer: exact software rasterizer (1:1 with imgui's triangles) into 256x256 EditableImage tiles at native +--- screen resolution; only tiles whose content changed are redrawn/uploaded (see RenderDrawData). +--- - Platform: UserInputService +--- - Files: an in-memory file system (VFS), pre-filled with the fonts from imgui_impl_roblox_fonts.lua +--- Requires "Allow Mesh / Image APIs" (EditableImage) in game settings. + +local UserInputService = game:GetService("UserInputService") +local Players = game:GetService("Players") +local AssetService = game:GetService("AssetService") + +local floor, ceil, min, max = math.floor, math.ceil, math.min, math.max +local readu8, readu32, writeu32, readstring = buffer.readu8, buffer.readu32, buffer.writeu32, buffer.readstring +local band, rshift = bit32.band, bit32.rshift + +local ImGui_ImplRoblox_GetBackendData +local ImGui_ImplRoblox_UpdateTexture +local ImGui_ImplRoblox_RenderDrawData +local ImGui_ImplRoblox_Shutdown + +local KEY_MAP = {} -- Enum.KeyCode -> ImGuiKey +do + local names = { + Return = "Enter", Escape = "Escape", Backspace = "Backspace", Tab = "Tab", Space = "Space", KeypadEnter = "KeypadEnter", + Up = "UpArrow", Down = "DownArrow", Left = "LeftArrow", Right = "RightArrow", + Home = "Home", End = "End", PageUp = "PageUp", PageDown = "PageDown", Insert = "Insert", Delete = "Delete", + LeftControl = "LeftCtrl", RightControl = "RightCtrl", LeftShift = "LeftShift", RightShift = "RightShift", + LeftAlt = "LeftAlt", RightAlt = "RightAlt", LeftSuper = "LeftSuper", RightSuper = "RightSuper", + Quote = "Apostrophe", Comma = "Comma", Minus = "Minus", Period = "Period", Slash = "Slash", Semicolon = "Semicolon", + Equals = "Equal", LeftBracket = "LeftBracket", BackSlash = "Backslash", RightBracket = "RightBracket", Backquote = "GraveAccent", + CapsLock = "CapsLock", + KeypadPeriod = "KeypadDecimal", KeypadDivide = "KeypadDivide", KeypadMultiply = "KeypadMultiply", + KeypadMinus = "KeypadSubtract", KeypadPlus = "KeypadAdd", KeypadEquals = "KeypadEqual", + } + local digits = { "Zero", "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine" } + for i = 0, 9 do + names[digits[i + 1]] = "K" .. i + names["Keypad" .. digits[i + 1]] = "Keypad" .. i + end + for i = 1, 12 do names["F" .. i] = "F" .. i end + for c in ("ABCDEFGHIJKLMNOPQRSTUVWXYZ"):gmatch(".") do names[c] = c end + + for rbx_name, imgui_name in pairs(names) do + KEY_MAP[Enum.KeyCode[rbx_name]] = ImGuiKey[imgui_name] + end +end + +-- Roblox has no "text input" event, so characters come from KeyCode.Value (ASCII for printable keys) + a US layout shift table. +local SHIFTED = { + ["1"] = "!", ["2"] = "@", ["3"] = "#", ["4"] = "$", ["5"] = "%", ["6"] = "^", ["7"] = "&", ["8"] = "*", ["9"] = "(", ["0"] = ")", + ["-"] = "_", ["="] = "+", ["["] = "{", ["]"] = "}", ["\\"] = "|", [";"] = ":", ["'"] = "\"", [","] = "<", ["."] = ">", ["/"] = "?", ["`"] = "~", +} + +local MOUSE_BUTTONS = { + [Enum.UserInputType.MouseButton1] = 0, -- ImGuiMouseButton.Left + [Enum.UserInputType.MouseButton2] = 1, -- ImGuiMouseButton.Right + [Enum.UserInputType.MouseButton3] = 2, -- ImGuiMouseButton.Middle +} + +--- @return boolean ctrl, boolean shift, boolean alt +local function ImGui_ImplRoblox_UpdateKeyModifiers() + local io = ImGui.GetIO() + local K = Enum.KeyCode + local ctrl = UserInputService:IsKeyDown(K.LeftControl) or UserInputService:IsKeyDown(K.RightControl) + local shift = UserInputService:IsKeyDown(K.LeftShift) or UserInputService:IsKeyDown(K.RightShift) + local alt = UserInputService:IsKeyDown(K.LeftAlt) or UserInputService:IsKeyDown(K.RightAlt) + io:AddKeyEvent(ImGuiMod_Ctrl, ctrl) + io:AddKeyEvent(ImGuiMod_Shift, shift) + io:AddKeyEvent(ImGuiMod_Alt, alt) + io:AddKeyEvent(ImGuiMod_Super, UserInputService:IsKeyDown(K.LeftSuper) or UserInputService:IsKeyDown(K.RightSuper)) + return ctrl, shift, alt +end + +--- @return table? +function ImGui_ImplRoblox_GetBackendData() + return ImGui.GetCurrentContext() and ImGui.GetIO().BackendPlatformUserData or nil +end + +local function ImGui_ImplRoblox_UpdateMonitors(w, h) + local platform_io = ImGui.GetPlatformIO() + platform_io.Monitors:resize(0) + + local imgui_monitor = ImGuiPlatformMonitor() + ImVec2_Copy(imgui_monitor.MainSize, ImVec2(w, h)) + ImVec2_Copy(imgui_monitor.WorkSize, ImVec2(w, h)) + + platform_io.Monitors:push_back(imgui_monitor) +end + +--------------------------------------------------------- +-- PLATFORM DATA & CALLBACKS +--------------------------------------------------------- + +-- Games can't touch the OS clipboard, so copy/paste only works inside ImGui +local clipboard = "" +local function ImGui_ImplRoblox_PlatformSetClipboardText(ctx, text) clipboard = text end +local function ImGui_ImplRoblox_PlatformGetClipboardText(ctx) return clipboard end + +--------------------------------------------------------- +-- FILE SYSTEM (in-memory, Roblox has no file access) +--------------------------------------------------------- + +local VFS = {} -- path -> string of raw bytes + +--- Registers a file so ImGui can load it, e.g. ImGui_ImplRoblox.AddFile("fonts/MyFont.ttf", bytes) +--- then io.Fonts:AddFontFromFileTTF("fonts/MyFont.ttf", 16) +local function ImGui_ImplRoblox_AddFile(path, bytes) VFS[path] = bytes end + +for path, hex in pairs(IM_INCLUDE("imgui_impl_roblox_fonts.lua")) do + VFS[path] = hex:gsub("%s", ""):gsub("%x%x", function(h) return string.char(tonumber(h, 16)) end) +end + +function ImStd.ImFileOpen(filename, mode) + local data = VFS[filename] + return data and { Data = data, Pos = 0 } or nil +end + +function ImStd.ImFileClose(f) end + +function ImStd.ImFileGetSize(f) return #f.Data end + +function ImStd.ImFileRead(f, data, count) + local s, pos = f.Data, f.Pos + count = min(count, #s - pos) + for i = 1, count do data[i] = string.byte(s, pos + i) end + f.Pos = pos + count + return count +end + +function ImStd.ImFileLoadToMemory(filename, mode) + local f = ImStd.ImFileOpen(filename, mode) + if not f or #f.Data == 0 then return end + local file_data = {} + local size = ImStd.ImFileRead(f, file_data, #f.Data) + return file_data, size +end + +--------------------------------------------------------- +-- TEXTURE MANAGEMENT +--------------------------------------------------------- + +-- Copies a region of ImTextureData pixels (1-based byte table) into our RGBA8 buffer +local function CopyTexturePixels(tex, dst, x, y, w, h) + local bpp, tex_w = tex.BytesPerPixel, tex.Width + for row = 0, h - 1 do + local src, src_base = tex:GetPixelsAt(x, y + row) + local dst_off = ((y + row) * tex_w + x) * 4 + if bpp == 4 then + for i = 0, w - 1 do + local s = src_base + i * 4 + writeu32(dst, dst_off + i * 4, src[s] + src[s + 1] * 256 + src[s + 2] * 65536 + src[s + 3] * 16777216) + end + else -- Alpha8: white with alpha + for i = 0, w - 1 do + writeu32(dst, dst_off + i * 4, 16777215 + src[src_base + i] * 16777216) + end + end + end +end + +function ImGui_ImplRoblox_UpdateTexture(tex) + local bd = ImGui_ImplRoblox_GetBackendData() + if tex.Status == ImTextureStatus.WantCreate then + local t = { Buffer = buffer.create(tex.Width * tex.Height * 4), Width = tex.Width, Height = tex.Height } + CopyTexturePixels(tex, t.Buffer, 0, 0, tex.Width, tex.Height) + + bd.TextureCount = bd.TextureCount + 1 + bd.Textures[bd.TextureCount] = t + tex.BackendUserData = bd.TextureCount + tex:SetTexID(bd.TextureCount) + tex:SetStatus(ImTextureStatus.OK) + elseif tex.Status == ImTextureStatus.WantUpdates then + local t = bd.Textures[tex.BackendUserData] + IM_ASSERT(t ~= nil) + for _, r in tex.Updates:iter() do + CopyTexturePixels(tex, t.Buffer, r.x, r.y, r.w, r.h) + end + tex:SetStatus(ImTextureStatus.OK) + elseif tex.Status == ImTextureStatus.WantDestroy then + if tex.BackendUserData then + bd.Textures[tex.BackendUserData] = nil + tex.BackendUserData = nil + end + tex:SetTexID(ImTextureID_Invalid) + tex:SetStatus(ImTextureStatus.Destroyed) + end +end + +--------------------------------------------------------- +-- RENDERING (software rasterizer into tile buffers) +--------------------------------------------------------- +-- Buffer layout: 4 bytes per pixel, R G B A, row-major, 0-based offsets. ImU32 colours are already R | G<<8 | B<<16 | A<<24. +-- Blending is non-premultiplied "over" with a transparent (alpha 0) background, so the game stays visible behind ImGui. + +local buf, buf_w -- buffer/width of the tile being drawn +local TILE_SIZE -- Vector2, set below + +-- Blends one pixel (r, g, b, a are 0..255). One u32 read/write, one division in the general case. +-- FillSpan below inlines the same math with per-span constants - keep the two in sync. +local function BlendPixel(o, r, g, b, a) + if a >= 255 then + writeu32(buf, o, floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + 4278190080) + return + end + if a <= 0 then return end + local d = readu32(buf, o) + local da = rshift(d, 24) + if da == 0 then + writeu32(buf, o, floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + floor(a + 0.5) * 16777216) + return + end + local sa = a / 255 + local dr, dg, db = band(d, 255), band(rshift(d, 8), 255), band(rshift(d, 16), 255) + if da == 255 then + local ns = 1 - sa + writeu32(buf, o, floor(r * sa + dr * ns + 0.5) + floor(g * sa + dg * ns + 0.5) * 256 + floor(b * sa + db * ns + 0.5) * 65536 + 4278190080) + else + local k = da * ((1 - sa) / 255) + local oa = sa + k + local inv = 1 / oa + writeu32(buf, o, floor((r * sa + dr * k) * inv + 0.5) + floor((g * sa + dg * k) * inv + 0.5) * 256 + + floor((b * sa + db * k) * inv + 0.5) * 65536 + floor(oa * 255 + 0.5) * 16777216) + end +end + +-- Fills pixels [x0, x1) of row y with one colour +local function FillSpan(y, x0, x1, r, g, b, a) + if a <= 0 then return end + local o0 = (y * buf_w + x0) * 4 + local o1 = o0 + (x1 - x0 - 1) * 4 + if a >= 255 then + local packed = floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + 4278190080 + for o = o0, o1, 4 do writeu32(buf, o, packed) end + return + end + local packed0 = floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + floor(a + 0.5) * 16777216 + local sa = a / 255 + local ns = 1 - sa + local c1 = ns / 255 + local rs, gs, bs = r * sa, g * sa, b * sa + local last_d, last_v = -1, 0 -- UI backgrounds are mostly flat: reuse the previous result for the same destination + for o = o0, o1, 4 do + local d = readu32(buf, o) + local da = rshift(d, 24) + if d == last_d then + writeu32(buf, o, last_v) + elseif da == 0 then + writeu32(buf, o, packed0) + else + last_d = d + local dr, dg, db = band(d, 255), band(rshift(d, 8), 255), band(rshift(d, 16), 255) + if da == 255 then + last_v = floor(rs + dr * ns + 0.5) + floor(gs + dg * ns + 0.5) * 256 + floor(bs + db * ns + 0.5) * 65536 + 4278190080 + else + local k = da * c1 + local oa = sa + k + local inv = 1 / oa + last_v = floor((rs + dr * k) * inv + 0.5) + floor((gs + dg * k) * inv + 0.5) * 256 + + floor((bs + db * k) * inv + 0.5) * 65536 + floor(oa * 255 + 0.5) * 16777216 + end + writeu32(buf, o, last_v) + end + end +end + +local function UnpackColor(col) + return col % 256, floor(col / 256) % 256, floor(col / 65536) % 256, floor(col / 16777216) % 256 +end + +-- Nearest texel at (u, v) as r, g, b, a (0..255) +local function SampleTexture(t, u, v) + local tw, th = t.Width, t.Height + local tx, ty = floor(u * tw), floor(v * th) + if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end + if ty < 0 then ty = 0 elseif ty >= th then ty = th - 1 end + local o = (ty * tw + tx) * 4 + local tb = t.Buffer + return readu8(tb, o), readu8(tb, o + 1), readu8(tb, o + 2), readu8(tb, o + 3) +end + +-- Axis aligned, single colour quad (rects, glyphs, images). Pixel centers inside [x0, x1) x [y0, y1) are drawn. +local function DrawRect(x0, y0, x1, y1, u0, v0, u1, v1, col, t, cx0, cy0, cx1, cy1) + local r, g, b, a = UnpackColor(col) + if a == 0 then return end + local px0, py0 = max(ceil(x0 - 0.5), cx0), max(ceil(y0 - 0.5), cy0) + local px1, py1 = min(ceil(x1 - 0.5), cx1), min(ceil(y1 - 0.5), cy1) + if px0 >= px1 or py0 >= py1 then return end + + if not t or (u0 == u1 and v0 == v1) then + if t then + local tr, tg, tb, ta = SampleTexture(t, u0, v0) + r, g, b, a = r * tr / 255, g * tg / 255, b * tb / 255, a * ta / 255 + end + if a <= 0 then return end + -- Rows of a flat rect usually blend over identical rows: when this row's destination equals the previous + -- row's (exact string compare), the result is identical too, so memcpy the previous row's result. + local len = (px1 - px0) * 4 + local prev_dst, prev_o = nil, 0 + for y = py0, py1 - 1 do + local o = (y * buf_w + px0) * 4 + if a >= 255 then + if prev_dst then buffer.copy(buf, o, buf, prev_o, len) else FillSpan(y, px0, px1, r, g, b, a); prev_dst = true end + else + local dst = readstring(buf, o, len) + if dst == prev_dst then + buffer.copy(buf, o, buf, prev_o, len) + else + FillSpan(y, px0, px1, r, g, b, a) + prev_dst = dst + end + end + prev_o = o + end + return + end + + local du, dv = (u1 - u0) / (x1 - x0), (v1 - v0) / (y1 - y0) + local tw, th, tbuf = t.Width, t.Height, t.Buffer + local r255, g255, b255, a255 = r / 255, g / 255, b / 255, a / 255 + for y = py0, py1 - 1 do + local ty = floor((v0 + (y + 0.5 - y0) * dv) * th) + if ty < 0 then ty = 0 elseif ty >= th then ty = th - 1 end + local trow = ty * tw + local o = (y * buf_w + px0) * 4 + for x = px0, px1 - 1 do + local tx = floor((u0 + (x + 0.5 - x0) * du) * tw) + if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end + local to = (trow + tx) * 4 + local ta = readu8(tbuf, to + 3) + if ta > 0 then + BlendPixel(o, readu8(tbuf, to) * r255, readu8(tbuf, to + 1) * g255, readu8(tbuf, to + 2) * b255, ta * a255) + end + o = o + 4 + end + end +end + +-- Generic triangle: per-vertex colour + uv, top-left fill rule, clipped to [cx0, cx1) x [cy0, cy1) +local function DrawTriangle(va, vb, vc, t, cx0, cy0, cx1, cy1, ox, oy) + local x0, y0 = va[1][1] - ox, va[1][2] - oy + local x1, y1 = vb[1][1] - ox, vb[1][2] - oy + local x2, y2 = vc[1][1] - ox, vc[1][2] - oy + local area = (x1 - x0) * (y2 - y0) - (y1 - y0) * (x2 - x0) + if area == 0 then return end + if area < 0 then -- make the winding consistent so "inside" means all edge functions >= 0 + vb, vc = vc, vb + x1, y1, x2, y2 = x2, y2, x1, y1 + area = -area + end + + local minx, maxx = max(floor(min(x0, x1, x2)), cx0), min(ceil(max(x0, x1, x2)), cx1 - 1) + local miny, maxy = max(floor(min(y0, y1, y2)), cy0), min(ceil(max(y0, y1, y2)), cy1 - 1) + if minx > maxx or miny > maxy then return end + + -- Edge functions E(p) = A*px + B*py + C, w0 is opposite va, w1 opposite vb, w2 opposite vc + local A0, B0 = y1 - y2, x2 - x1; local C0 = -(A0 * x1 + B0 * y1) + local A1, B1 = y2 - y0, x0 - x2; local C1 = -(A1 * x2 + B1 * y2) + local A2, B2 = y0 - y1, x1 - x0; local C2 = -(A2 * x0 + B2 * y0) + local tl0 = A0 > 0 or (A0 == 0 and B0 > 0) + local tl1 = A1 > 0 or (A1 == 0 and B1 > 0) + local tl2 = A2 > 0 or (A2 == 0 and B2 > 0) + + local inv = 1 / area + local ra, ga, ba, aa = UnpackColor(va[3]) + local rb, gb, bb, ab = UnpackColor(vb[3]) + local rc, gc, bc, ac = UnpackColor(vc[3]) + local ua, vva, ub, vvb, uc, vvc = va[2][1], va[2][2], vb[2][1], vb[2][2], vc[2][1], vc[2][2] + + local textured = t and not (ua == ub and ua == uc and vva == vvb and vva == vvc) + if t and not textured then -- constant uv (e.g. the atlas white pixel): fold the texel into the vertex colours + local tr, tg, tb, ta = SampleTexture(t, ua, vva) + ra, ga, ba, aa = ra * tr / 255, ga * tg / 255, ba * tb / 255, aa * ta / 255 + rb, gb, bb, ab = rb * tr / 255, gb * tg / 255, bb * tb / 255, ab * ta / 255 + rc, gc, bc, ac = rc * tr / 255, gc * tg / 255, bc * tb / 255, ac * ta / 255 + end + local flat = not textured and ra == rb and ra == rc and ga == gb and ga == gc and ba == bb and ba == bc and aa == ab and aa == ac + if flat and aa <= 0 then return end + + for y = miny, maxy do + local py = y + 0.5 + -- Narrow the x range of this row using the edges (expanded by one pixel, exact test below) + local xl, xr = minx, maxx + local e0, e1, e2 = B0 * py + C0, B1 * py + C1, B2 * py + C2 + if A0 ~= 0 then local xe = -e0 / A0 - 0.5; if A0 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end + if A1 ~= 0 then local xe = -e1 / A1 - 0.5; if A1 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end + if A2 ~= 0 then local xe = -e2 / A2 - 0.5; if A2 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end + + local row = y * buf_w + for x = xl, xr do + local px = x + 0.5 + local w0, w1, w2 = A0 * px + e0, A1 * px + e1, A2 * px + e2 + if (w0 > 0 or (w0 == 0 and tl0)) and (w1 > 0 or (w1 == 0 and tl1)) and (w2 > 0 or (w2 == 0 and tl2)) then + local o = (row + x) * 4 + if flat then + BlendPixel(o, ra, ga, ba, aa) + else + w0, w1, w2 = w0 * inv, w1 * inv, w2 * inv + local r = w0 * ra + w1 * rb + w2 * rc + local g = w0 * ga + w1 * gb + w2 * gc + local b = w0 * ba + w1 * bb + w2 * bc + local a = w0 * aa + w1 * ab + w2 * ac + if textured then + local tr, tg, tb, ta = SampleTexture(t, w0 * ua + w1 * ub + w2 * uc, w0 * vva + w1 * vvb + w2 * vvc) + r, g, b, a = r * tr / 255, g * tg / 255, b * tb / 255, a * ta / 255 + end + BlendPixel(o, r, g, b, a) + end + end + end + end +end + +-- Quads emitted by PrimRect/PrimRectUV/RenderText use indices (a, b, c, a, c, d) with a=TL, b=TR, c=BR, d=BL. +-- When such a quad is axis aligned with one colour it is drawn with the much cheaper DrawRect. +local function TryDrawRect(va, vb, vc, vd, t, cx0, cy0, cx1, cy1, ox, oy) + local pa, pb, pc, pd = va[1], vb[1], vc[1], vd[1] + if not (pa[2] == pb[2] and pb[1] == pc[1] and pc[2] == pd[2] and pd[1] == pa[1] and pa[1] < pb[1] and pa[2] < pd[2]) then return false end + local col = va[3] + if vb[3] ~= col or vc[3] ~= col or vd[3] ~= col then return false end + local ta, tb, tc, td = va[2], vb[2], vc[2], vd[2] + if not (tb[1] == tc[1] and tb[2] == ta[2] and td[1] == ta[1] and td[2] == tc[2]) then return false end + DrawRect(pa[1] - ox, pa[2] - oy, pc[1] - ox, pc[2] - oy, ta[1], ta[2], tc[1], tc[2], col, t, cx0, cy0, cx1, cy1) + return true +end + +-- Tiles: the screen is covered by TILE x TILE EditableImages (one ImageLabel each). Every frame each primitive +-- (triangle, or axis aligned quad) is hashed into the tiles it touches; only tiles whose hash changed are +-- re-rasterized and uploaded. Static UI therefore costs ~nothing to draw, and the result is pixel-identical to a +-- full redraw (the hash covers everything that affects a tile's pixels: geometry, uv, colour, texture, clip, order). +local TILE = 256 +TILE_SIZE = Vector2.new(TILE, TILE) +local P1, P2 = 2147483647, 2147483629 -- two independent 31 bit hashes per tile (collision odds ~2^-62) + +-- Primitive arrays (reused between frames, no per-frame allocation) +local pr_a, pr_b, pr_c, pr_d, pr_t = {}, {}, {}, {}, {} -- vertices (pr_d == false -> triangle), texture +local pr_cx0, pr_cy0, pr_cx1, pr_cy1 = {}, {}, {}, {} -- clip (screen pixels) + +local function HashVertex(h1, h2, v) + local p, u, c = v[1], v[2], v[3] + local x, y = p[1], p[2] + local uv = u[1] * 8192 + u[2] + h1 = (h1 * 48271 + x * 4096 + y) % P1 + h1 = (h1 * 48271 + uv * 4096) % P1 + h1 = (h1 * 48271 + c) % P1 + h2 = (h2 * 16807 + y * 4093 + x) % P2 + h2 = (h2 * 16807 + uv * 65521) % P2 + h2 = (h2 * 16807 + c) % P2 + return h1, h2 +end + +local function GetTile(bd, index, tx, ty) + local tile = bd.Tiles[index] + if tile then return tile end + local img = AssetService:CreateEditableImage({ Size = Vector2.new(TILE, TILE) }) + assert(img, "imgui_impl_roblox: EditableImage memory budget exceeded") + local label = Instance.new("ImageLabel") + label.Name = "Tile" .. index + label.BackgroundTransparency = 1 + label.BorderSizePixel = 0 + label.Size = UDim2.fromOffset(TILE, TILE) + label.Position = UDim2.fromOffset(tx * TILE, ty * TILE) + label.ResampleMode = Enum.ResamplerMode.Pixelated + label.ImageContent = Content.fromObject(img) + label.Visible = false + label.Parent = bd.Gui + tile = { Image = img, Label = label, Buffer = buffer.create(TILE * TILE * 4), H1 = -1, H2 = -1, Visible = false } + bd.Tiles[index] = tile + return tile +end + +local function DestroyTiles(bd) + for _, tile in pairs(bd.Tiles) do tile.Label:Destroy(); tile.Image:Destroy() end + bd.Tiles = {} +end + +function ImGui_ImplRoblox_RenderDrawData(draw_data) + local bd = ImGui_ImplRoblox_GetBackendData() + + if draw_data.Textures ~= nil then + for _, tex in draw_data.Textures:iter() do + if tex.Status ~= ImTextureStatus.OK then + ImGui_ImplRoblox_UpdateTexture(tex) + bd.ForceRedraw = true -- texture contents changed: tiles sampling it must be redrawn + end + end + end + + local sw, sh = floor(draw_data.DisplaySize.x), floor(draw_data.DisplaySize.y) + if sw <= 0 or sh <= 0 then return end + local cols, rows = ceil(sw / TILE), ceil(sh / TILE) + if cols ~= bd.TileCols or rows ~= bd.TileRows then + DestroyTiles(bd) + bd.TileCols, bd.TileRows = cols, rows + end + local ntiles = cols * rows + local ox, oy = draw_data.DisplayPos.x, draw_data.DisplayPos.y + + -- Per tile: hashes and the list of primitives touching it + local th1, th2, tn, tl = bd.TH1, bd.TH2, bd.TN, bd.TL + for t = 0, ntiles - 1 do + th1[t], th2[t], tn[t] = 0, 0, 0 + if not tl[t] then tl[t] = {} end + end + + -- Pass 1: collect primitives, hash them into tiles + local n = 0 + for _, draw_list in draw_data.CmdLists:iter() do + local vtx, idx = draw_list.VtxBuffer.Data, draw_list.IdxBuffer.Data + for _, pcmd in draw_list.CmdBuffer:iter() do + if pcmd.UserCallback ~= nil then + pcmd.UserCallback(draw_list, pcmd) + elseif pcmd.ElemCount > 0 then + local clip = pcmd.ClipRect + local cx0, cy0 = max(floor(clip.x - ox), 0), max(floor(clip.y - oy), 0) + local cx1, cy1 = min(floor(clip.z - ox), sw), min(floor(clip.w - oy), sh) + if cx1 > cx0 and cy1 > cy0 then + local tex_id = pcmd:GetTexID() + local t = bd.Textures[tex_id] + local ch1 = ((cx0 * 8191 + cy0) * 8191 + cx1) % P1 + local ch2 = ((cy1 * 8191 + cx1) * 8191 + cy0 + tex_id) % P2 + local vo = pcmd.VtxOffset + local i, last = pcmd.IdxOffset + 1, pcmd.IdxOffset + pcmd.ElemCount + while i <= last do + local ia, ic = idx[i], idx[i + 2] + local va, vb, vc = vtx[vo + ia], vtx[vo + idx[i + 1]], vtx[vo + ic] + local vd = false + local pa, pb, pc = va[1], vb[1], vc[1] + local bx0, by0, bx1, by1 + if i + 5 <= last and idx[i + 3] == ia and idx[i + 4] == ic then + local d = vtx[vo + idx[i + 5]] + local pd = d[1] + -- axis aligned quad (TL, TR, BR, BL) with one colour and a matching uv rect + if pa[2] == pb[2] and pb[1] == pc[1] and pc[2] == pd[2] and pd[1] == pa[1] and pa[1] < pb[1] and pa[2] < pd[2] then + local col = va[3] + local ta, tb, tc, td = va[2], vb[2], vc[2], d[2] + if vb[3] == col and vc[3] == col and d[3] == col + and tb[1] == tc[1] and tb[2] == ta[2] and td[1] == ta[1] and td[2] == tc[2] then + vd = d + bx0, by0 = ceil(pa[1] - ox - 0.5), ceil(pa[2] - oy - 0.5) + bx1, by1 = ceil(pc[1] - ox - 0.5), ceil(pc[2] - oy - 0.5) + end + end + end + if vd then + i = i + 6 + else + bx0, by0 = floor(min(pa[1], pb[1], pc[1]) - ox), floor(min(pa[2], pb[2], pc[2]) - oy) + bx1, by1 = ceil(max(pa[1], pb[1], pc[1]) - ox) + 1, ceil(max(pa[2], pb[2], pc[2]) - oy) + 1 + i = i + 3 + end + if bx0 < cx0 then bx0 = cx0 end + if by0 < cy0 then by0 = cy0 end + if bx1 > cx1 then bx1 = cx1 end + if by1 > cy1 then by1 = cy1 end + if bx0 < bx1 and by0 < by1 then + n = n + 1 + pr_a[n], pr_b[n], pr_c[n], pr_d[n], pr_t[n] = va, vb, vc, vd, t + pr_cx0[n], pr_cy0[n], pr_cx1[n], pr_cy1[n] = cx0, cy0, cx1, cy1 + local h1, h2 = HashVertex(ch1, ch2, va) + h1, h2 = HashVertex(h1, h2, vb) + h1, h2 = HashVertex(h1, h2, vc) + if vd then h1, h2 = HashVertex(h1, h2, vd) end + for ty = floor(by0 / TILE), floor((by1 - 1) / TILE) do + for tx = floor(bx0 / TILE), floor((bx1 - 1) / TILE) do + local ti = ty * cols + tx + local k = tn[ti] + 1 + tn[ti] = k + tl[ti][k] = n + th1[ti] = (th1[ti] * 48271 + h1) % P1 + th2[ti] = (th2[ti] * 16807 + h2 + k) % P2 + end + end + end + end + end + end + end + end + + -- Pass 2: redraw + upload changed tiles + local force = bd.ForceRedraw + bd.ForceRedraw = false + for ty = 0, rows - 1 do + for tx = 0, cols - 1 do + local ti = ty * cols + tx + local count = tn[ti] + local tile = bd.Tiles[ti] + if count == 0 then + if tile and tile.Visible then + tile.Visible = false + tile.Label.Visible = false + tile.H1 = -1 + end + else + tile = tile or GetTile(bd, ti, tx, ty) + if force or tile.H1 ~= th1[ti] or tile.H2 ~= th2[ti] then + tile.H1, tile.H2 = th1[ti], th2[ti] + local x0, y0 = tx * TILE, ty * TILE + local x1, y1 = x0 + TILE, y0 + TILE + buf, buf_w = tile.Buffer, TILE + buffer.fill(buf, 0, 0) + local list = tl[ti] + local tox, toy = ox + x0, oy + y0 + for k = 1, count do + local p = list[k] + local cx0, cy0 = max(pr_cx0[p], x0) - x0, max(pr_cy0[p], y0) - y0 + local cx1, cy1 = min(pr_cx1[p], x1) - x0, min(pr_cy1[p], y1) - y0 + local va, vc, vd = pr_a[p], pr_c[p], pr_d[p] + if vd then + local pa, pc, ta, tc = va[1], vc[1], va[2], vc[2] + DrawRect(pa[1] - tox, pa[2] - toy, pc[1] - tox, pc[2] - toy, ta[1], ta[2], tc[1], tc[2], va[3], pr_t[p], cx0, cy0, cx1, cy1) + else + DrawTriangle(va, pr_b[p], vc, pr_t[p], cx0, cy0, cx1, cy1, tox, toy) + end + end + tile.Image:WritePixelsBuffer(Vector2.zero, TILE_SIZE, buf) + end + if not tile.Visible then + tile.Visible = true + tile.Label.Visible = true + end + end + end + end + + -- drop references so old vertex tables can be collected + for k = n + 1, bd.LastPrimCount do pr_a[k], pr_b[k], pr_c[k], pr_d[k], pr_t[k] = nil, nil, nil, nil, nil end + bd.LastPrimCount = n +end + +--------------------------------------------------------- +-- CORE LIFECYCLE +--------------------------------------------------------- + +--- @param parent Instance? # where the ScreenGui goes, defaults to the local player's PlayerGui +function ImGui_ImplRoblox_Init(parent) + local io = ImGui.GetIO() + + local gui = Instance.new("ScreenGui") + gui.Name = "ImGui" + gui.IgnoreGuiInset = true -- so GetMouseLocation() and the tiles share the same origin + gui.ResetOnSpawn = false + gui.DisplayOrder = 1000 + gui.Parent = parent or Players.LocalPlayer:WaitForChild("PlayerGui") + + local bd = { + Time = os.clock(), Gui = gui, Connections = {}, + Textures = {}, TextureCount = 0, MouseX = -1, MouseY = -1, + Tiles = {}, TileCols = 0, TileRows = 0, TH1 = {}, TH2 = {}, TN = {}, TL = {}, LastPrimCount = 0, ForceRedraw = true, + } + io.BackendPlatformUserData = bd + + io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset) + + local platform_io = ImGui.GetPlatformIO() + platform_io.Platform_SetClipboardTextFn = ImGui_ImplRoblox_PlatformSetClipboardText + platform_io.Platform_GetClipboardTextFn = ImGui_ImplRoblox_PlatformGetClipboardText + + local screen = gui.AbsoluteSize + ImGui_ImplRoblox_UpdateMonitors(screen.X, screen.Y) + + local function connect(signal, fn) table.insert(bd.Connections, signal:Connect(fn)) end + + connect(UserInputService.InputBegan, function(input, game_processed) + local io = ImGui.GetIO() + local button = MOUSE_BUTTONS[input.UserInputType] + if button then + io:AddMouseSourceEvent(ImGuiMouseSource.Mouse) + io:AddMouseButtonEvent(button, true) + elseif input.UserInputType == Enum.UserInputType.Keyboard and not game_processed then + local ctrl, shift, alt = ImGui_ImplRoblox_UpdateKeyModifiers() + local key = KEY_MAP[input.KeyCode] + if key then io:AddKeyEvent(key, true) end + + -- Text: printable ASCII keys, skipped while Ctrl/Alt are held (shortcuts) + local v = input.KeyCode.Value + if v >= 32 and v < 127 and not (ctrl or alt) then + local c = string.char(v) + if shift then c = SHIFTED[c] or c:upper() end + io:AddInputCharacter(string.byte(c)) + end + end + end) + + connect(UserInputService.InputEnded, function(input, game_processed) + local io = ImGui.GetIO() + local button = MOUSE_BUTTONS[input.UserInputType] + if button then + io:AddMouseButtonEvent(button, false) + elseif input.UserInputType == Enum.UserInputType.Keyboard then + ImGui_ImplRoblox_UpdateKeyModifiers() + local key = KEY_MAP[input.KeyCode] + if key then io:AddKeyEvent(key, false) end + end + end) + + connect(UserInputService.InputChanged, function(input, game_processed) + if input.UserInputType == Enum.UserInputType.MouseWheel then + ImGui.GetIO():AddMouseWheelEvent(0, input.Position.Z) + end + end) + + connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end) + connect(UserInputService.WindowFocusReleased, function() ImGui.GetIO():AddFocusEvent(false) end) +end + +function ImGui_ImplRoblox_Shutdown() + local io = ImGui.GetIO() + local bd = ImGui_ImplRoblox_GetBackendData() + for _, c in ipairs(bd.Connections) do c:Disconnect() end + DestroyTiles(bd) + bd.Gui:Destroy() + + io.BackendPlatformUserData = nil + io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor( + ImGuiBackendFlags.RendererHasTextures, + ImGuiBackendFlags.RendererHasVtxOffset + ))) +end + +function ImGui_ImplRoblox_NewFrame() + local io = ImGui.GetIO() + local bd = ImGui_ImplRoblox_GetBackendData() + + local screen = bd.Gui.AbsoluteSize + local w, h = floor(screen.X), floor(screen.Y) + if w ~= bd.ScreenW or h ~= bd.ScreenH then + bd.ScreenW, bd.ScreenH = w, h + ImGui_ImplRoblox_UpdateMonitors(w, h) + end + ImVec2_CopyV(io.DisplaySize, w, h) + + local current_time = os.clock() + io.DeltaTime = (current_time > bd.Time) and (current_time - bd.Time) or (1.0 / 60.0) + bd.Time = current_time + + local m = UserInputService:GetMouseLocation() + if m.X ~= bd.MouseX or m.Y ~= bd.MouseY then + bd.MouseX, bd.MouseY = m.X, m.Y + io:AddMouseSourceEvent(ImGuiMouseSource.Mouse) + io:AddMousePosEvent(m.X, m.Y) + end +end + +ImGui_ImplRoblox = { + Init = ImGui_ImplRoblox_Init, + Shutdown = ImGui_ImplRoblox_Shutdown, + NewFrame = ImGui_ImplRoblox_NewFrame, + RenderDrawData = ImGui_ImplRoblox_RenderDrawData, + AddFile = ImGui_ImplRoblox_AddFile, +} + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_impl_roblox_fonts.lua'] = function() +-- [Roblox] Embedded copies of resource/fonts/*.ttf (Roblox can't read files). Generated: hex encoded bytes. +-- Add your own fonts the same way, or at runtime with ImGui_ImplRoblox.AddFile(path, bytes). +return { + ["resource/fonts/ProggyClean.ttf"] = [[ +00010000000c0080000300404f532f3288eb7490000001480000004e636d617002122375000003a0000001526376742000000000000004fc00000002676c796612af8956000007040000928068656164 +d79166d3000000cc0000003668686561084201c30000010400000024686d74788a007e8000000198000002066c6f63618c73b0d800000500000002046d61787001ae00da00000128000000206e616d65 +2559bb96000099840000019e706f7374a6ac83ef00009b24000005d27072657069020112000004f40000000800010000000100003c55e9d55f0f3cf50003080000000000b767778400000000bd92a6d7 +0000fe80038005000000000300020000000000000001000004c0fe40000003800000000003800001000000000000000000000000000000020001000001010090002400000000000200080040000a0000 +00760008000000000000038001900005000002bc028a0000008f02bc028a000001c50032020000000000040900000000000000000000000000000000000000000000416c74730040000020ac08000000 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ImGui._GetTypeFunc() +local rawget = rawget + +local mathMin = math.min; local mathMax = math.max +local mathFloor = math.floor; local mathCeil = math.ceil + +local bitNot = bit32.bnot +local bitAnd = bit32.band; local bitOr = bit32.bor +local bitLShift = bit32.lshift; local bitRShift = bit32.rshift + +local t_sort = table.sort + +--- @alias ImGuiTableColumnIdx ImS16 + +-- TODO: Implement actual ImString type +--- @alias ImString char[]|string +--- @alias ImStringBuffer char[] + +-- NOTE: temporary solution +--- @param buf char[] +--- @param buf_begin int +--- @param buf_end int # exclusive +function ImGui._ByteArrayToString(buf, buf_begin, buf_end) + local str = {} + for i = buf_begin, buf_end - 1 do + table.insert(str, string.char(buf[i])) + end + return table.concat(str) +end + +--- @type ImGuiContext? +local GImGui + +-- Sets local `GImGui` in this file(imgui_internal.lua). +-- This is currently only used in main code `ImGui.SetCurrentContext()` +--- @param ctx ImGuiContext? +function ImGui._SetCurrentContext_Internal(ctx) + GImGui = ctx +end + +local setmetatable = setmetatable + +local MT = ImGui.GetMetatables() + +IM_TABSIZE = 4 + +FLT_MIN = 1.1754943508223e-38 +FLT_MAX = 3.4028234663853e+38 +DBL_MAX = 1.7976931348623e+308 +INT_MIN = -0x7fffffff - 1 +INT_MAX = 0x7fffffff +UINT_MAX = 0x7fffffff * 2 + 1 + +NAV_WINDOWING_HIGHLIGHT_DELAY = 0.5 +NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10 +NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60 + +IM_PI = math.pi +ImPow = math.pow +ImLog = math.log +ImAbs = math.abs +ImFabs = math.abs +ImFmod = function(a, b) if b < 0 then b = -b end; if a < 0 then return -(-a % b) else return a % b end; end + +ImRound64 = function(val) return math.floor(val + 0.5) end -- FIXME: Positive values only + +ImCeil = math.ceil +ImSin = math.sin +ImCos = math.cos +ImAcos = math.acos +ImAtan2 = math.atan2 +ImSqrt = math.sqrt + +--- @generic T: number +--- @param a T +--- @param b T +--- @param mn T +--- @param mx T +--- @return T +function ImAddClampOverflow(a, b, mn, mx) + if b < 0 and (a < mn - b) then return mn end + if b > 0 and (a > mx - b) then return mx end + return a + b +end + +--- @generic T: number +--- @param a T +--- @param b T +--- @param mn T +--- @param mx T +--- @return T +function ImSubClampOverflow(a, b, mn, mx) + if b > 0 and (a < mn + b) then return mn end + if b < 0 and (a > mx + b) then return mx end + return a - b +end + +--- @overload fun(lhs: number, rhs: number): number +--- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 +function ImMin(lhs, rhs) + if type(lhs) == "number" and type(rhs) == "number" then return mathMin(lhs, rhs) + elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(mathMin(lhs[1], rhs[1]), mathMin(lhs[2], rhs[2])) + end +end + +--- @overload fun(lhs: number, rhs: number): number +--- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 +function ImMax(lhs, rhs) + if type(lhs) == "number" and type(rhs) == "number" then return mathMax(lhs, rhs) + elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(mathMax(lhs[1], rhs[1]), mathMax(lhs[2], rhs[2])) + end +end + +--- @param base table +--- @param count int +--- @param cmp_func fun(lhs, rhs): bool +ImStd.ImQsort = function(base, count, cmp_func) if count > 0 then t_sort(base, cmp_func) end end + +--- @overload fun(v: number, mn: number, mx: number): number +--- @overload fun(v: ImVec2, mn: ImVec2, mx: ImVec2): ImVec2 +function ImClamp(v, mn, mx) + if type(v) == "number" and type(mn) == "number" and type(mx) == "number" then return mathMin(mathMax(v, mn), mx) + elseif type(v) == "table" and type(mn) == "table" and type(mx) == "table" then return ImVec2(mathMax(mn[1], mathMin(v[1], mx[1])), mathMax(mn[2], mathMin(v[2], mx[2]))) + end +end + +--- @overload fun(a: number, b: number, t: number): number +--- @overload fun(a: ImVec2, b: ImVec2, t: number): ImVec2 +--- @overload fun(a: ImVec2, b: ImVec2, t: ImVec2): ImVec2 +function ImLerp(a, b, t) + if type(a) == "number" and type(b) == "number" and type(t) == "number" then return ((a) + ((b) - (a)) * (t)) + elseif type(a) == "table" and type(b) == "table" and type(t) == "number" then return ImVec2(a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t) + elseif type(a) == "table" and type(b) == "table" and type(t) == "table" then return ImVec2(a[1] + (b[1] - a[1]) * t[1], a[2] + (b[2] - a[2]) * t[2]) + end +end + +local function _Trunc(val) if val >= 0 then return mathFloor(val) else return mathCeil(val) end end + +--- @overload fun(v: float): float +--- @overload fun(v: ImVec2): ImVec2 +function ImTrunc(v) + if type(v) == "number" then return _Trunc(v) + elseif type(v) == "table" then return ImVec2(_Trunc(v[1]), _Trunc(v[2])) + end +end + +ImTrunc64 = _Trunc + +--- @param f float +function ImCeilFast(f) + local i + if f >= 0 then i = math.floor(f) else i = math.ceil(f) end -- same as `ImTrunc()` + if f > i then return i + 1 end + return i +end + +function IM_ROUNDUP_TO_EVEN(n) return (ImCeil((n) / 2) * 2) end +function ImRsqrt(x) return (1 / ImSqrt(x)) end + +function IM_TRUNC(VAL) return math.floor(VAL) end -- Positive values only! +function IM_ROUND(VAL) return math.floor(VAL + 0.5) end + +function ImFloor(f) if f >= 0 or math.floor(f) == f then return math.floor(f) else return math.floor(f) - 1 end end + +--- @param v int +function ImIsPowerOfTwo(v) + return (v ~= 0) and (bitAnd(v, (v - 1)) == 0) +end + +function ImUpperPowerOfTwo(v) + if v <= 0 then return 0 end + if v <= 1 then return 1 end + + v = v - 1 + v = bitOr(v, bitRShift(v, 1)) + v = bitOr(v, bitRShift(v, 2)) + v = bitOr(v, bitRShift(v, 4)) + v = bitOr(v, bitRShift(v, 8)) + v = bitOr(v, bitRShift(v, 16)) + return v + 1 +end + +--- @param v unsigned_int +--- @return unsigned_int +function ImCountSetBits(v) + local count = 0 + while v > 0 do + v = bitAnd(v, v - 1) + count = count + 1 + end + return count +end + +--- @param avg float +--- @param sample float +--- @param n int +--- @return float +function ImStd.ImExponentialMovingAverage(avg, sample, n) + avg = avg - avg / n + avg = avg + sample / n + return avg +end + +-- Uses `string.match` internally +--- @param str string +function ImAtof(str) + return tonumber(string.match(str, "[+-]?%d*%.?%d+")) +end + +--- @param s table # 1-based +--- @param c any +--- @param n int +function ImStd.memset(s, c, n) + for i = 1, n do s[i] = c end +end + +do + +local _memmove = function(dest, dest_start, src, src_start, count) + if count <= 0 then return end + + -- more compact instead of writing separate if-else and for loops + local c = (dest == src and dest_start >= src_start) + for i = (c and count - 1 or 0), (c and 0 or count - 1), (c and -1 or 1) do + dest[dest_start + i] = src[src_start + i] + end +end + +if table.move then + --- [GMod] Platform specific: the `table.move` polyfill in non-x86-64 currently uses `unpack` which will break if too many elements + -- Remove this check when the polyfill is fixed or removed + if not gmod or (gmod and BRANCH == "x86-64") then + _memmove = function(dest, dest_start, src, src_start, count) + table.move(src, src_start, src_start + count - 1, dest_start, dest) + end + end +end + +ImStd.memmove = _memmove + +end + +--- @param str1 ImStringBuffer +--- @param str2 ImStringBuffer +function ImStd.strcmp(str1, str2) + local i = 1 + while true do + local c1 = str1[i] or 0 + local c2 = str2[i] or 0 + + if c1 ~= c2 then + return c1 - c2 + end + + if c1 == 0 then + return 0 + end + + i = i + 1 + end +end + +--- @param str1 ImStringBuffer +--- @param str2 ImStringBuffer +--- @param max_count int +function ImStd.strncmp(str1, str2, max_count) + for i = 1, max_count do + local c1 = str1[i] or 0 + local c2 = str2[i] or 0 + + if c1 ~= c2 then + return c1 - c2 + end + + if c1 == 0 then + return 0 + end + end + return 0 +end + +function ImSaturate(f) return ((f < 0.0 and 0.0) or (f > 1.0 and 1.0) or f) end + +IM_F32_TO_INT8_UNBOUND = function(val) return math.floor(val * 255.0 + (val >= 0 and 0.5 or -0.5)) end +IM_F32_TO_INT8_SAT = function(val) return math.floor(ImSaturate(val) * 255.0 + 0.5) end + +--- @param s ImString +--- @param i int +--- @return char +function ImStrByte(s, i) + if type(s) == "string" then + return string.byte(s, i, i) + else --- @cast s char[] + return s[i] + end +end + +--- @class ImGuiColorMod +--- @field Col ImGuiCol +--- @field BackupValue ImVec4 + +--- @param col ImGuiCol +--- @param backup_value ImVec4 +--- @return ImGuiColorMod +function ImGuiColorMod(col, backup_value) + local this = { + Col = col, + BackupValue = ImVec4() + } + + ImVec4_Copy(this.BackupValue, backup_value) + + return this +end + +--- @param lhs ImVec2 +--- @return float +function ImLengthSqr(lhs) return (lhs.x * lhs.x) + (lhs.y * lhs.y) end + +--- @param v ImVec2 +--- @param cos_a float +--- @param sin_a float +--- @return ImVec2 +--- @nodiscard +function ImRotate(v, cos_a, sin_a) + return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a) +end + +--- @param a ImVec2 +--- @param b ImVec2 +function ImDot(a, b) + return a.x * b.x + a.y * b.y +end + +--- @param lhs ImVec2 +--- @param rhs ImVec2 +--- @nodiscard +function ImMul(lhs, rhs) + return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y) +end + +--- @param str char[] +--- @param begin? int +function ImStd.ImStrlen(str, begin) + if begin == nil then begin = 1 end + + local l = #str + + for i = begin, l do + if str[i] == 0 then + return i - begin + end + end + + IM_ASSERT(false) +end + +-- FIXME: should also accept count? +-- FIXME: avoid dynamic type checking? +-- string.find with patterns disabled +--- @param str string|char[] +--- @param s string|char +--- @param start_pos? int +--- @return int? +function ImMemchr(str, s, start_pos) + local start = start_pos or 1 + if start < 1 then start = 1 end + + if type(str) == "table" then + for i = start, #str do + if str[i] == 0 then break end + + if str[i] == s then + return i + end + end + + return nil + end + + --- @cast str string + local pos = string.find(str, s, start, true) + + return pos +end + +IMGUI_FONT_SIZE_MAX = 512.0 +IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE = 128.0 + +IMGUI_WINDOW_HARD_MIN_SIZE = 4.0 + +IM_DRAWLIST_ARCFAST_TABLE_SIZE = 48 +IM_DRAWLIST_ARCFAST_SAMPLE_MAX = IM_DRAWLIST_ARCFAST_TABLE_SIZE + +function IM_ASSERT_USER_ERROR(_EXPR, _MSG) if not (_EXPR) or (_EXPR) == 0 then error(_MSG, 2) end end +function IM_ASSERT_USER_ERROR_RET(_EXPR, _MSG) if not (_EXPR) or (_EXPR) == 0 then error(_MSG, 2) end end + +function IMGUI_DEBUG_LOG_ACTIVEID(_str, ...) local g = GImGui if bitAnd(g.DebugLogFlags, ImGuiDebugLogFlags.EventActiveId) ~= 0 then print(string.format(_str, ...)) end end +function IMGUI_DEBUG_LOG_POPUP(_str, ...) local g = GImGui if bitAnd(g.DebugLogFlags, ImGuiDebugLogFlags.EventPopup) ~= 0 then print(string.format(_str, ...)) end end +function IMGUI_DEBUG_LOG_FONT(_str, ...) local g2 = GImGui if g2 and bitAnd(g2.DebugLogFlags, ImGuiDebugLogFlags.EventFont) ~= 0 then print(string.format(_str, ...)) end end +function IMGUI_DEBUG_LOG_VIEWPORT(_str, ...) local g = GImGui if bitAnd(g.DebugLogFlags, ImGuiDebugLogFlags.EventViewport) ~= 0 then print(string.format(_str, ...)) end end + +--- @alias ImGuiSelectionUserData any +ImGuiSelectionUserData_Invalid = -1 + +ImGuiKeyOwner_Any = 0 +ImGuiKeyOwner_NoOwner = 4294967295 + +--- @param button ImGuiMouseButton +--- @return ImGuiKey +function ImGui.MouseButtonToKey(button) IM_ASSERT(button >= 0 and button < ImGuiMouseButton.COUNT) return ImGuiKey.MouseLeft + button end + +--- @param key ImGuiKey +function ImGui.IsNamedKey(key) + return key >= ImGuiKey.NamedKey_BEGIN and key < ImGuiKey.NamedKey_END +end + +--- @param key ImGuiKey +function ImGui.IsKeyboardKey(key) + return key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END +end + +--- @param key ImGuiKey +function ImGui.IsGamepadKey(key) + return key >= ImGuiKey_Gamepad_BEGIN and key < ImGuiKey_Gamepad_END +end + +--- @param key ImGuiKey +function ImGui.IsMouseKey(key) + return key >= ImGuiKey_Mouse_BEGIN and key < ImGuiKey_Mouse_END +end + +--- @param key ImGuiKey +function ImGui.IsAliasKey(key) + return key >= ImGuiKey_Aliases_BEGIN and key < ImGuiKey_Aliases_END +end + +--- @param key ImGuiKey +function ImGui.IsLRModKey(key) + return key >= ImGuiKey.LeftCtrl and key <= ImGuiKey.RightSuper +end + +--- @param key ImGuiKey +--- @return bool +function ImGui.IsNamedKeyOrMod(key) + return (key >= ImGuiKey.NamedKey_BEGIN and key < ImGuiKey.NamedKey_END) or key == ImGuiMod_Ctrl or key == ImGuiMod_Shift or key == ImGuiMod_Alt or key == ImGuiMod_Super +end + +--- @param key ImGuiKey +--- @return ImGuiKey +function ImGui.ConvertSingleModFlagToKey(key) + if key == ImGuiMod_Ctrl then + return ImGuiKey.ReservedForModCtrl + elseif key == ImGuiMod_Shift then + return ImGuiKey.ReservedForModShift + elseif key == ImGuiMod_Alt then + return ImGuiKey.ReservedForModAlt + elseif key == ImGuiMod_Super then + return ImGuiKey.ReservedForModSuper + end + return key +end + +--- @param ctx ImGuiContext +--- @param key ImGuiKey +function ImGui.GetKeyOwnerData(ctx, key) + if bitAnd(key, ImGuiMod_Mask_) ~= 0 then key = ImGui.ConvertSingleModFlagToKey(key) end + IM_ASSERT(ImGui.IsNamedKey(key)) + return ctx.KeysOwnerData[key - ImGuiKey.NamedKey_BEGIN] +end + +--- @class ImGuiKeyOwnerData + +--- @return ImGuiKeyOwnerData +--- @nodiscard +function ImGuiKeyOwnerData() + return { + OwnerCurr = ImGuiKeyOwner_NoOwner, + OwnerNext = ImGuiKeyOwner_NoOwner, + LockThisFrame = false, + LockUntilRelease = false + } +end + +--- @param size float +--- @return float +function ImGui.GetRoundedFontSize(size) return IM_ROUND(size) end + +--- @param window ImGuiWindow +--- @param r ImRect +--- @return ImRect +--- @nodiscard +function ImGui.WindowRectAbsToRel(window, r) local off = window.DC.CursorStartPos return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y) end + +--- @param window ImGuiWindow +--- @param r ImRect +--- @nodiscard +function ImGui.WindowRectRelToAbs(window, r) local off = window.DC.CursorStartPos return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y) end + +--- @param dir ImGuiDir +--- @return bool +function ImGui.IsActiveIdUsingNavDir(dir) + local g = GImGui + return bit32.band(g.ActiveIdUsingNavDirMask, bit32.lshift(1, dir)) ~= 0 +end + +--- @param window ImGuiWindow +--- @param p ImVec2 +--- @return ImVec2 +--- @nodiscard +function ImGui.WindowPosAbsToRel(window, p) local off = window.DC.CursorStartPos return ImVec2(p.x - off.x, p.y - off.y) end + +--- @param c char +--- @return bool # True if this character is a ' ' or '\t' +function ImCharIsBlankA(c) return c == 32 or c == 9 end + +--- @param c char +function ImCharIsBlankW(c) return c == 32 or c == 9 or c == 0x3000 end + +--- @enum ImGuiNavMoveFlags +ImGuiNavMoveFlags = +{ + None = 0, + LoopX = bitLShift(1, 0), + LoopY = bitLShift(1, 1), + WrapX = bitLShift(1, 2), + WrapY = bitLShift(1, 3), + AllowCurrentNavId = bitLShift(1, 4), + AlsoScoreVisibleSet = bitLShift(1, 5), + ScrollToEdgeY = bitLShift(1, 6), + Forwarded = bitLShift(1, 7), + DebugNoResult = bitLShift(1, 8), + FocusApi = bitLShift(1, 9), + IsTabbing = bitLShift(1, 10), + IsPageMove = bitLShift(1, 11), + Activate = bitLShift(1, 12), + NoSelect = bitLShift(1, 13), + NoSetNavCursorVisible = bitLShift(1, 14), + NoClearActiveId = bitLShift(1, 15), +} + +ImGuiNavMoveFlags.WrapMask_ = bitOr(ImGuiNavMoveFlags.LoopX, ImGuiNavMoveFlags.LoopY, ImGuiNavMoveFlags.WrapX, ImGuiNavMoveFlags.WrapY) + +--- @enum ImGuiNavLayer +ImGuiNavLayer = +{ + Main = 0, + Menu = 1, + COUNT = 2 +} + +ImGuiItemFlags.ReadOnly = bitLShift(1, 11) +ImGuiItemFlags.MixedValue = bitLShift(1, 12) +ImGuiItemFlags.NoWindowHoverableCheck = bitLShift(1, 13) +ImGuiItemFlags.AllowOverlap = bitLShift(1, 14) +ImGuiItemFlags.NoNavDisableMouseHover = bitLShift(1, 15) +ImGuiItemFlags.NoMarkEdited = bitLShift(1, 16) +ImGuiItemFlags.NoFocus = bitLShift(1, 17) + +ImGuiItemFlags.Inputable = bitLShift(1, 20) +ImGuiItemFlags.HasSelectionUserData = bitLShift(1, 21) +ImGuiItemFlags.IsMultiSelect = bitLShift(1, 22) + +ImGuiItemFlags.Default_ = bitOr(ImGuiItemFlags.AutoClosePopups, ImGuiItemFlags.LiveEditOnInputText) + +--- @enum ImDrawTextFlags +ImDrawTextFlags = +{ + None = 0, + CpuFineClip = bitLShift(1, 0), + WrapKeepBlanks = bitLShift(1, 1), + StopOnNewLine = bitLShift(1, 2) +} + +--- @enum ImGuiFocusRequestFlags +ImGuiFocusRequestFlags = +{ + None = 0, + RestoreFocusedChild = bitLShift(1, 0), + UnlessBelowModal = bitLShift(1, 1) +} + +--- @enum ImGuiTextFlags +ImGuiTextFlags = +{ + None = 0, + NoWidthForLargeClippedText = bitLShift(1, 0) +} + +--- @enum ImWcharClass +ImWcharClass = +{ + Blank = 0, + Punct = 1, + Other = 2 +} + +--- @class ImVec1 +--- @field x number +local IM_VEC1 = {} +IM_VEC1.__index = IM_VEC1 + +local function ImVec1(x) return setmetatable({x = x or 0}, IM_VEC1) end + +function IM_VEC1:__tostring() return string.format("ImVec1(%g)", self.x) end + +--- @param dest ImVec1 +--- @param src ImVec1 +function ImVec1_Copy(dest, src) + dest.x = src.x +end + +--- @class ImRect +--- @field [1] ImVec2 +--- @field [2] ImVec2 +--- @field Min ImVec2 +--- @field Max ImVec2 +local IM_RECT = {} + +--- @param t ImRect +--- @param k string +IM_RECT.__index = function(t, k) + local method = IM_RECT[k] + if method ~= nil then return method end + if k == "Min" then return rawget(t, 1) + elseif k == "Max" then return rawget(t, 2) + end +end + +--- @param t ImRect +--- @param k string +--- @param v ImVec2 +IM_RECT.__newindex = function(t, k, v) + if k == "Min" then ImVec2_Copy(rawget(t, 1), v) + elseif k == "Max" then ImVec2_Copy(rawget(t, 2), v) + else IM_ASSERT(false) + end +end + +--- @return ImRect +--- @nodiscard +function ImRect(a, b, c, d) if c and d then return setmetatable({ ImVec2(a, b), ImVec2(c, d) }, IM_RECT) end return setmetatable({ ImVec2(a and a.x or 0, a and a.y or 0), ImVec2(b and b.x or 0, b and b.y or 0) }, IM_RECT) end + +function IM_RECT:__eq(other) return self[1] == other[1] and self[2] == other[2] end +function IM_RECT:__tostring() return string.format("ImRect(Min: %g,%g, Max: %g,%g)", self.Min.x, self.Min.y, self.Max.x, self.Max.y) end + +--- @param p ImRect|ImVec2 +function IM_RECT:Contains(p) + if p.Min then + --- @cast p ImRect + return p[1][1] >= self[1][1] and p[2][1] <= self[2][1] and p[1][2] >= self[1][2] and p[2][2] <= self[2][2] + else + --- @cast p ImVec2 + return p[1] >= self[1][1] and p[2] >= self[1][2] and p[1] < self[2][1] and p[2] < self[2][2] + end +end + +--- @param p ImVec2 +--- @param pad ImVec2 +function IM_RECT:ContainsWithPad(p, pad) + return p[1] >= self[1][1] - pad[1] and p[2] >= self[1][2] - pad[2] and p[1] < self[2][1] + pad[1] and p[2] < self[2][2] + pad[2] +end + +--- @param r ImRect +function IM_RECT:Overlaps(r) + return self[1][1] <= r[2][1] and self[2][1] >= r[1][1] and self[1][2] <= r[2][2] and self[2][2] >= r[1][2] +end + +--- @nodiscard +function IM_RECT:GetCenter() return ImVec2((self[1][1] + self[2][1]) * 0.5, (self[1][2] + self[2][2]) * 0.5) end +function IM_RECT:GetWidth() return self[2][1] - self[1][1] end +function IM_RECT:GetHeight() return self[2][2] - self[1][2] end +--- @nodiscard +function IM_RECT:GetSize() return ImVec2(self[2][1] - self[1][1], self[2][2] - self[1][2]) end + +--- @nodiscard +function IM_RECT:GetTL() return ImVec2(self[1][1], self[1][2]) end +--- @nodiscard +function IM_RECT:GetTR() return ImVec2(self[2][1], self[1][2]) end +--- @nodiscard +function IM_RECT:GetBL() return ImVec2(self[1][1], self[2][2]) end +--- @nodiscard +function IM_RECT:GetBR() return ImVec2(self[2][1], self[2][2]) end + +--- @param r ImRect +function IM_RECT:ClipWith(r) + ImVec2_Copy(self[1], ImMax(self[1], r[1])); ImVec2_Copy(self[2], ImMin(self[2], r[2])) +end + +--- @param r ImRect +function IM_RECT:ClipWithFull(r) + ImVec2_Copy(self[1], ImClamp(self[1], r[1], r[2])); ImVec2_Copy(self[2], ImClamp(self[2], r[1], r[2])) +end + +--- @param p ImRect|ImVec2 +function IM_RECT:Add(p) + if p.Min then + --- @cast p ImRect + if (self[1][1] > p[1][1]) then self[1][1] = p[1][1] end + if (self[1][2] > p[1][2]) then self[1][2] = p[1][2] end + if (self[2][1] < p[2][1]) then self[2][1] = p[2][1] end + if (self[2][2] < p[2][2]) then self[2][2] = p[2][2] end + else + --- @cast p ImVec2 + if p[1] < self[1][1] then self[1][1] = p[1] end + if p[2] < self[1][2] then self[1][2] = p[2] end + if p[1] > self[2][1] then self[2][1] = p[1] end + if p[2] > self[2][2] then self[2][2] = p[2] end + end +end + +--- @param amount float|ImVec2 +function IM_RECT:Expand(amount) + if type(amount) == "number" then + self[1][1] = self[1][1] - amount; self[1][2] = self[1][2] - amount + self[2][1] = self[2][1] + amount; self[2][2] = self[2][2] + amount + elseif type(amount) == "table" then + self[1][1] = self[1][1] - amount[1]; self[1][2] = self[1][2] - amount[2] + self[2][1] = self[2][1] + amount[1]; self[2][2] = self[2][2] + amount[2] + end +end + +--- @nodiscard +function IM_RECT:ToVec4() + return ImVec4(self[1][1], self[1][2], self[2][1], self[2][2]) +end + +--- @param d ImVec2 +function IM_RECT:Translate(d) + self[1][1] = self[1][1] + d[1]; self[1][2] = self[1][2] + d[2] + self[2][1] = self[2][1] + d[1]; self[2][2] = self[2][2] + d[2] +end + +--- @param dy float +function IM_RECT:TranslateY(dy) + self[1][2] = self[1][2] + dy; self[2][2] = self[2][2] + dy +end + +function IM_RECT:IsInverted() return self[1][1] > self[2][1] or self[1][2] > self[2][2] end + +function IM_RECT:GetArea() return (self[2][1] - self[1][1]) * (self[2][2] - self[1][2]) end + +--- @nodiscard +function IM_RECT:AsVec4() return ImVec4(self[1][1], self[1][2], self[2][1], self[2][2]) end + +--- @param dest ImRect +--- @param src ImRect +function ImRect_Copy(dest, src) + dest[1][1] = src[1][1]; dest[1][2] = src[1][2] + dest[2][1] = src[2][1]; dest[2][2] = src[2][2] +end + +--- @param dest ImRect +--- @param src ImVec4 +function ImRect_CopyFromV4(dest, src) + dest[1][1] = src[1]; dest[1][2] = src[2] + dest[2][1] = src[3]; dest[2][2] = src[4] +end + +--- @param _ARRAY ImU32[] +--- @param _N int +function IM_BITARRAY_TESTBIT(_ARRAY, _N) + return bitAnd(_ARRAY[bitRShift(_N - 1, 5) + 1], bitLShift(1, bitAnd(_N - 1, 31))) ~= 0 +end + +--- @param _ARRAY ImU32[] +--- @param _N int +function IM_BITARRAY_CLEARBIT(_ARRAY, _N) + local idx = bitRShift(_N - 1, 5) + 1 + _ARRAY[idx] = bitAnd(_ARRAY[idx], bitNot(bitLShift(1, bitAnd(_N - 1, 31)))) +end + +--- @param arr ImU32[] +--- @param n int +function ImBitArraySetBit(arr, n) + local mask = bitLShift(1, bitAnd(n - 1, 31)) + local idx = bitRShift(n - 1, 5) + 1 + arr[idx] = bitOr(arr[idx], mask) +end + +--- @alias ImBitArrayForNamedKeys ImBitArray + +--- NOTE: This struct is expensive to create +--- @class ImBitArray +--- @field Data ImU32[] + +--- @param BITCOUNT int +--- @param OFFSET? int +--- @return ImBitArray +function ImBitArray(BITCOUNT, OFFSET) + if OFFSET == nil then OFFSET = 0 end + + local this = { Data = {} } + local size = bitRShift(BITCOUNT + 31, 5) + + this.ClearAllBits = function(self) local data = self.Data; for i = 1, size do data[i] = 0 end end + this.SetAllBits = function(self) local data = self.Data; for i = 1, size do data[i] = 0xFFFFFFFF end end + --- @param n int # 1-based + --- @return boolean + this.TestBit = function(self, n) n = n + OFFSET; IM_ASSERT(n >= 1 and n <= BITCOUNT); return IM_BITARRAY_TESTBIT(self.Data, n); end + --- @param n int # 1-based + this.SetBit = function(self, n) n = n + OFFSET; IM_ASSERT(n >= 1 and n <= BITCOUNT); ImBitArraySetBit(self.Data, n); end + + this:ClearAllBits() + + return this +end + +function MT.ImDrawList:PathClear() self._Path:clear() end + +--- @param pos ImVec2 +function MT.ImDrawList:PathLineTo(pos) self._Path:push_back(pos) end + +function MT.ImDrawList:PathLineToMergeDuplicate(pos) + local path_size = self._Path.Size + if path_size == 0 or self._Path.Data[path_size].x ~= pos.x or self._Path.Data[path_size].y ~= pos.y then + self._Path:push_back(pos) + end +end + +function MT.ImDrawList:PathFillConvex(col) + self:AddConvexPolyFilled(self._Path.Data, self._Path.Size, col) + self._Path.Size = 0 +end + +--- @param col ImU32 +--- @param thickness? float +--- @param flags? ImDrawFlags +function MT.ImDrawList:PathStroke(col, thickness, flags) + if not thickness then thickness = 1.0 end + if not flags then flags = 0 end + + self:AddPolyline(self._Path.Data, self._Path.Size, col, thickness, flags) + self._Path.Size = 0 +end + +--- @param col ImU32 +function ImGui.SetNextItemColorMarker(col) + local g = GImGui + g.NextItemData.HasFlags = bitOr(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) + g.NextItemData.ColorMarker = col +end + +--- @class ImDrawListSharedData +--- @field TexUvWhitePixel ImVec2 +--- @field TexUvLines ImVec4[] +--- @field FontAtlas ImFontAtlas +--- @field Font ImFont +--- @field FontSize float +--- @field FontScale float +--- @field CurveTessellationTol float +--- @field CircleTessellationMaxError float +--- @field InitialFringeScale float +--- @field InitialFlags ImDrawListFlags +--- @field ClipRectFullscreen? ImVec4 +--- @field TempBuffer ImVector +--- @field DrawLists ImVector +--- @field Context? ImGuiContext +--- @field ArcFastVtx table # 1-based table +--- @field ArcFastRadiusCutoff float +--- @field CircleSegmentCounts table # 1-based table +MT.ImDrawListSharedData = {} +MT.ImDrawListSharedData.__index = MT.ImDrawListSharedData + +--- @return ImDrawListSharedData +--- @nodiscard +function ImDrawListSharedData() + local this = setmetatable({ + TexUvWhitePixel = nil, + TexUvLines = nil, + FontAtlas = nil, + + Font = nil, + FontSize = 0, + FontScale = 0, + + CurveTessellationTol = 0, + CircleTessellationMaxError = 0, + InitialFringeScale = 1, + + InitialFlags = 0, + ClipRectFullscreen = nil, + TempBuffer = ImVector(ImVec2), + DrawLists = ImVector(), + + ArcFastVtx = {}, + ArcFastRadiusCutoff = nil, + CircleSegmentCounts = {}, + + Context = nil + }, MT.ImDrawListSharedData) + + for i = 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE do + local a = ((i - 1) * 2 * IM_PI) / IM_DRAWLIST_ARCFAST_TABLE_SIZE + this.ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)) + end + + return this +end + +--- @class ImFontAtlasBuilder +--- @field PackContext stbrp_context +--- @field PackNodes ImVector +--- @field Rects ImVector +--- @field RectsIndex ImVector +--- @field TempBuffer ImVector +--- @field RectsIndexFreeListStart int +--- @field RectsPackedCount int +--- @field RectsPackedSurface int +--- @field RectsDiscardedCount int +--- @field RectsDiscardedSurface int +--- @field FrameCount int +--- @field MaxRectSize ImVec2 +--- @field MaxRectBounds ImVec2 +--- @field LockDisableResize bool +--- @field PreloadedAllGlyphsRanges bool +--- @field BakedPool ImVector +--- @field BakedMap table # LUA: No ImGuiStorage +--- @field BakedDiscardedCount int +--- @field PackIdMouseCursors ImFontAtlasRectId +--- @field PackIdLinesTexData ImFontAtlasRectId +MT.ImFontAtlasBuilder = {} +MT.ImFontAtlasBuilder.__index = MT.ImFontAtlasBuilder + +--- @return ImFontAtlasBuilder +function ImFontAtlasBuilder() + --- @type ImFontAtlasBuilder + local this = setmetatable({}, MT.ImFontAtlasBuilder) + + this.PackContext = nil -- struct stbrp_context_opaque { char data[80]; }; + this.PackNodes = ImVector() + this.Rects = ImVector() + this.RectsIndex = ImVector() + this.TempBuffer = ImVector() + this.RectsIndexFreeListStart = -1 + this.RectsPackedCount = 0 + this.RectsPackedSurface = 0 + this.RectsDiscardedCount = 0 + this.RectsDiscardedSurface = 0 + this.FrameCount = -1 + this.MaxRectSize = ImVec2() + this.MaxRectBounds = ImVec2() + this.LockDisableResize = false + this.PreloadedAllGlyphsRanges = false + + this.BakedPool = ImVector() -- ImStableVector + this.BakedMap = {} + this.BakedDiscardedCount = 0 + + this.PackIdMouseCursors = -1 + this.PackIdLinesTexData = -1 + + return this +end + +--- @class ImFontStackData +--- @field Font ImFont +--- @field FontSizeBeforeScaling float +--- @field FontSizeAfterScaling float + +--- @return ImFontStackData +--- @param font ImFont +--- @param font_size_before_scaling float +--- @param font_size_after_scaling float +--- @nodiscard +function ImFontStackData(font, font_size_before_scaling, font_size_after_scaling) + return { + Font = font, + FontSizeBeforeScaling = font_size_before_scaling, + FontSizeAfterScaling = font_size_after_scaling + } +end + +--- `GetVarPtr()` is currently only used on `g.Style` in Dear ImGui, and we don't have pointers! +--- @class ImGuiStyleVarInfo +--- @field Count ImU32 +--- @field DataType ImGuiDataType +--- @field Key string # key in parent structure. Note that the cpp Dear ImGui uses `ImU32 Offset`! + +--- @param count ImU32 +--- @param data_type ImGuiDataType +--- @param key string +--- @return ImGuiStyleVarInfo +--- @nodiscard +function ImGuiStyleVarInfo(count, data_type, key) + return { Count = count, DataType = data_type, Key = key } +end + +--- @class ImGuiStyleMod +--- @field VarIdx ImGuiStyleVar +--- @field BackupVal table + +--- @param idx ImGuiStyleVar +--- @param v int|float|ImVec2 +function ImGuiStyleMod(idx, v) + local this = { VarIdx = idx, BackupVal = {nil, nil} } + --- @cast this ImGuiStyleMod + + if type(v) == "number" then + this.BackupVal[1] = v + else -- ImVec2 + this.BackupVal[1] = v.x; this.BackupVal[2] = v.y + end + + return this +end + +--- Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo() +--- @class ImGuiDataTypeInfo +--- @field Size size_t # Size in bytes +--- @field Name string # Short descriptive name for the type, for debugging +--- @field PrintFmt string # Default printf format for the type +--- @field ScanFmt string # Default scanf format for the type + +--- @class ImGuiLastItemData +--- @field ID ImGuiID +--- @field ItemFlags ImGuiItemFlags +--- @field StatusFlags ImGuiItemStatusFlags +--- @field Rect ImRect +--- @field NavRect ImRect +--- @field DisplayRect ImRect +--- @field ClipRect ImRect +--- @field Shortcut ImGuiKeyChord + +--- @return ImGuiLastItemData +--- @nodiscard +function ImGuiLastItemData() + return { + ID = 0, + ItemFlags = 0, + StatusFlags = 0, + Rect = ImRect(), + NavRect = ImRect(), + + DisplayRect = ImRect(), + ClipRect = ImRect(), + Shortcut = 0 + } +end + +--- @param dest ImGuiLastItemData +--- @param src ImGuiLastItemData +function ImGuiLastItemData_Copy(dest, src) + dest.ID = src.ID + dest.ItemFlags = src.ItemFlags + dest.StatusFlags = src.StatusFlags + ImRect_Copy(dest.Rect, src.Rect) + ImRect_Copy(dest.NavRect, src.NavRect) + ImRect_Copy(dest.DisplayRect, src.DisplayRect) + ImRect_Copy(dest.ClipRect, src.ClipRect) + dest.Shortcut = src.Shortcut +end + +--- @class ImGuiTreeNodeStackData +--- @field ID ImGuiID +--- @field TreeFlags ImGuiTreeNodeFlags +--- @field ItemFlags ImGuiItemFlags +--- @field NavRect ImRect +--- @field DrawLinesX1 float +--- @field DrawLinesToNodesY2 float +--- @field DrawLinesTableColumn ImGuiTableColumnIdx + +--- @return ImGuiTreeNodeStackData +--- @nodiscard +local function ImGuiTreeNodeStackData() + return { + ID = nil, + TreeFlags = nil, + ItemFlags = nil, + NavRect = ImRect(), + DrawLinesX1 = nil, + DrawLinesToNodesY2 = nil, + DrawLinesTableColumn = nil + } +end + +--- @class ImGuiNextItemData +--- @field HasFlags ImGuiNextItemDataFlags +--- @field ItemFlagsSet ImGuiItemFlags +--- @field FocusScopeId ImGuiID +--- @field SelectionUserData any +--- @field Width number +--- @field Shortcut ImGuiKeyChord +--- @field ShortcutFlags ImGuiInputFlags +--- @field OpenVal boolean +--- @field OpenCond ImGuiCond +--- @field RefVal any +--- @field StorageId ImGuiID +--- @field ColorMarker ImU32 +local IMGUI_NEXT_ITEM_DATA = {} +IMGUI_NEXT_ITEM_DATA.__index = IMGUI_NEXT_ITEM_DATA + +function IMGUI_NEXT_ITEM_DATA:ClearFlags() + self.HasFlags = ImGuiNextItemDataFlags.None + self.ItemFlagsSet = ImGuiItemFlags.None +end + +--- @return ImGuiNextItemData +--- @nodiscard +function ImGuiNextItemData() + return setmetatable({ + HasFlags = 0, + ItemFlagsSet = 0, + + FocusScopeId = 0, + SelectionUserData = -1, + Width = 0.0, + Shortcut = 0, + ShortcutFlags = 0, + OpenVal = false, + OpenCond = 0, + RefVal = 0, + StorageId = 0, + ColorMarker = 0 + }, IMGUI_NEXT_ITEM_DATA) +end + +--- @class ImGuiNextWindowData +--- @field HasFlags ImGuiNextWindowDataFlags +--- @field PosCond ImGuiCond +--- @field SizeCond ImGuiCond +--- @field CollapsedCond ImGuiCond +--- @field PosVal ImVec2? +--- @field PosPivotVal ImVec2? +--- @field SizeVal ImVec2? +--- @field ContentSizeVal ImVec2? +--- @field ScrollVal ImVec2? +--- @field WindowFlags ImGuiWindowFlags? +--- @field ChildFlags ImGuiChildFlags? +--- @field CollapsedVal boolean? +--- @field SizeConstraintRect ImRect? +--- @field SizeCallback function? +--- @field SizeCallbackUserData any +--- @field BgAlphaVal number? +--- @field MenuBarOffsetMinVal ImVec2? +--- @field RefreshFlagsVal int? +local IMGUI_NEXT_WINDOW_DATA = {} +IMGUI_NEXT_WINDOW_DATA.__index = IMGUI_NEXT_WINDOW_DATA + +function IMGUI_NEXT_WINDOW_DATA:ClearFlags() + self.HasFlags = ImGuiNextWindowDataFlags.None +end + +--- @return ImGuiNextWindowData +--- @nodiscard +function ImGuiNextWindowData() + return setmetatable({ + HasFlags = 0, + + PosCond = 0, + SizeCond = 0, + CollapsedCond = 0, + PosVal = ImVec2(), + PosPivotVal = ImVec2(), + SizeVal = ImVec2(), + ContentSizeVal = ImVec2(), + ScrollVal = ImVec2(), + WindowFlags = nil, + ChildFlags = nil, + CollapsedVal = nil, + SizeConstraintRect = nil, + SizeCallback = nil, + SizeCallbackUserData = nil, + BgAlphaVal = nil, + MenuBarOffsetMinVal = ImVec2(), + RefreshFlagsVal = nil + }, IMGUI_NEXT_WINDOW_DATA) +end + +--- @enum ImGuiWindowBgClickFlags +ImGuiWindowBgClickFlags = { + None = 0, + Move = bitLShift(1, 0), +} + +--- @enum ImGuiNextWindowDataFlags +ImGuiNextWindowDataFlags = { + None = 0, + HasPos = bitLShift(1, 0), + HasSize = bitLShift(1, 1), + HasContentSize = bitLShift(1, 2), + HasCollapsed = bitLShift(1, 3), + HasSizeConstraint = bitLShift(1, 4), + HasFocus = bitLShift(1, 5), + HasBgAlpha = bitLShift(1, 6), + HasScroll = bitLShift(1, 7), + HasWindowFlags = bitLShift(1, 8), + HasChildFlags = bitLShift(1, 9), + HasRefreshPolicy = bitLShift(1, 10), + HasViewport = bitLShift(1, 11), + HasDock = bitLShift(1, 12), + HasWindowClass = bitLShift(1, 13) +} + +--- @enum ImGuiLayoutType +ImGuiLayoutType = +{ + Horizontal = 0, + Vertical = 1 +} + +--- @enum ImGuiSeparatorFlags +ImGuiSeparatorFlags = +{ + None = 0, + Horizontal = bitLShift(1, 0), -- Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + Vertical = bitLShift(1, 1), + SpanAllColumns = bitLShift(1, 2) -- Make separator cover all columns of a legacy Columns() set +} + +--- @class ImGuiStyle +MT.ImGuiStyle = {} +MT.ImGuiStyle.__index = MT.ImGuiStyle + +--- @return ImGuiStyle +--- @nodiscard +function ImGuiStyle() + --- @type ImGuiStyle + local this = { + FontSizeBase = 0.0, + FontScaleMain = 1.0, + FontScaleDpi = 1.0, + + Alpha = 1.0, + DisabledAlpha = 0.60, + + FramePadding = ImVec2(4, 3), + FrameRounding = 0.0, + FrameBorderSize = 0.0, + WindowPadding = ImVec2(8, 8), + + TouchExtraPadding = ImVec2(0, 0), + IndentSpacing = 21.0, + + WindowRounding = 0, + WindowBorderSize = 1, + + ScrollbarSize = 14.0, + ScrollbarRounding = 9.0, + ScrollbarPadding = 2.0, + GrabMinSize = 12.0, + GrabRounding = 0.0, + ImageRounding = 0.0, + ImageBorderSize = 0.0, + + WindowBorderHoverPadding = 4.0, + + TreeLinesFlags = ImGuiTreeNodeFlags.DrawLinesNone, + TreeLinesSize = 1.0, + TreeLinesRounding = 0.0, + MenuItemRounding = 0.0, + SelectableRounding = 0.0, + + ColorMarkerSize = 3.0, + ColorButtonPosition = ImGuiDir.Right, + + InputTextCursorSize = 1.0, + SeparatorSize = 1.0, + SeparatorTextBorderSize = 3.0, + SeparatorTextAlign = ImVec2(0.0, 0.5), + SeparatorTextPadding = ImVec2(20.0, 3.0), + + DisplaySafeAreaPadding = ImVec2(3, 3), + DisplayWindowPadding = ImVec2(19, 19), + + AntiAliasedLines = true, + AntiAliasedLinesUseTex = true, + AntiAliasedFill = true, + + CurveTessellationTol = 1.25, + CircleTessellationMaxError = 0.30, + + HoverStationaryDelay = 0.15, + HoverDelayShort = 0.15, + HoverDelayNormal = 0.40, + + Colors = {}, + + ButtonTextAlign = ImVec2(0.5, 0.5), + SelectableTextAlign = ImVec2(0.0, 0.0), + + WindowMinSize = ImVec2(32, 32), + WindowTitleAlign = ImVec2(0.0, 0.5), + WindowMenuButtonPosition = ImGuiDir.Left, + ChildRounding = 0.0, + ChildBorderSize = 1.0, + PopupRounding = 0.0, + PopupBorderSize = 1.0, + + DockingSeparatorSize = 2.0, + MouseCursorScale = 1.0, + + ItemSpacing = ImVec2(8, 4), + ItemInnerSpacing = ImVec2(4, 4), + CellPadding = ImVec2(4, 2), + + ColumnsMinSpacing = 6.0, + + LogSliderDeadzone = 4.0, + + TabRounding = 5.0, + TabBorderSize = 0.0, + TabMinWidthBase = 1.0, + TabMinWidthShrink = 80.0, + TabCloseButtonMinWidthSelected = -1.0, + TabCloseButtonMinWidthUnselected = 0.0, + TabBarBorderSize = 1.0, + TabBarOverlineSize = 1.0, + TableAngledHeadersAngle = 35.0 * (IM_PI / 180.0), + TableAngledHeadersTextAlign = ImVec2(0.5, 0.0), + + DragDropTargetRounding = 0.0, + DragDropTargetBorderSize = 2.0, + DragDropTargetPadding = 3.0, + + HoverFlagsForTooltipMouse = bitOr(ImGuiHoveredFlags.Stationary, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.AllowWhenDisabled), + HoverFlagsForTooltipNav = bitOr(ImGuiHoveredFlags.NoSharedDelay, ImGuiHoveredFlags.DelayNormal, ImGuiHoveredFlags.AllowWhenDisabled), + + -- [Internal] + _MainScale = 1.0, + _NextFrameFontSizeBase = 0.0 + } + + ImGui.StyleColorsDark(this) + + setmetatable(this, MT.ImGuiStyle) + + return this +end + +--- @class ImGuiWindowStackData + +--- @return ImGuiWindowStackData +--- @nodiscard +function ImGuiWindowStackData() + return { + Window = nil, + ParentLastItemDataBackup = ImGuiLastItemData(), + StackSizesInBegin = nil, + DisabledOverrideReenable = nil, + DisabledOverrideReenableAlphaBackup = nil + } +end + +--- @class ImGuiComboPreviewData +--- @field PreviewRect ImRect +--- @field BackupCursorPos ImVec2 +--- @field BackupCursorMaxPos ImVec2 +--- @field BackupCursorPosPrevLine ImVec2 +--- @field BackupPrevLineTextBaseOffset float +--- @field BackupLayout ImGuiLayoutType + +--- @return ImGuiComboPreviewData +--- @nodiscard +local function ImGuiComboPreviewData() + return { + PreviewRect = ImRect(), + BackupCursorPos = ImVec2(), + BackupCursorMaxPos = ImVec2(), + BackupCursorPosPrevLine = ImVec2(), + BackupPrevLineTextBaseOffset = 0.0, + BackupLayout = 0 + } +end + +--- @alias IMSTB_TEXTEDIT_STRING ImGuiInputTextState + +--- @alias ImStbTexteditState STB_TexteditState + +--- @class ImGuiInputTextState +--- @field Ctx ImGuiContext # parent UI context (needs to be set explicitly by parent) +--- @field Stb ImStbTexteditState # State for stb_textedit.lua +--- @field Flags ImGuiInputTextFlags +--- @field ID ImGuiID # widget id owning the text state +--- @field TextLen int # UTF-8 length of the string in TextA (in bytes) +--- @field TextSrc ImStringBuffer # == TextA.Data unless read-only, in which case == buf passed to InputText(). For _ReadOnly fields, pointer will be null outside the InputText() call +--- @field TextA ImVector # main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1) +--- @field TextToRevertTo ImVector # value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) +--- @field CallbackTextBackup ImVector # temporary storage for callback to support automatic reconcile of undo-stack +--- @field BufCapacity int # end-user buffer capacity (include zero terminator) +--- @field Scroll ImVec2 # horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) +--- @field LineCount int # last line count (solely for debugging) +--- @field WrapWidth float # word-wrapping width +--- @field CursorAnim float # timer for cursor blink, reset on every user action so the cursor reappears immediately +--- @field CursorFollow bool # set when we want scrolling to follow the current cursor position (not always!) +--- @field CursorCenterY bool # set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field) +--- @field SelectedAllMouseLock bool # after a double-click to select all, we ignore further mouse drags to update selection +--- @field EditedBefore bool # edited since activated +--- @field EditedThisFrame bool # edited this frame +MT.ImGuiInputTextState = {} +MT.ImGuiInputTextState.__index = MT.ImGuiInputTextState + +local function ImGuiInputTextState() + local this = { + Ctx = nil, + Stb = STB_TexteditState(), -- FIXME: no global! + Flags = 0, + ID = 0, + + TextLen = 0, + TextSrc = nil, + TextA = ImVector(), + TextToRevertTo = ImVector(), + CallbackTextBackup = ImVector(), + + BufCapacity = 0, + Scroll = ImVec2(), + LineCount = 0, + WrapWidth = 0.0, + + CursorAnim = 0.0, + CursorFollow = false, + CursorCenterY = false, + SelectedAllMouseLock = false, + EditedBefore = false, + EditedThisFrame = false, + } + + return setmetatable(this, MT.ImGuiInputTextState) +end + +--- @class ImGuiInputTextDeactivatedState +--- @field ID ImGuiID # widget id owning the text state (which just got deactivated) +--- @field ElapseFrame int +--- @field TextA ImVector # text buffer +local IMGUI_INPUT_TEXT_DEACTIVATED_STATE = {} +IMGUI_INPUT_TEXT_DEACTIVATED_STATE.__index = IMGUI_INPUT_TEXT_DEACTIVATED_STATE + +function IMGUI_INPUT_TEXT_DEACTIVATED_STATE:ClearFreeMemory() + self.ID = 0 + self.ElapseFrame = 0 + self.TextA:clear() +end + +--- @return ImGuiInputTextDeactivatedState +--- @nodiscard +local function ImGuiInputTextDeactivatedState() + return setmetatable({ + ID = 0, + ElapseFrame = 0, + TextA = ImVector() + }, IMGUI_INPUT_TEXT_DEACTIVATED_STATE) +end + +--- @alias ImGuiKeyRoutingIndex ImS16 + +--- @class ImGuiKeyRoutingData +--- @field NextEntryIndex ImGuiKeyRoutingIndex +--- @field Mods ImU16 +--- @field RoutingCurrScore ImU16 +--- @field RoutingNextScore ImU16 +--- @field RoutingCurr ImGuiID +--- @field RoutingNext ImGuiID + +--- @return ImGuiKeyRoutingData +--- @nodiscard +function ImGuiKeyRoutingData() + return { + NextEntryIndex = -1, + Mods = 0, + RoutingCurrScore = 0, + RoutingNextScore = 0, + RoutingCurr = ImGuiKeyOwner_NoOwner, + RoutingNext = ImGuiKeyOwner_NoOwner + } +end + +--- @class ImGuiKeyRoutingTable +--- @field Index ImGuiKeyRoutingIndex[] +--- @field Entries ImVector +--- @field EntriesNext ImVector +local _ImGuiKeyRoutingTable = {} +_ImGuiKeyRoutingTable.__index = _ImGuiKeyRoutingTable + +function _ImGuiKeyRoutingTable:Clear() + for n = 1, ImGuiKey.NamedKey_COUNT do self.Index[n] = -1 end + self.Entries:clear() + self.EntriesNext:clear() +end + +--- @return ImGuiKeyRoutingTable +local function ImGuiKeyRoutingTable() + local this = setmetatable({ + Index = {}, + Entries = ImVector(), + EntriesNext = ImVector() + }, _ImGuiKeyRoutingTable) + + this:Clear() + + return this +end + +--- @class ImGuiTextIndex +--- @field Offsets ImVector +--- @field EndOffset int +local IMGUI_TEXT_INDEX = {} +IMGUI_TEXT_INDEX.__index = IMGUI_TEXT_INDEX + +function IMGUI_TEXT_INDEX:clear() self.Offsets:clear(); self.EndOffset = 0; end + +function IMGUI_TEXT_INDEX:get_line_begin(base, n) + return base + (self.Offsets.Size ~= 0 and self.Offsets[n] or 0) +end + +function IMGUI_TEXT_INDEX:get_line_end(base, n) + return base + ((n + 1 < self.Offsets.Size) and (self.Offsets[n + 1] - 1) or self.EndOffset) +end + +--- @return ImGuiTextIndex +local function ImGuiTextIndex() + return setmetatable({ Offsets = ImVector(), EndOffset = 0 }, IMGUI_TEXT_INDEX) +end + +--- @class ImGuiDebugAllocEntry +--- @field FrameCount int +--- @field AllocCount int +--- @field FreeCount int + +--- @return ImGuiDebugAllocEntry +local function ImGuiDebugAllocEntry() + return { FrameCount = 0, AllocCount = 0, FreeCount = 0 } +end + +--- @class ImGuiDebugAllocInfo +--- @field TotalAllocCount int +--- @field TotalFreeCount int +--- @field LastEntriesIdx ImS16 +--- @field LastEntriesBuf ImGuiDebugAllocEntry[] + +--- @return ImGuiDebugAllocInfo +local function ImGuiDebugAllocInfo() + local this = { + TotalAllocCount = 0, + TotalFreeCount = 0, + LastEntriesIdx = 1, + LastEntriesBuf = {nil, nil, nil, nil, nil, nil}, + } + + for i = 1, 6 do + this.LastEntriesBuf[i] = ImGuiDebugAllocEntry() + end + + return this +end + +--- @class ImGuiMetricsConfig + +--- @return ImGuiMetricsConfig +local function ImGuiMetricsConfig() + return + { + HighlightMonitorIdx = -1, + HighlightViewportID = 0, + } +end + +--- @class ImGuiNavItemData +--- @field Window ImGuiWindow? +--- @field ID ImGuiID +--- @field FocusScopeId ImGuiID +--- @field RectRel ImRect +--- @field ItemFlags ImGuiItemFlags +--- @field SelectionUserData ImGuiSelectionUserData +--- @field DistBox float +--- @field DistCenter float +--- @field DistAxial float +local IMGUI_NAV_ITEM_DATA = {} +IMGUI_NAV_ITEM_DATA.__index = IMGUI_NAV_ITEM_DATA + +function IMGUI_NAV_ITEM_DATA:Clear() + self.Window = nil + self.ID = 0 + self.FocusScopeId = 0 + self.ItemFlags = 0 + self.SelectionUserData = ImGuiSelectionUserData_Invalid + self.DistBox = FLT_MAX + self.DistCenter = FLT_MAX + self.DistAxial = FLT_MAX +end + +--- @return ImGuiNavItemData +local function ImGuiNavItemData() + local this = setmetatable({ }, IMGUI_NAV_ITEM_DATA) + this.RectRel = ImRect() + this:Clear() + return this +end + +--- @class ImGuiContext +--- @field Initialized bool +--- @field WithinFrameScope bool +--- @field WithinFrameScopeWithImplicitWindow bool +--- @field FrameCount int +--- @field FrameCountEnded int +--- @field CurrentWindow ImGuiWindow +--- @field HoveredWindow ImGuiWindow +--- @field Style ImGuiStyle +--- @field FontAtlases ImVector +--- @field Font ImFont +--- @field FontBaked ImFontBaked? +--- @field FontSize float +--- @field FontSizeBase float +--- @field FontBakedScale float +--- @field FontRasterizerDensity float +--- @field DrawListSharedData ImDrawListSharedData +--- @field NextItemData ImGuiNextItemData +--- @field LastItemData ImGuiLastItemData +--- @field NextWindowData ImGuiNextWindowData +--- @field WithinEndChildID ImGuiID +--- @field WithinEndPopupID ImGuiID +--- @field StyleVarStack ImVector +--- @field AnyIdHasBeenEditedThisFrame bool +--- @field ActiveId ImGuiID +--- @field ActiveIdMouseButton ImS8 +--- @field Windows ImVector +--- @field WindowsFocusOrder ImVector +--- @field WindowsTempSortBuffer ImVector +--- @field CurrentWindowStack ImVector +--- @field FocusScopeStack ImVector +--- @field ItemFlagsStack ImVector +--- @field GroupStack ImVector +--- @field OpenPopupStack ImVector +--- @field BeginPopupStack ImVector +--- @field TreeNodeStack ImVector +--- @field IO ImGuiIO +--- @field PlatformIO ImGuiPlatformIO +--- @field Viewports ImVector +--- @field DebugLogFlags ImGuiDebugLogFlags +--- @field DebugFlashStyleColorIdx ImGuiCol +--- @field ColorEditCurrentID ImGuiID # Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others) +--- @field ColorEditSavedID ImGuiID # ID we are saving/restoring HS for +--- @field ColorEditSavedHue float # Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips +--- @field ColorEditSavedSat float # Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips +--- @field ColorEditSavedColor ImU32 # RGB value with alpha set to 0 +--- @field ColorPickerRef ImVec4 # Initial/reference color at the time of opening the color picker +--- @field MenusIdSubmittedThisFrame ImVector +--- @field InputTextState ImGuiInputTextState +--- @field InputTextLineIndex ImGuiTextIndex +--- @field InputTextDeactivatedState ImGuiInputTextDeactivatedState +--- @field InputTextPasswordFontBackupBaked ImFontBaked +--- @field KeysMayBeCharInput ImBitArrayForNamedKeys +--- @field KeysOwnerData ImGuiKeyOwnerData[] +--- @field KeysRoutingTable ImGuiKeyRoutingTable +--- @field NavFocusRoute ImVector +--- @field PlatformImeData ImGuiPlatformImeData +--- @field PlatformImeDataPrev ImGuiPlatformImeData +--- @field UserTextures ImVector +--- @field DebugMetricsConfig ImGuiMetricsConfig +--- @field DebugAllocInfo ImGuiDebugAllocInfo +--- @field TempBuffer ImVector + +--- @param shared_font_atlas? ImFontAtlas +--- @return ImGuiContext +--- @nodiscard +function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this structure + local this = { + Style = ImGuiStyle(), + ColorStack = ImVector(), + StyleVarStack = ImVector(), + + Config = nil, + Initialized = false, + WithinFrameScope = false, + WithinFrameScopeWithImplicitWindow = false, + + Windows = ImVector(), -- Windows sorted in display order, back to front + WindowsById = {}, -- Map window's ID to window ref + + WindowsBorderHoverPadding = 0, + + WindowsActiveCount = 0, + + WindowsTempSortBuffer = ImVector(), + CurrentWindowStack = ImVector(), + CurrentWindow = nil, + + WindowsFocusOrder = ImVector(), + + IO = ImGuiIO(), + PlatformIO = ImGuiPlatformIO(), + + ConfigFlagsCurrFrame = ImGuiConfigFlags.None, + ConfigFlagsLastFrame = ImGuiConfigFlags.None, + + MouseLastValidPos = ImVec2(), + + KeysMayBeCharInput = ImBitArray(ImGuiKey.NamedKey_COUNT, -ImGuiKey.NamedKey_BEGIN), + KeysOwnerData = {}, -- size = ImGuiKey.NamedKey_COUNT + KeysRoutingTable = ImGuiKeyRoutingTable(), + + InputEventsQueue = ImVector(), + + InputEventsNextMouseSource = ImGuiMouseSource.Mouse, + InputEventsNextEventId = 1, + + MovingWindow = nil, + + WheelingWindow = nil, + WheelingWindowStartFrame = -1, WheelingWindowScrolledFrame = -1, + WheelingWindowReleaseTimer = 0.0, + WheelingWindowRefMousePos = ImVec2(), + WheelingWindowWheelRemainder = ImVec2(), + WheelingAxisAvg = ImVec2(), + + ActiveIdClickOffset = ImVec2(), + + HoveredWindow = nil, + HoveredWindowUnderMovingWindow = nil, + HoveredIdIsDisabled = false, + + ActiveIdFromShortcut = false, + + AnyIdHasBeenEditedThisFrame = false, + ActiveId = 0, + ActiveIdWindow = nil, + + ActiveIdMouseButton = -1, + + ActiveIdIsJustActivated = false, + + ActiveIdWasSelected = false, ActiveIdWasSoleSelected = false, + LastActiveIdWasSelected = false, LastActiveIdWasSoleSelected = false, + + ActiveIdNoClearOnFocusLoss = false, + ActiveIdHasBeenPressedBefore = false, + + ActiveIdIsAlive = nil, + + ActiveIdPreviousFrame = 0, + + ActiveIdTimer = 0.0, + + LastActiveId = 0, + LastActiveIdTimer = 0.0, + + ActiveIdUsingNavDirMask = 0x00, + ActiveIdUsingAllKeyboardKeys = false, + + DeactivatedItemData = { + ID = 0, + ElapseFrame = 0, + HasBeenEditedBefore = false, + IsAlive = false + }, + + HoveredId = 0, + HoveredIdTimer = 0.0, + HoveredIdNotActiveTimer = 0.0, + HoveredIdAllowOverlap = false, + + HoverItemDelayId = 0, HoverItemDelayIdPreviousFrame = 0, HoverItemUnlockedStationaryId = 0, HoverWindowUnlockedStationaryId = 0, + HoverItemDelayTimer = 0.0, HoverItemDelayClearTimer = 0.0, + + ActiveIdAllowOverlap = false, + + NavLayer = ImGuiNavLayer.Main, + NavId = 0, + NavOpenContextMenuItemId = 0, NavOpenContextMenuWindowId = 0, + NavWindow = nil, + NavHighlightActivatedId = 0, + NavHighlightActivatedTimer = 0.0, + NavCursorVisible = false, + NavCursorHideFrames = 0, + NavHighlightItemUnderNav = false, + NavIdIsAlive = false, + NavInputSource = ImGuiInputSource.Keyboard, + NavWindowingTarget = nil, NavWindowingTargetAnim = nil, NavWindowingListWindow = nil, + NavWindowingTimer = 0.0, NavWindowingHighlightAlpha = 0.0, + NavWindowingToggleLayer = false, + NavWindowingToggleKey = ImGuiKey.None, + NavWindowingInputSource = ImGuiInputSource.None, + NavWindowingAccumDeltaPos = ImVec2(0.0, 0.0), NavWindowingAccumDeltaSize = ImVec2(0.0, 0.0), + DimBgRatio = 0.0, + LastKeyboardKeyPressTime = -1.0, LastKeyModsChangeTime = -1.0, LastKeyModsChangeFromNoneTime = -1.0, + ConfigNavWindowingKeyNext = bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Tab), + ConfigNavWindowingKeyPrev = bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiKey.Tab), + ConfigNavWindowingWithGamepad = true, + + NavFocusRoute = ImVector(), + + NavAnyRequest = false, + NavInitRequest = false, + NavInitRequestFromMove = false, + NavInitResult = ImGuiNavItemData(), + NavMoveSubmitted = false, + NavMoveScoringItems = false, + NavMoveForwardToNextFrame = false, + NavMoveFlags = ImGuiNavMoveFlags.None, + NavMoveScrollFlags = ImGuiScrollFlags.None, + NavMoveKeyMods = ImGuiMod_None, + NavMoveDir = ImGuiDir.None, NavMoveDirForDebug = ImGuiDir.None, NavMoveClipDir = ImGuiDir.None, + NavMoveResultLocal = ImGuiNavItemData(), + NavMoveResultOther = ImGuiNavItemData(), + NavMoveResultLocalVisible = ImGuiNavItemData(), + NavTabbingResultFirst = ImGuiNavItemData(), + NavScoringRect = ImRect(), + NavScoringNoClipRect = ImRect(), + ConfigNavEnableTabbing = true, + NavTabbingCounter = 0, + NavTabbingDir = 0, + NavNextActivateId = 0, + NavNextActivateFlags = ImGuiActivateFlags.None, + NavActivateId = 0, NavActivateDownId = 0, NavActivatePressedId = 0, + NavActivateFlags = ImGuiActivateFlags.None, + + FrameCount = -1, + + FrameCountEnded = -1, + FrameCountPlatformEnded = -1, + FrameCountRendered = -1, + + Time = 0, + + NextItemData = ImGuiNextItemData(), + LastItemData = ImGuiLastItemData(), + NextWindowData = ImGuiNextWindowData(), + + Viewports = ImVector(), + + FallbackMonitor = nil, + + GcCompactAll = false, + + CurrentViewport = nil, + MouseViewport = nil, MouseLastHoveredViewport = nil, + PlatformLastFocusedViewportId = 1, + ViewportCreatedCount = 0, PlatformWindowsCreatedCount = 0, + ViewportFocusedStampCount = 0, + + Font = nil, + FontSize = 0.0, + FontSizeBase = 0.0, + CurrentDpiScale = 0.0, + + FontRefSize = 0.0, + + FontRasterizerDensity = 1.0, + + FontAtlases = ImVector(), + + FontStack = ImVector(), + + OpenPopupStack = ImVector(), + BeginPopupStack = ImVector(), + + TreeNodeStack = ImVector(ImGuiTreeNodeStackData), + + WithinEndChildID = 0, WithinEndPopupID = 0, + + BeginMenuDepth = 0, BeginComboDepth = 0, + + ColorEditCurrentID = 0, ColorEditSavedID = 0, + ColorEditSavedHue = 0.0, ColorEditSavedSat = 0.0, + ColorEditSavedColor = 0, + ColorPickerRef = ImVec4(), + + MenusIdSubmittedThisFrame = ImVector(), + + DrawListSharedData = ImDrawListSharedData(), + + StackSizesInBeginForCurrentWindow = nil, + + MouseCursor = ImGuiMouseCursor.Arrow, + MouseStationaryTimer = 0.0, + + InputTextState = ImGuiInputTextState(), + InputTextLineIndex = ImGuiTextIndex(), + InputTextDeactivatedState = ImGuiInputTextDeactivatedState(), + InputTextPasswordFontBackupBaked = ImFontBaked(), + InputTextReactivateId = 0, + TempInputId = 0, + + ActiveIdValueOnActivation = 0, + DataTypeZeroValue = 0, + + ComboPreviewData = ImGuiComboPreviewData(), + + WindowResizeBorderExpectedRect = ImRect(), + WindowResizeRelativeMode = false, + + ScrollbarSeekMode = 0, + ScrollbarClickDeltaToGrabCenter = 0.0, + + SliderGrabClickOffset = 0.0, + SliderCurrentAccum = 0.0, + SliderCurrentAccumDirty = false, + DragCurrentAccumDirty = false, + DragCurrentAccum = 0.0, + DragSpeedDefaultRatio = 1.0 / 100.0, + + TooltipOverrideCount = 0, + TooltipPreviousWindow = nil, + + FocusScopeStack = ImVector(), + CurrentFocusScopeId = 0, + CurrentItemFlags = ImGuiItemFlags.None, + + DisabledAlphaBackup = 0.0, + DisabledStackSize = 0, + + ItemFlagsStack = ImVector(), + GroupStack = ImVector(), + + PlatformImeData = ImGuiPlatformImeData(), + PlatformImeDataPrev = ImGuiPlatformImeData(), + + -- Extensions + UserTextures = ImVector(), + + -- Settings + SettingsWindows = ImVector(), + + -- Drag and Drop + DragDropActive = false, + DragDropWithinSource = false, + DragDropWithinTarget = false, + DragDropSourceFlags = 0, + + DragDropAcceptIdPrev = 0, DragDropAcceptIdCurr = 0, + + LocalizationTable = {}, + + DebugLogFlags = bitOr(ImGuiDebugLogFlags.EventError, ImGuiDebugLogFlags.OutputToTTY), + DebugFlashStyleColorIdx = nil, + + DebugMetricsConfig = ImGuiMetricsConfig(), + DebugAllocInfo = ImGuiDebugAllocInfo(), + + --- Misc + FramerateSecPerFrame = {}, -- size = 60 + FramerateSecPerFrameIdx = 0, + FramerateSecPerFrameCount = 0, + FramerateSecPerFrameAccum = 0, + + WantCaptureMouseNextFrame = -1, + WantCaptureKeyboardNextFrame = -1, + WantTextInputNextFrame = -1, + TempBuffer = ImVector(), + } + + for i = 0, 59 do this.FramerateSecPerFrame[i] = 0 end + + this.IO.Fonts = (shared_font_atlas ~= nil) and shared_font_atlas or ImFontAtlas() + if shared_font_atlas == nil then + this.IO.Fonts.OwnerContext = this + end + + for i = 0, ImGuiKey.NamedKey_COUNT - 1 do + this.KeysOwnerData[i] = ImGuiKeyOwnerData() + end + + this.IO.Ctx = this + this.InputTextState.Ctx = this + + ImVec2_Copy(this.PlatformImeDataPrev.InputPos, ImVec2(-1.0, -1.0)) + + return this +end + +--- @class ImGuiWindowSettings +--- @field ID int # Window ID +--- @field Pos ImVec2 # Window position +--- @field Size ImVec2 # Window size +--- @field Collapsed bool # Whether window is collapsed +--- @field IsChild bool # Whether window is a child window +--- @field WantApply bool # Set when loaded from .ini data +--- @field WantDelete bool # Set to invalidate/delete the settings entry +--- @field Name string # Window name +local IMGUI_WINDOW_SETTINGS = {} +IMGUI_WINDOW_SETTINGS.__index = IMGUI_WINDOW_SETTINGS + +function IMGUI_WINDOW_SETTINGS:GetName() + return self.Name +end + +function ImGuiWindowSettings() + return setmetatable({ + ID = 0, + Pos = ImVec2(0, 0), + Size = ImVec2(0, 0), + Collapsed = false, + IsChild = false, + WantApply = false, + WantDelete = false, + Name = "", + }, IMGUI_WINDOW_SETTINGS) +end + +--- @class ImGuiMenuColumns +--- @field TotalWidth ImU32 +--- @field NextTotalWidth ImU32 +--- @field Spacing ImU16 +--- @field OffsetIcon ImU16 # Always zero for now +--- @field OffsetLabel ImU16 # Offsets are locked in Update() +--- @field OffsetShortcut ImU16 +--- @field OffsetMark ImU16 +--- @field Widths ImU16[] # Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) +MT.ImGuiMenuColumns = {} +MT.ImGuiMenuColumns.__index = MT.ImGuiMenuColumns + +--- @return ImGuiMenuColumns +local function ImGuiMenuColumns() + return setmetatable({ + TotalWidth = 0, + NextTotalWidth = 0, + Spacing = 0, + OffsetIcon = 0, + OffsetLabel = 0, + OffsetShortcut = 0, + OffsetMark = 0, + Widths = {0, 0, 0, 0} + }, MT.ImGuiMenuColumns) +end + +--- @class ImGuiWindowTempData +--- @field CursorPos ImVec2 +--- @field CursorPosPrevLine ImVec2 +--- @field CursorStartPos ImVec2 +--- @field CursorMaxPos ImVec2 +--- @field IdealMaxPos ImVec2 +--- @field CurrLineSize ImVec2 +--- @field PrevLineSize ImVec2 +--- @field CurrLineTextBaseOffset float +--- @field PrevLineTextBaseOffset float +--- @field IsSameLine bool +--- @field IsSetPos bool +--- @field Indent ImVec1 +--- @field ColumnsOffset ImVec1 +--- @field GroupOffset ImVec1 +--- @field CursorStartPosLossyness ImVec2 +--- @field TextWrapPos float +--- @field TextWrapPosStack ImVector +--- @field MenuBarAppending bool +--- @field MenuBarOffset ImVec2 +--- @field MenuColumns ImGuiMenuColumns +--- @field TreeDepth int +--- @field TreeHasStackDataDepthMask ImU32 +--- @field TreeRecordsClippedNodesY2Mask ImU32 +--- @field ChildWindows ImVector +--- @field LayoutType ImGuiLayoutType + +--- @return ImGuiWindowTempData +--- @nodiscard +local function ImGuiWindowTempData() + return { + CursorPos = ImVec2(), + CursorPosPrevLine = ImVec2(), + CursorStartPos = ImVec2(), + CursorMaxPos = ImVec2(), + IdealMaxPos = ImVec2(), + CurrLineSize = ImVec2(), + PrevLineSize = ImVec2(), + + CurrLineTextBaseOffset = 0, + PrevLineTextBaseOffset = 0, + + IsSameLine = false, + IsSetPos = false, + + Indent = ImVec1(), + ColumnsOffset = ImVec1(), + GroupOffset = ImVec1(), + CursorStartPosLossyness = ImVec2(), + + ItemWidth = 0, + ItemWidthDefault = 0, + TextWrapPos = 0, + ItemWidthStack = ImVector(), + TextWrapPosStack = ImVector(), + + MenuBarAppending = false, -- FIXME: Remove this + MenuBarOffset = ImVec2(), + MenuColumns = ImGuiMenuColumns(), + TreeDepth = 0, + TreeHasStackDataDepthMask = nil, + TreeRecordsClippedNodesY2Mask = nil, + + ChildWindows = ImVector(), + StateStorage = nil, + + LayoutType = nil + } +end + +--- @class ImGuiWindow +--- @field Ctx ImGuiContext +--- @field Name string +--- @field ID ImGuiID +--- @field Flags ImGuiWindowFlags +--- @field FlagsPreviousFrame ImGuiWindowFlags +--- @field ChildFlags ImGuiChildFlags +--- @field WindowClass ImGuiWindowClass +--- @field Viewport ImGuiViewportP +--- @field ViewportId ImGuiID +--- @field ViewportPos ImVec2 +--- @field ViewportAllowPlatformMonitorExtend int +--- @field Pos ImVec2 +--- @field Size ImVec2 +--- @field SizeFull ImVec2 +--- @field ContentSize ImVec2 +--- @field ContentSizeIdeal ImVec2 +--- @field ContentSizeExplicit ImVec2 +--- @field Scroll ImVec2 +--- @field IsExplicitChild bool +--- @field FocusOrder short # 1-based, order within WindowsFocusOrder, altered when windows are focused. Can be -1 if invalid +--- @field IDStack ImVector +--- @field DC ImGuiWindowTempData +--- @field OuterRectClipped ImRect +--- @field InnerRect ImRect +--- @field InnerClipRect ImRect +--- @field WorkRect ImRect +--- @field ParentWorkRect ImRect +--- @field ClipRect ImRect +--- @field ContentRegionRect ImRect +--- @field DrawList ImDrawList # Points to DrawListInst +--- @field DrawListInst ImDrawList +--- @field ParentWindow? ImGuiWindow +--- @field RootWindow ImGuiWindow +--- @field RootWindowPopupTree ImGuiWindow +--- @field RootWindowDockTree ImGuiWindow +--- @field StateStorage {[ImGuiID]: bool} +--- @field MemoryDrawListIdxCapacity int +--- @field MemoryDrawListVtxCapacity int +--- @field MemoryCompacted bool +MT.ImGuiWindow = {} +MT.ImGuiWindow.__index = MT.ImGuiWindow + +--- @return ImRect +--- @nodiscard +function MT.ImGuiWindow:Rect() + return ImRect(self.Pos.x, self.Pos.y, self.Pos.x + self.Size.x, self.Pos.y + self.Size.y) +end + +--- @return ImRect +--- @nodiscard +function MT.ImGuiWindow:TitleBarRect() + return ImRect(self.Pos, ImVec2(self.Pos.x + self.SizeFull.x, self.Pos.y + self.TitleBarHeight)) +end + +--- @return ImRect +--- @nodiscard +function MT.ImGuiWindow:MenuBarRect() + local y1 = self.Pos.y + self.TitleBarHeight + return ImRect(self.Pos.x, y1, self.Pos.x + self.SizeFull.x, y1 + self.MenuBarHeight) +end + +--- @return ImGuiWindow +--- @nodiscard +function ImGuiWindow(ctx, name) + local this = { + ID = 0, + + MoveId = 0, + + Ctx = ctx, + Name = name, + + Flags = 0, + + ChildFlags = 0, + WindowClass = ImGuiWindowClass(), + + Pos = ImVec2(), + Size = ImVec2(), -- Current size (==SizeFull or collapsed title bar size) + SizeFull = ImVec2(), + + Active = false, + WasActive = false, + + Collapsed = false, + + SkipItems = false, + + SkipRefresh = false, + + Appearing = false, + + Hidden = false, + IsFallbackWindow = false, + + IsExplicitChild = nil, + + ResizeBorderHovered = -1, + ResizeBorderHeld = -1, + + BeginCount = 0, + BeginCountPreviousFrame = 0, + BeginOrderWithinParent = 0, + BeginOrderWithinContext = 0, + + FocusOrder = nil, + + HiddenFramesCanSkipItems = 0, + HiddenFramesCannotSkipItems = 0, + HiddenFramesForRenderOnly = 0, + + DisableInputsFrames = 0, + + WindowRounding = 0, + WindowBorderSize = 1, + + TitleBarHeight = 0, MenuBarHeight = 0, + + DecoOuterSizeX1 = 0, DecoOuterSizeY1 = 0, + DecoOuterSizeX2 = 0, DecoOuterSizeY2 = 0, + DecoInnerSizeX1 = 0, DecoInnerSizeY1 = 0, + + ContentSize = ImVec2(), + ContentSizeIdeal = ImVec2(), + ContentSizeExplicit = ImVec2(), + + AutoFitFramesX = -1, AutoFitFramesY = -1, + AutoFitOnlyGrows = false, + + HasCloseButton = true, + + BgClickFlags = 0, + + SetWindowPosAllowFlags = 0, SetWindowSizeAllowFlags = 0, SetWindowCollapsedAllowFlags = 0, + SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX), + SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX), + + SettingsOffset = -1, + + ScrollbarSizes = ImVec2(), + Scroll = ImVec2(), + + ScrollbarX = false, + ScrollbarY = false, + ScrollMax = ImVec2(), + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX), + ScrollTargetCenterRatio = ImVec2(0.5, 0.5), + ScrollTargetEdgeSnapDist = ImVec2(), + + ScrollbarXStabilizeToggledHistory = 0, + + DrawList = nil, + DrawListInst = ImDrawList(ctx.DrawListSharedData), + + RootWindow = nil, + RootWindowPopupTree = nil, + RootWindowDockTree = nil, + + ParentWindow = nil, + ParentWindowInBeginStack = nil, + + IDStack = ImVector(), + + ViewportAllowPlatformMonitorExtend = -1, + Viewport = nil, + ViewportId = 0, + ViewportPos = ImVec2(FLT_MAX, FLT_MAX), + ViewportOwned = nil, + + DC = ImGuiWindowTempData(), + + OuterRectClipped = ImRect(), + InnerRect = ImRect(), + InnerClipRect = ImRect(), + WorkRect = ImRect(), + ParentWorkRect = ImRect(), + ContentRegionRect = ImRect(), + + ClipRect = ImRect(), + + LastFrameActive = -1, + LastFrameJustFocused = -1, + LastTimeActive = -1.0, + + StateStorage = {}, + + WriteAccessed = false, + + FontWindowScale = 1.0, + FontWindowScaleParents = 1.0, + + HitTestHoleSize = ImVec2(), + + NavLastChildNavWindow = nil, + NavLastIds = {[0] = 0, [1] = 0}, -- FIXME: 1-based instead + NavRectRel = {[0] = ImRect(), [1] = ImRect()}, + NavPreferredScoringPosRel = {[0] = ImVec2(), [1] = ImVec2()}, + NavRootFocusScopeId = 0 + } + + this.DrawList = this.DrawListInst + this.DrawList._OwnerName = name + + setmetatable(this, MT.ImGuiWindow) + + this.ID = ImHashStr(name) + this.IDStack:push_back(this.ID) + this.MoveId = this:GetID("#MOVE") + + return this +end + +--- @class ImDrawDataBuilder +--- @field Layers [ImVector?, ImVector?] +--- @field LayerData1 ImVector + +--- @return ImDrawDataBuilder +--- @nodiscard +local function ImDrawDataBuilder() + return + { + Layers = {nil, nil}, + LayerData1 = ImVector() + } +end + +--- @class ImGuiViewportP : ImGuiViewport +--- @field Window? ImGuiWindow +--- @field Idx int # Initial value = -1, then becomes 1-based index +--- @field LastFrameActive int +--- @field LastFocusedStampCount int +--- @field LastNameHash ImGuiID +--- @field LastPos ImVec2 +--- @field LastSize ImVec2 +--- @field Alpha float +--- @field LastAlpha float +--- @field LastFocusedHadNavWindow bool +--- @field PlatformMonitor short +--- @field BgFgDrawListsLastTimeActive [int, int] # 1-based +--- @field BgFgDrawLists [ImDrawList, ImDrawList] # 1-based +--- @field DrawDataP ImDrawData +--- @field DrawDataBuilder ImDrawDataBuilder +--- @field LastPlatformPos ImVec2 +--- @field LastPlatformSize ImVec2 +--- @field LastRendererSize ImVec2 +--- @field WorkInsetMin ImVec2 +--- @field WorkInsetMax ImVec2 +--- @field BuildWorkInsetMin ImVec2 +--- @field BuildWorkInsetMax ImVec2 +local IMGUI_VIEWPORT_P = {} +IMGUI_VIEWPORT_P.__index = IMGUI_VIEWPORT_P + +setmetatable(IMGUI_VIEWPORT_P, {__index = MT.ImGuiViewport}) + +function IMGUI_VIEWPORT_P:ClearRequestFlags() + self.PlatformRequestClose = false + self.PlatformRequestMove = false + self.PlatformRequestResize = false +end + +function IMGUI_VIEWPORT_P:CalcWorkRectPos(inset_min) + return ImVec2(self.Pos.x + inset_min.x, self.Pos.y + inset_min.y) +end + +function IMGUI_VIEWPORT_P:CalcWorkRectSize(inset_min, inset_max) + return ImVec2(ImMax(0.0, self.Size.x - inset_min.x - inset_max.x), ImMax(0.0, self.Size.y - inset_min.y - inset_max.y)) +end + +function IMGUI_VIEWPORT_P:UpdateWorkRect() + self.WorkPos = self:CalcWorkRectPos(self.WorkInsetMin) + self.WorkSize = self:CalcWorkRectSize(self.WorkInsetMin, self.WorkInsetMax) +end + +--- @nodiscard +function IMGUI_VIEWPORT_P:GetMainRect() + return ImRect(self.Pos.x, self.Pos.y, + self.Pos.x + self.Size.x, + self.Pos.y + self.Size.y) +end + +--- @nodiscard +function IMGUI_VIEWPORT_P:GetWorkRect() + return ImRect(self.WorkPos.x, self.WorkPos.y, + self.WorkPos.x + self.WorkSize.x, + self.WorkPos.y + self.WorkSize.y) +end + +--- @nodiscard +function IMGUI_VIEWPORT_P:GetBuildWorkRect() + local pos = self:CalcWorkRectPos(self.BuildWorkInsetMin) + local size = self:CalcWorkRectSize(self.BuildWorkInsetMin, self.BuildWorkInsetMax) + return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y) +end + +--- @return ImGuiViewportP +--- @nodiscard +function ImGuiViewportP() + local this = setmetatable(ImGuiViewport(), IMGUI_VIEWPORT_P) --- @cast this ImGuiViewportP + + this.Window = nil + this.Idx = -1 + + this.LastFrameActive = -1 + this.LastFocusedStampCount = -1 + this.LastNameHash = 0 + this.LastPos = ImVec2() -- ImGuiViewport() { memset(this, 0, sizeof(*this)); } + this.LastSize = ImVec2() + + this.Alpha = 1.0 + this.LastAlpha = 1.0 + + this.LastFocusedHadNavWindow = false + this.PlatformMonitor = -1 + + this.BgFgDrawListsLastTimeActive = {-1, -1} + this.BgFgDrawLists = {nil, nil} + this.DrawDataP = ImDrawData() + this.DrawDataBuilder = ImDrawDataBuilder() + + this.LastPlatformPos = ImVec2(FLT_MAX, FLT_MAX) + this.LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX) + this.LastRendererSize = ImVec2(FLT_MAX, FLT_MAX) + + this.WorkInsetMin = ImVec2(0, 0) + this.WorkInsetMax = ImVec2(0, 0) + this.BuildWorkInsetMin = ImVec2(0, 0) + this.BuildWorkInsetMax = ImVec2(0, 0) + + return this +end + +--- @class ImFontLoader +--- @field Name string +--- @field LoaderInit? fun(atlas: ImFontAtlas): bool +--- @field LoaderShutdown? fun(atlas: ImFontAtlas) +--- @field FontSrcInit? fun(atlas: ImFontAtlas, src: ImFontConfig): bool +--- @field FontSrcDestroy? fun(atlas: ImFontAtlas, src: ImFontConfig) +--- @field FontSrcContainsGlyph? fun(atlas: ImFontAtlas, src: ImFontConfig, codepoint: ImWchar): bool +--- @field FontBakedInit? fun(atlas: ImFontAtlas, src: ImFontConfig, baked: ImFontBaked, loader_data_for_baked_src?: any): bool +--- @field FontBakedDestroy? fun(atlas: ImFontAtlas, src: ImFontConfig, baked: ImFontBaked, loader_data_for_baked_src?: any) +--- @field FontBakedLoadGlyph fun(atlas: ImFontAtlas, src: ImFontConfig, baked: ImFontBaked, loader_data_for_baked_src?: any, codepoint: ImWchar, out_glyph?: ImFontGlyph, advance_x?: float): bool, float? +--- @field FontBakedSrcLoaderDataSize unsigned_int +MT.ImFontLoader = {} +MT.ImFontLoader.__index = MT.ImFontLoader + +--- @return ImFontLoader +--- @nodiscard +function ImFontLoader() + --- @type ImFontLoader + local this = setmetatable({}, MT.ImFontLoader) + + this.Name = nil + this.LoaderInit = nil + this.LoaderShutdown = nil + this.FontSrcInit = nil + this.FontSrcDestroy = nil + this.FontSrcContainsGlyph = nil + this.FontBakedInit = nil + this.FontBakedDestroy = nil + this.FontBakedLoadGlyph = nil + + this.FontBakedSrcLoaderDataSize = 0 + + return this +end + +--- @class ImFontAtlasRectEntry +--- @field TargetIndex int # 0-based! When IsUsed = true, TargetIndex = this rect's index in Rects; IsUsed = false, TargetIndex = the next unused RectsIndex entry's index +--- @field Generation unsigned_int # How many times this entry is reused +--- @field IsUsed bool + +--- @return ImFontAtlasRectEntry +--- @nodiscard +function ImFontAtlasRectEntry() + return { + TargetIndex = 0, + Generation = 0, + IsUsed = false + } +end + +local ImFontAtlasRectId_IndexMask_ = 0x0007FFFF +local ImFontAtlasRectId_GenerationMask_ = 0x3FF00000 +local ImFontAtlasRectId_GenerationShift_ = 20 + +--- @param id ImFontAtlasRectId # Expects 0-based! +--- @return int # 0-based! +function ImFontAtlasRectId_GetIndex(id) return bitAnd(id, ImFontAtlasRectId_IndexMask_) end + +--- @param id ImFontAtlasRectId # Expects 0-based! +--- @return unsigned_int +function ImFontAtlasRectId_GetGeneration(id) return bitRShift(bitAnd(id, ImFontAtlasRectId_GenerationMask_), ImFontAtlasRectId_GenerationShift_) end + +--- @param index_idx int # Expects 0-based! +--- @param gen_idx int +--- @return ImFontAtlasRectId # 0-based! +function ImFontAtlasRectId_Make(index_idx, gen_idx) + IM_ASSERT(index_idx >= 0 and index_idx <= ImFontAtlasRectId_IndexMask_ and gen_idx <= bitRShift(ImFontAtlasRectId_GenerationMask_, ImFontAtlasRectId_GenerationShift_)) + return bitOr(index_idx, bitLShift(gen_idx, ImFontAtlasRectId_GenerationShift_)) +end + +--- @class ImFontAtlasPostProcessData +--- @field FontAtlas ImFontAtlas +--- @field Font ImFont +--- @field FontSrc ImFontConfig +--- @field FontBaked ImFontBaked +--- @field Glyph ImFontGlyph +--- @field Pixels unsigned_char[] +--- @field _PixelsBase int # LUA: in cpp code the `Pixels` is a pointer. we can do this to avoid creating another custom structure to mimic it +--- @field Format ImTextureFormat +--- @field Pitch int +--- @field Width int +--- @field Height int + +--- @param atlas ImFontAtlas +--- @param font ImFont +--- @param font_src ImFontConfig +--- @param font_baked ImFontBaked +--- @param glyph ImFontGlyph +--- @param pixels unsigned_char[] +--- @param pixels_base int +--- @param format ImTextureFormat +--- @param pitch int +--- @param width int +--- @param height int +--- @return ImFontAtlasPostProcessData +--- @nodiscard +function ImFontAtlasPostProcessData(atlas, font, font_src, font_baked, glyph, pixels, pixels_base, format, pitch, width, height) + return { + FontAtlas = atlas, + Font = font, + FontSrc = font_src, + FontBaked = font_baked, + Glyph = glyph, + + Pixels = pixels, + _PixelsBase = pixels_base, + Format = format, + Pitch = pitch, + Width = width, + Height = height, + } +end + +--- @enum ImGuiInputSource +ImGuiInputSource = { + None = 0, + Mouse = 1, + Keyboard = 2, + Gamepad = 3, + COUNT = 4 +} + +--- @class ImGuiInputEventMousePos +--- @field PosX float +--- @field PosY float +--- @field MouseSource ImGuiMouseSource + +--- @return ImGuiInputEventMousePos +--- @nodiscard +function ImGuiInputEventMousePos() + return { PosX = 0, PosY = 0, MouseSource = ImGuiMouseSource.Mouse } +end + +--- @class ImGuiInputEventMouseButton +--- @field Button int +--- @field Down bool +--- @field MouseSource ImGuiMouseSource + +--- @return ImGuiInputEventMouseButton +--- @nodiscard +function ImGuiInputEventMouseButton() + return { Button = 0, Down = false, MouseSource = ImGuiMouseSource.Mouse } +end + +--- @class ImGuiInputEventMouseWheel +--- @field WheelX float +--- @field WheelY float +--- @field MouseSource ImGuiMouseSource + +--- @return ImGuiInputEventMouseWheel +--- @nodiscard +function ImGuiInputEventMouseWheel() + return { WheelX = 0, WheelY = 0, MouseSource = ImGuiMouseSource.Mouse } +end + +--- @class ImGuiInputEventKey +--- @field Key ImGuiKey +--- @field Down bool +--- @field AnalogValue float + +--- @return ImGuiInputEventKey +--- @nodiscard +function ImGuiInputEventKey() + return { Key = 0, Down = false, AnalogValue = 0 } +end + +--- @class ImGuiInputEventText +--- @field Char unsigned_int + +--- @return ImGuiInputEventText +--- @nodiscard +function ImGuiInputEventText() + return { Char = nil } +end + +--- @class ImGuiInputEventAppFocused +--- @field Focused bool + +--- @return ImGuiInputEventAppFocused +--- @nodiscard +function ImGuiInputEventAppFocused() + return { Focused = nil } +end + +--- @class ImGuiInputEventMouseViewport +--- @field HoveredViewportID ImGuiID + +--- @return ImGuiInputEventMouseViewport +--- @nodiscard +function ImGuiInputEventMouseViewport() + return { HoveredViewportID = 0 } +end + +--- @class ImGuiInputEvent + +--- @return ImGuiInputEvent +--- @nodiscard +function ImGuiInputEvent() + return { + Type = 0, + Source = 0, + EventId = 0, + + -- union + MousePos = nil, -- if Type == ImGuiInputEventType.MousePos + MouseWheel = nil, -- if Type == ImGuiInputEventType.MouseWheel + MouseButton = nil, -- if Type == ImGuiInputEventType.MouseButton + MouseViewport = nil, -- if Type == ImGuiInputEventType.MouseViewport + Key = nil, -- if Type == ImGuiInputEventType.Key + Text = nil, -- if Type == ImGuiInputEventType.Text + AppFocused = nil, -- if Type == ImGuiInputEventType.Focus + } +end + +ImGuiKey_Keyboard_BEGIN = ImGuiKey.NamedKey_BEGIN +ImGuiKey_Keyboard_END = ImGuiKey.GamepadStart +ImGuiKey_Gamepad_BEGIN = ImGuiKey.GamepadStart +ImGuiKey_Gamepad_END = ImGuiKey.GamepadRStickDown + 1 +ImGuiKey_Mouse_BEGIN = ImGuiKey.MouseLeft +ImGuiKey_Mouse_END = ImGuiKey.MouseWheelY + 1 +ImGuiKey_Aliases_BEGIN = ImGuiKey_Mouse_BEGIN +ImGuiKey_Aliases_END = ImGuiKey_Mouse_END + +ImGuiKey.NavKeyboardTweakSlow = ImGuiMod_Ctrl +ImGuiKey.NavKeyboardTweakFast = ImGuiMod_Shift +ImGuiKey.NavGamepadTweakSlow = ImGuiKey.GamepadL1 +ImGuiKey.NavGamepadTweakFast = ImGuiKey.GamepadR1 +ImGuiKey.NavGamepadMenu = ImGuiKey.GamepadFaceLeft +ImGuiKey.NavGamepadContextMenu = ImGuiKey.GamepadFaceUp + +--- @enum ImGuiInputEventType +ImGuiInputEventType = { + None = 0, + MousePos = 1, + MouseWheel = 2, + MouseButton = 3, + MouseViewport = 4, + Key = 5, + Text = 6, + Focus = 7, + COUNT = 8 +} + +ImGuiInputFlags.RepeatRateDefault = bitLShift(1, 1) +ImGuiInputFlags.RepeatRateNavMove = bitLShift(1, 2) +ImGuiInputFlags.RepeatRateNavTweak = bitLShift(1, 3) +ImGuiInputFlags.RepeatUntilRelease = bitLShift(1, 4) +ImGuiInputFlags.RepeatUntilKeyModsChange = bitLShift(1, 5) +ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone = bitLShift(1, 6) +ImGuiInputFlags.RepeatUntilOtherKeyPress = bitLShift(1, 7) +ImGuiInputFlags.LockThisFrame = bitLShift(1, 20) +ImGuiInputFlags.LockUntilRelease = bitLShift(1, 21) +ImGuiInputFlags.CondHovered = bitLShift(1, 22) +ImGuiInputFlags.CondActive = bitLShift(1, 23) + +ImGuiInputFlags.CondDefault_ = bitOr(ImGuiInputFlags.CondHovered, ImGuiInputFlags.CondActive) +ImGuiInputFlags.RepeatRateMask_ = bitOr(ImGuiInputFlags.RepeatRateDefault, ImGuiInputFlags.RepeatRateNavMove, ImGuiInputFlags.RepeatRateNavTweak) +ImGuiInputFlags.RepeatUntilMask_ = bitOr(ImGuiInputFlags.RepeatUntilRelease, ImGuiInputFlags.RepeatUntilKeyModsChange, ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone, ImGuiInputFlags.RepeatUntilOtherKeyPress) +ImGuiInputFlags.RepeatMask_ = bitOr(ImGuiInputFlags.Repeat, ImGuiInputFlags.RepeatRateMask_, ImGuiInputFlags.RepeatUntilMask_) +ImGuiInputFlags.CondMask_ = bitOr(ImGuiInputFlags.CondHovered, ImGuiInputFlags.CondActive) +ImGuiInputFlags.RouteTypeMask_ = bitOr(ImGuiInputFlags.RouteActive, ImGuiInputFlags.RouteFocused, ImGuiInputFlags.RouteGlobal, ImGuiInputFlags.RouteAlways) +ImGuiInputFlags.RouteOptionsMask_ = bitOr(ImGuiInputFlags.RouteOverFocused, ImGuiInputFlags.RouteOverActive, ImGuiInputFlags.RouteUnlessBgFocused, ImGuiInputFlags.RouteFromRootWindow) +ImGuiInputFlags.SupportedByIsKeyPressed = ImGuiInputFlags.RepeatMask_ +ImGuiInputFlags.SupportedByIsMouseClicked = ImGuiInputFlags.Repeat +ImGuiInputFlags.SupportedByShortcut = bitOr(ImGuiInputFlags.RepeatMask_, ImGuiInputFlags.RouteTypeMask_, ImGuiInputFlags.RouteOptionsMask_) +ImGuiInputFlags.SupportedBySetNextItemShortcut = bitOr(ImGuiInputFlags.RepeatMask_, ImGuiInputFlags.RouteTypeMask_, ImGuiInputFlags.RouteOptionsMask_, ImGuiInputFlags.Tooltip) +ImGuiInputFlags.SupportedBySetKeyOwner = bitOr(ImGuiInputFlags.LockThisFrame, ImGuiInputFlags.LockUntilRelease) +ImGuiInputFlags.SupportedBySetItemKeyOwner = bitOr(ImGuiInputFlags.SupportedBySetKeyOwner, ImGuiInputFlags.CondMask_) + +--- @enum ImGuiAxis # can be used to index ImVec2 +ImGuiAxis = +{ + None = 0, + X = 1, + Y = 2 +} + +--- @enum ImGuiPlotType +ImGuiPlotType = +{ + Lines = 0, + Histogram = 1 +} + +--- @enum ImGuiActivateFlags +ImGuiActivateFlags = { + None = 0, + PreferInput = bitLShift(1, 0), + PreferTweak = bitLShift(1, 1), + TryToPreserveState = bitLShift(1, 2), + FromTabbing = bitLShift(1, 3), + FromShortcut = bitLShift(1, 4), + FromFocusApi = bitLShift(1, 5) +} + +--- @enum ImGuiScrollFlags +ImGuiScrollFlags = { + None = 0, + KeepVisibleEdgeX = bitLShift(1, 0), + KeepVisibleEdgeY = bitLShift(1, 1), + KeepVisibleCenterX = bitLShift(1, 2), + KeepVisibleCenterY = bitLShift(1, 3), + AlwaysCenterX = bitLShift(1, 4), + AlwaysCenterY = bitLShift(1, 5), + NoScrollParent = bitLShift(1, 6), +} + +ImGuiScrollFlags.MaskX_ = bitOr(ImGuiScrollFlags.KeepVisibleEdgeX, ImGuiScrollFlags.KeepVisibleCenterX, ImGuiScrollFlags.AlwaysCenterX) +ImGuiScrollFlags.MaskY_ = bitOr(ImGuiScrollFlags.KeepVisibleEdgeY, ImGuiScrollFlags.KeepVisibleCenterY, ImGuiScrollFlags.AlwaysCenterY) + +--- @class ImGuiGroupData +--- @field WindowID ImGuiID +--- @field BackupCursorPos ImVec2 +--- @field BackupCursorMaxPos ImVec2 +--- @field BackupCursorPosPrevLine ImVec2 +--- @field BackupIndent ImVec1 +--- @field BackupGroupOffset ImVec1 +--- @field BackupCurrLineSize ImVec2 +--- @field BackupCurrLineTextBaseOffset float +--- @field BackupActiveIdIsAlive ImGuiID +--- @field BackupAnyIdHasBeenEditedThisFrame bool +--- @field BackupDeactivatedIdIsAlive bool +--- @field BackupHoveredIdIsAlive bool +--- @field BackupIsSameLine bool +--- @field EmitItem bool + +--- @return ImGuiGroupData +--- @nodiscard +function ImGuiGroupData() + return + { + WindowID = nil, + BackupCursorPos = ImVec2(), + BackupCursorMaxPos = ImVec2(), + BackupCursorPosPrevLine = ImVec2(), + BackupIndent = ImVec1(), + BackupGroupOffset = ImVec1(), + BackupCurrLineSize = ImVec2(), + BackupCurrLineTextBaseOffset = nil, + BackupActiveIdIsAlive = nil, + BackupAnyIdHasBeenEditedThisFrame = nil, + BackupDeactivatedIdIsAlive = nil, + BackupHoveredIdIsAlive = nil, + BackupIsSameLine = nil, + EmitItem = nil + } +end + +--- @enum ImGuiTooltipFlags +ImGuiTooltipFlags = +{ + None = 0, + OverridePrevious = bitLShift(1, 1) +} + +--- @enum ImGuiPopupPositionPolicy +ImGuiPopupPositionPolicy = +{ + Default = 0, + ComboBox = 1, + Tooltip = 2 +} + +--- @class ImGuiPopupData +--- @field PopupId ImGuiID +--- @field Window ImGuiWindow +--- @field RestoreNavWindow ImGuiWindow +--- @field ParentNavLayer int +--- @field OpenFrameCount int +--- @field OpenParentId ImGuiID +--- @field OpenPopupPos ImVec2 +--- @field OpenMousePos ImVec2 + +--- @return ImGuiPopupData +--- @nodiscard +function ImGuiPopupData() + return { + PopupId = 0, + Window = nil, + RestoreNavWindow = nil, + ParentNavLayer = -1, + OpenFrameCount = -1, + OpenParentId = 0, + OpenPopupPos = ImVec2(), + OpenMousePos = ImVec2() + } +end + +--- @enum ImGuiWindowRefreshFlags +ImGuiWindowRefreshFlags = { + None = 0, + TryToAvoidRefresh = bitLShift(1, 0), + RefreshOnHover = bitLShift(1, 1), + RefreshOnFocus = bitLShift(1, 2) +} + +--- @enum ImGuiNavRenderCursorFlags +ImGuiNavRenderCursorFlags = { + None = 0, + Compact = bitLShift(1, 1), -- Compact highlight, no padding/distance from focused item + AlwaysDraw = bitLShift(1, 2), -- Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse +} + +--- @enum ImGuiDebugLogFlags +ImGuiDebugLogFlags = { + -- Event types + None = 0, + EventError = bitLShift(1, 0), -- Error submitted by IM_ASSERT_USER_ERROR() + EventActiveId = bitLShift(1, 1), + EventFocus = bitLShift(1, 2), + EventPopup = bitLShift(1, 3), + EventNav = bitLShift(1, 4), + EventClipper = bitLShift(1, 5), + EventSelection = bitLShift(1, 6), + EventIO = bitLShift(1, 7), + EventFont = bitLShift(1, 8), + EventInputRouting = bitLShift(1, 9), + EventDocking = bitLShift(1, 10), + EventViewport = bitLShift(1, 11), + EventTable = bitLShift(1, 12), + + OutputToTTY = bitLShift(1, 20), + OutputToDebugger = bitLShift(1, 21), + OutputToTestEngine = bitLShift(1, 22), +} + +ImGuiDebugLogFlags.EventMask_ = bitOr( + ImGuiDebugLogFlags.EventError, + ImGuiDebugLogFlags.EventActiveId, + ImGuiDebugLogFlags.EventFocus, + ImGuiDebugLogFlags.EventPopup, + ImGuiDebugLogFlags.EventNav, + ImGuiDebugLogFlags.EventClipper, + ImGuiDebugLogFlags.EventSelection, + ImGuiDebugLogFlags.EventTable, + ImGuiDebugLogFlags.EventIO, + ImGuiDebugLogFlags.EventFont, + ImGuiDebugLogFlags.EventInputRouting, + ImGuiDebugLogFlags.EventDocking, + ImGuiDebugLogFlags.EventViewport +) + +--- @enum ImGuiLocKey +ImGuiLocKey = { + VersionStr = 1, + TableSizeOne = 2, + TableSizeAllFit = 3, + TableSizeAllDefault = 4, + TableReset = 5, + TableResetOrder = 6, + TableResetVisibility = 7, + WindowingMainMenuBar = 8, + WindowingPopup = 9, + WindowingUntitled = 10, + OpenLink_s = 11, + CopyLink = 12, + DockingHideTabBar = 13, + DockingHoldShiftToDock = 14, + DockingDragToUndockOrMoveNode = 15, + COUNT = 15 +} + +--- @class ImGuiLocEntry +--- @field Key ImGuiLocKey +--- @field Text string + +--- @param key ImGuiLocKey +--- @return string +function ImGui.LocalizeGetMsg(key) + local g = GImGui + local msg = g.LocalizationTable[key] + if msg then return msg else return "*Missing Text*" end +end + +--- @param id ImGuiID +function ImGui.TempInputIsActive(id) + local g = GImGui + return (g.TempInputId == id and g.ActiveId == id) or (g.InputTextDeactivatedState.ID == id) +end + +--- @param id ImGuiID +--- @return ImGuiInputTextState? +function ImGui.GetInputTextState(id) + local g = GImGui + if id ~= 0 and g.InputTextState.ID == id then + return g.InputTextState + end + return nil +end + +-- Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +--- @class ImGuiFocusScopeData +--- @field ID ImGuiID +--- @field WindowID ImGuiID + +--- @return ImGuiFocusScopeData +--- @nodiscard +function ImGuiFocusScopeData() return { ID = nil, WindowID = nil } end + + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_tables.lua'] = function() +--- ImGui Sincerely WIP +-- (Tables and Columns Code) + +--- @type ImGuiContext? +local GImGui + +-- Sets local `GImGui` in this file(imgui_tables.lua). +-- This is currently only used in main code `ImGui.SetCurrentContext()` +--- @param ctx ImGuiContext? +function ImGui._SetCurrentContext_Tables(ctx) + GImGui = ctx +end + +--- @param str_id string +--- @param columns_count int +--- @param flags? ImGuiTableFlags +--- @param outer_size? ImVec2 +--- @param inner_width? float +function ImGui.BeginTable(str_id, columns_count, flags, outer_size, inner_width) + if flags == nil then flags = 0 end + if outer_size == nil then outer_size = ImVec2(0.0, 0.0) end + if inner_width == nil then inner_width = 0.0 end + + -- TODO: + return true +end + +function ImGui.EndTable() + -- TODO: +end + +function ImGui.TableNextColumn() + -- TODO: +end + +function ImGui.TablePushBackgroundChannel() + -- TODO: +end + +function ImGui.TablePopBackgroundChannel() + -- TODO: +end + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imgui_widgets.lua'] = function() +--- ImGui Sincerely WIP +-- (Widgets Code) + +--- @type ImGuiContext? +local GImGui + +-- Sets local `GImGui` in this file(imgui_widgets.lua). +-- This is currently only used in main code `ImGui.SetCurrentContext()` +--- @param ctx ImGuiContext? +function ImGui._SetCurrentContext_Widgets(ctx) + GImGui = ctx +end + +local DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70 -- Time for drag-hold to activate items accepting the ImGuiButtonFlags.PressedOnDragDropHold button behavior +local DRAG_MOUSE_THRESHOLD_FACTOR = 0.50 -- Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags + +local IM_S8_MIN = -128 +local IM_S8_MAX = 127 +local IM_U8_MIN = 0 +local IM_U8_MAX = 0xFF +local IM_S16_MIN = -32768 +local IM_S16_MAX = 32767 +local IM_U16_MIN = 0 +local IM_U16_MAX = 0xFFFF +local IM_S32_MIN = INT_MIN +local IM_S32_MAX = INT_MAX +local IM_U32_MIN = 0 +local IM_U32_MAX = UINT_MAX + +---------------------------------------------------------------- +-- [SECTION] TEXT +---------------------------------------------------------------- + +--- @param text string +--- @param text_end? int +--- @param flags? ImGuiTextFlags +function ImGui.TextEx(text, text_end, flags) + if not flags then flags = 0 end + + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then + return + end + + if not text or text == "" then + text = "" + text_end = 1 + end + + if text_end == nil then + text_end = #text + 1 + end + + local text_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) + local wrap_pos_x = window.DC.TextWrapPos + local wrap_enabled = (wrap_pos_x >= 0.0) + if (text_end - 1 <= 2000) or wrap_enabled then + local wrap_width = wrap_enabled and ImGui.CalcWrapWidthForPos(window.DC.CursorPos, wrap_pos_x) or 0.0 + local text_size = ImGui.CalcTextSize(text, text_end, false, wrap_width) + + local bb = ImRect(text_pos, text_pos + text_size) + ImGui.ItemSize(text_size, 0.0) + if not ImGui.ItemAdd(bb, 0) then + return + end + + ImGui.RenderTextWrapped(bb.Min, text, text_end, wrap_width) + else + local line = 1 + local line_height = ImGui.GetTextLineHeight() + local text_size = ImVec2(0, 0) + + local pos = ImVec2(text_pos.x, text_pos.y) + if not g.LogEnabled then + local lines_skippable = ImFloor((window.ClipRect.Min.y - text_pos.y) / line_height) + if lines_skippable > 0 then + local lines_skipped = 0 + while line < text_end and lines_skipped < lines_skippable do + local line_end = ImMemchr(text, "\n", line) + if not line_end then + line_end = text_end + end + if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then + local line_size = ImGui.CalcTextSizeEx(text, line, line_end) + text_size.x = ImMax(text_size.x, line_size.x) + end + line = line_end + 1 + lines_skipped = lines_skipped + 1 + end + pos.y = pos.y + lines_skipped * line_height + end + end + + if line < text_end then + local line_rect = ImRect(pos, pos + ImVec2(FLT_MAX, line_height)) + while line < text_end do + if ImGui.IsClippedEx(line_rect, 0) then + break + end + + local line_end = ImMemchr(text, "\n", line) + if not line_end then + line_end = text_end + end + + local line_size = ImGui.CalcTextSizeEx(text, line, line_end) + text_size.x = ImMax(text_size.x, line_size.x) + ImGui.RenderText(pos, text, line, nil, false) + line = line_end + 1 + line_rect.Min.y = line_rect.Min.y + line_height + line_rect.Max.y = line_rect.Max.y + line_height + pos.y = pos.y + line_height + end + + local lines_skipped = 0 + while line < text_end do + local line_end = ImMemchr(text, "\n", line) + if not line_end then + line_end = text_end + end + if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then + local line_size = ImGui.CalcTextSizeEx(text, line, line_end) + text_size.x = ImMax(text_size.x, line_size.x) + end + line = line_end + 1 + lines_skipped = lines_skipped + 1 + end + pos.y = pos.y + lines_skipped * line_height + end + text_size.y = pos.y - text_pos.y + + local bb = ImRect(text_pos, text_pos + text_size) + ImGui.ItemSize(text_size, 0.0) + ImGui.ItemAdd(bb, 0) + end +end + +--- @param text string +--- @param text_end? int +function ImGui.TextUnformatted(text, text_end) + ImGui.TextEx(text, text_end, ImGuiTextFlags.NoWidthForLargeClippedText) +end + +--- @param fmt string +--- @param ... any +function ImGui.TextV(fmt, ...) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local text = ImFormatString(fmt, ...) + ImGui.TextEx(text, nil, ImGuiTextFlags.NoWidthForLargeClippedText) +end + +--- @param fmt string +--- @param ... any +function ImGui.Text(fmt, ...) + if select('#', ...) > 0 then + ImGui.TextV(fmt, ...) + else + ImGui.TextEx(fmt) + end +end + +--- @param col ImVec4 +--- @param fmt string +--- @param ... any +function ImGui.TextColored(col, fmt, ...) + ImGui.PushStyleColor(ImGuiCol.Text, col) + ImGui.TextV(fmt, ...) + ImGui.PopStyleColor() +end + +--- @param fmt string +--- @param ... any +function ImGui.TextDisabled(fmt, ...) + local g = GImGui + ImGui.PushStyleColor(ImGuiCol.Text, g.Style.Colors[ImGuiCol.TextDisabled]) + ImGui.TextV(fmt, ...) + ImGui.PopStyleColor() +end + +--- @param fmt string +--- @param ... any +function ImGui.TextWrapped(fmt, ...) + local g = GImGui + local need_backup = (g.CurrentWindow.DC.TextWrapPos < 0.0) + if need_backup then + ImGui.PushTextWrapPos(0.0) + end + ImGui.TextV(fmt, ...) + if need_backup then + ImGui.PopTextWrapPos() + end +end + +-- align_x: 0.0f = left, 0.5f = center, 1.0f = right. +-- size_x : 0.0f = shortcut for GetContentRegionAvail().x +-- FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) +--- @param align_x float +--- @param size_x float +--- @param fmt string +--- @param ... any +function ImGui.TextAligned(align_x, size_x, fmt, ...) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local text = ImFormatString(fmt, ...) + local text_end = #text + 1 + local text_size = ImGui.CalcTextSize(text, text_end) + size_x = ImGui.CalcItemSize(ImVec2(size_x, 0.0), 0.0, text_size.y).x + + local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) + local pos_max = ImVec2(pos.x + size_x, window.ClipRect.Max.y) + local size = ImVec2(ImMin(size_x, text_size.x), text_size.y) + window.DC.CursorMaxPos.x = ImMax(window.DC.CursorMaxPos.x, pos.x + text_size.x) + window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, pos.x + text_size.x) + if align_x > 0.0 and text_size.x < size_x then + pos.x = pos.x + ImTrunc((size_x - text_size.x) * align_x) + end + ImGui.RenderTextEllipsis(window.DrawList, pos, pos_max, pos_max.x, text, text_end, text_size) + + local backup_max_pos = ImVec2() + ImVec2_Copy(backup_max_pos, window.DC.CursorMaxPos) + ImGui.ItemSize(size) + ImGui.ItemAdd(ImRect(pos, pos + size), 0) + window.DC.CursorMaxPos.x = backup_max_pos.x -- Cancel out extending content size because right-aligned text would otherwise mess it up + + if size_x < text_size.x and ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.ForTooltip)) then + ImGui.SetTooltip("%.*s", text_end - 1, text) + end +end + +-- Add a label+text combo aligned to other label+value widgets +--- @param label string +--- @param fmt string +--- @param ... any +function ImGui.LabelText(label, fmt, ...) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + local style = g.Style + local w = ImGui.CalcItemWidth() + + local value_text = ImFormatString(fmt, ...) + local value_text_end = #value_text + 1 + local value_size = ImGui.CalcTextSize(value_text, value_text_end, false) + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + local value_bb = ImRect(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)) + local total_bb = ImRect(pos, pos + ImVec2(w + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)) + ImGui.ItemSize(total_bb, style.FramePadding.y) + if not ImGui.ItemAdd(total_bb, 0) then + return + end + + -- Render + ImGui.RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text, value_text_end, value_size, ImVec2(0.0, 0.0)) + if label_size.x > 0.0 then + ImGui.RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) + end +end + +--- @param fmt string +--- @param ... any +function ImGui.BulletText(fmt, ...) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + local style = g.Style + + local text = ImFormatString(fmt, ...) + local text_end = #text + 1 + local label_size = ImGui.CalcTextSize(text, text_end, false) + local total_size = ImVec2(g.FontSize + ((label_size.x > 0.0) and (label_size.x + style.FramePadding.x * 2) or 0.0), label_size.y) -- Empty text doesn't add padding + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + pos.y = pos.y + window.DC.CurrLineTextBaseOffset + ImGui.ItemSize(total_size, 0.0) + local bb = ImRect(pos, pos + total_size) + if not ImGui.ItemAdd(bb, 0) then + return + end + + -- Render + local text_col = ImGui.GetColorU32(ImGuiCol.Text) + ImGui.RenderBullet(window.DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5, g.FontSize * 0.5), text_col) + ImGui.RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0), text, 1, text_end, false) +end + +---------------------------------------------------------------- +-- [SECTION] MAIN: BUTTONS, SCROLLBARS, ... +---------------------------------------------------------------- + +--- @param bb ImRect +--- @param id ImGuiID +--- @param flags? ImGuiButtonFlags +function ImGui.ButtonBehavior(bb, id, flags) + if flags == nil then flags = 0 end + + local g = GImGui + + local window = g.CurrentWindow + + local item_flags = (g.LastItemData.ID == id) and g.LastItemData.ItemFlags or g.CurrentItemFlags + if bit32.band(flags, ImGuiButtonFlags.AllowOverlap) ~= 0 then + item_flags = bit32.bor(item_flags, ImGuiItemFlags.AllowOverlap) + end + if bit32.band(item_flags, ImGuiItemFlags.NoFocus) ~= 0 then + flags = bit32.bor(flags, ImGuiButtonFlags.NoFocus, ImGuiButtonFlags.NoNavFocus) + end + + -- Default only reacts to left mouse button + if bit32.band(flags, ImGuiButtonFlags.MouseButtonMask_) == 0 then + flags = bit32.bor(flags, ImGuiButtonFlags.MouseButtonLeft) + end + + -- Default behavior requires click + release inside bounding box + if bit32.band(flags, ImGuiButtonFlags.PressedOnMask_) == 0 then + flags = bit32.bor(flags, (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and ImGuiButtonFlags.PressedOnClick or ImGuiButtonFlags.PressedOnDefault_) + end + + local backup_hovered_window = g.HoveredWindow + local flatten_hovered_children = (bit32.band(flags, ImGuiButtonFlags.FlattenChildren) ~= 0) and g.HoveredWindow and g.HoveredWindow.RootWindowDockTree == window.RootWindowDockTree + if flatten_hovered_children then + g.HoveredWindow = window + end + + local pressed = false + local hovered = ImGui.ItemHoverable(bb, id, item_flags) + if g.DragDropActive then + if (bit32.band(flags, ImGuiButtonFlags.PressedOnDragDropHold) ~= 0) and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoHoldToOpenOthers) == 0) and ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) then + hovered = true + ImGui.SetHoveredID(id) + + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER) and (g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) then + pressed = true + g.DragDropHoldJustPressedId = id + ImGui.FocusWindow(window) + end + end + + if (g.DragDropAcceptIdPrev == id) and (bit32.band(g.DragDropAcceptFlagsPrev, ImGuiDragDropFlags.AcceptDrawAsHovered) ~= 0) then + hovered = true + end + end + + if (flatten_hovered_children) then + g.HoveredWindow = backup_hovered_window + end + + local test_owner_id = (bit32.band(flags, ImGuiButtonFlags.NoTestKeyOwner) ~= 0) and ImGuiKeyOwner_Any or id + if hovered then + IM_ASSERT(id ~= 0) + + local mouse_button_clicked = -1 + local mouse_button_released = -1 + for button = 0, 2 do + if bit32.band(flags, bit32.lshift(ImGuiButtonFlags.MouseButtonLeft, button)) ~= 0 then -- Handle ImGuiButtonFlags.MouseButtonRight and ImGuiButtonFlags.MouseButtonMiddle here. + if (ImGui.IsMouseClickedEx(button, ImGuiInputFlags.None, test_owner_id) and mouse_button_clicked == -1) then mouse_button_clicked = button end + if (ImGui.IsMouseReleased(button, test_owner_id) and mouse_button_released == -1) then mouse_button_released = button end + end + end + + local mods_ok = (bit32.band(flags, ImGuiButtonFlags.NoKeyModsAllowed) == 0) or (not g.IO.KeyCtrl and not g.IO.KeyShift and not g.IO.KeyAlt) + if mods_ok then + if mouse_button_clicked ~= -1 and g.ActiveId ~= id then + --- @cast mouse_button_clicked ImGuiMouseButton + + if bit32.band(flags, ImGuiButtonFlags.NoSetKeyOwner) == 0 then + ImGui.SetKeyOwner(ImGui.MouseButtonToKey(mouse_button_clicked), id) + end + + if bit32.band(flags, bit32.bor(ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnClickReleaseAnywhere)) ~= 0 then + ImGui.SetActiveID(id, window) + g.ActiveIdMouseButton = mouse_button_clicked + + if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then + ImGui.SetFocusID(id, window) + ImGui.FocusWindow(window) + elseif bit32.band(flags, ImGuiButtonFlags.NoFocus) == 0 then + ImGui.FocusWindow(window, ImGuiFocusRequestFlags.RestoreFocusedChild) + end + end + + if (bit32.band(flags, ImGuiButtonFlags.PressedOnClick) ~= 0) or ((bit32.band(flags, ImGuiButtonFlags.PressedOnDoubleClick) ~= 0) and g.IO.MouseClickedCount[mouse_button_clicked] == 2) then + pressed = true + + if bit32.band(flags, ImGuiButtonFlags.NoHoldingActiveId) ~= 0 then + ImGui.ClearActiveID() + else + ImGui.SetActiveID(id, window) + end + + g.ActiveIdMouseButton = mouse_button_clicked + + if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then + ImGui.SetFocusID(id, window) + ImGui.FocusWindow(window) + elseif bit32.band(flags, ImGuiButtonFlags.NoFocus) == 0 then + ImGui.FocusWindow(window, ImGuiFocusRequestFlags.RestoreFocusedChild) + end + end + + if bit32.band(flags, ImGuiButtonFlags.PressedOnRelease) ~= 0 then + -- FIXME: Traditionally ImGuiButtonFlags.PressedOnRelease never took ActiveId. Adding it in 2026-03-20 since ImGuiButtonFlags_NoHoldingActiveId can always be added. + -- We don't yet perform an explicit ClearActiveID() to reduce scope of change, but this possibility could be investigated. + if bit32.band(flags, ImGuiButtonFlags.NoHoldingActiveId) == 0 then + ImGui.SetActiveID(id, window) -- Hold on ID + end + g.ActiveIdMouseButton = mouse_button_clicked + end + end + + if bit32.band(flags, ImGuiButtonFlags.PressedOnRelease) ~= 0 then + if mouse_button_released ~= -1 then + local has_repeated_at_least_once = (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay + + if not has_repeated_at_least_once then + pressed = true + end + + if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then + ImGui.SetFocusID(id, window) -- FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + end + + ImGui.ClearActiveID() + end + end + + -- 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + -- Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if g.ActiveId == id and (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) then + if g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0 and ImGui.IsMouseClickedEx(g.ActiveIdMouseButton, ImGuiInputFlags.Repeat, test_owner_id) then + pressed = true + end + end + end + + if pressed and g.IO.ConfigNavCursorVisibleAuto then + g.NavCursorVisible = false + end + end + + -- Keyboard/Gamepad navigation handling + -- We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse + if bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0 then + if g.NavId == id and g.NavCursorVisible and g.NavHighlightItemUnderNav then + if bit32.band(flags, ImGuiButtonFlags.NoHoveredOnFocus) == 0 then + hovered = true + end + end + if g.NavActivateDownId == id then + local nav_activated_by_code = (g.NavActivateId == id) + local nav_activated_by_inputs = (g.NavActivatePressedId == id) + if not nav_activated_by_inputs and bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0 then + -- Avoid pressing multiple keys from triggering excessive amount of repeat events + local key1 = ImGui.GetKeyData(g, ImGuiKey.Space) + local key2 = ImGui.GetKeyData(g, ImGuiKey.Enter) + local key3 = ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate) + local t1 = ImMax(ImMax(key1.DownDuration, key2.DownDuration), key3.DownDuration) + nav_activated_by_inputs = ImGui.CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0 + end + if nav_activated_by_code or nav_activated_by_inputs then + -- Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true + ImGui.SetActiveID(id, window) + g.ActiveIdSource = g.NavInputSource + if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromShortcut) == 0 then + ImGui.SetFocusID(id, window) + end + if bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromShortcut) ~= 0 then + g.ActiveIdFromShortcut = true + end + end + end + end + + local held = false + if g.ActiveId == id then + if g.ActiveIdSource == ImGuiInputSource.Mouse then + if g.ActiveIdIsJustActivated then + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min + end + + local mouse_button = g.ActiveIdMouseButton + if mouse_button == -1 then + -- Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ImGui.ClearActiveID() + elseif ImGui.IsMouseDown(mouse_button, test_owner_id) then + held = true + else + local release_in = hovered and (bit32.band(flags, ImGuiButtonFlags.PressedOnClickRelease) ~= 0) + local release_anywhere = (bit32.band(flags, ImGuiButtonFlags.PressedOnClickReleaseAnywhere) ~= 0) + + if (release_in or release_anywhere) and not g.DragDropActive then + -- Report as pressed when releasing the mouse (this is the most common path) + local is_double_click_release = (bit32.band(flags, ImGuiButtonFlags.PressedOnDoubleClick) ~= 0) and g.IO.MouseReleased[mouse_button] and g.IO.MouseClickedLastCount[mouse_button] == 2 + + local is_repeating_already = (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay + + local is_button_avail_or_owned = ImGui.TestKeyOwner(ImGui.MouseButtonToKey(mouse_button), test_owner_id) + + if not is_double_click_release and not is_repeating_already and is_button_avail_or_owned then + pressed = true + end + end + + ImGui.ClearActiveID() + end + + if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 and g.IO.ConfigNavCursorVisibleAuto then + g.NavCursorVisible = false + end + elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then + -- When activated using Nav, we hold on the ActiveID until activation button is released + if g.NavActivateDownId == id then + held = true -- hovered == true not true as we are already likely hovered on direct activation. + else + ImGui.ClearActiveID() + end + end + + if pressed then + g.ActiveIdHasBeenPressedBefore = true + end + end + + if g.NavHighlightActivatedId == id and (bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0) then + hovered = true + end + + return pressed, hovered, held +end + +--- @param label string +--- @param size_arg? ImVec2 +--- @param flags? ImGuiButtonFlags +--- @return bool +function ImGui.ButtonEx(label, size_arg, flags) + if size_arg == nil then size_arg = ImVec2(0, 0) end + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local style = g.Style + local id = window:GetID(label) + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local pos = ImVec2() -- Don't modify the cursor! + ImVec2_Copy(pos, window.DC.CursorPos) + if bit32.band(flags, ImGuiButtonFlags.AlignTextBaseLine) ~= 0 and style.FramePadding.y < window.DC.CurrLineTextBaseOffset then + pos.y = pos.y + window.DC.CurrLineTextBaseOffset - style.FramePadding.y + end + local size = ImGui.CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0, label_size.y + style.FramePadding.y * 2.0) + + local bb = ImRect(pos, pos + size) + ImGui.ItemSize(size, style.FramePadding.y) + if not ImGui.ItemAdd(bb, id) then + return false + end + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) + + local col + if held and hovered then + col = ImGui.GetColorU32(ImGuiCol.ButtonActive) + elseif hovered then + col = ImGui.GetColorU32(ImGuiCol.ButtonHovered) + else + col = ImGui.GetColorU32(ImGuiCol.Button) + end + + ImGui.RenderNavCursor(bb, id) + ImGui.RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding) + + -- if (g.LogEnabled) + -- LogSetNextTextDecoration("[", "]"); + ImGui.RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, label_end, label_size, style.ButtonTextAlign, bb) + + -- Automatically close popups + --if (pressed && !(flags & ImGuiButtonFlags.DontClosePopups) && (window->Flags & ImGuiWindowFlags.Popup)) + -- CloseCurrentPopup(); + + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed +end + +--- @param label string +--- @param size_arg? ImVec2 +--- @return bool +function ImGui.Button(label, size_arg) + return ImGui.ButtonEx(label, size_arg, ImGuiButtonFlags.None) +end + +--- @param label string +--- @return bool +function ImGui.SmallButton(label) + local g = GImGui + local backup_padding_y = g.Style.FramePadding.y + g.Style.FramePadding.y = 0.0 + local pressed = ImGui.ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags.AlignTextBaseLine) + g.Style.FramePadding.y = backup_padding_y + return pressed +end + +--- @param str_id string +--- @param size_arg ImVec2 +--- @param flags? ImGuiButtonFlags +function ImGui.InvisibleButton(str_id, size_arg, flags) + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + -- Ensure zero-size fits to contents + local size = ImGui.CalcItemSize(ImVec2(size_arg.x ~= 0.0 and size_arg.x or -FLT_MIN, size_arg.y ~= 0.0 and size_arg.y or -FLT_MIN), 0.0, 0.0) + + local id = window:GetID(str_id) + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) + ImGui.ItemSize(size) + + local item_flags = (bit32.band(flags, ImGuiButtonFlags.EnableNav) ~= 0) and ImGuiItemFlags.None or ImGuiItemFlags.NoNav + if not ImGui.ItemAdd(bb, id, nil, item_flags) then + return false + end + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) + ImGui.RenderNavCursor(bb, id) + + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags) + return pressed +end + +--- @param str_id string +--- @param dir ImGuiDir +--- @param size ImVec2 +--- @param flags? ImGuiButtonFlags +function ImGui.ArrowButtonEx(str_id, dir, size, flags) + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local id = window:GetID(str_id) + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) + local default_size = ImGui.GetFrameHeight() + ImGui.ItemSize(size, (size.y >= default_size) and g.Style.FramePadding.y or -1.0) + if not ImGui.ItemAdd(bb, id) then + return false + end + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) + + -- Render + local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button) + local text_col = ImGui.GetColorU32(ImGuiCol.Text) + ImGui.RenderNavCursor(bb, id) + ImGui.RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding) + ImGui.RenderArrow(window.DrawList, bb.Min + ImVec2(ImMax(0.0, (size.x - g.FontSize) * 0.5), ImMax(0.0, (size.y - g.FontSize) * 0.5)), text_col, dir) + + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags) + return pressed +end + +--- @param str_id string +--- @param dir ImGuiDir +function ImGui.ArrowButton(str_id, dir) + local sz = ImGui.GetFrameHeight() + return ImGui.ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags.None) +end + +--- @param id ImGuiID +--- @param pos ImVec2 +--- @return bool +function ImGui.CloseButton(id, pos) + local g = GImGui + + local window = g.CurrentWindow + + local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize)) + local bb_interact = ImRect() + ImRect_Copy(bb_interact, bb) + + local area_to_visible_ratio = window.OuterRectClipped:GetArea() / bb:GetArea() + if area_to_visible_ratio < 1.5 then + bb_interact:Expand(ImTrunc(bb_interact:GetSize() * -0.25)) + end + + local is_clipped = not ImGui.ItemAdd(bb_interact, id) + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) + if is_clipped then + return pressed + end + + local bg_col + if held then + bg_col = ImGui.GetColorU32(ImGuiCol.ButtonActive) + else + bg_col = ImGui.GetColorU32(ImGuiCol.ButtonHovered) + end + + if hovered then + window.DrawList:AddRectFilled(bb.Min, bb.Max, bg_col) + end + + local cross_center = bb:GetCenter() - ImVec2(0.5, 0.5) + local cross_extent = g.FontSize * 0.5 * 0.7071 - 1 + local cross_col = ImGui.GetColorU32(ImGuiCol.Text) + local cross_thickness = 1.0 -- FIXME-DPI + window.DrawList:AddLine(cross_center + ImVec2(cross_extent, cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness) + window.DrawList:AddLine(cross_center + ImVec2(cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, cross_extent), cross_col, cross_thickness) + + return pressed +end + +--- @return bool +function ImGui.CollapseButton(id, pos) + local g = GImGui + + local window = g.CurrentWindow + + local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize)) + + local is_clipped = not ImGui.ItemAdd(bb, id) + + local pressed, hovered = ImGui.ButtonBehavior(bb, id) + + if hovered then + window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.ButtonHovered)) + end + + if window.Collapsed then + ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Right, 1) + else + ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Down, 1) + end + + return pressed +end + +--- @param window ImGuiWindow +--- @param axis ImGuiAxis +--- @return ImGuiID +function ImGui.GetWindowScrollbarID(window, axis) + if axis == ImGuiAxis.X then + return window:GetID("#SCROLLX") + else + return window:GetID("#SCROLLY") + end +end + +--- @param window ImGuiWindow +--- @param axis ImGuiAxis +--- @return ImRect +--- @nodiscard +function ImGui.GetWindowScrollbarRect(window, axis) + local g = GImGui + local outer_rect = window:Rect() + local inner_rect = window.InnerRect + + -- (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + local scrollbar_size = window.ScrollbarSizes[axis == ImGuiAxis.X and ImGuiAxis.Y or ImGuiAxis.X] + IM_ASSERT(scrollbar_size >= 0.0) + + local border_size = IM_ROUND(window.WindowBorderSize * 0.5) + local border_top = (bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) ~= 0) and IM_ROUND(g.Style.FrameBorderSize * 0.5) or (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) ~= 0 and border_size or 0) + + if axis == ImGuiAxis.X then + return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size) + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size) + end +end + +--- @param window ImGuiWindow +--- @param bb ImRect +--- @param threshold float +--- @param axis ImGuiAxis +function ImGui.ExtendHitBoxWhenNearViewportEdge(window, bb, threshold, axis) + local window_rect = window.RootWindow:Rect() + local viewport_rect = window.Viewport:GetMainRect() + + if window_rect.Min[axis] == viewport_rect.Min[axis] and bb.Min[axis] > window_rect.Min[axis] and bb.Min[axis] - threshold <= window_rect.Min[axis] then + bb.Min[axis] = window_rect.Min[axis] + end + + if window_rect.Max[axis] == viewport_rect.Max[axis] and bb.Max[axis] < window_rect.Max[axis] and bb.Max[axis] + threshold >= window_rect.Max[axis] then + bb.Max[axis] = window_rect.Max[axis] + end +end + +--- @param bb_frame ImRect +--- @param id ImGuiID +--- @param axis ImGuiAxis +--- @param p_scroll_v number +--- @param size_visible_v number +--- @param size_contents_v number +--- @param draw_rounding_flags ImDrawFlags +--- @return bool is_held +--- @return number scroll_v # Updated p_scroll_v +function ImGui.ScrollbarEx(bb_frame, id, axis, p_scroll_v, size_visible_v, size_contents_v, draw_rounding_flags) + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then + return false, p_scroll_v + end + + local bb_frame_width = bb_frame:GetWidth() + local bb_frame_height = bb_frame:GetHeight() + if bb_frame_width <= 0.0 or bb_frame_height <= 0.0 then + return false, p_scroll_v + end + + local alpha = 1.0 + if axis == ImGuiAxis.Y and bb_frame_height < bb_frame_width then + alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0, 1.0)) + end + if alpha <= 0.0 then + return false, p_scroll_v + end + + local style = g.Style + local allow_interaction = (alpha >= 1.0) + + local bb = ImRect() + ImRect_Copy(bb, bb_frame) + + local padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5)) + bb:Expand(-padding) + + -- V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + local scrollbar_size_v + if axis == ImGuiAxis.X then + scrollbar_size_v = bb:GetWidth() + else + scrollbar_size_v = bb:GetHeight() + end + + if scrollbar_size_v < 1.0 then + return false, p_scroll_v + end + + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0) + local win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), 1) + local grab_h_minsize = ImMin(bb:GetSize()[axis], style.GrabMinSize) + local grab_h_pixels = ImTrunc(ImClamp(scrollbar_size_v * (size_visible_v / win_size_v), grab_h_minsize, scrollbar_size_v)) + local grab_h_norm = grab_h_pixels / scrollbar_size_v + + -- As a special thing, we allow scrollbar near the edge of a screen/viewport to be reachable with mouse at the extreme edge (#9276) + local bb_hit = ImRect() + ImRect_Copy(bb_hit, bb_frame) + ImGui.ExtendHitBoxWhenNearViewportEdge(window, bb_hit, g.Style.WindowBorderSize, ImGuiAxis.X + ImGuiAxis.Y - axis) -- swap axis here + + ImGui.ItemAdd(bb_frame, id, nil, ImGuiItemFlags.NoNav) + local pressed, hovered, held = ImGui.ButtonBehavior(bb_hit, id, ImGuiButtonFlags.NoNavFocus) + + local scroll_max = ImMax(1, size_contents_v - size_visible_v) + local scroll_ratio = ImSaturate(p_scroll_v / scroll_max) + local grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v + if held and allow_interaction and grab_h_norm < 1.0 then + local scrollbar_pos_v = bb.Min[axis] + local mouse_pos_v = g.IO.MousePos[axis] + local clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v) + + local held_dir + if clicked_v_norm < grab_v_norm then + held_dir = -1 + elseif clicked_v_norm > grab_v_norm + grab_h_norm then + held_dir = 1 + else + held_dir = 0 + end + if g.ActiveIdIsJustActivated then + local scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false) or g.IO.KeyShift or held_dir == 0 + + if scroll_to_clicked_location then + g.ScrollbarSeekMode = 0 + else + g.ScrollbarSeekMode = held_dir + end + + if held_dir == 0 and not g.IO.KeyShift then + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5 + else + g.ScrollbarClickDeltaToGrabCenter = 0.0 + end + end + + if g.ScrollbarSeekMode == 0 then + scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5) / (1.0 - grab_h_norm)) + p_scroll_v = scroll_v_norm * scroll_max + else + if ImGui.IsMouseClickedEx(ImGuiMouseButton.Left, ImGuiInputFlags.Repeat) and held_dir == g.ScrollbarSeekMode then + local page_dir + if g.ScrollbarSeekMode > 0.0 then + page_dir = 1.0 + else + page_dir = -1.0 + end + p_scroll_v = ImClamp(p_scroll_v + page_dir * size_visible_v, 0, scroll_max) + end + end + + scroll_ratio = ImSaturate(p_scroll_v / scroll_max) + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v + end + + local bg_col = ImGui.GetColorU32(ImGuiCol.ScrollbarBg) + local grab_col + if held then + grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrabActive, alpha) + elseif hovered then + grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrabHovered, alpha) + else + grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrab, alpha) + end + window.DrawList:AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window.WindowRounding, draw_rounding_flags) + local grab_rect + if axis == ImGuiAxis.X then + local x1 = ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_rect = ImRect(x1, bb.Min.y, x1 + grab_h_pixels, bb.Max.y) + else + local y1 = ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_rect = ImRect(bb.Min.x, y1, bb.Max.x, y1 + grab_h_pixels) + end + + window.DrawList:AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding) + + return held, p_scroll_v +end + +--- @param axis ImGuiAxis +function ImGui.Scrollbar(axis) + local g = GImGui + local window = g.CurrentWindow + local id = ImGui.GetWindowScrollbarID(window, axis) + + -- Calculate scrollbar bounding box + local bb = ImGui.GetWindowScrollbarRect(window, axis) + local rounding_corners = ImGui.CalcRoundingFlagsForRectInRect(bb, window:Rect(), g.Style.WindowBorderSize) + local size_visible = window.InnerRect.Max[axis] - window.InnerRect.Min[axis] + local size_contents = window.ContentSize[axis] + window.WindowPadding[axis] * 2.0 + local scroll = window.Scroll[axis] + local held + held, scroll = ImGui.ScrollbarEx(bb, id, axis, scroll, size_visible, size_contents, rounding_corners) + window.Scroll[axis] = scroll +end + +-- - `uv0` and `uv1` are texture coordinates +--- @param tex_ref ImTextureRef +--- @param image_size ImVec2 +--- @param uv0? ImVec2 +--- @param uv1? ImVec2 +--- @param bg_col? ImVec4 +--- @param tint_col? ImVec4 +function ImGui.ImageWithBg(tex_ref, image_size, uv0, uv1, bg_col, tint_col) + if uv0 == nil then uv0 = ImVec2(0, 0) end + if uv1 == nil then uv1 = ImVec2(1, 1) end + if bg_col == nil then bg_col = ImVec4(0, 0, 0, 0) end + if tint_col == nil then tint_col = ImVec4(1, 1, 1, 1) end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + local padding = ImVec2(g.Style.ImageBorderSize, g.Style.ImageBorderSize) + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + image_size + padding * 2.0) + ImGui.ItemSize(bb) + if not ImGui.ItemAdd(bb, 0) then + return + end + + -- Render + local rounding = g.Style.ImageRounding + if bg_col.w > 0.0 then + window.DrawList:AddRectFilled(bb.Min + padding, bb.Max - padding, ImGui.GetColorU32(bg_col), rounding) + end + if rounding > 0.0 then + window.DrawList:AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col), rounding) + else + window.DrawList:AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col)) + end + if g.Style.ImageBorderSize > 0.0 then + window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Border), rounding, g.Style.ImageBorderSize, ImDrawFlags.None) + end +end + +--- @param tex_ref ImTextureRef +--- @param image_size ImVec2 +--- @param uv0? ImVec2 +--- @param uv1? ImVec2 +function ImGui.Image(tex_ref, image_size, uv0, uv1) + ImGui.ImageWithBg(tex_ref, image_size, uv0, uv1) +end + +--- @param id ImGuiID +--- @param tex_ref ImTextureRef +--- @param image_size ImVec2 +--- @param uv0 ImVec2 +--- @param uv1 ImVec2 +--- @param bg_col ImVec4 +--- @param tint_col ImVec4 +--- @param flags? ImGuiButtonFlags +function ImGui.ImageButtonEx(id, tex_ref, image_size, uv0, uv1, bg_col, tint_col, flags) + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local padding = g.Style.FramePadding + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + image_size + padding * 2.0) + ImGui.ItemSize(bb) + if not ImGui.ItemAdd(bb, id) then + return false + end + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) + + -- Render + local col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button) + ImGui.RenderNavCursor(bb, id) + ImGui.RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding) + if bg_col.w > 0.0 then + window.DrawList:AddRectFilled(bb.Min + padding, bb.Max - padding, ImGui.GetColorU32(bg_col)) + end + local image_rounding = ImMax(g.Style.FrameRounding - ImMax(padding.x, padding.y), g.Style.ImageRounding) + if image_rounding > 0.0 then + window.DrawList:AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col), image_rounding) + else + window.DrawList:AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col)) + end + + return pressed +end + +-- - ImageButton() adds style.FramePadding*2.0 to provided size. This is in order to facilitate fitting an image in a button. +-- - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) -- FIXME: Maybe that's not the best design? +--- @param str_id string +--- @param tex_ref ImTextureRef +--- @param image_size ImVec2 +--- @param uv0 ImVec2 +--- @param uv1 ImVec2 +--- @param bg_col ImVec4 +--- @param tint_col ImVec4 +function ImGui.ImageButton(str_id, tex_ref, image_size, uv0, uv1, bg_col, tint_col) + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then + return false + end + + return ImGui.ImageButtonEx(window:GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col) +end + +--- @param label string +--- @param v bool +--- @return bool is_pressed +--- @return bool is_checked # The updated `v` passed in +function ImGui.Checkbox(label, v) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false, v + end + + local g = GImGui + local style = g.Style + local id = window:GetID(label) + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local square_sz = ImGui.GetFrameHeight() + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + + local total_width + if label_size.x > 0.0 then + total_width = square_sz + style.ItemInnerSpacing.x + label_size.x + else + total_width = square_sz + end + local total_bb = ImRect(pos, pos + ImVec2(total_width, label_size.y + style.FramePadding.y * 2.0)) + ImGui.ItemSize(total_bb, style.FramePadding.y) + local is_visible = ImGui.ItemAdd(total_bb, id) + local is_multi_select = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0) + if not is_visible then + if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(total_bb) then -- Extra layer of "no logic clip" for box-select support + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)) + return false, v + end + end + + local checked = v + if is_multi_select then + -- TODO: MultiSelectItemHeader() + end + + local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id) + + if is_multi_select then + -- TODO: MultiSelectItemFooter() + elseif pressed then + checked = not checked + end + + if v ~= checked then + v = checked + pressed = true + ImGui.MarkItemEdited(id) + end + + local check_bb = ImRect(pos, pos + ImVec2(square_sz, square_sz)) + local mixed_value = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.MixedValue) ~= 0) + if is_visible then + ImGui.RenderNavCursor(total_bb, id) + + local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ((mixed_value or checked) and ImGuiCol.CheckboxSelectedBg or ImGuiCol.FrameBg))) + local check_col = ImGui.GetColorU32(ImGuiCol.CheckMark) + ImGui.RenderFrame(check_bb.Min, check_bb.Max, bg_col, true, style.FrameRounding) + + if mixed_value then + -- Undocumented tristate/mixed/indeterminate checkbox (#2644) + -- This may seem awkwardly designed because the aim is to make ImGuiItemFlags.MixedValue supported by all widgets (not just checkbox) + local pad_val = ImMax(1.0, IM_TRUNC(square_sz / 3.6)) + local pad = ImVec2(pad_val, pad_val) + window.DrawList:AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding) + elseif v then + local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0)) + ImGui.RenderCheckMark(window.DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0) + end + end + + local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y) + if g.LogEnabled then + -- ImGui.LogRenderedText(label_pos, mixed_value and "[~]" or (v and "[x]" or "[ ]")) + end + + if is_visible and label_size.x > 0.0 then + ImGui.RenderText(label_pos, label, 1, label_end, false) + end + + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)) + return pressed, v +end + +--- @param label string +--- @param flags int +--- @param flags_value int +--- @return bool is_pressed +--- @return int flags_new # Updated `flags` +function ImGui.CheckboxFlags(label, flags, flags_value) + local all_on = bit32.band(flags, flags_value) == flags_value + local any_on = bit32.band(flags, flags_value) ~= 0 + local pressed + if not all_on and any_on then + local g = GImGui + g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.MixedValue) + pressed, all_on = ImGui.Checkbox(label, all_on) + else + pressed, all_on = ImGui.Checkbox(label, all_on) + end + if pressed then + if all_on then + flags = bit32.bor(flags, flags_value) + else + flags = bit32.band(flags, bit32.bnot(flags_value)) + end + end + + return pressed, flags +end + +--- @param label string +--- @param active bool +--- @return bool is_pressed +function ImGui.RadioButtonEx(label, active) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local style = g.Style + local id = window:GetID(label) + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local square_sz = ImGui.GetFrameHeight() + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + local check_bb = ImRect(pos, pos + ImVec2(square_sz, square_sz)) + local total_bb = ImRect(pos, pos + ImVec2(square_sz + (label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0), label_size.y + style.FramePadding.y * 2.0)) + ImGui.ItemSize(total_bb, style.FramePadding.y) + if not ImGui.ItemAdd(total_bb, id) then + return false + end + + local center = check_bb:GetCenter() + center.x = IM_ROUND(center.x) + center.y = IM_ROUND(center.y) + local radius = (square_sz - 1.0) * 0.5 + + local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id) + if (pressed) then + ImGui.MarkItemEdited(id) + end + + ImGui.RenderNavCursor(total_bb, id) + local num_segment = window.DrawList:_CalcCircleAutoSegmentCount(radius) + local col + if held and hovered then + col = ImGui.GetColorU32(ImGuiCol.FrameBgActive) + else + if hovered then + col = ImGui.GetColorU32(ImGuiCol.FrameBgHovered) + else + col = ImGui.GetColorU32(ImGuiCol.FrameBg) + end + end + window.DrawList:AddCircleFilled(center, radius, col, num_segment) + if active then + local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0)) + window.DrawList:AddCircleFilled(center, radius - pad, ImGui.GetColorU32(ImGuiCol.CheckMark)) + end + if style.FrameBorderSize > 0.0 then + window.DrawList:AddCircle(center + ImVec2(1, 1), radius, ImGui.GetColorU32(ImGuiCol.BorderShadow), num_segment, style.FrameBorderSize) + window.DrawList:AddCircle(center, radius, ImGui.GetColorU32(ImGuiCol.Border), num_segment, style.FrameBorderSize) + end + local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y) + if g.LogEnabled then + -- ImGui.LogRenderedText(label_pos, active and "(x)" or "( )") + end + if label_size.x > 0.0 then + ImGui.RenderText(label_pos, label, 1, label_end, false) + end + + return pressed +end + +-- `rawequal` is used here to check if v == v_button +--- @param label string +--- @param v any +--- @param v_button any +--- @return bool is_pressed +--- @return any v # Updated v +function ImGui.RadioButton(label, v, v_button) + local pressed = ImGui.RadioButtonEx(label, rawequal(v, v_button)) + if pressed then + v = v_button + end + return pressed, v +end + +-- size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +--- @param fraction float +--- @param size_arg? ImVec2 +--- @param overlay? string +function ImGui.ProgressBar(fraction, size_arg, overlay) + if size_arg == nil then size_arg = ImVec2(-FLT_MIN, 0) end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + local style = g.Style + + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + local size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0) + local bb = ImRect(pos, pos + size) + ImGui.ItemSize(size, style.FramePadding.y) + if not ImGui.ItemAdd(bb, 0) then + return + end + + -- Fraction < 0.0 will display an indeterminate progress bar animation + -- The value must be animated along with time, so e.g. passing '-1.0 * ImGui.GetTime()' as fraction works + local is_indeterminate = (fraction < 0.0) + if not is_indeterminate then + fraction = ImSaturate(fraction) + end + + -- Out of courtesy we accept a NaN fraction without crashing + local fill_n0 = 0.0 + local fill_n1 = (fraction == fraction) and fraction or 0.0 + + if is_indeterminate then + local fill_width_n = 0.2 + fill_n0 = ImFmod(-fraction, 1.0) * (1.0 + fill_width_n) - fill_width_n + fill_n1 = ImSaturate(fill_n0 + fill_width_n) + fill_n0 = ImSaturate(fill_n0) + end + + -- Render + ImGui.RenderFrame(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding) + bb:Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)) + + local fill_x0 = ImLerp(bb.Min.x, bb.Max.x, fill_n0) + local fill_x1 = ImLerp(bb.Min.x, bb.Max.x, fill_n1) + if fill_x0 < fill_x1 then + ImGui.RenderRectFilledInRangeH(window.DrawList, bb, ImGui.GetColorU32(ImGuiCol.PlotHistogram), fill_x0, fill_x1, style.FrameRounding) + end + + -- Default displaying the fraction as percentage string, but user can override it + -- Don't display text for indeterminate bars by default + if not is_indeterminate or overlay ~= nil then + if overlay == nil then + overlay = ImFormatString("%.0f%%", fraction * 100 + 0.01) + end + + local overlay_size = ImGui.CalcTextSize(overlay, nil) + if overlay_size.x > 0.0 then + local text_x = is_indeterminate and ((bb.Min.x + bb.Max.x - overlay_size.x) * 0.5) or (fill_x1 + style.ItemSpacing.x) + ImGui.RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, nil, overlay_size, ImVec2(0.0, 0.5), bb) + end + end +end + +function ImGui.Bullet() + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + local style = g.Style + local line_height = ImMax(ImMin(window.DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize) + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(g.FontSize, line_height)) + ImGui.ItemSize(bb) + if not ImGui.ItemAdd(bb, 0) then + ImGui.SameLine(0, style.FramePadding.x * 2) + return + end + + -- Render and stay on same line + local text_col = ImGui.GetColorU32(ImGuiCol.Text) + ImGui.RenderBullet(window.DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5, line_height * 0.5), text_col) + ImGui.SameLine(0, style.FramePadding.x * 2.0) +end + +--- @param label string +function ImGui.TextLink(label) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local id = window:GetID(label) + local label_end = ImGui.FindRenderedTextEnd(label) + + local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) + local size = ImGui.CalcTextSize(label, label_end, false) + local bb = ImRect(pos, pos + size) + ImGui.ItemSize(size, 0.0) + if not ImGui.ItemAdd(bb, id) then + return false + end + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) + ImGui.RenderNavCursor(bb, id) + + if hovered then + ImGui.SetMouseCursor(ImGuiMouseCursor.Hand) + end + + local text_colf = ImVec4() + ImVec4_Copy(text_colf, g.Style.Colors[ImGuiCol.TextLink]) + local line_colf = ImVec4() + ImVec4_Copy(line_colf, text_colf) + do + -- FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + -- as we are currently experimenting/planning a different styling system. + local h, s, v = ImGui.ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z) + if held or hovered then + v = ImSaturate(v + (held and 0.4 or 0.3)) + h = ImFmod(h + 0.02, 1.0) + end + text_colf.x, text_colf.y, text_colf.z = ImGui.ColorConvertHSVtoRGB(h, s, v) + v = ImSaturate(v - 0.20) + line_colf.x, line_colf.y, line_colf.z = ImGui.ColorConvertHSVtoRGB(h, s, v) + end + + local line_y = bb.Max.y + ImFloor(g.FontBaked.Descent * g.FontBakedScale * 0.20) + window.DrawList:AddLineH(bb.Min.x, bb.Max.x, line_y, ImGui.GetColorU32(line_colf), 1.0 * ImTrunc(g.Style._MainScale)) -- FIXME-DPI + + ImGui.PushStyleColor(ImGuiCol.Text, ImGui.GetColorU32(text_colf)) + ImGui.RenderText(bb.Min, label, 1, label_end, false) + ImGui.PopStyleColor() + + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags) + return pressed +end + +--- @param label string +--- @param url string +function ImGui.TextLinkOpenURL(label, url) + local g = GImGui + if url == nil then + url = label + end + local pressed = ImGui.TextLink(label) + if pressed and g.PlatformIO.Platform_OpenInShellFn ~= nil then + g.PlatformIO.Platform_OpenInShellFn(g, url) + end + + ImGui.SetItemTooltip(ImGui.LocalizeGetMsg(ImGuiLocKey.OpenLink_s), url) + + if ImGui.BeginPopupContextItem() then + if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.CopyLink)) then + ImGui.SetClipboardText(url) + end + ImGui.EndPopup() + end + + return pressed +end + +---------------------------------------------------------------- +-- [SECTION] Low-level Layout helpers +---------------------------------------------------------------- + +function ImGui.Spacing() + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + ImGui.ItemSize(ImVec2(0, 0)) +end + +--- @param size ImVec2 +function ImGui.Dummy(size) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) + ImGui.ItemSize(size) + ImGui.ItemAdd(bb, 0) +end + +function ImGui.NewLine() + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + local backup_layout_type = window.DC.LayoutType + window.DC.LayoutType = ImGuiLayoutType.Vertical + window.DC.IsSameLine = false + + if window.DC.CurrLineSize.y > 0.0 then + -- In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ImGui.ItemSize(ImVec2(0, 0)) + else + ImGui.ItemSize(ImVec2(0.0, g.FontSize)) + end + + window.DC.LayoutType = backup_layout_type +end + +function ImGui.AlignTextToFramePadding() + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + window.DC.CurrLineSize.y = ImMax(window.DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2) + window.DC.CurrLineTextBaseOffset = ImMax(window.DC.CurrLineTextBaseOffset, g.Style.FramePadding.y) +end + +--- @param flags ImGuiSeparatorFlags +--- @param thickness float +function ImGui.SeparatorEx(flags, thickness) + if thickness == nil then thickness = 1.0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + local g = GImGui + IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, bit32.bor(ImGuiSeparatorFlags.Horizontal, ImGuiSeparatorFlags.Vertical)))) -- Check that only 1 option is selected + IM_ASSERT(thickness > 0.0) + + if bit32.band(flags, ImGuiSeparatorFlags.Vertical) ~= 0 then + -- Vertical separator, for menu bars (use current line height). + local y1 = window.DC.CursorPos.y + local y2 = window.DC.CursorPos.y + window.DC.CurrLineSize.y + local bb = ImRect(ImVec2(window.DC.CursorPos.x, y1), ImVec2(window.DC.CursorPos.x + thickness, y2)) + ImGui.ItemSize(ImVec2(thickness, 0.0)) + if not ImGui.ItemAdd(bb, 0) then + return + end + + -- Draw + window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator)) + if g.LogEnabled then + ImGui.LogText(" |") + end + elseif bit32.band(flags, ImGuiSeparatorFlags.Horizontal) ~= 0 then + -- Horizontal Separator + local x1 = window.DC.CursorPos.x + local x2 = window.WorkRect.Max.x + + -- Preserve legacy behavior inside Columns() + -- Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + -- We currently don't need to provide the same feature for tables because tables naturally have border features. + local columns = (bit32.band(flags, ImGuiSeparatorFlags.SpanAllColumns) ~= 0) and window.DC.CurrentColumns or nil + if columns then + x1 = window.Pos.x + window.DC.Indent.x -- Used to be Pos.x before 2023/10/03 + x2 = window.Pos.x + window.Size.x + ImGui.PushColumnsBackground() + end + + -- We don't provide our width to the layout so that it doesn't get feed back into AutoFit + -- FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + local bb = ImRect(ImVec2(x1, window.DC.CursorPos.y), ImVec2(x2, window.DC.CursorPos.y + thickness)) + ImGui.ItemSize(ImVec2(0.0, thickness)) + + if ImGui.ItemAdd(bb, 0) then + -- Draw + window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator)) + if g.LogEnabled then + ImGui.LogRenderedText(bb.Min, "--------------------------------") + end + end + + if columns then + ImGui.PopColumnsBackground() + columns.LineMinY = window.DC.CursorPos.y + end + end +end + +function ImGui.Separator() + local g = GImGui + local window = g.CurrentWindow + if window.SkipItems then + return + end + + -- Those flags should eventually be configurable by the user + local flags + if window.DC.LayoutType == ImGuiLayoutType.Horizontal then + flags = ImGuiSeparatorFlags.Vertical + else + flags = ImGuiSeparatorFlags.Horizontal + end + + -- Only applies to legacy Columns() api as they relied on Separator() a lot. + if window.DC.CurrentColumns then + flags = bit32.bor(flags, ImGuiSeparatorFlags.SpanAllColumns) + end + + ImGui.SeparatorEx(flags, ImMax(g.Style.SeparatorSize, 1.0)) +end + +--- @param id ImGuiID +--- @param label string +--- @param label_end? int +--- @param extra_w float +function ImGui.SeparatorTextEx(id, label, label_end, extra_w) + local g = GImGui + local window = g.CurrentWindow + local style = g.Style + + local label_size = ImGui.CalcTextSize(label, label_end, false) + local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) + local padding = style.SeparatorTextPadding + + local separator_thickness = style.SeparatorTextBorderSize + local min_size = ImVec2(label_size.x + extra_w + padding.x * 2.0, ImMax(label_size.y + padding.y * 2.0, separator_thickness)) + + local bb = ImRect(pos, ImVec2(window.WorkRect.Max.x, pos.y + min_size.y)) + local text_baseline_y = ImTrunc((bb:GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.999) -- ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)) + + ImGui.ItemSize(min_size, text_baseline_y) + if not ImGui.ItemAdd(bb, id) then + return + end + + local sep1_x1 = pos.x + local sep2_x2 = bb.Max.x + local seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5 + 0.999) + + local label_avail_w = ImMax(0.0, sep2_x2 - sep1_x1 - padding.x * 2.0) + local label_pos = ImVec2(pos.x + padding.x + ImMax(0.0, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y) -- FIXME-ALIGN + + -- This allows using SameLine() to position something in the 'extra_w' + window.DC.CursorPosPrevLine.x = label_pos.x + label_size.x + + local separator_col = ImGui.GetColorU32(ImGuiCol.Separator) + + if label_size.x > 0.0 then + local sep1_x2 = label_pos.x - style.ItemSpacing.x + local sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x + + if sep1_x2 > sep1_x1 and separator_thickness > 0.0 then + window.DrawList:AddLineH(sep1_x1, sep1_x2, seps_y, separator_col, separator_thickness) + end + + if sep2_x2 > sep2_x1 and separator_thickness > 0.0 then + window.DrawList:AddLineH(sep2_x1, sep2_x2, seps_y, separator_col, separator_thickness) + end + + if g.LogEnabled then + ImGui.LogSetNextTextDecoration("---", nil) + end + + ImGui.RenderTextEllipsis(window.DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, label_size) + else + if g.LogEnabled then + ImGui.LogText("---") + end + + if separator_thickness > 0.0 then + window.DrawList:AddLineH(sep1_x1, sep2_x2, seps_y, separator_col, separator_thickness) + end + end +end + +--- @param label string +function ImGui.SeparatorText(label) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return + end + + ImGui.SeparatorTextEx(0, label, ImGui.FindRenderedTextEnd(label), 0.0) +end + +---------------------------------------------------------------- +-- [SECTION] COMBO BOX +---------------------------------------------------------------- + +--- @param items_count float +--- @return float +local function CalcMaxPopupHeightFromItemCount(items_count) + local g = GImGui + if items_count <= 0 then + return FLT_MAX + end + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2) +end + +--- @param label string +--- @param preview_value? string +--- @param flags? ImGuiComboFlags +function ImGui.BeginCombo(label, preview_value, flags) + if flags == nil then flags = 0 end + + local g = GImGui + local window = ImGui.GetCurrentWindow() + + local backup_next_window_data_flags = g.NextWindowData.HasFlags + g.NextWindowData:ClearFlags() + if window.SkipItems then + return false + end + + local style = g.Style + local id = window:GetID(label) + IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiComboFlags.NoArrowButton, ImGuiComboFlags.NoPreview)) ~= bit32.bor(ImGuiComboFlags.NoArrowButton, ImGuiComboFlags.NoPreview)) -- Can't use both flags together + if bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0 then + IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiComboFlags.NoPreview, ImGuiComboFlags.CustomPreview)) == 0) + end + + local arrow_size + if (bit32.band(flags, ImGuiComboFlags.NoArrowButton) ~= 0) then + arrow_size = 0.0 + else + arrow_size = ImGui.GetFrameHeight() + end + + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local preview_width + if ((bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0) and (preview_value ~= nil)) then + preview_width = ImGui.CalcTextSize(preview_value, nil, false).x + else + preview_width = 0.0 + end + + local w + if bit32.band(flags, ImGuiComboFlags.NoPreview) ~= 0 then + w = arrow_size + elseif bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0 then + w = arrow_size + preview_width + style.FramePadding.x * 2.0 + else + w = ImGui.CalcItemWidth() + end + + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0)) + local label_offset = (label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0 + local total_bb = ImRect(bb.Min, bb.Max + ImVec2(label_offset, 0.0)) + + ImGui.ItemSize(total_bb, style.FramePadding.y) + if not ImGui.ItemAdd(total_bb, id, bb) then + return false + end + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) + local popup_id = ImHashStr("##ComboPopup", nil, id) + local popup_open = ImGui.IsPopupOpen(popup_id, ImGuiPopupFlags.None) + if pressed and not popup_open then + ImGui.OpenPopupEx(popup_id, ImGuiPopupFlags.None) + popup_open = true + end + + -- Render shape + local frame_col = ImGui.GetColorU32(hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg) + local value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size) + + ImGui.RenderNavCursor(bb, id) + + if bit32.band(flags, ImGuiComboFlags.NoPreview) == 0 then + window.DrawList:AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (bit32.band(flags, ImGuiComboFlags.NoArrowButton) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersLeft) + end + + if bit32.band(flags, ImGuiComboFlags.NoArrowButton) == 0 then + local bg_col = ImGui.GetColorU32((popup_open or hovered) and ImGuiCol.ButtonHovered or ImGuiCol.Button) + local text_col = ImGui.GetColorU32(ImGuiCol.Text) + + window.DrawList:AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersRight) + + if value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x then + ImGui.RenderArrow(window.DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir.Down, 1.0) + end + end + + ImGui.RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding) + + -- Custom preview + if bit32.band(flags, ImGuiComboFlags.CustomPreview) ~= 0 then + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y) + IM_ASSERT(preview_value == nil or preview_value == "") + preview_value = nil + end + + -- Render preview and label + if preview_value ~= nil and bit32.band(flags, ImGuiComboFlags.NoPreview) == 0 then + if g.LogEnabled then + ImGui.LogSetNextTextDecoration("{", "}") + end + ImGui.RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, nil, nil) + end + + if label_size.x > 0 then + ImGui.RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label, 1, label_end, false) + end + + if not popup_open then + return false + end + + g.NextWindowData.HasFlags = backup_next_window_data_flags + return ImGui.BeginComboPopup(popup_id, bb, flags) +end + +--- @param popup_id ImGuiID +--- @param bb ImRect +--- @param flags ImGuiComboFlags +function ImGui.BeginComboPopup(popup_id, bb, flags) + local g = GImGui + if not ImGui.IsPopupOpen(popup_id, ImGuiPopupFlags.None) then + g.NextWindowData:ClearFlags() + return false + end + + local w = bb:GetWidth() + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) ~= 0 then + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w) + else + if bit32.band(flags, ImGuiComboFlags.HeightMask_) == 0 then + flags = bit32.bor(flags, ImGuiComboFlags.HeightRegular) + end + IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiComboFlags.HeightMask_))) + local popup_max_height_in_items = -1 + if bit32.band(flags, ImGuiComboFlags.HeightRegular) ~= 0 then + popup_max_height_in_items = 8 + elseif bit32.band(flags, ImGuiComboFlags.HeightSmall) ~= 0 then + popup_max_height_in_items = 4 + elseif bit32.band(flags, ImGuiComboFlags.HeightLarge) ~= 0 then + popup_max_height_in_items = 20 + end + local constraint_min = ImVec2(0.0, 0.0) + local constraint_max = ImVec2(FLT_MAX, FLT_MAX) + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) == 0 or g.NextWindowData.SizeVal.x <= 0.0 then + constraint_min.x = w + end + if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) == 0 or g.NextWindowData.SizeVal.y <= 0.0 then + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items) + end + ImGui.SetNextWindowSizeConstraints(constraint_min, constraint_max) + end + + -- This is essentially a specialized version of BeginPopupEx() + local name = ImFormatString("##Combo_%02d", g.BeginComboDepth) + + -- Set position given a custom constraint (peak into expected window size so we can position it) + -- FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + -- FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + local popup_window = ImGui.FindWindowByName(name) + if popup_window then + if popup_window.WasActive then + -- Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + local size_expected = ImGui.CalcWindowNextAutoFitSize(popup_window) + popup_window.AutoPosLastDirection = (bit32.band(flags, ImGuiComboFlags.PopupAlignLeft) ~= 0) and ImGuiDir.Left or ImGuiDir.Down + local r_outer = ImGui.GetPopupAllowedExtentRect(popup_window) + local pos + pos, popup_window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(bb:GetBL(), size_expected, popup_window.AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy.ComboBox) + ImGui.SetNextWindowPos(pos) + end + end + + -- We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + local window_flags = bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.Popup, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoMove) + ImGui.PushStyleVarX(ImGuiStyleVar.WindowPadding, g.Style.FramePadding.x) -- Horizontally align ourselves with the framed text + local _, ret = ImGui.Begin(name, nil, window_flags) + ImGui.PopStyleVar() + if not ret then + ImGui.EndPopup() + if not g.IO.ConfigDebugBeginReturnValueOnce and not g.IO.ConfigDebugBeginReturnValueLoop then + -- Begin may only return false with those debug tools activated. + IM_ASSERT(false) -- This should never happen as we tested for IsPopupOpen() above + end + return false + end + + g.BeginComboDepth = g.BeginComboDepth + 1 + + return true +end + +function ImGui.EndCombo() + local g = GImGui + g.BeginComboDepth = g.BeginComboDepth - 1 + + local name = ImFormatString("##Combo_%02d", g.BeginComboDepth) -- FIXME: Move those to helpers? + + if g.CurrentWindow.Name ~= name then + IM_ASSERT_USER_ERROR_RET(false, "Calling EndCombo() in wrong window!") + end + + ImGui.EndPopup() +end + +-- Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +-- (Experimental, see GitHub issues: #1658, #4168) +function ImGui.BeginComboPreview() + local g = GImGui + local window = g.CurrentWindow + local preview_data = g.ComboPreviewData + + if window.SkipItems or not (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0) then + return false + end + + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data.PreviewRect.Min.x and g.LastItemData.Rect.Min.y == preview_data.PreviewRect.Min.y) -- Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags.CustomPreview flag? + + if not window.ClipRect:Overlaps(preview_data.PreviewRect) then -- Narrower test (optional) + return false + end + + -- FIXME: This could be contained in a PushWorkRect() api + ImVec2_Copy(preview_data.BackupCursorPos, window.DC.CursorPos) + ImVec2_Copy(preview_data.BackupCursorMaxPos, window.DC.CursorMaxPos) + ImVec2_Copy(preview_data.BackupCursorPosPrevLine, window.DC.CursorPosPrevLine) + preview_data.BackupPrevLineTextBaseOffset = window.DC.PrevLineTextBaseOffset + preview_data.BackupLayout = window.DC.LayoutType + + ImVec2_Copy(window.DC.CursorPos, preview_data.PreviewRect.Min + g.Style.FramePadding) + ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos) + window.DC.LayoutType = ImGuiLayoutType.Horizontal + window.DC.IsSameLine = false + + ImGui.PushClipRect(preview_data.PreviewRect.Min, preview_data.PreviewRect.Max, true) + + return true +end + +function ImGui.EndComboPreview() + local g = GImGui + local window = g.CurrentWindow + local preview_data = g.ComboPreviewData + + local draw_list = window.DrawList + if window.DC.CursorMaxPos.x < preview_data.PreviewRect.Max.x and window.DC.CursorMaxPos.y < preview_data.PreviewRect.Max.y then + if draw_list.CmdBuffer.Size > 1 then -- Unlikely case that the PushClipRect() didn't create a command + ImVec4_Copy(draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size - 1].ClipRect) + ImVec4_Copy(draw_list._CmdHeader.ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect) + draw_list:_TryMergeDrawCmds() + end + end + + ImGui.PopClipRect() + + ImVec2_Copy(window.DC.CursorPos, preview_data.BackupCursorPos) + ImVec2_Copy(window.DC.CursorMaxPos, ImMax(window.DC.CursorMaxPos, preview_data.BackupCursorMaxPos)) + ImVec2_Copy(window.DC.CursorPosPrevLine, preview_data.BackupCursorPosPrevLine) + window.DC.PrevLineTextBaseOffset = preview_data.BackupPrevLineTextBaseOffset + window.DC.LayoutType = preview_data.BackupLayout + window.DC.IsSameLine = false + + preview_data.PreviewRect = ImRect() +end + +---------------------------------------------------------------- +-- [SECTION] DATA TYPE & DATA FORMATTING [Internal] +---------------------------------------------------------------- + +local function float(val) return val end +local function double(val) return val end + +local GDefaultRgbaColorMarkers = { + IM_COL32(240, 20, 20, 255), IM_COL32(20, 240, 20, 255), IM_COL32(20, 20, 240, 255), IM_COL32(140, 140, 140, 255) +} + +--- @param size size_t +--- @param name string +--- @param print_fmt string +--- @param scan_fmt string +--- @return ImGuiDataTypeInfo +--- @nodiscard +--- @package +local function ImGuiDataTypeInfo(size, name, print_fmt, scan_fmt) + return { Size = size, Name = name, PrintFmt = print_fmt, ScanFmt = scan_fmt } +end + +local GDataTypeInfo = { + ImGuiDataTypeInfo(1, "S8", "%d", "%d"), + ImGuiDataTypeInfo(1, "U8", "%u", "%u"), + ImGuiDataTypeInfo(2, "S16", "%d", "%d"), + ImGuiDataTypeInfo(2, "U16", "%u", "%u"), + ImGuiDataTypeInfo(4, "S32", "%d", "%d"), + ImGuiDataTypeInfo(4, "U32", "%u", "%u"), + ImGuiDataTypeInfo(4, "float", "%.3f", "%f"), + ImGuiDataTypeInfo(8, "double", "%f", "%lf"), + ImGuiDataTypeInfo(1, "bool", "%d", "%d"), + ImGuiDataTypeInfo(0, "string", "%s", "%s") +} + +--- @param data_type ImGuiDataType +function ImGui.DataTypeGetInfo(data_type) + IM_ASSERT(data_type >= 0 and data_type < ImGuiDataType.COUNT) + return GDataTypeInfo[data_type + 1] +end + +--- @param buf char[] +--- @param buf_size int +--- @param data_type ImGuiDataType +--- @param data number +--- @param format string +function ImGui.DataTypeFormatString(buf, buf_size, data_type, data, format) + local str + if data_type == ImGuiDataType.S32 then + str = ImFormatString(format, (ImS32)(data)) + elseif data_type == ImGuiDataType.U32 then + str = ImFormatString(format, (ImU32)(data)) + elseif data_type == ImGuiDataType.Float then + str = ImFormatString(format, data) + elseif data_type == ImGuiDataType.Double then + str = ImFormatString(format, data) + elseif data_type == ImGuiDataType.S8 then + str = ImFormatString(format, (ImS8)(data)) + elseif data_type == ImGuiDataType.U8 then + str = ImFormatString(format, (ImU8)(data)) + elseif data_type == ImGuiDataType.S16 then + str = ImFormatString(format, (ImS16)(data)) + elseif data_type == ImGuiDataType.U16 then + str = ImFormatString(format, (ImU16)(data)) + else + IM_ASSERT(false) + end + ImStd.ImStrncpy(buf, 1, { string.byte(str, 1, #str) }, 1, ImMin(#str + 1, buf_size)) -- TODO: update this when new ImFormatString is implemented +end + +--- @param data_type ImGuiDataType +--- @param op int +--- @param arg1 number +--- @param arg2 number +function ImGui.DataTypeApplyOp(data_type, op, arg1, arg2) + IM_ASSERT(op == 43 or op == 45) -- '+' or '-' + + if data_type == ImGuiDataType.S8 then + if op == 43 then + return ImAddClampOverflow(arg1, arg2, IM_S8_MIN, IM_S8_MAX) + elseif op == 45 then + return ImSubClampOverflow(arg1, arg2, IM_S8_MIN, IM_S8_MAX) + end + elseif data_type == ImGuiDataType.U8 then + if op == 43 then + return ImAddClampOverflow(arg1, arg2, IM_U8_MIN, IM_U8_MAX) + elseif op == 45 then + return ImSubClampOverflow(arg1, arg2, IM_U8_MIN, IM_U8_MAX) + end + elseif data_type == ImGuiDataType.S16 then + if op == 43 then + return ImAddClampOverflow((ImS16)(arg1), (ImS16)(arg2), IM_S16_MIN, IM_S16_MAX) + elseif op == 45 then + return ImSubClampOverflow((ImS16)(arg1), (ImS16)(arg2), IM_S16_MIN, IM_S16_MAX) + end + elseif data_type == ImGuiDataType.U16 then + if op == 43 then + return ImAddClampOverflow((ImU16)(arg1), (ImU16)(arg2), IM_U16_MIN, IM_U16_MAX) + elseif op == 45 then + return ImSubClampOverflow((ImU16)(arg1), (ImU16)(arg2), IM_U16_MIN, IM_U16_MAX) + end + elseif data_type == ImGuiDataType.S32 then + if op == 43 then + return ImAddClampOverflow(arg1, arg2, IM_S32_MIN, IM_S32_MAX) + elseif op == 45 then + return ImSubClampOverflow(arg1, arg2, IM_S32_MIN, IM_S32_MAX) + end + elseif data_type == ImGuiDataType.U32 then + if op == 43 then + return ImAddClampOverflow(arg1, arg2, IM_U32_MIN, IM_U32_MAX) + elseif op == 45 then + return ImSubClampOverflow(arg1, arg2, IM_U32_MIN, IM_U32_MAX) + end + elseif data_type == ImGuiDataType.Float then + if op == 43 then + return arg1 + arg2 + elseif op == 45 then + return arg1 - arg2 + end + elseif data_type == ImGuiDataType.Double then + if op == 43 then + return arg1 + arg2 + elseif op == 45 then + return arg1 - arg2 + end + end + + IM_ASSERT(false) +end + +local ImParseFormatSanitizeForScanning + +--- @param buf char[] +--- @param data_type ImGuiDataType +--- @param data number +--- @param format string +--- @param data_when_empty? number +function ImGui.DataTypeApplyFromText(buf, data_type, data, format, data_when_empty) + local type_info = ImGui.DataTypeGetInfo(data_type) + local data_backup = data + + local p = 1 + while ImCharIsBlankA(buf[p]) do + p = p + 1 + end + if buf[p] == 0 then + if data_when_empty ~= nil then + data = data_when_empty + return data, data_backup ~= data + end + return data, false + end + + local format_sanitized, format_sanitized_size = {}, 32 + if (data_type == ImGuiDataType.Float or data_type == ImGuiDataType.Double) then + format = type_info.ScanFmt + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, format_sanitized_size) + if format[1] == 0 then + format = type_info.ScanFmt + end + end + + local v32 = 0 + local res = {} + if ImStd.sscanf(buf, 1, format, res) < 1 then + return data, false + end + if type_info.Size >= 4 then + data = res[1] + else + v32 = res[1] + end + + if type_info.Size < 4 then + if data_type == ImGuiDataType.S8 then + data = (ImS8)(ImClamp(v32, IM_S8_MIN, IM_S8_MAX)) + elseif data_type == ImGuiDataType.U8 then + data = (ImU8)(ImClamp(v32, IM_U8_MIN, IM_U8_MAX)) + elseif data_type == ImGuiDataType.S16 then + data = (ImS16)(ImClamp(v32, IM_S16_MIN, IM_S16_MAX)) + elseif data_type == ImGuiDataType.U16 then + data = (ImU16)(ImClamp(v32, IM_U16_MIN, IM_U16_MAX)) + else + IM_ASSERT(false) + end + end + + return data, data_backup ~= data +end + +--- @generic T : number +--- @param lhs T +--- @param rhs T +local function DataTypeCompareT(lhs, rhs) + if lhs < rhs then return -1 end + if lhs > rhs then return 1 end + return 0 +end + +--- @param data_type ImGuiDataType +--- @param arg1 number +--- @param arg2 number +function ImGui.DataTypeCompare(data_type, arg1, arg2) + if data_type == ImGuiDataType.S8 then return DataTypeCompareT((ImS8)(arg1), (ImS8)(arg2)) + elseif data_type == ImGuiDataType.U8 then return DataTypeCompareT((ImU8)(arg1), (ImU8)(arg2)) + elseif data_type == ImGuiDataType.S16 then return DataTypeCompareT((ImS16)(arg1), (ImS16)(arg2)) + elseif data_type == ImGuiDataType.U16 then return DataTypeCompareT((ImU16)(arg1), (ImU16)(arg2)) + elseif data_type == ImGuiDataType.S32 then return DataTypeCompareT((ImS32)(arg1), (ImS32)(arg2)) + elseif data_type == ImGuiDataType.U32 then return DataTypeCompareT((ImU32)(arg1), (ImU32)(arg2)) + elseif data_type == ImGuiDataType.Float then return DataTypeCompareT(arg1, arg2) + elseif data_type == ImGuiDataType.Double then return DataTypeCompareT(arg1, arg2) + end + IM_ASSERT(false) + return 0 +end + +--- @generic T : number +--- @param v T +--- @param v_min? T +--- @param v_max? T +--- @return T, boolean +local function DataTypeClampT(v, v_min, v_max) + if v_min and v < v_min then return v_min, true end + if v_max and v > v_max then return v_max, true end + return v, false +end + +--- @param data_type ImGuiDataType +--- @param data number +--- @param min? number +--- @param max? number +function ImGui.DataTypeClamp(data_type, data, min, max) + if data_type == ImGuiDataType.S8 then return DataTypeClampT((ImS8)(data), min and (ImS8)(min), max and (ImS8)(max)) + elseif data_type == ImGuiDataType.U8 then return DataTypeClampT((ImU8)(data), min and (ImU8)(min), max and (ImU8)(max)) + elseif data_type == ImGuiDataType.S16 then return DataTypeClampT((ImS16)(data), min and (ImS16)(min), max and (ImS16)(max)) + elseif data_type == ImGuiDataType.U16 then return DataTypeClampT((ImU16)(data), min and (ImU16)(min), max and (ImU16)(max)) + elseif data_type == ImGuiDataType.S32 then return DataTypeClampT((ImS32)(data), min and (ImS32)(min), max and (ImS32)(max)) + elseif data_type == ImGuiDataType.U32 then return DataTypeClampT((ImU32)(data), min and (ImU32)(min), max and (ImU32)(max)) + elseif data_type == ImGuiDataType.Float then return DataTypeClampT(data, min, max) + elseif data_type == ImGuiDataType.Double then return DataTypeClampT(data, min, max) + end + IM_ASSERT(false) + return data, false +end + +--- @param data_type ImGuiDataType +--- @param data number +function ImGui.DataTypeIsZero(data_type, data) + local g = GImGui + return ImGui.DataTypeCompare(data_type, data, g.DataTypeZeroValue) == 0 +end + +local GetMinimumStepAtDecimalPrecision do + +local min_steps = { 1.0, 0.1, 0.01, 0.001, 0.0001, 0.00001, 0.000001, 0.0000001, 0.00000001, 0.000000001 } + +--- @param decimal_precision int +--- @return float +function GetMinimumStepAtDecimalPrecision(decimal_precision) + if decimal_precision < 0 then + return FLT_MIN + end + if decimal_precision < #min_steps then + return min_steps[decimal_precision + 1] + else + return ImPow(10.0, -decimal_precision) + end +end + +end + +local ImParseFormatFindStart + +--- @param format string +--- @param data_type ImGuiDataType +--- @param v number +function ImGui.RoundScalarWithFormatT(format, data_type, v) + -- IM_UNUSED(data_type) + IM_ASSERT(data_type == ImGuiDataType.Float or data_type == ImGuiDataType.Double) + local fmt_start = ImParseFormatFindStart(format) + if string.byte(format, fmt_start) ~= 37 or string.byte(format, fmt_start + 1) == 37 then + return v -- Don't apply if the value is not visible in the format string + end + + -- TODO: Sanitize format + + local str = ImFormatString(format, v) + + v = ImAtof(str) or v + return v +end + +---------------------------------------------------------------- +-- [SECTION] INPUTXXX +---------------------------------------------------------------- + +--- @param fmt string +function ImParseFormatFindStart(fmt) + local len = #fmt + local i = 1 + local c + while i < len do + c = string.byte(fmt, i) + if c == 37 and string.byte(fmt, i + 1) ~= 37 then -- '%' + return i + elseif c == 37 then + i = i + 1 + end + i = i + 1 + end + return nil +end + +--- @param fmt string +--- @param pos int +local function ImParseFormatFindEnd(fmt, pos) + -- Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format + if string.byte(fmt, pos) ~= 37 then -- '%' + return pos + end + local ignored_uppercase_mask = bit32.bor(bit32.lshift(1, 73 - 65), bit32.lshift(1, 76 - 65)) + local ignored_lowercase_mask = bit32.bor(bit32.lshift(1, 104 - 97), bit32.lshift(1, 106 - 97), bit32.lshift(1, 108 - 97), bit32.lshift(1, 116 - 97), bit32.lshift(1, 119 - 97), bit32.lshift(1, 122 - 97)) + local len = #fmt + local c + for i = pos, len do + c = string.byte(fmt, i) + if c >= 65 and c <= 90 and (bit32.band(bit32.lshift(1, c - 65), ignored_uppercase_mask) == 0) then + return i + 1 + end + if c >= 97 and c <= 122 and (bit32.band(bit32.lshift(1, c - 97), ignored_lowercase_mask) == 0) then + return i + 1 + end + end + return len + 1 +end + +-- TODO: temporary patch. does not look good +--- @param fmt string +local function ImParseFormatTrimDecorations(fmt) + local fmt_start = ImParseFormatFindStart(fmt) + if string.byte(fmt, fmt_start) ~= 37 then -- '%' + return "" + end + --- @cast fmt_start int + local fmt_end = ImParseFormatFindEnd(fmt, fmt_start) + if string.byte(fmt, fmt_end) ~= 37 then + return string.sub(fmt, fmt_start) + end + return string.sub(fmt, fmt_start, fmt_end) +end + +--- @param fmt_in string +--- @param fmt_out char[] +--- @param fmt_out_size size_t +function ImParseFormatSanitizeForScanning(fmt_in, fmt_out, fmt_out_size) + local fmt_end = ImParseFormatFindEnd(fmt_in, 1) + -- IM_UNUSED(fmt_out_size) + IM_ASSERT(fmt_end < fmt_out_size) + local has_type = false + local fmt_in_begin = 1 + local fmt_out_begin = 1 + while fmt_in_begin < fmt_end do + repeat + local c = string.byte(fmt_in, fmt_in_begin, fmt_in_begin) + fmt_in_begin = fmt_in_begin + 1 + + if (not has_type and ((c >= 48 and c <= 57) or c == 46 or c == 43 or c == 35)) then + break + end + + has_type = has_type or ((c >= 97 and c <= 122) or (c >= 65 and c <= 90)) + if c ~= 39 and c ~= 36 and c ~= 95 then + fmt_out[fmt_out_begin] = c + fmt_out_begin = fmt_out_begin + 1 + end + + until true + end + -- fmt_out[fmt_out_begin] = 0 + return string.char(unpack(fmt_out)) -- FIXME: not ideal +end + +--- @param str string +--- @param pos int +local function ImAtoi(str, pos) + local negative = false + if string.byte(str, pos) == 45 then -- '-' + negative = true + pos = pos + 1 + end + if string.byte(str, pos) == 43 then -- '+' + pos = pos + 1 + end + local len = #str + local v = 0 + local c = string.byte(str, pos) + while c >= 48 and c <= 57 do + v = v * 10 + c - 48 + pos = pos + 1 + c = string.byte(str, pos) + if pos > len then break end + end + return negative and -v or v, pos +end + +--- @param fmt string +--- @param default_precision int +local function ImParseFormatPrecision(fmt, default_precision) + local pos = ImParseFormatFindStart(fmt) + if not pos then + return default_precision + end + pos = pos + 1 + local len = #fmt + local c = string.byte(fmt, pos) + while c >= 48 and c <= 57 do + pos = pos + 1 + c = string.byte(fmt, pos) + if pos > len then break end + end + local precision = INT_MAX + if c == 46 then -- '.' + precision, pos = ImAtoi(fmt, pos + 1) + if precision < 0 or precision > 99 then + precision = default_precision + end + end + c = string.byte(fmt, pos) + if c == 101 or c == 69 then -- Maximum precision with scientific notation + precision = -1 + end + if (c == 103 or c == 71) and precision == INT_MAX then + precision = -1 + end + return (precision == INT_MAX) and default_precision or precision +end + +--- @param bb ImRect +--- @param id ImGuiID +--- @param label string +--- @param buf char[] +--- @param buf_size int +--- @param flags? ImGuiInputTextFlags +--- @param callback? ImGuiInputTextCallback +--- @param user_data any +function ImGui.TempInputText(bb, id, label, buf, buf_size, flags, callback, user_data) + if flags == nil then flags = 0 end + + local g = GImGui + local window = g.CurrentWindow + + local is_deactivated = (g.InputTextDeactivatedState.ID == id) + local is_active = (g.TempInputId == id) + if (not is_active and not is_deactivated) then + ImGui.ClearActiveID() + end + + local backup_pos = ImVec2() + ImVec2_Copy(backup_pos, window.DC.CursorPos) + ImVec2_Copy(window.DC.CursorPos, bb.Min) + g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowDuplicateId) + local value_changed = ImGui.InputTextEx(label, nil, buf, buf_size, bb:GetSize(), bit32.bor(flags, ImGuiInputTextFlags.TempInput, ImGuiInputTextFlags.AutoSelectAll), callback, user_data) + ImGui.KeepAliveID(id) + if (not is_active and not is_deactivated) then + IM_ASSERT(g.ActiveId == id) + g.TempInputId = g.ActiveId + end + if is_active and g.ActiveId ~= id then + g.TempInputId = 0 + end + ImVec2_Copy(window.DC.CursorPos, backup_pos) + + return value_changed +end + +--- @param bb ImRect +--- @param id ImGuiID +--- @param label string +--- @param data_type ImGuiDataType +--- @param data number +--- @param format string +--- @param clamp_min? number +--- @param clamp_max? number +function ImGui.TempInputScalar(bb, id, label, data_type, data, format, clamp_min, clamp_max) + local g = GImGui + local type_info = ImGui.DataTypeGetInfo(data_type) + local data_buf, data_buf_size = {}, 32 + format = ImParseFormatTrimDecorations(format) + if format == "" then + format = type_info.PrintFmt + end + ImGui.DataTypeFormatString(data_buf, data_buf_size, data_type, data, format) + ImStd.ImStrTrimBlanks(data_buf) + + local flags = bit32.bor(ImGuiInputTextFlags.AutoSelectAll, ImGuiInputTextFlags.LocalizeDecimalPoint) + g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.NoMarkEdited) + g.LastItemData.ItemFlags = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0) and bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputText) or bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.LiveEditOnInputText)) + if not ImGui.TempInputText(bb, id, label, data_buf, data_buf_size, flags) then + return data, false + end + + local data_backup = data + + data = ImGui.DataTypeApplyFromText(data_buf, data_type, data, format, nil) + if clamp_min or clamp_max then + if clamp_min and clamp_max and ImGui.DataTypeCompare(data_type, clamp_min, clamp_max) > 0 then + clamp_min, clamp_max = clamp_max, clamp_min + end + data = ImGui.DataTypeClamp(data_type, data, clamp_min, clamp_max) + end + + g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.NoMarkEdited)) + local value_changed = data_backup ~= data + if value_changed then + ImGui.MarkItemEdited(id) + end + + return data, value_changed +end + +--- @param label string +--- @param data_type ImGuiDataType +--- @param data number +--- @param step? number +--- @param step_fast? number +--- @param format? string +--- @param flags? ImGuiInputTextFlags +function ImGui.InputScalar(label, data_type, data, step, step_fast, format, flags) + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return data, false + end + + local g = GImGui + local style = g.Style + + if format == nil then + format = ImGui.DataTypeGetInfo(data_type).PrintFmt + end + + local data_default = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasRefVal) ~= 0) and g.NextItemData.RefVal or g.DataTypeZeroValue + + local buf, buf_size = {}, 64 -- TODO: IM_COUNTOF() + if bit32.band(flags, ImGuiInputTextFlags.DisplayEmptyRefVal) ~= 0 and ImGui.DataTypeCompare(data_type, data, data_default) == 0 then + buf[1] = 0 + else + ImGui.DataTypeFormatString(buf, buf_size, data_type, data, format) + end + + g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoMarkEdited) + flags = bit32.bor(flags, ImGuiInputTextFlags.AutoSelectAll, ImGuiInputTextFlags.LocalizeDecimalPoint) + + local has_step_buttons = (step ~= nil) + local button_size = has_step_buttons and ImGui.GetFrameHeight() or 0.0 + local ret + if has_step_buttons then + ImGui.BeginGroup() + ImGui.PushID(label) + ImGui.SetNextItemWidth(ImMax(1.0, ImGui.CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)) + ret = ImGui.InputText("", buf, buf_size, flags) + -- IMGUI_TEST_ENGINE_ITEM_INFO() + else + ret = ImGui.InputText(label, buf, buf_size, flags) + end + + local value_changed = false + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0 then + local input_edited = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.EditedInternal) ~= 0 + if input_edited then + data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, ImGuiInputTextFlags.ParseEmptyRefVal) ~= 0 and data_default or nil) + end + else + -- g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_Edited + if (g.DeactivatedItemData.ID == g.LastItemData.ID) then + -- g.DeactivatedItemData.HasBeenEditedBefore = false; // Will be set below by MarkItemEdited() + -- if (IsItemDeactivated()) // Should be unnecessary + data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, ImGuiInputTextFlags.ParseEmptyRefVal) ~= 0 and data_default or nil) + end + end + + if has_step_buttons then + local backup_frame_padding = ImVec2() + ImVec2_Copy(backup_frame_padding, style.FramePadding) + style.FramePadding.x = style.FramePadding.y + if bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then + ImGui.BeginDisabled() + end + ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true) + ImGui.SameLine(0, style.ItemInnerSpacing.x) + --- @cast step number + if ImGui.ButtonEx("-", ImVec2(button_size, button_size)) then + data = ImGui.DataTypeApplyOp(data_type, 45, data, ((g.IO.KeyCtrl and step_fast) and step_fast or step)) + value_changed = true + ret = true + end + ImGui.SameLine(0, style.ItemInnerSpacing.x) + if ImGui.ButtonEx("+", ImVec2(button_size, button_size)) then + data = ImGui.DataTypeApplyOp(data_type, 43, data, ((g.IO.KeyCtrl and step_fast) and step_fast or step)) + value_changed = true + ret = true + end + ImGui.PopItemFlag() + if bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then + ImGui.EndDisabled() + end + local label_end = ImGui.FindRenderedTextEnd(label) + if label_end ~= 1 then + ImGui.SameLine(0, style.ItemInnerSpacing.x) + ImGui.TextEx(label, label_end) + end + ImVec2_Copy(style.FramePadding, backup_frame_padding) + + ImGui.PopID() + ImGui.EndGroup() + end + + g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.NoMarkEdited)) + if value_changed then + ImGui.MarkItemEdited(g.LastItemData.ID) + end + + if bit32.band(flags, ImGuiInputTextFlags.EnterReturnsTrue) ~= 0 then + return data, ret + end + return data, value_changed +end + +--- @param label string +--- @param data_type ImGuiDataType +--- @param data number[] +--- @param components int +--- @param step? number +--- @param step_fast? number +--- @param format? string +--- @param flags? ImGuiInputTextFlags +function ImGui.InputScalarN(label, data_type, data, components, step, step_fast, format, flags) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local value_changed = false + ImGui.BeginGroup() + ImGui.PushID(label) + ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth()) + for i = 1, components do + ImGui.PushID(i - 1) + if i > 1 then + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + end + local changed + data[i], changed = ImGui.InputScalar("", data_type, data[i], step, step_fast, format, flags) + if changed then + value_changed = true + end + ImGui.PopID() + ImGui.PopItemWidth() + end + ImGui.PopID() + + local label_end = ImGui.FindRenderedTextEnd(label) + if label_end > 1 then + ImGui.SameLine(0.0, g.Style.ItemInnerSpacing.x) + ImGui.TextEx(label, label_end) + end + + ImGui.EndGroup() + return value_changed +end + +--- @param label string +--- @param v [float, float, float] +--- @param format? string +--- @param flags? ImGuiInputTextFlags +function ImGui.InputFloat3(label, v, format, flags) + if format == nil then format = "%.3f" end + + return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 3, nil, nil, format, flags) +end + +--- @param label string +--- @param v int +--- @param step? int +--- @param step_fast? int +--- @param flags? ImGuiInputTextFlags +function ImGui.InputInt(label, v, step, step_fast, flags) + if step == nil then step = 1 end + if step_fast == nil then step_fast = 100 end + if flags == nil then flags = 0 end + + local format = (bit32.band(flags, ImGuiInputTextFlags.CharsHexadecimal) ~= 0) and "%08X" or "%d" + return ImGui.InputScalar(label, ImGuiDataType.S32, v, (step > 0) and step or nil, (step_fast > 0) and step_fast or nil, format, flags) +end + +--- @param label string +--- @param v float +--- @param step? float +--- @param step_fast? float +--- @param format? string +--- @param flags? ImGuiInputTextFlags +function ImGui.InputFloat(label, v, step, step_fast, format, flags) + if step == nil then step = .0 end + if step_fast == nil then step_fast = .0 end + if format == nil then format = "%.3f" end + + return ImGui.InputScalar(label, ImGuiDataType.Float, v, (step > 0.0 and step or nil), (step_fast > 0.0 and step_fast or nil), format, flags) +end + +--- @param label string +--- @param v double +--- @param step? double +--- @param step_fast? double +--- @param format? string +--- @param flags? ImGuiInputTextFlags +function ImGui.InputDouble(label, v, step, step_fast, format, flags) + if step == nil then step = .0 end + if step_fast == nil then step_fast = .0 end + if format == nil then format = "%.6f" end + + return ImGui.InputScalar(label, ImGuiDataType.Double, v, (step > 0.0 and step or nil), (step_fast > 0.0 and step_fast or nil), format, flags) +end + +---------------------------------------------------------------- +-- [SECTION] DRAGXXX +---------------------------------------------------------------- + +-- This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +--- @generic T : number +--- @param TYPE fun(val: number): T +--- @param SIGNEDTYPE fun(val: number): T +--- @param data_type ImGuiDataType +--- @param v T +--- @param v_speed float +--- @param v_min T +--- @param v_max T +--- @param format string +--- @param flags ImGuiSliderFlags +--- @return T new_v # Updated `v` +--- @return bool changed +function ImGui.DragBehaviorT(TYPE, SIGNEDTYPE, data_type, v, v_speed, v_min, v_max, format, flags) + local g = GImGui + local axis = (bit32.band(flags, ImGuiSliderFlags.Vertical) ~= 0) and ImGuiAxis.Y or ImGuiAxis.X + local is_bounded = (v_min < v_max) or ((v_min == v_max) and (v_min ~= 0.0 or (bit32.band(flags, ImGuiSliderFlags.ClampZeroRange) ~= 0))) + local is_wrapped = is_bounded and (bit32.band(flags, ImGuiSliderFlags.WrapAround) ~= 0) + local is_logarithmic = bit32.band(flags, ImGuiSliderFlags.Logarithmic) ~= 0 + local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double) + + -- Default tweak speed + if v_speed == 0.0 and is_bounded and (v_max - v_min < math.huge) then + v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio + end + + -- Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + local adjust_delta = 0.0 + if g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMousePosValid() and ImGui.IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR) then + adjust_delta = g.IO.MouseDelta[axis] + if g.IO.KeyAlt and bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) == 0 then + adjust_delta = adjust_delta / 100.0 + end + if g.IO.KeyShift and bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) == 0 then + adjust_delta = adjust_delta * 10.0 + end + elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then + local decimal_precision + if is_floating_point then + decimal_precision = ImParseFormatPrecision(format, 3) + else + decimal_precision = 0 + end + local slow_key = (g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakSlow or ImGuiKey.NavKeyboardTweakSlow + local fast_key = (g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakFast or ImGuiKey.NavKeyboardTweakFast + + local tweak_factor + if bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) ~= 0 then + tweak_factor = 1.0 + elseif ImGui.IsKeyDown(slow_key) then + tweak_factor = 1.0 / 10.0 + elseif ImGui.IsKeyDown(fast_key) then + tweak_factor = 10.0 + else + tweak_factor = 1.0 + end + + adjust_delta = ImGui.GetNavTweakPressedAmount(axis) * tweak_factor + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)) + end + adjust_delta = adjust_delta * v_speed + + -- For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter + if axis == ImGuiAxis.Y then + adjust_delta = -adjust_delta + end + + -- For logarithmic use our range is effectively 0..1 so scale the delta into that range + if is_logarithmic and (v_max - v_min < FLT_MAX) and (v_max - v_min > 0.000001) then -- Epsilon to avoid /0 + adjust_delta = adjust_delta / (v_max - v_min) + end + + -- Clear current value on activation + -- Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + local is_just_activated = g.ActiveIdIsJustActivated + local is_already_past_limits_and_pushing_outward = is_bounded and not is_wrapped and ((v >= v_max and adjust_delta > 0.0) or (v <= v_min and adjust_delta < 0.0)) + if is_just_activated or is_already_past_limits_and_pushing_outward then + g.DragCurrentAccum = 0.0 + g.DragCurrentAccumDirty = false + elseif adjust_delta ~= 0.0 then + g.DragCurrentAccum = g.DragCurrentAccum + adjust_delta + g.DragCurrentAccumDirty = true + end + + if not g.DragCurrentAccumDirty then + return v, false + end + + local v_cur = (TYPE)(v) + local v_old_ref_for_accum_remainder = 0.0 + + local logarithmic_zero_epsilon = 0.0 -- Only valid when is_logarithmic is true + local zero_deadzone_halfsize = 0.0 -- Drag widgets have no deadzone (as it doesn't make sense) + if is_logarithmic then + -- When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + local decimal_precision + if is_floating_point then + decimal_precision = ImParseFormatPrecision(format, 3) + else + decimal_precision = 1 + end + logarithmic_zero_epsilon = ImPow(0.1, decimal_precision) + + -- Convert to parametric space, apply delta, convert back + local v_old_parametric = ImGui.ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + local v_new_parametric = v_old_parametric + g.DragCurrentAccum + v_cur = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, v_new_parametric, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + v_old_ref_for_accum_remainder = v_old_parametric + else + v_cur = (TYPE)(v_cur + (SIGNEDTYPE)(g.DragCurrentAccum)) + end + + -- Round to user desired precision based on format string + if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then + v_cur = ImGui.RoundScalarWithFormatT(format, data_type, v_cur) + end + + -- Preserve remainder after rounding has been applied. This also allow slow tweaking of values + g.DragCurrentAccumDirty = false + if is_logarithmic then + -- Convert to parametric space, apply delta, convert back + local v_new_parametric = ImGui.ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + g.DragCurrentAccum = g.DragCurrentAccum - (v_new_parametric - v_old_ref_for_accum_remainder) + else + g.DragCurrentAccum = g.DragCurrentAccum - ((SIGNEDTYPE)(v_cur) - (SIGNEDTYPE)(v)) + end + + -- This does nothing + if v_cur == (TYPE)(-0) then + v_cur = (TYPE)(0) + end + + if v ~= v_cur and is_bounded then + if is_wrapped then + -- Wrap values + if v_cur < v_min then + v_cur = (TYPE)(v_cur + (TYPE)((TYPE)(v_max - v_min) + (is_floating_point and 0 or 1))) + end + if v_cur > v_max then + v_cur = (TYPE)(v_cur - (TYPE)((TYPE)(v_max - v_min) - (is_floating_point and 0 or 1))) + end + else + -- Clamp values + handle overflow/wrap-around for integer types + if v_cur < v_min or (v_cur > v and adjust_delta < 0.0 and not is_floating_point) then + v_cur = (TYPE)(v_min) + end + if v_cur > v_max or (v_cur < v and adjust_delta > 0.0 and not is_floating_point) then + v_cur = (TYPE)(v_max) + end + end + end + + -- Apply result + if v == v_cur then + return v, false + end + v = v_cur + return v, true +end + +--- @param id ImGuiID +--- @param data_type ImGuiDataType +--- @param v number +--- @param v_speed float +--- @param min number +--- @param max number +--- @param format string +--- @param flags ImGuiSliderFlags +function ImGui.DragBehavior(id, data_type, v, v_speed, min, max, format, flags) + IM_ASSERT((flags == 1 or bit32.band(flags, ImGuiSliderFlags.InvalidMask_) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.") + + local g = GImGui + if g.ActiveId == id then + if g.ActiveIdSource == ImGuiInputSource.Mouse and not g.IO.MouseDown[0] then + ImGui.ClearActiveID() + elseif (g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad) and g.NavActivatePressedId == id and not g.ActiveIdIsJustActivated then + ImGui.ClearActiveID() + end + end + if g.ActiveId ~= id then + return v, false + end + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0 or bit32.band(flags, ImGuiSliderFlags.ReadOnly) ~= 0 then + return v, false + end + + if data_type == ImGuiDataType.S8 then + return ImGui.DragBehaviorT(ImS32, ImS32, ImGuiDataType.S32, v, v_speed, min and min or IM_S8_MIN, max and max or IM_S8_MAX, format, flags) + elseif data_type == ImGuiDataType.U8 then + return ImGui.DragBehaviorT(ImU32, ImS32, ImGuiDataType.U32, v, v_speed, min and min or IM_U8_MIN, max and max or IM_U8_MAX, format, flags) + elseif data_type == ImGuiDataType.S16 then + return ImGui.DragBehaviorT(ImS32, ImS32, ImGuiDataType.S32, v, v_speed, min and min or IM_S16_MIN, max and max or IM_S16_MAX, format, flags) + elseif data_type == ImGuiDataType.U16 then + return ImGui.DragBehaviorT(ImU32, ImS32, ImGuiDataType.U32, v, v_speed, min and min or IM_U16_MIN, max and max or IM_U16_MAX, format, flags) + elseif data_type == ImGuiDataType.S32 then + return ImGui.DragBehaviorT(ImS32, ImS32, data_type, v, v_speed, min and min or IM_S32_MIN, max and max or IM_S32_MAX, format, flags) + elseif data_type == ImGuiDataType.U32 then + return ImGui.DragBehaviorT(ImU32, ImS32, data_type, v, v_speed, min and min or IM_U32_MIN, max and max or IM_U32_MAX, format, flags) + elseif data_type == ImGuiDataType.Float then + return ImGui.DragBehaviorT(float, float, data_type, v, v_speed, min and min or -FLT_MAX, max and max or FLT_MAX, format, flags) + elseif data_type == ImGuiDataType.Double then + return ImGui.DragBehaviorT(double, double, data_type, v, v_speed, min and min or -DBL_MAX, max and max or DBL_MAX, format, flags) + end + + IM_ASSERT(false) + return v, false +end + +--- @param flags ImGuiSliderFlags +--- @param data_type ImGuiDataType +--- @param min number +--- @param max number +local function TempInputIsClampEnabled(flags, data_type, min, max) + if bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0 and (min ~= nil or max ~= nil) then + local clamp_range_dir = 0 + if min ~= nil and max ~= nil then + clamp_range_dir = ImGui.DataTypeCompare(data_type, min, max) + end + if min == nil or max == nil or clamp_range_dir < 0 then + return true + end + if clamp_range_dir == 0 then + return ImGui.DataTypeIsZero(data_type, min) and (bit32.band(flags, ImGuiSliderFlags.ClampZeroRange) ~= 0) or true + end + end + return false +end + +--- @param label string +--- @param data_type ImGuiDataType +--- @param data number +--- @param v_speed float +--- @param min number +--- @param max number +--- @param format string +--- @param flags ImGuiSliderFlags +function ImGui.DragScalar(label, data_type, data, v_speed, min, max, format, flags) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return data, false + end + + local g = GImGui + local style = g.Style + local id = window:GetID(label) + local w = ImGui.CalcItemWidth() + local color_marker = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) ~= 0) and g.NextItemData.ColorMarker or 0 + + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0)) + local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0, 0.0)) + + local temp_input_allowed = (bit32.band(flags, ImGuiSliderFlags.NoInput) == 0) + ImGui.ItemSize(total_bb, style.FramePadding.y) + if not ImGui.ItemAdd(total_bb, id, frame_bb, temp_input_allowed and ImGuiItemFlags.Inputable or 0) then + return data, false + end + + -- Default format string when passing NULL + if format == nil then + format = ImGui.DataTypeGetInfo(data_type).PrintFmt + end + + local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags) + local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id) + if not temp_input_is_active then + local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id) + local double_clicked = (hovered and g.IO.MouseClickedCount[0] == 2 and ImGui.TestKeyOwner(ImGuiKey.MouseLeft, id)) + local make_active = (clicked or double_clicked or g.NavActivateId == id) + if make_active and (clicked or double_clicked) then + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) + end + if make_active and temp_input_allowed then + if (clicked and g.IO.KeyCtrl) or double_clicked or (g.NavActivateId == id and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) then + temp_input_is_active = true + end + end + + -- (Optional) simple click (without moving) turns Drag into an InputText + if g.IO.ConfigDragClickToInputText and temp_input_allowed and not temp_input_is_active then + if g.ActiveId == id and hovered and g.IO.MouseReleased[0] and not ImGui.IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR) then + g.NavActivateId = id + g.NavActivateFlags = ImGuiActivateFlags.PreferInput + temp_input_is_active = true + end + end + + -- Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if make_active then + g.ActiveIdValueOnActivation = data + end + + if make_active and not temp_input_is_active then + ImGui.SetActiveID(id, window) + ImGui.SetFocusID(id, window) + ImGui.FocusWindow(window) + g.ActiveIdUsingNavDirMask = bit32.bor(bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right)) + end + end + + if temp_input_is_active then + local clamp_enabled = TempInputIsClampEnabled(flags, data_type, min, max) + return ImGui.TempInputScalar(frame_bb, id, label, data_type, data, format, clamp_enabled and min or nil, clamp_enabled and max or nil) + end + + -- Draw frame + local frame_col = ImGui.GetColorU32(g.ActiveId == id and ImGuiCol.FrameBgActive or hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg) + ImGui.RenderNavCursor(frame_bb, id) + ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding) + + if color_marker ~= 0 and style.ColorMarkerSize > 0.0 then + ImGui.RenderColorComponentMarker(frame_bb, ImGui.GetColorU32(color_marker, nil, true), style.FrameRounding) + end + + ImGui.RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding) + + -- Drag behavior + local value_changed + data, value_changed = ImGui.DragBehavior(id, data_type, data, v_speed, min, max, format, flags) + if value_changed then + ImGui.MarkItemEdited(id) + end + + -- TODO: ImGui.DataTypeFormatString() should be used here instead of ImFormatString() + + -- Display value using user-provided display format so user can add prefix/suffix/decorations to the value + ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.5)) + + if label_size.x > 0.0 then + ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) + end + + return data, value_changed +end + +--- @param label string +--- @param v float +--- @param v_speed? float +--- @param v_min? float +--- @param v_max? float +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.DragFloat(label, v, v_speed, v_min, v_max, format, flags) + if v_speed == nil then v_speed = 1.0 end + if v_min == nil then v_min = 0.0 end + if v_max == nil then v_max = 0.0 end + if format == nil then format = "%.3f" end + if flags == nil then flags = 0 end + + return ImGui.DragScalar(label, ImGuiDataType.Float, v, v_speed, v_min, v_max, format, flags) +end + +--- @param label string +--- @param v int +--- @param v_speed? float +--- @param v_min? int +--- @param v_max? int +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.DragInt(label, v, v_speed, v_min, v_max, format, flags) + if v_speed == nil then v_speed = 1.0 end + if v_min == nil then v_min = 0 end + if v_max == nil then v_max = 0 end + if format == nil then format = "%d" end + if flags == nil then flags = 0 end + + return ImGui.DragScalar(label, ImGuiDataType.S32, v, v_speed, v_min, v_max, format, flags) +end + +---------------------------------------------------------------- +-- [SECTION] SLIDERXXX +---------------------------------------------------------------- + +-- Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +--- @param data_type ImGuiDataType +--- @param v number +--- @param v_min number +--- @param v_max number +--- @param logarithmic_zero_epsilon float +--- @param zero_deadzone_halfsize float +function ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + if v_min == v_max then + return 0.0 + end + -- IM_UNUSED(data_type) + + local v_clamped + if v_min < v_max then + v_clamped = ImClamp(v, v_min, v_max) + else + v_clamped = ImClamp(v, v_max, v_min) + end + if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller + local flipped = v_max < v_min + if flipped then -- Handle the case where the range is backwards + v_min, v_max = v_max, v_min + end + + -- Fudge min/max to avoid getting close to log(0) + local v_min_fudged + if ImAbs(v_min) < logarithmic_zero_epsilon then + v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon + else + v_min_fudged = v_min + end + local v_max_fudged + if ImAbs(v_max) < logarithmic_zero_epsilon then + v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon + else + v_max_fudged = v_max + end + + -- Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if v_min == 0.0 and v_max < 0.0 then + v_min_fudged = -logarithmic_zero_epsilon + elseif v_max == 0.0 and v_min < 0.0 then + v_max_fudged = -logarithmic_zero_epsilon + end + + local result + if v_clamped <= v_min_fudged then + result = 0.0 -- Workaround for values that are in-range but below our fudge + elseif v_clamped >= v_max_fudged then + result = 1.0 -- Workaround for values that are in-range but above our fudge + elseif v_min * v_max < 0.0 then -- Range crosses zero, so split into two portions + local zero_point_center = (-v_min) / (v_max - v_min) -- The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize + local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize + if v == 0.0 then + result = zero_point_center -- Special case for exactly zero + elseif v < 0.0 then + result = (1.0 - (ImLog(-v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L + else + result = zero_point_snap_R + ((ImLog(v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0 - zero_point_snap_R)) + end + elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider + result = 1.0 - (ImLog(-v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)) + else + result = ImLog(v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged) + end + + return flipped and (1.0 - result) or result + else + -- Linear slider + return (v_clamped - v_min) / (v_max - v_min) + end +end + +-- Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +--- @param TYPE fun(val: number): number +--- @param SIGNEDTYPE fun(val: number): number +--- @param data_type ImGuiDataType +--- @param t float +--- @param v_min number +--- @param v_max number +--- @param logarithmic_zero_epsilon float +--- @param zero_deadzone_halfsize float +function ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + -- We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + -- but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if t <= 0.0 or v_min == v_max then + return v_min + end + if t >= 1.0 then + return v_max + end + + local result = 0 + if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller + -- Fudge min/max to avoid getting silly results close to zero + local v_min_fudged + if ImAbs(v_min) < logarithmic_zero_epsilon then + v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon + else + v_min_fudged = v_min + end + local v_max_fudged + if ImAbs(v_max) < logarithmic_zero_epsilon then + v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon + else + v_max_fudged = v_max + end + + local flipped = v_max < v_min -- Check if range is "backwards" + if flipped then + v_min_fudged, v_max_fudged = v_max_fudged, v_min_fudged + end + + -- Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if v_max == 0.0 and v_min < 0.0 then + v_max_fudged = -logarithmic_zero_epsilon + end + + local t_with_flip = flipped and (1.0 - t) or t -- t, but flipped if necessary to account for us flipping the range + + if v_min * v_max < 0.0 then -- Range crosses zero, so we have to do this in two parts + local zero_point_center = (-ImMin(v_min, v_max)) / ImAbs(v_max - v_min) -- The zero point in parametric space + local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize + local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize + + if t_with_flip >= zero_point_snap_L and t_with_flip <= zero_point_snap_R then + result = (TYPE)(0.0) -- Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + elseif t_with_flip < zero_point_center then + result = (TYPE)(-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, 1.0 - (t_with_flip / zero_point_snap_L)))) + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (t_with_flip - zero_point_snap_R) / (1.0 - zero_point_snap_R))) + end + elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider + result = (TYPE)(-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, 1.0 - t_with_flip))) + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, t_with_flip)) + end + else + -- Linear slider + local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double) + if is_floating_point then + result = ImLerp(v_min, v_max, t) + elseif t < 1.0 then + local v_new_off_f = (SIGNEDTYPE)((v_max - v_min)) * t + result = (TYPE)((SIGNEDTYPE)(v_min) + (SIGNEDTYPE)(v_new_off_f + 0)) -- LUA: + 0 instead of + ((v_min > v_max) and -0.5 or 0.5) + end + end + + return result +end + +--- @generic T : number +--- @param TYPE fun(val: number): T +--- @param SIGNEDTYPE fun(val: number): T +--- @param bb ImRect +--- @param id ImGuiID +--- @param data_type ImGuiDataType +--- @param v T +--- @param v_min T +--- @param v_max T +--- @param format string +--- @param flags ImGuiSliderFlags +--- @param out_grab_bb ImRect +--- @return T v # updated `v` passed in +--- @return bool value_changed +function ImGui.SliderBehaviorT(TYPE, SIGNEDTYPE, bb, id, data_type, v, v_min, v_max, format, flags, out_grab_bb) + local g = GImGui + local style = g.Style + + local axis = (bit32.band(flags, ImGuiSliderFlags.Vertical) ~= 0) and ImGuiAxis.Y or ImGuiAxis.X + local is_logarithmic = bit32.band(flags, ImGuiSliderFlags.Logarithmic) ~= 0 + local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double) + local v_range_f = (v_min < v_max) and (v_max - v_min) or (v_min - v_max) + + local grab_padding = 2.0 + local slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0 + local grab_sz = style.GrabMinSize + if not is_floating_point and v_range_f >= 0.0 then + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize) + end + grab_sz = ImMin(grab_sz, slider_sz) + local slider_usable_sz = slider_sz - grab_sz + local slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5 + local slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5 + + local logarithmic_zero_epsilon = 0.0 + local zero_deadzone_halfsize = 0.0 + if is_logarithmic then + local decimal_precision = is_floating_point and ImParseFormatPrecision(format, 3) or 1 + logarithmic_zero_epsilon = ImPow(0.1, decimal_precision) + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5) / ImMax(slider_usable_sz, 1.0) + end + + local value_changed = false + if g.ActiveId == id then + local set_new_value = false + local clicked_t = 0.0 + if g.ActiveIdSource == ImGuiInputSource.Mouse then + if not g.IO.MouseDown[0] then + ImGui.ClearActiveID() + else + local mouse_abs_pos = g.IO.MousePos[axis] + if g.ActiveIdIsJustActivated then + local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + if axis == ImGuiAxis.Y then + grab_t = 1.0 - grab_t + end + local grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t) + local clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5 - 1.0) and (mouse_abs_pos <= grab_pos + grab_sz * 0.5 + 1.0) + g.SliderGrabClickOffset = (clicked_around_grab and is_floating_point) and (mouse_abs_pos - grab_pos) or 0.0 + end + if slider_usable_sz > 0.0 then + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz) + end + if axis == ImGuiAxis.Y then + clicked_t = 1.0 - clicked_t + end + set_new_value = true + end + elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then + if g.ActiveIdIsJustActivated then + g.SliderCurrentAccum = 0.0 + g.SliderCurrentAccumDirty = false + end + + local input_delta = (axis == ImGuiAxis.X) and ImGui.GetNavTweakPressedAmount(axis) or -ImGui.GetNavTweakPressedAmount(axis) + if input_delta ~= 0.0 then + local tweak_slow = ImGui.IsKeyDown((g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakSlow or ImGuiKey.NavKeyboardTweakSlow) + local tweak_fast = ImGui.IsKeyDown((g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakFast or ImGuiKey.NavKeyboardTweakFast) + local decimal_precision = is_floating_point and ImParseFormatPrecision(format, 3) or 0 + if decimal_precision > 0 then + input_delta = input_delta / 100.0 + if tweak_slow then + input_delta = input_delta / 10.0 + end + else + if (v_range_f >= -100.0 and v_range_f <= 100.0 and v_range_f ~= 0.0) or tweak_slow then + input_delta = ((input_delta < 0.0) and -1.0 or 1.0) / v_range_f + else + input_delta = input_delta / 100.0 + end + end + if tweak_fast then + input_delta = input_delta * 10.0 + end + + g.SliderCurrentAccum = g.SliderCurrentAccum + input_delta + g.SliderCurrentAccumDirty = true + end + + local delta = g.SliderCurrentAccum + if g.NavActivatePressedId == id and not g.ActiveIdIsJustActivated then + ImGui.ClearActiveID() + elseif g.SliderCurrentAccumDirty then + clicked_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + + if (clicked_t >= 1.0 and delta > 0.0) or (clicked_t <= 0.0 and delta < 0.0) then + set_new_value = false + g.SliderCurrentAccum = 0.0 + else + set_new_value = true + local old_clicked_t = clicked_t + clicked_t = ImSaturate(clicked_t + delta) + + local v_new = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then + v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new) + end + local new_clicked_t = ImGui.ScaleRatioFromValueT(data_type, v_new, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + + if delta > 0 then + g.SliderCurrentAccum = g.SliderCurrentAccum - ImMin(new_clicked_t - old_clicked_t, delta) + else + g.SliderCurrentAccum = g.SliderCurrentAccum - ImMax(new_clicked_t - old_clicked_t, delta) + end + end + + g.SliderCurrentAccumDirty = false + end + end + + if set_new_value then + if (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0) or (bit32.band(flags, ImGuiSliderFlags.ReadOnly) ~= 0) then + set_new_value = false + end + end + + if set_new_value then + local v_new = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + + if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then + v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new) + end + + if v ~= v_new then + v = v_new + value_changed = true + end + end + end + + if slider_sz < 1.0 then + ImRect_Copy(out_grab_bb, ImRect(bb.Min, bb.Min)) + else + local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) + if axis == ImGuiAxis.Y then + grab_t = 1.0 - grab_t + end + local grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t) + if axis == ImGuiAxis.X then + ImRect_Copy(out_grab_bb, ImRect(grab_pos - grab_sz * 0.5, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5, bb.Max.y - grab_padding)) + else + ImRect_Copy(out_grab_bb, ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5)) + end + end + + return v, value_changed +end + +--- @generic T : number +--- @param bb ImRect +--- @param id ImGuiID +--- @param data_type ImGuiDataType +--- @param v T +--- @param min T +--- @param max T +--- @param format string +--- @param flags ImGuiSliderFlags +--- @param out_grab_bb ImRect +--- @return T v +--- @return bool value_changed +function ImGui.SliderBehavior(bb, id, data_type, v, min, max, format, flags, out_grab_bb) + IM_ASSERT((flags == 1 or bit32.band(flags, ImGuiSliderFlags.InvalidMask_) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.") + IM_ASSERT(bit32.band(flags, ImGuiSliderFlags.WrapAround) == 0) + + if data_type == ImGuiDataType.S8 then + local v32 = (ImS32)((ImS8)(v)); local r + v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, ImGuiDataType.S32, v32, min, max, format, flags, out_grab_bb) + if r then v = (ImS8)(v32) end + return v, r + elseif data_type == ImGuiDataType.U8 then + local v32 = (ImU32)((ImU8)(v)); local r + v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, ImGuiDataType.U32, v32, min, max, format, flags, out_grab_bb) + if r then v = (ImU8)(v32) end + return v, r + elseif data_type == ImGuiDataType.S16 then + local v32 = (ImS32)((ImS16)(v)); local r + v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, ImGuiDataType.S32, v32, min, max, format, flags, out_grab_bb) + if r then v = (ImS16)(v32) end + return v, r + elseif data_type == ImGuiDataType.U16 then + local v32 = (ImU32)((ImU16)(v)); local r + v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, ImGuiDataType.U32, v32, min, max, format, flags, out_grab_bb) + if r then v = (ImU16)(v32) end + return v, r + elseif data_type == ImGuiDataType.S32 then + IM_ASSERT(min >= math.floor(IM_S32_MIN / 2) and max <= math.floor(IM_S32_MAX / 2)) + return ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, data_type, v, min, max, format, flags, out_grab_bb) + elseif data_type == ImGuiDataType.U32 then + IM_ASSERT(max <= math.floor(IM_U32_MAX / 2)) + return ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, data_type, v, min, max, format, flags, out_grab_bb) + elseif data_type == ImGuiDataType.Float then + IM_ASSERT(min >= -FLT_MAX / 2.0 and max <= FLT_MAX / 2.0) + return ImGui.SliderBehaviorT(float, float, bb, id, data_type, v, min, max, format, flags, out_grab_bb) + elseif data_type == ImGuiDataType.Double then + IM_ASSERT(min >= -DBL_MAX / 2.0 and max <= DBL_MAX / 2.0) + return ImGui.SliderBehaviorT(double, double, bb, id, data_type, v, min, max, format, flags, out_grab_bb) + end + + IM_ASSERT(false) + return v, false +end + +--- @generic T : number +--- @param label string +--- @param data_type ImGuiDataType +--- @param data T +--- @param min T +--- @param max T +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.SliderScalar(label, data_type, data, min, max, format, flags) + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return data, false + end + + local g = GImGui + local style = g.Style + local id = window:GetID(label) + local w = ImGui.CalcItemWidth() + local color_marker = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) ~= 0) and g.NextItemData.ColorMarker or 0 + + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0)) + local total_bb_x = frame_bb.Max.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0) + local total_bb = ImRect(frame_bb.Min, ImVec2(total_bb_x, frame_bb.Max.y)) + + local temp_input_allowed = bit32.band(flags, ImGuiSliderFlags.NoInput) == 0 + ImGui.ItemSize(total_bb, style.FramePadding.y) + local item_flags = temp_input_allowed and ImGuiItemFlags.Inputable or 0 + if not ImGui.ItemAdd(total_bb, id, frame_bb, item_flags) then + return data, false + end + + if format == nil then + format = ImGui.DataTypeGetInfo(data_type).PrintFmt + end + + local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags) + local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id) + if not temp_input_is_active then + local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id) + local make_active = clicked or g.NavActivateId == id + if make_active and clicked then + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) + end + if make_active and temp_input_allowed then + if (clicked and g.IO.KeyCtrl) or (g.NavActivateId == id and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) then + temp_input_is_active = true + end + end + + if make_active then + g.ActiveIdValueOnActivation = data + end + + if make_active and not temp_input_is_active then + ImGui.SetActiveID(id, window) + ImGui.SetFocusID(id, window) + ImGui.FocusWindow(window) + g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right)) + end + end + + if temp_input_is_active then + local clamp_enabled = bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0 + return ImGui.TempInputScalar(frame_bb, id, label, data_type, data, format, clamp_enabled and min or nil, clamp_enabled and max or nil) + end + + local frame_col = ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg)) + ImGui.RenderNavCursor(frame_bb, id) + ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding) + if color_marker ~= 0 and style.ColorMarkerSize > 0.0 then + ImGui.RenderColorComponentMarker(frame_bb, ImGui.GetColorU32(color_marker, nil, true), style.FrameRounding) + end + ImGui.RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding) + + local grab_bb = ImRect() + local value_changed + data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, flags, grab_bb) + if value_changed then + ImGui.MarkItemEdited(id) + end + + if grab_bb.Max.x > grab_bb.Min.x then + window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding) + end + + -- TODO: ImGui.DataTypeFormatString() should be used here instead of ImFormatString() + + -- if g.LogEnabled then + -- ImGui.LogSetNextTextDecoration("{", "}") + -- end + ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.5)) + + if label_size.x > 0.0 then + ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) + end + + -- IMGUI_TEST_ENGINE_ITEM_INFO() + return data, value_changed +end + +--- @param label string +--- @param data_type ImGuiDataType +--- @param v table +--- @param components int +--- @param v_min number +--- @param v_max number +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.SliderScalarN(label, data_type, v, components, v_min, v_max, format, flags) + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local value_changed = false + ImGui.BeginGroup() + ImGui.PushID(label) + ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth()) + + for i = 1, components do + ImGui.PushID(i - 1) + if i > 1 then + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + end + if bit32.band(flags, ImGuiSliderFlags.ColorMarkers) ~= 0 then + ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]) + end + local changed + v[i], changed = ImGui.SliderScalar("", data_type, v[i], v_min, v_max, format, flags) + value_changed = value_changed or changed + ImGui.PopID() + ImGui.PopItemWidth() + end + ImGui.PopID() + + local label_end = ImGui.FindRenderedTextEnd(label) + if label_end > 1 then + ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) + ImGui.TextEx(label, label_end) + end + + ImGui.EndGroup() + return value_changed +end + +--- @param label string +--- @param v [float, float] +--- @param v_min float +--- @param v_max float +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.SliderFloat2(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 2, v_min, v_max, format, flags) +end + +--- @param label string +--- @param v [float, float, float] +--- @param v_min float +--- @param v_max float +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.SliderFloat3(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 3, v_min, v_max, format, flags) +end + +--- @param label string +--- @param v [float, float, float, float] +--- @param v_min float +--- @param v_max float +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.SliderFloat4(label, v, v_min, v_max, format, flags) + return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 4, v_min, v_max, format, flags) +end + +--- @param label string +--- @param v float +--- @param v_min float +--- @param v_max float +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.SliderFloat(label, v, v_min, v_max, format, flags) + if format == nil then format = "%.3f" end + if flags == nil then flags = 0 end + + return ImGui.SliderScalar(label, ImGuiDataType.Float, v, v_min, v_max, format, flags) +end + +--- @param label string +--- @param v_rad float +--- @param v_degrees_min? float +--- @param v_degrees_max? float +--- @param format? string +--- @param flags? ImGuiSliderFlags +--- @return float v_rad # updated `v_rad` +--- @return bool value_changed +function ImGui.SliderAngle(label, v_rad, v_degrees_min, v_degrees_max, format, flags) + if v_degrees_min == nil then v_degrees_min = -360.0 end + if v_degrees_max == nil then v_degrees_max = 360.0 end + if format == nil then format = "%.0f deg" end + if flags == nil then flags = 0 end + + local v_deg = v_rad * 360.0 / (2 * IM_PI) + local value_changed + v_deg, value_changed = ImGui.SliderFloat(label, v_deg, v_degrees_min, v_degrees_max, format, flags) + if value_changed then + v_rad = v_deg * (2 * IM_PI) / 360.0 + end + return v_rad, value_changed +end + +--- @param label string +--- @param v int +--- @param v_min int +--- @param v_max int +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.SliderInt(label, v, v_min, v_max, format, flags) + if format == nil then format = "%d" end + if flags == nil then flags = 0 end + + return ImGui.SliderScalar(label, ImGuiDataType.S32, v, v_min, v_max, format, flags) +end + +--- @param label string +--- @param size ImVec2 +--- @param data_type ImGuiDataType +--- @param data number +--- @param min number +--- @param max number +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.VSliderScalar(label, size, data_type, data, min, max, format, flags) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return data, false + end + + local g = GImGui + local style = g.Style + local id = window:GetID(label) + + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) + local bb = ImRect(frame_bb.Min, ImVec2(frame_bb.Max.x + (label_size.x > 0.0 and (style.ItemInnerSpacing.x + label_size.x) or 0.0), frame_bb.Max.y)) + + ImGui.ItemSize(bb, style.FramePadding.y) + if not ImGui.ItemAdd(frame_bb, id) then + return data, false + end + + if format == nil then + format = ImGui.DataTypeGetInfo(data_type).PrintFmt + end + + local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags) + local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id) + if clicked or g.NavActivateId == id then + if clicked then + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) + end + ImGui.SetActiveID(id, window) + ImGui.SetFocusID(id, window) + ImGui.FocusWindow(window) + g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Up), bit32.lshift(1, ImGuiDir.Down)) + end + + local frame_col = ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg)) + ImGui.RenderNavCursor(frame_bb, id) + ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding) + + local grab_bb = ImRect() + local value_changed + data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, bit32.bor(flags or 0, ImGuiSliderFlags.Vertical), grab_bb) + if value_changed then + ImGui.MarkItemEdited(id) + end + + if grab_bb.Max.y > grab_bb.Min.y then + window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding) + end + + -- local value_buf, value_buf_size = {}, 64 + -- TODO: ImGui.DataTypeFormatString() + ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.0)) + if label_size.x > 0.0 then + ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) + end + + -- IMGUI_TEST_ENGINE_ITEM_INFO() + return data, value_changed +end + +--- @param label string +--- @param size ImVec2 +--- @param v float +--- @param v_min float +--- @param v_max float +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.VSliderFloat(label, size, v, v_min, v_max, format, flags) + if format == nil then format = "%.3f" end + + return ImGui.VSliderScalar(label, size, ImGuiDataType.Float, v, v_min, v_max, format, flags) +end + +--- @param label string +--- @param size ImVec2 +--- @param v int +--- @param v_min int +--- @param v_max int +--- @param format? string +--- @param flags? ImGuiSliderFlags +function ImGui.VSliderInt(label, size, v, v_min, v_max, format, flags) + if format == nil then format = "%d" end + + return ImGui.VSliderScalar(label, size, ImGuiDataType.S32, v, v_min, v_max, format, flags) +end + +---------------------------------------------------------------- +-- [SECTION] INPUT TEXT +---------------------------------------------------------------- + +--- @param label string +--- @param buf char[] +--- @param buf_size int +--- @param flags? ImGuiInputTextFlags +--- @param callback? ImGuiInputTextCallback +--- @param user_data any +function ImGui.InputText(label, buf, buf_size, flags, callback, user_data) + if flags == nil then flags = 0 end + + IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) + return ImGui.InputTextEx(label, nil, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) +end + +ImStb = {} + +--- @module "imstb_textedit" +local stbte + +local IMSTB_TEXTEDIT_GETWIDTH_NEWLINE = -1.0 + +ImStb.TEXTEDIT_memmove = ImStd.memmove + +--- @param ctx ImGuiContext +--- @param text char[] +--- @param text_begin int +--- @param text_end_display int +--- @param text_end int +--- @param out_offset? ImVec2 +--- @param flags? ImDrawTextFlags +local function InputTextCalcTextSize(ctx, text, text_begin, text_end_display, text_end, out_offset, flags) + if flags == nil then flags = 0 end + + local g = ctx + local obj = g.InputTextState + IM_ASSERT(text_end_display >= text_begin and text_end_display <= text_end) + return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj.WrapWidth, text, text_begin, text_end_display, text_end, out_offset, flags) +end + +--- @param obj ImGuiInputTextState +--- @return int +function ImStb.TEXTEDIT_STRINGLEN(obj) return obj.TextLen end + +--- @param obj ImGuiInputTextState +--- @param idx int # 1-based +function ImStb.TEXTEDIT_GETCHAR(obj, idx) IM_ASSERT(idx >= 1 and idx <= obj.TextLen + 1); return obj.TextSrc[idx] end + +--- @param obj ImGuiInputTextState +--- @param line_start_idx int # 1-based +--- @param char_idx int # 1-based +--- @return float +function ImStb.TEXTEDIT_GETWIDTH(obj, line_start_idx, char_idx) local _, c = ImStd.ImTextCharFromUtf8(obj.TextSrc, line_start_idx + char_idx - 1, obj.TextLen + 1); if c == 10 then return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE end; local g = obj.Ctx; return g.FontBaked:GetCharAdvance(c) * g.FontBakedScale end + +--- @param r StbTexteditRow +--- @param obj ImGuiInputTextState +--- @param line_start_idx int # 1-based +function ImStb.TEXTEDIT_LAYOUTROW(r, obj, line_start_idx) + local text = obj.TextSrc + local size, text_remaining = InputTextCalcTextSize(obj.Ctx, text, line_start_idx, obj.TextLen + 1, obj.TextLen + 1, nil, bit32.bor(ImDrawTextFlags.StopOnNewLine, ImDrawTextFlags.WrapKeepBlanks)) + r.x0 = 0.0 + r.x1 = size.x + r.baseline_y_delta = size.y + r.ymin = 0.0 + r.ymax = size.y + r.num_chars = text_remaining - line_start_idx +end + +--- @param obj ImGuiInputTextState +--- @param idx int +function ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) + if idx >= obj.TextLen then + return obj.TextLen + 1 + end + return idx + ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1) +end + +--- @param obj ImGuiInputTextState +--- @param idx int +function ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx) + if idx <= 1 then + return -1 + end + local p = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx) + return p +end + +local ImCharIsSeparatorW do + +local separator_list = { + 44, 0x3001, 46, 0x3002, 59, 0xFF1B, 40, 0xFF08, 41, 0xFF09, 123, 0xFF5B, 125, 0xFF5D, + 91, 0x300C, 93, 0x300D, 124, 0xFF5C, 33, 0xFF01, 92, 0xFFE5, 47, 0x30FB, 0xFF0F, + 10, 13 +} + +--- @param c unsigned_int +function ImCharIsSeparatorW(c) + for i = 1, #separator_list do + if c == separator_list[i] then + return true + end + end + return false +end + +end + +--- @param obj ImGuiInputTextState +--- @param idx int +function ImStb.is_word_boundary_from_right(obj, idx) + -- When ImGuiInputTextFlags.Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators + if bit32.band(obj.Flags, ImGuiInputTextFlags.Password) ~= 0 or idx <= 1 then + return false + end + + local prev = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx) + local _, curr_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1) + local _, prev_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, prev, obj.TextLen + 1) + + local prev_white = ImCharIsBlankW(prev_c) + local prev_separ = ImCharIsSeparatorW(prev_c) + local curr_white = ImCharIsBlankW(curr_c) + local curr_separ = ImCharIsSeparatorW(curr_c) + return ((prev_white or prev_separ) and not (curr_separ or curr_white)) or (curr_separ and not prev_separ) +end + +--- @param obj ImGuiInputTextState +--- @param idx int +function ImStb.is_word_boundary_from_left(obj, idx) + if bit32.band(obj.Flags, ImGuiInputTextFlags.Password) ~= 0 or idx <= 1 then + return false + end + + local prev = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx) + local _, prev_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1) + local _, curr_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, prev, obj.TextLen + 1) + + local prev_white = ImCharIsBlankW(prev_c) + local prev_separ = ImCharIsSeparatorW(prev_c) + local curr_white = ImCharIsBlankW(curr_c) + local curr_separ = ImCharIsSeparatorW(curr_c) + return (prev_white and not (curr_separ or curr_white)) or (curr_separ and not prev_separ) +end + +--- @param obj ImGuiInputTextState +--- @param idx int +function ImStb.TEXTEDIT_MOVEWORDLEFT(obj, idx) + idx = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx) + while idx >= 1 and not ImStb.is_word_boundary_from_right(obj, idx) do + idx = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx) + end + return (idx < 1) and 1 or idx +end + +--- @param obj ImGuiInputTextState +--- @param idx int +local function STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx) + local len = obj.TextLen + idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) + while idx <= len and not ImStb.is_word_boundary_from_left(obj, idx) do + idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) + end + return (idx > len + 1) and len + 1 or idx +end + +--- @param obj ImGuiInputTextState +--- @param idx int +local function STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx) + idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) + local len = obj.TextLen + while idx <= len and not ImStb.is_word_boundary_from_right(obj, idx) do + idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) + end + return (idx > len + 1) and len + 1 or idx +end + +--- @param obj ImGuiInputTextState +--- @param idx int +function ImStb.TEXTEDIT_MOVEWORDRIGHT(obj, idx) + local g = obj.Ctx + if g.IO.ConfigMacOSXBehaviors then + return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx) + else + return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx) + end +end + +-- Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping +--- @param obj ImGuiInputTextState +--- @param state STB_TexteditState +--- @param cursor int +function ImStb.TEXTEDIT_MOVELINESTART(obj, state, cursor) + if state.single_line then + return 1 + end + + if obj.WrapWidth > 0.0 then + local g = obj.Ctx + local bol = ImStd.ImStrbol(obj.TextSrc, cursor, 1) + local p = bol + local text_end = obj.TextLen + 1 -- End of line would be enough + while p >= bol do + local eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, obj.TextSrc, p, text_end, obj.WrapWidth, ImDrawTextFlags.WrapKeepBlanks) + if p == cursor then -- If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below) + return bol + end + if eol == cursor and obj.TextA[cursor] ~= 10 and obj.LastMoveDirectionLR == ImGuiDir.Left then + return bol + end + if eol >= cursor then + return p + end + p = (obj.TextSrc[eol] == 10) and eol + 1 or eol + end + end + + -- Regular handler, same as stb_textedit_move_line_start() + while cursor > 1 do + local prev_cursor = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, cursor) + if (ImStb.TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE) then + break + end + cursor = prev_cursor + end + return cursor +end + +--- @param obj ImGuiInputTextState +--- @param state STB_TexteditState +--- @param cursor int +function ImStb.TEXTEDIT_MOVELINEEND(obj, state, cursor) + local n = ImStb.TEXTEDIT_STRINGLEN(obj) + if state.single_line then + return n + 1 + end + + if obj.WrapWidth > 0.0 then + local g = obj.Ctx + local p = ImStd.ImStrbol(obj.TextSrc, cursor, 1) + local text_end = obj.TextLen + 1 -- End of line would be enough + while p < text_end do + local eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, obj.TextSrc, p, text_end, obj.WrapWidth, ImDrawTextFlags.WrapKeepBlanks) + cursor = eol + if eol == cursor and obj.LastMoveDirectionLR ~= ImGuiDir.Left then -- If we are already on a visible end-of-line, switch to regular handle + break + end + if eol > cursor then + return cursor + end + p = (obj.TextSrc[eol] == 10) and eol + 1 or eol + end + end + + -- Regular handler, same as stb_textedit_move_line_end() + while (cursor < n and ImStb.TEXTEDIT_GETCHAR(obj, cursor) ~= STB_TEXTEDIT_NEWLINE) do + cursor = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, cursor) + end + return cursor +end + +--- @param obj ImGuiInputTextState +--- @param pos int +--- @param n int +function ImStb.TEXTEDIT_DELETECHARS(obj, pos, n) + IM_ASSERT(obj.TextSrc == obj.TextA.Data) + ImStd.memmove(obj.TextA.Data, pos, obj.TextA.Data, pos + n, obj.TextLen - n - pos + 2) + obj.EditedBefore = true + obj.EditedThisFrame = true + obj.TextLen = obj.TextLen - n +end + +--- @param obj ImGuiInputTextState +--- @param pos int +--- @param new_text ImStringBuffer +--- @param new_text_pos int +--- @param new_text_len int +function ImStb.TEXTEDIT_INSERTCHARS(obj, pos, new_text, new_text_pos, new_text_len) + local is_resizable = bit32.band(obj.Flags, ImGuiInputTextFlags.CallbackResize) ~= 0 + local text_len = obj.TextLen + IM_ASSERT(pos <= text_len + 1) + + -- We support partial insertion (with a mod in stb_textedit) + local avail = obj.BufCapacity - 1 - obj.TextLen + if not is_resizable and new_text_len > avail then + new_text_len = math.floor(ImStd.ImTextFindValidUtf8CodepointEnd(new_text, new_text_pos, new_text_len + 1, avail) - new_text_pos) -- Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion + end + if new_text_len == 0 then + return 0 + end + + -- Grow internal buffer if needed + IM_ASSERT(obj.TextSrc == obj.TextA.Data) + if text_len + new_text_len + 1 > obj.TextA.Size and is_resizable then + obj.TextA:resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1) + obj.TextSrc = obj.TextA.Data + end + + local text = obj.TextA.Data + if pos ~= text_len + 1 then + ImStd.memmove(text, pos + new_text_len, text, pos, text_len - pos + 1) + end + ImStd.memmove(text, pos, new_text, new_text_pos, new_text_len) + + obj.EditedBefore = true + obj.EditedThisFrame = true + obj.TextLen = obj.TextLen + new_text_len + obj.TextA[obj.TextLen + 1] = 0 + + return new_text_len +end + +stbte = IM_INCLUDE"imstb_textedit.lua" + +--- @param str ImGuiInputTextState +--- @param state STB_TexteditState +--- @param text IMSTB_TEXTEDIT_CHARTYPE[] +--- @param text_len int +function ImStb.stb_textedit_replace(str, state, text, text_len) + stbte.makeundo_replace(str, state, 1, str.TextLen, text_len) + ImStb.TEXTEDIT_DELETECHARS(str, 1, str.TextLen) + state.cursor = 1 + state.select_start = 1 + state.select_end = 1 + if text_len <= 0 then + return + end + + local text_len_inserted = ImStb.TEXTEDIT_INSERTCHARS(str, 1, text, 1, text_len) + if text_len_inserted > 0 then + state.cursor = text_len + 1 + state.select_start = text_len + 1 + state.select_end = text_len + 1 + state.has_preferred_x = false + + return + end + + IM_ASSERT(false) -- Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +end + +local MT = ImGui.GetMetatables() + +do + +--- @param key int +function MT.ImGuiInputTextState:OnKeyPressed(key) + stbte.key(self, self.Stb, key) + self.CursorFollow = true + self:CursorAnimReset() + local key_u = bit32.band(key, bit32.bnot(STB_TEXTEDIT_K_SHIFT)) + if key_u == STB_TEXTEDIT_K_LEFT or key_u == STB_TEXTEDIT_K_LINESTART or key_u == STB_TEXTEDIT_K_TEXTSTART or key_u == STB_TEXTEDIT_K_BACKSPACE or key_u == STB_TEXTEDIT_K_WORDLEFT then + self.LastMoveDirectionLR = ImGuiDir.Left + elseif key_u == STB_TEXTEDIT_K_RIGHT or key_u == STB_TEXTEDIT_K_LINEEND or key_u == STB_TEXTEDIT_K_TEXTEND or key_u == STB_TEXTEDIT_K_DELETE or key_u == STB_TEXTEDIT_K_WORDRIGHT then + self.LastMoveDirectionLR = ImGuiDir.Right + end +end + +local utf8 = {0, 0, 0, 0, 0} + +--- @param c unsigned_int +function MT.ImGuiInputTextState:OnCharPressed(c) + for i = 1, 5 do utf8[i] = 0 end + + -- Convert the key to a UTF8 byte sequence. + -- The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + ImStd.ImTextCharToUtf8(utf8, c) + stbte.text(self, self.Stb, utf8, ImStd.ImStrlen(utf8)) + self.CursorFollow = true + self:CursorAnimReset() +end + +-- After a user-input the cursor stays on for a while without blinking +function MT.ImGuiInputTextState:CursorAnimReset() self.CursorAnim = -0.30 end + +function MT.ImGuiInputTextState:CursorClamp() + self.Stb.cursor = ImMin(self.Stb.cursor, self.TextLen + 1) + self.Stb.select_start = ImMin(self.Stb.select_start, self.TextLen + 1) + self.Stb.select_end = ImMin(self.Stb.select_end, self.TextLen + 1) +end + +function MT.ImGuiInputTextState:HasSelection() return self.Stb.select_start ~= self.Stb.select_end end + +function MT.ImGuiInputTextState:SelectAll() + self.Stb.select_start = 1 + self.Stb.cursor = self.TextLen + 1 + self.Stb.select_end = self.TextLen + 1 + self.Stb.has_preferred_x = false +end + +end + +function ImGui.PushPasswordFont() + local g = GImGui + local backup = g.InputTextPasswordFontBackupBaked + IM_ASSERT(backup.IndexAdvanceX.Size == 0 and backup.IndexLookup.Size == 0) + local glyph = g.FontBaked:FindGlyph(42) -- '*' + g.InputTextPasswordFontBackupFlags = g.Font.Flags + backup.FallbackGlyphIndex = g.FontBaked.FallbackGlyphIndex + backup.FallbackAdvanceX = g.FontBaked.FallbackAdvanceX + backup.IndexLookup:swap(g.FontBaked.IndexLookup) + backup.IndexAdvanceX:swap(g.FontBaked.IndexAdvanceX) + g.Font.Flags = bit32.bor(g.Font.Flags, ImFontFlags.NoLoadGlyphs) + g.FontBaked.FallbackGlyphIndex = g.FontBaked.Glyphs:index_from_ptr(glyph) + 1 + g.FontBaked.FallbackAdvanceX = glyph.AdvanceX +end + +function ImGui.PopPasswordFont() + local g = GImGui + local backup = g.InputTextPasswordFontBackupBaked + g.Font.Flags = g.InputTextPasswordFontBackupFlags + g.FontBaked.FallbackGlyphIndex = backup.FallbackGlyphIndex + g.FontBaked.FallbackAdvanceX = backup.FallbackAdvanceX + g.FontBaked.IndexLookup:swap(backup.IndexLookup) + g.FontBaked.IndexAdvanceX:swap(backup.IndexAdvanceX) + IM_ASSERT(backup.IndexAdvanceX.Size == 0 and backup.IndexLookup.Size == 0) +end + +--- @param ctx ImGuiContext +--- @param state ImGuiInputTextState +--- @param char unsigned_int +--- @param callback? ImGuiInputTextCallback +--- @param user_data any +--- @param input_source_is_clipboard? bool +--- @return unsigned_int out_char +--- @return bool +local function InputTextFilterCharacter(ctx, state, char, callback, user_data, input_source_is_clipboard) + if input_source_is_clipboard == nil then input_source_is_clipboard = false end + + IM_ASSERT(state ~= nil) + + local c = char + local flags = state.Flags + + -- Filter non-printable (NB: isprint is unreliable! see #2467) + local apply_named_filters = true + if c < 0x20 then + local pass = false + pass = pass or (c == 10) and (bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) -- Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + if c == 10 and input_source_is_clipboard and (bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) then -- In single line mode, replace \n with a space + char = 32 + c = 32 + pass = true + end + pass = pass or (c == 10) and (bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) + pass = pass or (c == 9) and (bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0) -- tab + if not pass then + return char, false + end + apply_named_filters = false -- Override named filters below so newline and tabs can still be inserted. + end + + if not input_source_is_clipboard then + -- We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if c == 127 then + return char, false + end + + -- Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if c >= 0xE000 and c <= 0xF8FF then + return char, false + end + end + + -- Filter Unicode ranges we are not handling in this build + if c > IM_UNICODE_CODEPOINT_MAX then + return char, false + end + + -- Generic named filters + if apply_named_filters and (bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsHexadecimal, ImGuiInputTextFlags.CharsUppercase, ImGuiInputTextFlags.CharsNoBlank, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.LocalizeDecimalPoint))) ~= 0 then + -- The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + -- We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + -- Change the default decimal_point with: + -- ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + -- Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + local g = ctx + local c_decimal_point = g.PlatformIO.Platform_LocaleDecimalPoint + if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.LocalizeDecimalPoint)) ~= 0 then + if c == 46 or c == 44 then -- '.' or ',' + c = c_decimal_point + end + end + + -- Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + -- While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + -- scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.CharsHexadecimal)) ~= 0 then + if c >= 0xFF01 and c <= 0xFF5E then + c = c - 0xFF01 + 0x21 + end + end + + -- Allow 0-9 . - + * / + if bit32.band(flags, ImGuiInputTextFlags.CharsDecimal) ~= 0 then + if not (c >= 48 and c <= 57) and (c ~= c_decimal_point) and (c ~= 45) and (c ~= 43) and (c ~= 42) and (c ~= 47) then -- 0-9 . - + * / + return char, false + end + end + + -- Allow 0-9 . - + * / e E + if bit32.band(flags, ImGuiInputTextFlags.CharsScientific) ~= 0 then + if not (c >= 48 and c <= 57) and (c ~= c_decimal_point) and (c ~= 45) and (c ~= 43) and (c ~= 42) and (c ~= 47) and (c ~= 101) and (c ~= 69) then -- 0-9 . - + * / e E + return char, false + end + end + + -- Allow 0-9 a-F A-F + if bit32.band(flags, ImGuiInputTextFlags.CharsHexadecimal) ~= 0 then + if not (c >= 48 and c <= 57) and not (c >= 97 and c <= 102) and not (c >= 65 and c <= 70) then -- 0-9 a-f A-F + return char, false + end + end + + -- Turn a-z into A-Z + if bit32.band(flags, ImGuiInputTextFlags.CharsUppercase) ~= 0 then + if c >= 97 and c <= 122 then -- a-z + c = c + (65 - 97) -- 'A' - 'a' + end + end + + if bit32.band(flags, ImGuiInputTextFlags.CharsNoBlank) ~= 0 then + if ImStd.ImCharIsBlankW(c) then + return char, false + end + end + + char = c + end + + -- Custom callback filter + if bit32.band(flags, ImGuiInputTextFlags.CallbackCharFilter) ~= 0 then + local g = GImGui + local callback_data = ImGuiInputTextCallbackData() + callback_data.Ctx = g + callback_data.ID = state.ID + callback_data.Flags = flags + callback_data.EventFlag = ImGuiInputTextFlags.CallbackCharFilter + callback_data.EventChar = c + callback_data.EventActivated = (state ~= nil and g.ActiveId == state.ID and g.ActiveIdIsJustActivated) + callback_data.CursorPos = state.Stb.cursor + callback_data.SelectionStart = state.Stb.select_start + callback_data.SelectionEnd = state.Stb.select_end + callback_data.UserData = user_data + if callback(callback_data) ~= 0 then + return char, false + end + char = callback_data.EventChar + if not callback_data.EventChar then + return char, false + end + end + + return char, true +end + +-- Find the shortest single replacement we can make to get from old_buf to new_buf +-- Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +-- FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly +--- @param state ImGuiInputTextState +--- @param old_buf ImStringBuffer +--- @param old_length int +--- @param new_buf ImStringBuffer +--- @param new_length int +local function InputTextReconcileUndoState(state, old_buf, old_length, new_buf, new_length) + local shorter_length = ImMin(old_length, new_length) + local first_diff + for i = 1, shorter_length do + first_diff = i + if old_buf[first_diff] ~= new_buf[first_diff] then + break + end + end + if first_diff == old_length + 1 and first_diff == new_length + 1 then + return + end + + local old_last_diff = old_length + local new_last_diff = new_length + while old_last_diff >= first_diff and new_last_diff >= first_diff do + if old_buf[old_last_diff] ~= new_buf[new_last_diff] then + break + end + + old_last_diff = old_last_diff - 1 + new_last_diff = new_last_diff - 1 + end + + local insert_len = new_last_diff - first_diff + 1 + local delete_len = old_last_diff - first_diff + 1 + if insert_len > 0 or delete_len > 0 then + local undostate = state.Stb.undostate + local p = stbte.createundo(undostate, first_diff, delete_len, insert_len) + if p then + for i = 0, delete_len - 1 do + undostate.undo_char[p + i] = old_buf[first_diff + i] + end + end + end +end + +--- @param id ImGuiID +function ImGui.InputTextDeactivateHook(id) + local g = GImGui + local state = g.InputTextState + if id == 0 or state.ID ~= id or g.ActiveId ~= id then + return + end + if not state.EditedBefore then + return + end + -- IMGUI_DEBUG_LOG_ACTIVEID("InputTextDeactivateHook() id = 0x%08X\n", id); + + g.InputTextDeactivatedState.ID = state.ID + g.InputTextDeactivatedState.ElapseFrame = g.FrameCount + 1 + if bit32.band(state.Flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then + g.InputTextDeactivatedState.TextA:resize(0) -- In theory this data won't be used, but clear to be neat + else + IM_ASSERT(state.TextA.Data ~= nil) + -- IM_ASSERT(state.TextA[state.TextLen + 1] == 0) + g.InputTextDeactivatedState.TextA:resize(state.TextLen + 1) + ImStd.memmove(g.InputTextDeactivatedState.TextA.Data, 1, state.TextA.Data, 1, state.TextLen) -- state.TextLen + 1 + end +end + +--- @param flags ImGuiInputTextFlags +--- @param line_index ImGuiTextIndex +--- @param buf char[] +--- @param buf_end int +--- @param wrap_width float +--- @param max_output_buffer_size int +--- @return int size +--- @return int? out_buf_end +local function InputTextLineIndexBuild(flags, line_index, buf, buf_end, wrap_width, max_output_buffer_size) + local g = GImGui + local size = 0 + local s = 1 + local trailing_line_already_counted = false + if bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0 then + while s < buf_end do + if size <= max_output_buffer_size then + line_index.Offsets:push_back(s - 1) + end + size = size + 1 + s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, buf, s, buf_end, wrap_width, ImDrawTextFlags.WrapKeepBlanks) + + if buf[s] == 10 then s = s + 1 end + end + elseif buf_end ~= nil then + while s < buf_end do + if size <= max_output_buffer_size then + line_index.Offsets:push_back(s - 1) + end + size = size + 1 + s = ImMemchr(buf, 10, s) --[[@as int]] -- FIXME: + + if s then s = s + 1 else s = buf_end end + end + else + -- Inactive path: we don't know buf_end ahead of time. + local s_eol + s = 1 + while true do + if size <= max_output_buffer_size then + line_index.Offsets:push_back(s - 1) + end + size = size + 1 + + s_eol = ImMemchr(buf, 10, s) + if s_eol == nil then + s = s + ImStd.ImStrlen(buf) - s -- FIXME: + trailing_line_already_counted = true + break + end + + s = s_eol + 1 + end + end + + local out_buf_end + if out_buf_end ~= nil then + out_buf_end = s + buf_end = s + end + if size == 0 then + line_index.Offsets:push_back(0) + size = size + 1 + end + if s > 1 and buf[s - 1] == 10 and not trailing_line_already_counted then + local old_size = size + size = size + 1 + if old_size <= max_output_buffer_size then + line_index.Offsets:push_back(s - 1) + end + end + return size, out_buf_end +end + +--- @param t table +--- @param in_begin int +--- @param in_end int +--- @param v int +local function ImLowerBound(t, in_begin, in_end, v) + local in_p = in_begin + local count = in_end - in_begin + + local floor = math.floor + local rshift = bit32.rshift + while count > 0 do + local count2 = floor(rshift(count, 1)) + local mid = in_p + count2 + + if t[mid] < v then + in_p = mid + 1 + count = count - count2 - 1 + else + count = count2 + end + end + + return in_p +end + +--- @param g ImGuiContext +--- @param state ImGuiInputTextState +--- @param line_index ImGuiTextIndex +--- @param buf char[] +--- @param buf_end int +--- @param cursor_n int +--- @return ImVec2 +local function InputTextLineIndexGetPosOffset(g, state, line_index, buf, buf_end, cursor_n) + local cursor_ptr = cursor_n + + local it = ImLowerBound(line_index.Offsets, 1, line_index.Offsets.Size + 1, cursor_ptr) + + if it > 1 then + if it > line_index.Offsets.Size or line_index.Offsets[it] ~= cursor_ptr or (state ~= nil and state.WrapWidth > 0.0 and state.LastMoveDirectionLR == ImGuiDir.Right and + buf[cursor_ptr - 1] ~= 10 and buf[cursor_ptr - 1] ~= 0) then + it = it - 1 + end + end + + local line_no = it + local line_start = (line_no == 1) and 1 or line_index.Offsets[line_no] + 1 + + local offset = ImVec2() + offset.x = InputTextCalcTextSize(g, buf, line_start, cursor_ptr, buf_end, nil, ImDrawTextFlags.WrapKeepBlanks).x + offset.y = line_no * g.FontSize + + return offset +end + +-- Edit a string of text +--- @param label string +--- @param hint? char[] +--- @param buf char[] +--- @param buf_size int +--- @param size_arg ImVec2 +--- @param flags ImGuiInputTextFlags +--- @param callback? ImGuiInputTextCallback +--- @param callback_user_data any +function ImGui.InputTextEx(label, hint, buf, buf_size, size_arg, flags, callback, callback_user_data) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + IM_ASSERT(buf ~= nil and buf_size >= 0) + IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0)) -- Can't use both together (they both use up/down keys) + IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.CallbackCompletion) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0)) -- Can't use both together (they both use tab key) + IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0)) -- Multiline does not not work with left-trimming + IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.WordWrap) == 0 or bit32.band(flags, ImGuiInputTextFlags.Password) == 0) -- WordWrap does not work with Password mode + IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.WordWrap) == 0 or bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) -- WordWrap does not work in single-line mode + + local g = GImGui --[[@as ImGuiContext]] + local io = g.IO + local style = g.Style + + local RENDER_SELECTION_WHEN_INACTIVE = false + local is_multiline = bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0 + + if is_multiline then -- Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + ImGui.BeginGroup() + end + local id = window:GetID(label) + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + local frame_size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), (is_multiline and g.FontSize * 8.0 or label_size.y) + style.FramePadding.y * 2.0) -- Arbitrary default of 8 lines high for multi-line + local total_size = ImVec2(frame_size.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0), frame_size.y) + + local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size) + local total_bb = ImRect(frame_bb.Min, frame_bb.Min + total_size) + + local draw_window = window + local inner_size = ImVec2() + ImVec2_Copy(inner_size, frame_size) + local item_data_backup = ImGuiLastItemData() + if is_multiline then + local backup_pos = ImVec2() + ImVec2_Copy(backup_pos, window.DC.CursorPos) + ImGui.ItemSize(total_bb, style.FramePadding.y) + local no_clip = (g.InputTextDeactivatedState.ID == id) or (g.ActiveId == id) or (id == g.NavActivateId) -- Mimic some of ItemAdd() logic + add InputTextDeactivatedState.ID check. + if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.Inputable) and not no_clip then + ImGui.EndGroup() + return false + end + ImGuiLastItemData_Copy(item_data_backup, g.LastItemData) + ImVec2_Copy(window.DC.CursorPos, backup_pos) + + -- Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping + if g.NavActivateId == id and (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromTabbing) ~= 0) and (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromFocusApi) == 0) and (bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0) then + g.NavActivateId = 0 + end + + -- Prevent NavActivate reactivating in BeginChild() when we are already active + local backup_activate_id = g.NavActivateId + if g.ActiveId == id then -- Prevent reactivation + g.NavActivateId = 0 + end + + -- We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug + ImGui.PushStyleColor(ImGuiCol.ChildBg, style.Colors[ImGuiCol.FrameBg]) + ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, style.FrameRounding) + ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, style.FrameBorderSize) + ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) -- Ensure no clip rect so mouse hover can reach FramePadding edges + local child_visible = ImGui.BeginChildEx(label, id, frame_bb:GetSize(), ImGuiChildFlags.Borders, ImGuiWindowFlags.NoMove) + g.NavActivateId = backup_activate_id + ImGui.PopStyleVar(3) + ImGui.PopStyleColor() + if not child_visible and not no_clip then + ImGui.EndChild() + ImGui.EndGroup() + return false + end + draw_window = g.CurrentWindow -- Child window + draw_window.DC.NavLayersActiveMaskNext = bit32.bor(draw_window.DC.NavLayersActiveMaskNext, bit32.lshift(1, draw_window.DC.NavLayerCurrent)) -- This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it + ImVec2_Copy(draw_window.DC.CursorPos, draw_window.DC.CursorPos + style.FramePadding) + inner_size.x = inner_size.x - draw_window.ScrollbarSizes.x + + -- FIXME: Could this be a ImGuiChildFlags to affect the SetLastItemDataForWindow() call? + g.LastItemData.ID = id + g.LastItemData.ItemFlags = item_data_backup.ItemFlags + g.LastItemData.StatusFlags = item_data_backup.StatusFlags + else + ImGui.ItemSize(total_bb, style.FramePadding.y) + + if bit32.band(flags, ImGuiInputTextFlags.TempInput) == 0 then + if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.Inputable) then + return false + end + end + end + + -- Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + local hovered = ImGui.ItemHoverable(frame_bb, id, bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.NoNavDisableMouseHover)) + if hovered then + ImGui.SetMouseCursor(ImGuiMouseCursor.TextInput) + end + if hovered and g.NavHighlightItemUnderNav then + hovered = false + end + + -- We are only allowed to access the state if we are already the active widget + local state = ImGui.GetInputTextState(id) + + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0 then + flags = bit32.bor(flags, ImGuiInputTextFlags.ReadOnly) + end + local is_readonly = bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 + local is_password = bit32.band(flags, ImGuiInputTextFlags.Password) ~= 0 + local is_undoable = bit32.band(flags, ImGuiInputTextFlags.NoUndoRedo) == 0 + local is_resizable = bit32.band(flags, ImGuiInputTextFlags.CallbackResize) ~= 0 + if is_resizable then + IM_ASSERT(callback ~= nil) -- Must provide a callback if you set the ImGuiInputTextFlags.CallbackResize flag! + end + + -- Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches. + -- Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible. + local is_wordwrap = bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0 + local wrap_width = 0.0 + if is_wordwrap then + wrap_width = ImMax(1.0, ImGui.GetContentRegionAvail().x + (draw_window.ScrollbarY and 0.0 or -g.Style.ScrollbarSize)) + end + + local user_clicked = hovered and io.MouseClicked[0] + local input_requested_by_nav = (g.ActiveId ~= id) and (g.NavActivateId == id) and ((bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) or (g.NavInputSource == ImGuiInputSource.Keyboard)) + local input_requested_by_reactivate = (g.InputTextReactivateId == id) -- for io.ConfigInputTextEnterKeepActive + local input_requested_by_user = (user_clicked) or (g.ActiveId == 0 and bit32.band(flags, ImGuiInputTextFlags.TempInput) ~= 0 and g.InputTextDeactivatedState.ID ~= id) + local scrollbar_id = (is_multiline and state ~= nil) and ImGui.GetWindowScrollbarID(draw_window, ImGuiAxis.Y) or 0 + local user_scroll_finish = is_multiline and state ~= nil and g.ActiveId == 0 and g.ActiveIdPreviousFrame == scrollbar_id + local user_scroll_active = is_multiline and state ~= nil and g.ActiveId == scrollbar_id + local clear_active_id = false + local select_all = false + + local scroll_y = is_multiline and draw_window.Scroll.y or FLT_MAX + + local init_reload_from_user_buf = (state ~= nil and state.WantReloadUserBuf) + local init_changed_specs_multiline = (state ~= nil and (state.Stb.single_line ~= (not is_multiline))) + local init_changed_specs_readonly = (state ~= nil and (bit32.band(bit32.bxor(state.Flags, flags), ImGuiInputTextFlags.ReadOnly) ~= 0)) -- state ~= nil means it's our state + local init_make_active = (input_requested_by_user or input_requested_by_nav or input_requested_by_reactivate or user_scroll_finish) + if init_reload_from_user_buf then + local new_len = ImStd.ImStrlen(buf) + IM_ASSERT(new_len + 1 <= buf_size, "Is your input buffer properly zero-terminated?") + state.WantReloadUserBuf = false + --- @cast state ImGuiInputTextState + InputTextReconcileUndoState(state, state.TextA.Data, state.TextLen, buf, new_len) + state.TextA:resize(buf_size + 1) + state.TextLen = new_len + ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1) + state.Stb.select_start = state.ReloadSelectionStart + state.Stb.cursor = state.ReloadSelectionEnd + state.Stb.select_end = state.ReloadSelectionEnd -- will be clamped to bounds below + elseif (init_make_active and g.ActiveId ~= id) or init_changed_specs_multiline or init_changed_specs_readonly then + -- Access state even if we don't own it yet + state = g.InputTextState + state:CursorAnimReset() + + -- Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + if (state.ID ~= id and state.ID == g.ActiveId and (init_make_active and g.ActiveId ~= id)) then + ImGui.InputTextDeactivateHook(state.ID) -- <-- this is essentially an earlier call to what SetActiveID() would do below. + end + + -- Take a copy of the initial buffer value. + -- From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + local buf_len = ImStd.ImStrlen(buf) + IM_ASSERT(((buf_len + 1 <= buf_size) or (buf_len == 0 and buf_size == 0)), "Is your input buffer properly zero-terminated?") + if not user_scroll_finish then + state.TextToRevertTo:resize(buf_len + 1) + ImStd.memmove(state.TextToRevertTo.Data, 1, buf, 1, buf_len + 1) + end + + -- Preserve cursor position and undo/redo stack if we come back to same widget + -- FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + local recycle_state = (state.ID == id and not init_changed_specs_multiline) + if (recycle_state and not init_changed_specs_readonly and (state.TextLen ~= buf_len or (state.TextA.Data == nil or ImStd.strncmp(state.TextA.Data, buf, buf_len) ~= 0))) then + recycle_state = false + end + + -- Start edition + state.ID = id + state.TextLen = buf_len + state.EditedBefore = false + if not is_readonly then + state.TextA:resize(buf_size + 1) + ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1) + end + + -- Find initial scroll position for right alignment + ImVec2_Copy(state.Scroll, ImVec2(0.0, 0.0)) + if bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 then + state.Scroll.x = state.Scroll.x + ImMax(0.0, ImGui.CalcTextSize(table.concat(buf)).x - frame_size.x + style.FramePadding.x * 2.0) -- FIXME: no table.concat here + end + + -- Recycle existing cursor/selection/undo stack but clamp position + -- Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler + if not recycle_state then + stbte.initialize_state(state.Stb, not is_multiline) + end + + if not is_multiline then + if bit32.band(flags, ImGuiInputTextFlags.AutoSelectAll) ~= 0 then + select_all = true + end + if input_requested_by_nav and (not recycle_state or (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.TryToPreserveState) == 0)) then + select_all = true + end + if user_clicked and io.KeyCtrl then + select_all = true + end + end + + if bit32.band(flags, ImGuiInputTextFlags.AlwaysOverwrite) ~= 0 then + state.Stb.insert_mode = true -- stb field name is indeed incorrect (see #2863) + end + end + + local is_osx = io.ConfigMacOSXBehaviors + + if init_make_active and g.ActiveId ~= id then + IM_ASSERT(state ~= nil and state.ID == id) + ImGui.SetActiveID(id, window) + ImGui.SetFocusID(id, window) + ImGui.FocusWindow(window) + if input_requested_by_nav then + ImGui.SetNavCursorVisibleAfterMove() + end + end + if g.ActiveId == id then + -- Declare some inputs, the other are registered and polled via Shortcut() routing system + -- FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts + local always_owned_keys = { ImGuiKey.LeftArrow, ImGuiKey.RightArrow, ImGuiKey.Delete, ImGuiKey.Backspace, ImGuiKey.Home, ImGuiKey.End } + for _, key in ipairs(always_owned_keys) do + ImGui.SetKeyOwner(key, id) + end + if user_clicked then + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) + end + g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right)) + if is_multiline or (bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0) then + g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Up), bit32.lshift(1, ImGuiDir.Down)) + ImGui.SetKeyOwner(ImGuiKey.UpArrow, id) + ImGui.SetKeyOwner(ImGuiKey.DownArrow, id) + end + if is_multiline then + ImGui.SetKeyOwner(ImGuiKey.PageUp, id) + ImGui.SetKeyOwner(ImGuiKey.PageDown, id) + end + -- FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if is_osx then + ImGui.SetKeyOwner(ImGuiMod_Alt, id) + end + + -- Expose scroll in a manner that is agnostic to us using a child window + if is_multiline and state ~= nil then + state.Scroll.y = draw_window.Scroll.y + end + + -- Read-only mode always ever read from source buffer. Refresh TextLen when active. + if is_readonly and state ~= nil then + state.TextLen = ImStd.ImStrlen(buf) + end + if state ~= nil then + state:CursorClamp() + end + -- if is_readonly and state ~= nil then + -- state.TextA:clear() -- Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + -- end + end + if state ~= nil then + state.TextSrc = is_readonly and buf or state.TextA.Data + end + + -- We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if g.ActiveId == id and state == nil then + ImGui.ClearActiveID() + end + + -- Release focus when we click outside + if g.ActiveId == id and io.MouseClicked[0] and not init_make_active then + clear_active_id = true + end + + -- Lock the decision of whether we are going to take the path displaying the cursor or selection + local render_cursor = (g.ActiveId == id) or (state and user_scroll_active) --[[@as bool]] + local render_selection = state and (state:HasSelection() or select_all) and (RENDER_SELECTION_WHEN_INACTIVE or render_cursor) + local value_changed = false + local validated = false + + -- Select the buffer to render + local buf_display_from_state = (render_cursor or render_selection or g.ActiveId == id) and not is_readonly and state ~= nil + local is_displaying_hint = (hint ~= nil and (buf_display_from_state and state.TextA.Data or buf)[1] == 0) + + -- Password pushes a temporary font with only a fallback glyph + if is_password and not is_displaying_hint then + ImGui.PushPasswordFont() + end + + if state ~= nil and state.ID == id then + state.Flags = flags + + -- Word-wrapping: attempt to keep cursor in view while resizing frame/parent (FIXME-WORDWRAP: would be better to preserve same relative offset) + if is_wordwrap and state.WrapWidth ~= wrap_width then + state.CursorCenterY = true + state.WrapWidth = wrap_width + render_cursor = true + end + end + + -- Process mouse inputs and character inputs + if g.ActiveId == id then + --- @cast state ImGuiInputTextState + IM_ASSERT(state ~= nil) + state.EditedThisFrame = false + state.BufCapacity = buf_size + state.WrapWidth = wrap_width + + -- Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + -- Down the line we should have a cleaner library-wide concept of Selected vs Active + g.ActiveIdAllowOverlap = not io.MouseDown[0] + + -- Edit in progress + local mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state.Scroll.x + local mouse_y = (is_multiline and (io.MousePos.y - draw_window.DC.CursorPos.y) or (g.FontSize * 0.5)) + + if select_all then + state:SelectAll() + state.SelectedAllMouseLock = true + elseif hovered and io.MouseClickedCount[0] >= 2 and not io.KeyShift then + stbte.click(state, state.Stb, mouse_x, mouse_y) + local multiclick_count = (io.MouseClickedCount[0] - 2) + if multiclick_count % 2 == 0 then + -- Double-click: Select word + -- We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant: + -- FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + local is_bol = (state.Stb.cursor == 1) or ImStb.TEXTEDIT_GETCHAR(state, state.Stb.cursor - 1) == 10 + if stbte.HAS_SELECTION(state.Stb) or not is_bol then + state:OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT) + end + -- state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT)) + if not stbte.HAS_SELECTION(state.Stb) then + stbte.prep_selection_at_cursor(state.Stb) + end + state.Stb.cursor = STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state.Stb.cursor) + state.Stb.select_end = state.Stb.cursor + stbte.clamp(state, state.Stb) + else + -- Triple-click: Select line + local is_eol = ImStb.TEXTEDIT_GETCHAR(state, state.Stb.cursor) == 10 + state.WrapWidth = 0.0 -- Temporarily disable wrapping so we use real line start + state:OnKeyPressed(STB_TEXTEDIT_K_LINESTART) + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_LINEEND, STB_TEXTEDIT_K_SHIFT)) + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_RIGHT, STB_TEXTEDIT_K_SHIFT)) + state.WrapWidth = wrap_width + if not is_eol and is_multiline then + state.Stb.select_start, state.Stb.select_end = state.Stb.select_end, state.Stb.select_start + state.Stb.cursor = state.Stb.select_end + end + state.CursorFollow = false + end + state:CursorAnimReset() + elseif io.MouseClicked[0] and not state.SelectedAllMouseLock then + if hovered then + if io.KeyShift then + stbte.drag(state, state.Stb, mouse_x, mouse_y) + else + stbte.click(state, state.Stb, mouse_x, mouse_y) + end + state:CursorAnimReset() + end + elseif io.MouseDown[0] and not state.SelectedAllMouseLock and (io.MouseDelta.x ~= 0.0 or io.MouseDelta.y ~= 0.0) then + stbte.drag(state, state.Stb, mouse_x, mouse_y) + state:CursorAnimReset() + state.CursorFollow = true + end + if state.SelectedAllMouseLock and not io.MouseDown[0] then + state.SelectedAllMouseLock = false + end + + if bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0 and not is_readonly then + if ImGui.Shortcut(ImGuiKey.Tab, ImGuiInputFlags.Repeat, id) then + local c = 9 -- Insert TAB + local ret2 + c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data) + if ret2 then + state:OnCharPressed(c) + end + end + + -- FIXME: Implement Shift+Tab + end + + -- Process regular text input + local ignore_char_inputs = io.KeyCtrl and not io.KeyAlt + if io.InputQueueCharacters.Size > 0 then + if not ignore_char_inputs and not is_readonly and not input_requested_by_nav then + for n = 1, io.InputQueueCharacters.Size do + repeat + -- Insert character if they pass filtering + local c = io.InputQueueCharacters[n] + if c == 9 then -- Skip Tab, see above + break + end + + local ret2 + c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data) + if ret2 then + state:OnCharPressed(c) + end + + until true + end + end + + -- Consume characters + io.InputQueueCharacters:resize(0) + end + end + + -- Process other shortcuts/key-presses + local revert_edit = false + if g.ActiveId == id and not g.ActiveIdIsJustActivated and not clear_active_id then + IM_ASSERT(state ~= nil) + --- @cast state ImGuiInputTextState + + local row_count_per_page = ImMax(ImTrunc((inner_size.y - style.FramePadding.y) / g.FontSize), 1) + state.Stb.row_count_per_page = row_count_per_page + + local k_mask = (io.KeyShift and STB_TEXTEDIT_K_SHIFT or 0) + local is_wordmove_key_down = is_osx and io.KeyAlt or io.KeyCtrl + local is_startend_key_down = is_osx and io.KeyCtrl and not io.KeySuper and not io.KeyAlt + + local f_repeat = ImGuiInputFlags.Repeat + local is_cut = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.X), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Delete), f_repeat, id)) and not is_readonly and not is_password and (not is_multiline or state:HasSelection()) + local is_copy = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.C), 0, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Insert), 0, id)) and not is_password and (not is_multiline or state:HasSelection()) + local is_paste = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.V), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Insert), f_repeat, id)) and not is_readonly + local is_undo = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Z), f_repeat, id)) and not is_readonly and is_undoable + local is_redo = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Y), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiKey.Z), f_repeat, id)) and not is_readonly and is_undoable + local is_select_all = ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.A), 0, id) + + local nav_gamepad_active = (bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0) and (bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0) + local is_enter = ImGui.Shortcut(ImGuiKey.Enter, f_repeat, id) or ImGui.Shortcut(ImGuiKey.KeypadEnter, f_repeat, id) + local is_ctrl_enter = ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Enter), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.KeypadEnter), f_repeat, id) + local is_shift_enter = ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Enter), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.KeypadEnter), f_repeat, id) + local is_gamepad_validate = nav_gamepad_active and ImGui.IsKeyPressed(ImGuiKey.NavGamepadActivate, false) + local is_cancel = ImGui.Shortcut(ImGuiKey.Escape, f_repeat, id) or (nav_gamepad_active and ImGui.Shortcut(ImGuiKey.NavGamepadCancel, f_repeat, id)) + + if ImGui.IsKeyPressed(ImGuiKey.LeftArrow) then + state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_LINESTART or (is_wordmove_key_down and STB_TEXTEDIT_K_WORDLEFT or STB_TEXTEDIT_K_LEFT), k_mask)) + elseif ImGui.IsKeyPressed(ImGuiKey.RightArrow) then + state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_LINEEND or (is_wordmove_key_down and STB_TEXTEDIT_K_WORDRIGHT or STB_TEXTEDIT_K_RIGHT), k_mask)) + elseif ImGui.IsKeyPressed(ImGuiKey.UpArrow) and is_multiline then + if io.KeyCtrl then + ImGui.SetScrollY(draw_window, ImMax(draw_window.Scroll.y - g.FontSize, 0.0)) + else + state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_TEXTSTART or STB_TEXTEDIT_K_UP, k_mask)) + end + elseif ImGui.IsKeyPressed(ImGuiKey.DownArrow) and is_multiline then + if io.KeyCtrl then + ImGui.SetScrollY(draw_window, ImMin(draw_window.Scroll.y + g.FontSize, ImGui.GetScrollMaxY())) + else + state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_TEXTEND or STB_TEXTEDIT_K_DOWN, k_mask)) + end + elseif ImGui.IsKeyPressed(ImGuiKey.PageUp) and is_multiline then + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_PGUP, k_mask)) + scroll_y = scroll_y - row_count_per_page * g.FontSize + elseif ImGui.IsKeyPressed(ImGuiKey.PageDown) and is_multiline then + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_PGDOWN, k_mask)) + scroll_y = scroll_y + row_count_per_page * g.FontSize + elseif ImGui.IsKeyPressed(ImGuiKey.Home) then + state:OnKeyPressed(io.KeyCtrl and bit32.bor(STB_TEXTEDIT_K_TEXTSTART, k_mask) or bit32.bor(STB_TEXTEDIT_K_LINESTART, k_mask)) + elseif ImGui.IsKeyPressed(ImGuiKey.End) then + state:OnKeyPressed(io.KeyCtrl and bit32.bor(STB_TEXTEDIT_K_TEXTEND, k_mask) or bit32.bor(STB_TEXTEDIT_K_LINEEND, k_mask)) + elseif ImGui.IsKeyPressed(ImGuiKey.Delete) and not is_readonly and not is_cut then + if not state:HasSelection() then + if is_wordmove_key_down then + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT)) + end + end + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_DELETE, k_mask)) + elseif ImGui.IsKeyPressed(ImGuiKey.Backspace) and not is_readonly then + if not state:HasSelection() then + if is_wordmove_key_down then + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDLEFT, STB_TEXTEDIT_K_SHIFT)) + elseif is_osx and io.KeyCtrl and not io.KeyAlt and not io.KeySuper then + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_LINESTART, STB_TEXTEDIT_K_SHIFT)) + end + end + state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_BACKSPACE, k_mask)) + elseif is_enter or is_ctrl_enter or is_shift_enter or is_gamepad_validate then + local ctrl_enter_for_new_line = bit32.band(flags, ImGuiInputTextFlags.CtrlEnterForNewLine) ~= 0 + local is_new_line = is_multiline and not is_gamepad_validate and (is_shift_enter or (is_enter and not ctrl_enter_for_new_line) or (is_ctrl_enter and ctrl_enter_for_new_line)) + if not is_new_line then + validated = true + clear_active_id = true + if io.ConfigInputTextEnterKeepActive and not is_multiline and not is_ctrl_enter and not is_shift_enter then + state:SelectAll() + g.InputTextReactivateId = id + end + elseif not is_readonly then + local c = 10 -- Insert new line + local ret2 + c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data) + if ret2 then + state:OnCharPressed(c) + end + end + elseif is_cancel then + if bit32.band(flags, ImGuiInputTextFlags.EscapeClearsAll) ~= 0 then + if state.TextA.Data[1] ~= 0 then + revert_edit = true + else + render_cursor = false + render_selection = false + clear_active_id = true + end + else + clear_active_id = true + revert_edit = true + render_cursor = false + render_selection = false + end + elseif is_undo or is_redo then + state:OnKeyPressed(is_undo and STB_TEXTEDIT_K_UNDO or STB_TEXTEDIT_K_REDO) + state:ClearSelection() + elseif is_select_all then + state:SelectAll() + state.CursorFollow = true + elseif is_cut or is_copy then + if g.PlatformIO.Platform_SetClipboardTextFn ~= nil then + local ib = state:HasSelection() and ImMin(state.Stb.select_start, state.Stb.select_end) or 1 + local ie = state:HasSelection() and ImMax(state.Stb.select_start, state.Stb.select_end) or state.TextLen + 1 + g.TempBuffer:reserve(ie - ib + 1) + ImStd.memmove(g.TempBuffer.Data, 1, state.TextSrc, ib, ie - ib) + g.TempBuffer.Data[ie - ib + 1] = 0 + ImGui.SetClipboardText(ImGui._ByteArrayToString(g.TempBuffer.Data, 1, ie - ib + 1)) + end + if is_cut then + if not state:HasSelection() then + state:SelectAll() + end + state.CursorFollow = true + stbte.cut(state, state.Stb) + end + elseif is_paste then + local clipboard = ImGui.GetClipboardText() + if clipboard then + local clipboard_len = #clipboard + local clipboard_end = clipboard_len + 1 + local clipboard_filtered = ImVector() + clipboard_filtered:reserve(clipboard_len + 1) + local s + local i = 1 + while i <= clipboard_len do + repeat + s = string.byte(clipboard, i) + local c, ret2 + local in_len + in_len, c = ImStd.ImTextCharFromUtf8(clipboard, i, clipboard_end) + i = i + in_len + c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data, true) + if ret2 then + break + end + + local c_utf8 = {0, 0, 0, 0, 0} + ImStd.ImTextCharToUtf8(c_utf8, c) + local out_len = ImStd.ImStrlen(c_utf8) + clipboard_filtered:resize(clipboard_filtered.Size + out_len) + ImStd.memmove(clipboard_filtered.Data, clipboard_filtered.Size - out_len, c_utf8, 1, out_len) + + until true + end + if clipboard_filtered.Size > 0 then + clipboard_filtered:push_back(0) + stbte.paste(state, state.Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1) + state.CursorFollow = true + end + end + end + + render_selection = render_selection or (state:HasSelection() and (RENDER_SELECTION_WHEN_INACTIVE or render_cursor)) + end + + -- Process revert and user callbacks + local apply_new_text = nil + local apply_new_text_length = 0 + if g.ActiveId == id then + IM_ASSERT(state ~= nil) + --- @cast state ImGuiInputTextState + + if revert_edit and not is_readonly then + if bit32.band(flags, ImGuiInputTextFlags.EscapeClearsAll) ~= 0 then + IM_ASSERT(state.TextA.Data[1] ~= 0) + apply_new_text = {0} + apply_new_text_length = 0 + value_changed = true + local empty_string = {0} + ImStb.stb_textedit_replace(state, state.Stb, empty_string, 0) + elseif ImStd.strcmp(state.TextA.Data, state.TextToRevertTo.Data) ~= 0 then + apply_new_text = state.TextToRevertTo.Data + apply_new_text_length = state.TextToRevertTo.Size - 1 + + value_changed = true + ImStb.stb_textedit_replace(state, state.Stb, state.TextToRevertTo.Data, state.TextToRevertTo.Size - 1) + end + end + + if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CallbackCompletion, ImGuiInputTextFlags.CallbackHistory, ImGuiInputTextFlags.CallbackEdit, ImGuiInputTextFlags.CallbackAlways)) ~= 0 then + IM_ASSERT(callback ~= nil) + + local event_flag = 0 + local event_key = ImGuiKey.None + if bit32.band(flags, ImGuiInputTextFlags.CallbackCompletion) ~= 0 and ImGui.Shortcut(ImGuiKey.Tab, 0, id) then + event_flag = ImGuiInputTextFlags.CallbackCompletion + event_key = ImGuiKey.Tab + elseif bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and ImGui.IsKeyPressed(ImGuiKey.UpArrow) then + event_flag = ImGuiInputTextFlags.CallbackHistory + event_key = ImGuiKey.UpArrow + elseif bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and ImGui.IsKeyPressed(ImGuiKey.DownArrow) then + event_flag = ImGuiInputTextFlags.CallbackHistory + event_key = ImGuiKey.DownArrow + elseif bit32.band(flags, ImGuiInputTextFlags.CallbackEdit) ~= 0 and state.EditedThisFrame then + event_flag = ImGuiInputTextFlags.CallbackEdit + elseif bit32.band(flags, ImGuiInputTextFlags.CallbackAlways) ~= 0 then + event_flag = ImGuiInputTextFlags.CallbackAlways + end + + if event_flag ~= 0 then + local callback_data = ImGuiInputTextCallbackData() + callback_data.Ctx = g + callback_data.ID = id + callback_data.Flags = flags + callback_data.EventFlag = event_flag + callback_data.EventActivated = (g.ActiveId == state.ID and g.ActiveIdIsJustActivated) + callback_data.UserData = callback_user_data + + local callback_buf = is_readonly and buf or state.TextA.Data + IM_ASSERT(callback_buf == state.TextSrc) + state.CallbackTextBackup:resize(state.TextLen + 1) + ImStd.memmove(state.CallbackTextBackup.Data, 1, callback_buf, 1, state.TextLen + 1) + + callback_data.EventKey = event_key + callback_data.Buf = callback_buf + callback_data.BufTextLen = state.TextLen + callback_data.BufSize = state.BufCapacity + callback_data.BufDirty = false + callback_data.CursorPos = state.Stb.cursor + callback_data.SelectionStart = state.Stb.select_start + callback_data.SelectionEnd = state.Stb.select_end + + callback(callback_data) + + callback_buf = is_readonly and buf or state.TextA.Data + IM_ASSERT(callback_data.Buf == callback_buf) + IM_ASSERT(callback_data.BufSize == state.BufCapacity) + IM_ASSERT(callback_data.Flags == flags) + if callback_data.BufDirty or callback_data.CursorPos ~= state.Stb.cursor then + state.CursorFollow = true + end + state.Stb.cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen) + state.Stb.select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen) + state.Stb.select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen) + if callback_data.BufDirty then + IM_ASSERT(callback_data.BufTextLen == ImStd.ImStrlen(callback_data.Buf)) + InputTextReconcileUndoState(state, state.CallbackTextBackup.Data, state.CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen) + state.TextLen = callback_data.BufTextLen + state.EditedBefore = true; state.EditedThisFrame = true + state:CursorAnimReset() + end + end + end + + if not is_readonly then + if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0 then + -- Apply when modified + if (ImStd.strcmp(state.TextSrc, buf) ~= 0) then + apply_new_text = state.TextSrc + apply_new_text_length = state.TextLen + value_changed = true + end + else + -- Apply on validation/deactivation, otherwise cancel out previous apply attempts (e.g. revert) + value_changed = ((validated or clear_active_id or revert_edit) and ImStd.strcmp(state.TextSrc, buf) ~= 0) + apply_new_text = value_changed and state.TextSrc or NULL + apply_new_text_length = value_changed and state.TextLen or 0 + end + end + end + + if g.InputTextDeactivatedState.ID == id then + -- The state only exists after an Edit. IsItemDeactivatedAfterEdit() is not valid in every code path (see "widgets_inputtext_status_noliveedit" test). + if ((g.ActiveId ~= id and ImGui.IsItemDeactivated()) or (g.ActiveId == id and bit32.band(flags, ImGuiInputTextFlags.TempInput) ~= 0)) then + if (not is_readonly and ImStd.strcmp(g.InputTextDeactivatedState.TextA.Data, buf) ~= 0) then + apply_new_text = g.InputTextDeactivatedState.TextA.Data + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1 + value_changed = true + -- IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + end + end + g.InputTextDeactivatedState.ID = 0 + end + + if apply_new_text ~= nil then + IM_ASSERT(apply_new_text_length >= 0) + if is_resizable then + local callback_data = ImGuiInputTextCallbackData() + callback_data.Ctx = g + callback_data.ID = id + callback_data.Flags = flags + callback_data.EventFlag = ImGuiInputTextFlags.CallbackResize + callback_data.EventActivated = (g.ActiveId == state.ID and g.ActiveIdIsJustActivated) + callback_data.Buf = buf + callback_data.BufTextLen = apply_new_text_length + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1) + callback_data.UserData = callback_user_data + + callback(callback_data) + + buf = callback_data.Buf + buf_size = callback_data.BufSize + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1) + IM_ASSERT(apply_new_text_length <= buf_size) + end + + ImStd.ImStrncpy(buf, 1, apply_new_text, 1, ImMin(apply_new_text_length + 1, buf_size)) + end + + -- Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + -- Otherwise request text input ahead for next frame. + if g.ActiveId == id and clear_active_id then + state.ID = 0 + ImGui.ClearActiveID() + state.ID = id + end + + -- Render frame + if not is_multiline then + ImGui.RenderNavCursor(frame_bb, id) + ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding) + end + + local draw_pos = ImVec2() + ImVec2_Copy(draw_pos, is_multiline and draw_window.DC.CursorPos or (frame_bb.Min + style.FramePadding)) + local clip_rect = ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y) -- Not using frame_bb.Max because we have adjusted size + if is_multiline then + clip_rect:ClipWith(draw_window.ClipRect) + end + + -- Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + -- without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + -- Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + local buf_display_max_length = 2 * 1024 * 1024 + local buf_display = buf_display_from_state and state.TextA.Data or buf + local buf_display_end = nil -- We have specialized paths below for setting the length + + -- Display hint when contents is empty + -- At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) + local new_is_displaying_hint = (hint ~= nil and (buf_display_from_state and state.TextA.Data or buf)[1] == 0) + if new_is_displaying_hint ~= is_displaying_hint then + if is_password and not is_displaying_hint then + ImGui.PopPasswordFont() + end + is_displaying_hint = new_is_displaying_hint + if is_password and not is_displaying_hint then + ImGui.PushPasswordFont() + end + end + if is_displaying_hint then + --- @cast hint char[] + buf_display = hint + buf_display_end = ImStd.ImStrlen(hint) + 1 + else + if render_cursor or render_selection or g.ActiveId == id then + buf_display_end = state.TextLen + 1 + elseif is_multiline and not is_wordwrap then + buf_display_end = nil -- Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path + else + buf_display_end = ImStd.ImStrlen(buf_display) + 1 + end + end + + -- Calculate visibility + local line_visible_n0, line_visible_n1 = 1, 2 + if is_multiline then + line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize) + end + + local line_index = g.InputTextLineIndex + line_index.Offsets:resize(0) + local line_count = 1 + if is_multiline then + local will_scroll_y = state and ((state.CursorFollow and render_cursor) or (state.CursorCenterY and (render_cursor or render_selection))) + --- @cast buf_display_end int + local out_buf_end + line_count, out_buf_end = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y and INT_MAX or (line_visible_n1 + 1)) + if buf_display_end then + buf_display_end = out_buf_end + end + end + line_index.EndOffset = buf_display_end - 1 + line_visible_n1 = ImMin(line_visible_n1, line_count + 1) + + local text_size_y = line_count * g.FontSize + + --- @cast buf_display_end int + local cursor_offset = (render_cursor and state) and InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state.Stb.cursor) or ImVec2(0.0, 0.0) + local draw_scroll = ImVec2() + + local text_col = ImGui.GetColorU32(is_displaying_hint and ImGuiCol.TextDisabled or ImGuiCol.Text) + if render_cursor or render_selection then + IM_ASSERT(state ~= nil) + state.LineCount = line_count + + local new_scroll_y = scroll_y + if render_cursor and state.CursorFollow then + if bit32.band(flags, ImGuiInputTextFlags.NoHorizontalScroll) == 0 then + local scroll_increment_x = inner_size.x * 0.25 + local visible_width = inner_size.x - style.FramePadding.x + if cursor_offset.x < state.Scroll.x then + state.Scroll.x = IM_TRUNC(ImMax(0.0, cursor_offset.x - scroll_increment_x)) + elseif cursor_offset.x - visible_width >= state.Scroll.x then + state.Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x) + end + else + state.Scroll.x = 0.0 + end + + if is_multiline then + if cursor_offset.y - g.FontSize < scroll_y then + new_scroll_y = ImMax(0.0, cursor_offset.y - g.FontSize) + elseif cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0) >= scroll_y then + new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0 + end + end + state.CursorFollow = false + end + if state.CursorCenterY then + if is_multiline then + new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5 - style.FramePadding.y) + end + state.CursorCenterY = false + render_cursor = false + end + if new_scroll_y ~= scroll_y then + local scroll_max_y = ImMax((text_size_y + style.FramePadding.y * 2.0) - inner_size.y, 0.0) + scroll_y = ImClamp(new_scroll_y, 0.0, scroll_max_y) + draw_pos.y = draw_pos.y + (draw_window.Scroll.y - scroll_y) + draw_window.Scroll.y = scroll_y + line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize) + line_visible_n1 = ImMin(line_visible_n1, line_count) + end + + draw_scroll.x = state.Scroll.x + if render_selection then + local bg_color = ImGui.GetColorU32(ImGuiCol.TextSelectedBg, render_cursor and 1.0 or 0.6) + local bg_offy_up = is_multiline and 0.0 or -1.0 + local bg_offy_dn = is_multiline and 0.0 or 2.0 + local bg_eol_width = IM_TRUNC(g.FontBaked:GetCharAdvance(32) * 0.50) + + local text_selected_begin = ImMin(state.Stb.select_start, state.Stb.select_end) + local text_selected_end = ImMax(state.Stb.select_start, state.Stb.select_end) + for line_n = line_visible_n0, line_visible_n1 - 1 do + repeat + local p = line_index:get_line_begin(1, line_n) + local p_eol = line_index:get_line_end(1, line_n) + local p_eol_is_wrap = (p_eol < buf_display_end and buf_display[p_eol] ~= 10) + if p_eol_is_wrap then + p_eol = p_eol + 1 + end + local line_selected_begin = (text_selected_begin > p) and text_selected_begin or p + local line_selected_end = (text_selected_end < p_eol) and text_selected_end or p_eol + + local rect_width = 0.0 + if line_selected_begin < line_selected_end then + rect_width = rect_width + ImGui.CalcTextSizeEx(buf_display, line_selected_begin, line_selected_end).x + end + if text_selected_begin <= p_eol and text_selected_end > p_eol and not p_eol_is_wrap then + rect_width = rect_width + bg_eol_width + end + if rect_width == 0.0 then + break + end + + local rect = ImRect() + rect.Min.x = draw_pos.x - draw_scroll.x + ImGui.CalcTextSizeEx(buf_display, p, line_selected_begin).x + rect.Min.y = draw_pos.y - draw_scroll.y + (line_n - 1) * g.FontSize + rect.Max.x = rect.Min.x + rect_width + rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize + rect.Min.y = rect.Min.y + bg_offy_up + rect:ClipWith(clip_rect) + draw_window.DrawList:AddRectFilled(rect.Min, rect.Max, bg_color) + + until true + end + end + end + + if g.ActiveId ~= id and bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 and not render_cursor and not render_selection then + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - ImGui.CalcTextSize(buf_display, nil).x - style.FramePadding.x) + end + + if (is_multiline or (buf_display_end - 1) < buf_display_max_length) and bit32.band(text_col, IM_COL32_A_MASK) ~= 0 and line_visible_n0 < line_visible_n1 then + g.Font:RenderText(draw_window.DrawList, g.FontSize, + draw_pos - draw_scroll + ImVec2(0.0, (line_visible_n0 - 1) * g.FontSize), + text_col, clip_rect:AsVec4(), + buf_display, + line_index:get_line_begin(1, line_visible_n0), + line_index:get_line_end(1, line_visible_n1 - 1), + wrap_width, bit32.bor(ImDrawTextFlags.WrapKeepBlanks, ImDrawTextFlags.CpuFineClip)) + end + + if render_cursor then + state.CursorAnim = state.CursorAnim + io.DeltaTime + local cursor_is_visible = (not g.IO.ConfigInputTextCursorBlink) or (state.CursorAnim <= 0.0) or (ImFmod(state.CursorAnim, 1.20) <= 0.80) + + local cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll) + local cursor_screen_rect = ImRect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5, cursor_screen_pos.x + 1.0, cursor_screen_pos.y - 1.5) + + if cursor_is_visible and cursor_screen_rect:Overlaps(clip_rect) then + draw_window.DrawList:AddLineV(cursor_screen_rect.Min.x, cursor_screen_rect.Min.y, cursor_screen_rect.Max.y, ImGui.GetColorU32(ImGuiCol.InputTextCursor), style.InputTextCursorSize) + end + + if not is_readonly and g.ActiveId == id then + local ime_data = g.PlatformImeData + ime_data.WantVisible = true + ime_data.WantTextInput = true + ImVec2_Copy(ime_data.InputPos, ImVec2(cursor_screen_pos.x - 1.0, cursor_screen_pos.y - g.FontSize)) + ime_data.InputLineHeight = g.FontSize + ime_data.ViewportId = window.Viewport.ID + end + end + + if is_password and not is_displaying_hint then + ImGui.PopPasswordFont() + end + + if is_multiline then + -- For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags.Inputable (see #4761, #7870)... + ImGui.Dummy(ImVec2(0.0, text_size_y + style.FramePadding.y)) + g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.Inputable, ImGuiItemFlags.NoTabStop) + ImGui.EndChild() + item_data_backup.StatusFlags = bit32.bor(item_data_backup.StatusFlags, bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow)) + + -- ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + -- FIXME: This quite messy/tricky, should attempt to get rid of the child window. + ImGui.EndGroup() + if g.LastItemData.ID == 0 or g.LastItemData.ID ~= ImGui.GetWindowScrollbarID(draw_window, ImGuiAxis.Y) then + g.LastItemData.ID = id + g.LastItemData.ItemFlags = item_data_backup.ItemFlags + g.LastItemData.StatusFlags = item_data_backup.StatusFlags + end + end + + if state and is_readonly then + state.TextSrc = nil + end + + if label_size.x > 0.0 then + ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) + end + + if value_changed then + ImGui.MarkItemEdited(id) + end + + if bit32.band(flags, ImGuiInputTextFlags.EnterReturnsTrue) ~= 0 then + return validated + else + return value_changed + end +end + +--- @param label string +--- @param hint char[] +--- @param buf char[] +--- @param buf_size size_t +--- @param flags? ImGuiInputTextFlags +--- @param callback? ImGuiInputTextCallback +--- @param user_data? any +function ImGui.InputTextWithHint(label, hint, buf, buf_size, flags, callback, user_data) + if flags == nil then flags = 0 end + + IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) + return ImGui.InputTextEx(label, hint, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) +end + +---------------------------------------------------------------- +-- [SECTION] COLOR EDIT / PICKER +---------------------------------------------------------------- + +--- @param col float[] +--- @param H float +--- @return float +local function ColorEditRestoreH(col, H) + local g = GImGui + IM_ASSERT(g.ColorEditCurrentID ~= 0) + if g.ColorEditSavedID ~= g.ColorEditCurrentID or g.ColorEditSavedColor ~= ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) then + return H + end + H = g.ColorEditSavedHue + return H +end + +--- @param col float[] +--- @param H float +--- @param S float +--- @param V float +--- @return float, float, float +local function ColorEditRestoreHS(col, H, S, V) + local g = GImGui + IM_ASSERT(g.ColorEditCurrentID ~= 0) + + if g.ColorEditSavedID ~= g.ColorEditCurrentID or g.ColorEditSavedColor ~= ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) then + return H, S, V + end + + -- When S == 0, H is undefined. + -- When H == 1 it wraps around to 0. + if S == 0.0 or (H == 0.0 and g.ColorEditSavedHue == 1) then + H = g.ColorEditSavedHue + end + + -- When V == 0, S is undefined. + if V == 0.0 then + S = g.ColorEditSavedSat + end + + return H, S, V +end + +do --[[ColorEdit4]] + +local ids = { "##X", "##Y", "##Z", "##W" } +local fmt_table_int = { + { "%3d", "%3d", "%3d", "%3d" }, -- Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, -- Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } -- Long display for HSVA +} +local fmt_table_float = { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, -- Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, -- Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } -- Long display for HSVA +} + +--- @param label string +--- @param col float[] +--- @param flags ImGuiColorEditFlags +function ImGui.ColorEdit4(label, col, flags) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local style = g.Style + local square_sz = ImGui.GetFrameHeight() + local label_display_end = ImGui.FindRenderedTextEnd(label) + local w_full = ImGui.CalcItemWidth() + g.NextItemData:ClearFlags() + + ImGui.BeginGroup() + ImGui.PushID(label) + local set_current_color_edit_id = (g.ColorEditCurrentID == 0) + if set_current_color_edit_id then + g.ColorEditCurrentID = window.IDStack:back() + end + + -- If we're not showing any slider there's no point in doing any HSV conversions + local flags_untouched = flags + if bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0 then + flags = bit32.bor(bit32.band(flags, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.NoOptions) + end + + -- Context menu: display and modify options (before defaults are applied) + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + ImGui.ColorEditOptionsPopup(col, flags) + end + + -- Read stored options + if bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then + flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.DisplayMask_)) + end + if bit32.band(flags, ImGuiColorEditFlags.DataTypeMask_) == 0 then + flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.DataTypeMask_)) + end + if bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 then + flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.PickerMask_)) + end + if bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then + flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.InputMask_)) + end + flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(bit32.bor(ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_)))) + IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.DisplayMask_))) -- Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.InputMask_))) -- Check that only 1 is selected + + local alpha = bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0 + local hdr = bit32.band(flags, ImGuiColorEditFlags.HDR) ~= 0 + local components = alpha and 4 or 3 + local w_button = (bit32.band(flags, ImGuiColorEditFlags.NoSmallPreview) ~= 0) and 0.0 or (square_sz + style.ItemInnerSpacing.x) + local w_inputs = ImMax(w_full - w_button, 1.0) + w_full = w_inputs + w_button + + -- Convert to the formats we need + local f = { col[1], col[2], col[3], alpha and col[4] or 1.0 } + if bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 then + f[1], f[2], f[3] = ImGui.ColorConvertHSVtoRGB(f[1], f[2], f[3]) + elseif bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 then + -- Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + f[1], f[2], f[3] = ImGui.ColorConvertRGBtoHSV(f[1], f[2], f[3]) + f[1], f[2], f[3] = ColorEditRestoreHS(col, f[1], f[2], f[3]) + end + local i = { IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]), IM_F32_TO_INT8_UNBOUND(f[4]) } + + local value_changed = false + local value_changed_as_float = false + + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + local inputs_offset_x = (style.ColorButtonPosition == ImGuiDir.Left) and w_button or 0.0 + window.DC.CursorPos.x = pos.x + inputs_offset_x + + if bit32.band(flags, bit32.bor(ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.DisplayHSV)) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then + local w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1) + local w_per_component = IM_TRUNC(w_items / components) + local draw_color_marker = bit32.band(flags, bit32.bor(ImGuiColorEditFlags.DisplayHSV, ImGuiColorEditFlags.NoColorMarkers)) == 0 + local hide_prefix = draw_color_marker or (w_per_component <= ImGui.CalcTextSize((bit32.band(flags, ImGuiColorEditFlags.Float) ~= 0) and "M:0.000" or "M:000").x) + + local fmt_idx + if hide_prefix then + fmt_idx = 1 + elseif bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 then + fmt_idx = 3 + else + fmt_idx = 2 + end + local drag_flags = draw_color_marker and ImGuiSliderFlags.ColorMarkers or ImGuiSliderFlags.None + + local prev_split = 0.0 + for n = 1, components do + if n > 1 then + ImGui.SameLine(0, style.ItemInnerSpacing.x) + end + local next_split = IM_TRUNC(w_items * n / components) + ImGui.SetNextItemWidth(ImMax(next_split - prev_split, 1.0)) + prev_split = next_split + if draw_color_marker then + ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[n]) + end + + -- FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0 + if bit32.band(flags, ImGuiColorEditFlags.Float) ~= 0 then + local changed + f[n], changed = ImGui.DragFloat(ids[n], f[n], 1.0 / 255.0, 0.0, hdr and 0.0 or 1.0, fmt_table_float[fmt_idx][n], drag_flags) + value_changed = value_changed or changed + value_changed_as_float = value_changed_as_float or value_changed + else + local changed + i[n], changed = ImGui.DragInt(ids[n], i[n], 1.0, 0, hdr and 0 or 255, fmt_table_int[fmt_idx][n], drag_flags) + value_changed = value_changed or changed + end + + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) + end + end + elseif bit32.band(flags, ImGuiColorEditFlags.DisplayHex) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then + -- RGB Hexadecimal Input + -- TODO: resolve sprintf, sscanf requirement. currently this section creates a lot of temp tables and strings... + local buf, buf_size = nil, 64 + if alpha then + local str = ImFormatString("#%02X%02X%02X%02X", ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255), ImClamp(i[4], 0, 255)) + buf = { string.byte(str, 1, #str) } + buf[#buf + 1] = 0 + else + local str = ImFormatString("#%02X%02X%02X", ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)) + buf = { string.byte(str, 1, #str) } + buf[#buf + 1] = 0 + end + ImGui.SetNextItemWidth(w_inputs) + + if ImGui.InputText("##Text", buf, buf_size, ImGuiInputTextFlags.CharsUppercase) then + value_changed = true + local p = 1 + while buf[p] == 35 or ImCharIsBlankA(buf[p]) do + p = p + 1 + end + i[1], i[2], i[3] = 0, 0, 0 + i[4] = 0xFF + + local r + if alpha then + r = ImStd.sscanf(buf, p, "%02X%02X%02X%02X", i) + else + r = ImStd.sscanf(buf, p, "%02X%02X%02X", i) + end + -- IM_UNUSED(r) + end + + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) + end + end + + local picker_active_window = nil + if bit32.band(flags, ImGuiColorEditFlags.NoSmallPreview) == 0 then + local button_offset_x = (bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0 or style.ColorButtonPosition == ImGuiDir.Left) and 0.0 or (w_inputs + style.ItemInnerSpacing.x) + ImVec2_Copy(window.DC.CursorPos, ImVec2(pos.x + button_offset_x, pos.y)) + + local col_v4 = ImVec4(col[1], col[2], col[3], alpha and col[4] or 1.0) + if ImGui.ColorButton("##ColorButton", col_v4, flags) then + if bit32.band(flags, ImGuiColorEditFlags.NoPicker) == 0 then + -- Store current color and open a picker + ImVec4_Copy(g.ColorPickerRef, col_v4) + ImGui.OpenPopup("picker") + ImGui.SetNextWindowPos(g.LastItemData.Rect:GetBL() + ImVec2(0.0, style.ItemSpacing.y)) + end + end + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) + end + + if ImGui.BeginPopup("picker") then + if g.CurrentWindow.BeginCount == 1 then + picker_active_window = g.CurrentWindow + if label ~= "" and label_display_end > 1 then + ImGui.TextEx(label, label_display_end) + ImGui.Spacing() + end + local picker_flags_to_forward = bit32.bor(ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaBar) + local picker_flags = bit32.bor(bit32.band(flags_untouched, picker_flags_to_forward), ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.NoLabel, ImGuiColorEditFlags.AlphaPreviewHalf) + ImGui.SetNextItemWidth(square_sz * 12.0) -- Use 256 + bar sizes? + value_changed = value_changed or ImGui.ColorPicker4("##picker", col, picker_flags, g.ColorPickerRef) + end + ImGui.EndPopup() + end + end + + if label ~= "" and label_display_end > 1 and bit32.band(flags, ImGuiColorEditFlags.NoLabel) == 0 then + -- Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + -- but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this + ImGui.SameLine(0.0, style.ItemInnerSpacing.x) + window.DC.CursorPos.x = pos.x + ((bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0) and w_button or (w_full + style.ItemInnerSpacing.x)) + ImGui.TextEx(label, label_display_end) + end + + -- Convert back + if value_changed and picker_active_window == nil then + if not value_changed_as_float then + for n = 1, 4 do + f[n] = i[n] / 255.0 + end + end + if bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then + g.ColorEditSavedHue = f[1] + g.ColorEditSavedSat = f[2] + f[1], f[2], f[3] = ImGui.ColorConvertHSVtoRGB(f[1], f[2], f[3]) + g.ColorEditSavedID = g.ColorEditCurrentID + g.ColorEditSavedColor = ImGui.ColorConvertFloat4ToU32(ImVec4(f[1], f[2], f[3], 0)) + end + if bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then + f[1], f[2], f[3] = ImGui.ColorConvertRGBtoHSV(f[1], f[2], f[3]) + end + + col[1] = f[1] + col[2] = f[2] + col[3] = f[3] + if alpha then + col[4] = f[4] + end + end + + if set_current_color_edit_id then + g.ColorEditCurrentID = 0 + end + ImGui.PopID() + ImGui.EndGroup() + + -- Drag and Drop Target + -- TODO: + + -- When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4() + if picker_active_window and g.ActiveId ~= 0 and g.ActiveIdWindow == picker_active_window then + g.LastItemData.ID = g.ActiveId + end + + if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId + ImGui.MarkItemEdited(g.LastItemData.ID) + end + + return value_changed +end + +end + +--- @param label string +--- @param col [float, float, float] +--- @param flags? ImGuiColorEditFlags +function ImGui.ColorEdit3(label, col, flags) + if flags == nil then flags = 0 end + + return ImGui.ColorEdit4(label, col, bit32.bor(flags, ImGuiColorEditFlags.NoAlpha)) +end + +-- Helper for ColorPicker4() +--- @param draw_list ImDrawList +--- @param pos ImVec2 +--- @param half_sz ImVec2 +--- @param bar_w float +--- @param alpha float +local function RenderArrowsForVerticalBar(draw_list, pos, half_sz, bar_w, alpha) + local alpha8 = IM_F32_TO_INT8_SAT(alpha) + ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir.Right, IM_COL32(0, 0, 0, alpha8)) + ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir.Right, IM_COL32(255, 255, 255, alpha8)) + ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir.Left, IM_COL32(0, 0, 0, alpha8)) + ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir.Left, IM_COL32(255, 255, 255, alpha8)) +end + +do --[[ColorPicker4]] + +local backup_initial_col = {0, 0, 0, 0} + +--- @param label string +--- @param col float[] +--- @param flags ImGuiColorEditFlags +--- @param ref_col? float[] +function ImGui.ColorPicker4(label, col, flags, ref_col) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local draw_list = window.DrawList + local g = GImGui + local style = g.Style + local io = g.IO + + local width = ImGui.CalcItemWidth() + local is_readonly = bit32.band(bit32.bor(g.NextItemData.ItemFlagsSet, g.CurrentItemFlags), ImGuiItemFlags.ReadOnly) ~= 0 + g.NextItemData:ClearFlags() + + ImGui.PushID(label) + local set_current_color_edit_id = (g.ColorEditCurrentID == 0) + if set_current_color_edit_id then + g.ColorEditCurrentID = window.IDStack:back() + end + ImGui.BeginGroup() + + if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then + flags = bit32.bor(flags, ImGuiColorEditFlags.NoSmallPreview) + end + + -- Context menu: display and store options. + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + ImGui.ColorPickerOptionsPopup(col, flags) + end + + -- Read stored options + if bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 then + local picker_flags = bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.PickerMask_) + if picker_flags ~= 0 then + flags = bit32.bor(flags, picker_flags) + else + flags = bit32.bor(flags, bit32.band(ImGuiColorEditFlags.DefaultOptions_, ImGuiColorEditFlags.PickerMask_)) + end + end + if bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then + local input_flags = bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.InputMask_) + if input_flags ~= 0 then + flags = bit32.bor(flags, input_flags) + else + flags = bit32.bor(flags, bit32.band(ImGuiColorEditFlags.DefaultOptions_, ImGuiColorEditFlags.InputMask_)) + end + end + IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.PickerMask_))) -- Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.InputMask_))) -- Check that only 1 is selected + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.AlphaBar)) + end + + -- Setup + local components = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 3 or 4 + local alpha_bar = (bit32.band(flags, ImGuiColorEditFlags.AlphaBar) ~= 0) and (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0) + local picker_pos = ImVec2() + ImVec2_Copy(picker_pos, window.DC.CursorPos) + local square_sz = ImGui.GetFrameHeight() + local bars_width = square_sz -- Arbitrary smallish width of Hue/Alpha picking bars + local sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar and 2 or 1) * (bars_width + style.ItemInnerSpacing.x)) -- Saturation/Value picking box + local bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x + local bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x + local bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20) + + backup_initial_col[1], backup_initial_col[2], backup_initial_col[3], backup_initial_col[4] = col[1], col[2], col[3], col[4] + + local wheel_thickness = sv_picker_size * 0.08 + local wheel_r_outer = sv_picker_size * 0.50 + local wheel_r_inner = wheel_r_outer - wheel_thickness + local wheel_center = ImVec2(picker_pos.x + (sv_picker_size + bars_width) * 0.5, picker_pos.y + sv_picker_size * 0.5) + + -- Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + local triangle_rotate = bit32.band(flags, ImGuiColorEditFlags.PickerNoRotate) == 0 + local triangle_r = wheel_r_inner - math.floor(sv_picker_size * 0.027) + local triangle_pa, triangle_pb, triangle_pc + if triangle_rotate then triangle_pa = ImVec2( triangle_r, 0.0) else triangle_pa = ImVec2( triangle_r * 0.866, triangle_r * 0.5) end -- Hue point + if triangle_rotate then triangle_pb = ImVec2(triangle_r * -0.5, triangle_r * -0.866) else triangle_pb = ImVec2( 0.0, -triangle_r) end -- Black point + if triangle_rotate then triangle_pc = ImVec2(triangle_r * -0.5, triangle_r * 0.866) else triangle_pc = ImVec2(triangle_r * -0.866, triangle_r * 0.5) end -- White point + + local H = col[1]; local S = col[2]; local V = col[3] + local R = col[1]; local G = col[2]; local B = col[3] + if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then + -- Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + H, S, V = ImGui.ColorConvertRGBtoHSV(R, G, B) + H, S, V = ColorEditRestoreHS(col, H, S, V) + elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then + R, G, B = ImGui.ColorConvertHSVtoRGB(H, S, V) + end + + local value_changed = false; local value_changed_h = false; local value_changed_sv = false + + ImGui.PushItemFlag(ImGuiItemFlags.NoNav, true) + if bit32.band(flags, ImGuiColorEditFlags.PickerHueWheel) ~= 0 then + -- Hue wheel + SV triangle logic + ImGui.InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)) + if ImGui.IsItemActive() and not is_readonly then + local initial_off = g.IO.MouseClickedPos[0] - wheel_center + local current_off = g.IO.MousePos - wheel_center + local initial_dist2 = ImLengthSqr(initial_off) + + if initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) and initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1) then + -- Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5 + if H < 0.0 then + H = H + 1.0 + end + value_changed = true + value_changed_h = true + end + + local cos_hue_angle = triangle_rotate and ImCos(-H * 2.0 * IM_PI) or 1.0 + local sin_hue_angle = triangle_rotate and ImSin(-H * 2.0 * IM_PI) or 0.0 + + if ImStd.ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)) then + -- Interacting with SV triangle + local current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle) + if not ImStd.ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated) then + current_off_unrotated = ImStd.ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated) + end + local uu, vv, ww + uu, vv, ww = ImStd.ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated) + V = ImClamp(1.0 - vv, 0.0001, 1.0) + S = ImClamp(uu / V, 0.0001, 1.0) + value_changed = true + value_changed_sv = true + end + end + + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) + end + elseif bit32.band(flags, ImGuiColorEditFlags.PickerHueBar) ~= 0 then + -- SV rectangle logic + ImGui.InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)) + if ImGui.IsItemActive() and not is_readonly then + S = ImSaturate((io.MousePos.x - picker_pos.x) / ImMax(sv_picker_size - 1, 0.0001)) + V = 1.0 - ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001)) + H = ColorEditRestoreH(col, H) -- Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = true + value_changed_sv = true + end + + if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then + ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) + end + + -- Hue bar logic + ImGui.SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)) + ImGui.InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)) + if ImGui.IsItemActive() and not is_readonly then + H = ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001)) + value_changed = true + value_changed_h = true + end + end + + -- Alpha bar logic + if alpha_bar then + ImGui.SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)) + ImGui.InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)) + if ImGui.IsItemActive() then + col[4] = 1.0 - ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001)) + value_changed = true + end + end + ImGui.PopItemFlag() + + if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then + ImGui.SameLine(0, style.ItemInnerSpacing.x) + ImGui.BeginGroup() + end + + if bit32.band(flags, ImGuiColorEditFlags.NoLabel) == 0 then + local label_display_end = ImGui.FindRenderedTextEnd(label) + if label ~= "" and label_display_end > 1 then + if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) ~= 0 then + ImGui.SameLine(0, style.ItemInnerSpacing.x) + end + ImGui.TextEx(label, label_display_end) + end + end + + if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then + ImGui.PushItemFlag(ImGuiItemFlags.NoNavDefaultFocus, true) + local col_v4 = ImVec4(col[1], col[2], col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col[4]) + + if bit32.band(flags, ImGuiColorEditFlags.NoLabel) ~= 0 then + ImGui.Text("Current") + end + + local sub_flags_to_forward = bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.AlphaMask_, ImGuiColorEditFlags.NoTooltip) + + ImGui.ColorButton("##current", col_v4, bit32.band(flags, sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)) + + if ref_col ~= nil then + ImGui.Text("Original") + local ref_col_v4 = ImVec4(ref_col[1], ref_col[2], ref_col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or ref_col[4]) + if ImGui.ColorButton("##original", ref_col_v4, bit32.band(flags, sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)) then + for i = 1, components do + col[i] = ref_col[i] + end + value_changed = true + end + end + + ImGui.PopItemFlag() + ImGui.EndGroup() + end + + -- Convert back color to RGB + if value_changed_h or value_changed_sv then + if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then + col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, S, V) -- Lua 1-based indexing + g.ColorEditSavedHue = H + g.ColorEditSavedSat = S + g.ColorEditSavedID = g.ColorEditCurrentID + g.ColorEditSavedColor = ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) + elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then + col[1] = H + col[2] = S + col[3] = V + end + end + + -- R,G,B and H,S,V slider color editor + local value_changed_fix_hue_wrap = false + if bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then + ImGui.PushItemWidth((alpha_bar and bar1_pos_x or bar0_pos_x) + bars_width - picker_pos.x) + + local sub_flags_to_forward = bit32.bor(ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.AlphaMask_, ImGuiColorEditFlags.NoOptions, ImGuiColorEditFlags.NoTooltip, ImGuiColorEditFlags.NoSmallPreview) + local sub_flags = bit32.bor(bit32.band(flags, sub_flags_to_forward), ImGuiColorEditFlags.NoPicker) + + if bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then + if ImGui.ColorEdit4("##rgb", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayRGB)) then + -- FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + -- For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId ~= 0 and not g.ActiveIdAllowOverlap) + value_changed = true + end + end + + if bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then + if ImGui.ColorEdit4("##hsv", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayHSV)) then + value_changed = true + end + end + + if bit32.band(flags, ImGuiColorEditFlags.DisplayHex) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then + if ImGui.ColorEdit4("##hex", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayHex)) then + value_changed = true + end + end + + ImGui.PopItemWidth() + end + + -- Try to cancel hue wrap (after ColorEdit4 call), if any + if value_changed_fix_hue_wrap and bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then + local new_H, new_S, new_V = ImGui.ColorConvertRGBtoHSV(col[1], col[2], col[3]) -- Lua 1-based indexing + + if new_H <= 0 and H > 0 then + if new_V <= 0 and V ~= new_V then + col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, S, (new_V <= 0) and (V * 0.5) or new_V) + elseif new_S <= 0 then + col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, (new_S <= 0) and (S * 0.5) or new_S, new_V) + end + end + end + + if value_changed then + if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then + R = col[1] + G = col[2] + B = col[3] + H, S, V = ImGui.ColorConvertRGBtoHSV(R, G, B) + H, S, V = ColorEditRestoreHS(col, H, S, V) -- Fix local Hue as display below will use it immediately. + elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then + H = col[1] + S = col[2] + V = col[3] + R, G, B = ImGui.ColorConvertHSVtoRGB(H, S, V) + end + end + + local style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha) + local col_black = IM_COL32(0, 0, 0, style_alpha8) + local col_white = IM_COL32(255, 255, 255, style_alpha8) + local col_midgrey = IM_COL32(128, 128, 128, style_alpha8) + local col_hues = { IM_COL32(255, 0, 0, style_alpha8), IM_COL32(255, 255, 0, style_alpha8), IM_COL32(0, 255, 0, style_alpha8), IM_COL32(0, 255, 255, style_alpha8), IM_COL32(0, 0, 255, style_alpha8), IM_COL32(255, 0, 255, style_alpha8), IM_COL32(255, 0, 0, style_alpha8) } + + local hue_color_f = ImVec4(1, 1, 1, style.Alpha) + hue_color_f.x, hue_color_f.y, hue_color_f.z = ImGui.ColorConvertHSVtoRGB(H, 1, 1) + local hue_color32 = ImGui.ColorConvertFloat4ToU32(hue_color_f) + local user_col32_striped_of_alpha = ImGui.ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)) -- Important: this is still including the main rendering/style alpha!! + + local sv_cursor_pos = ImVec2() + + if bit32.band(flags, ImGuiColorEditFlags.PickerHueWheel) ~= 0 then + -- Render Hue Wheel + local aeps = 0.5 / wheel_r_outer -- Half a pixel arc length in radians (2pi cancels out). + local segment_per_arc = ImMax(4, math.floor(wheel_r_outer / 12)) + + for n = 1, 6 do + local a0 = (n - 1) / 6.0 * 2.0 * IM_PI - aeps + local a1 = n / 6.0 * 2.0 * IM_PI + aeps + local vert_start_idx = draw_list.VtxBuffer.Size + 1 + + draw_list:PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer) * 0.5, a0, a1, segment_per_arc) + draw_list:PathStroke(col_white, wheel_thickness) + + local vert_end_idx = draw_list.VtxBuffer.Size + 1 + + -- Paint colors over existing vertices + local gradient_p0 = ImVec2(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner) + local gradient_p1 = ImVec2(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner) + ImGui.ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]) + end + + -- Render Cursor + preview on Hue Wheel + local cos_hue_angle = ImCos(H * 2.0 * IM_PI) + local sin_hue_angle = ImSin(H * 2.0 * IM_PI) + + local hue_cursor_pos = ImVec2(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5) + + local hue_cursor_rad = value_changed_h and (wheel_thickness * 0.65) or (wheel_thickness * 0.55) + local hue_cursor_segments = draw_list:_CalcCircleAutoSegmentCount(hue_cursor_rad) -- Lock segment count so the +1 one matches others. + + draw_list:AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments) + draw_list:AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments) + draw_list:AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments) + + if triangle_rotate == false then + cos_hue_angle = 1.0 + sin_hue_angle = 0.0 + end + + -- Render SV triangle (rotated according to hue) + local tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle) + local trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle) + local trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle) + + local uv_white = ImGui.GetFontTexUvWhitePixel() + draw_list:PrimReserve(3, 3) + draw_list:PrimVtx(tra, uv_white, hue_color32) + draw_list:PrimVtx(trb, uv_white, col_black) + draw_list:PrimVtx(trc, uv_white, col_white) + draw_list:AddTriangle(tra, trb, trc, col_midgrey, 1.5) + + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)) + elseif bit32.band(flags, ImGuiColorEditFlags.PickerHueBar) ~= 0 then + -- Render SV Square + draw_list:AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white) + draw_list:AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black) + ImGui.RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0) + + -- Sneakily prevent the circle to stick out too much + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2) + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2) + + -- Render Hue Bar + for i = 1, 6 do + draw_list:AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + (i - 1) * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + i * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]) + end + + local bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size) + ImGui.RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0) + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha) + end + + -- Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + local sv_cursor_rad = value_changed_sv and (wheel_thickness * 0.55) or (wheel_thickness * 0.40) + local sv_cursor_segments = draw_list:_CalcCircleAutoSegmentCount(sv_cursor_rad) -- Lock segment count so the +1 one matches others. + draw_list:AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments) + draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments) + draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments) + + -- Render alpha bar + if alpha_bar then + local alpha = ImSaturate(col[4]) + local bar1_bb = ImRect(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size) + ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb:GetWidth() / 2.0, ImVec2(0.0, 0.0)) + draw_list:AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK)), bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK))) + + local bar1_line_y = IM_ROUND(picker_pos.y + (1.0 - alpha) * sv_picker_size) + ImGui.RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0) + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha) + end + + ImGui.EndGroup() + + if value_changed then + for i = 1, components do + if backup_initial_col[i] ~= col[i] then + break + end + if i == components then + value_changed = false + end + end + end + + if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId + ImGui.MarkItemEdited(g.LastItemData.ID) + end + + if set_current_color_edit_id then + g.ColorEditCurrentID = 0 + end + + ImGui.PopID() + + return value_changed +end + +end + +--- @param desc_id string +--- @param col ImVec4 +--- @param flags? ImGuiColorEditFlags +--- @param size_arg? ImVec2 +function ImGui.ColorButton(desc_id, col, flags, size_arg) + if flags == nil then flags = 0 end + if size_arg == nil then size_arg = ImVec2(0, 0) end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local id = window:GetID(desc_id) + local default_size = ImGui.GetFrameHeight() + local size = ImVec2(size_arg.x == 0.0 and default_size or size_arg.x, size_arg.y == 0.0 and default_size or size_arg.y) + local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) + ImGui.ItemSize(bb, (size.y >= default_size) and g.Style.FramePadding.y or 0.0) + if not ImGui.ItemAdd(bb, id) then + return false + end + + local pressed, hovered, _ = ImGui.ButtonBehavior(bb, id) + + if bit32.band(flags, bit32.bor(ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaOpaque)) ~= 0 then + flags = bit32.band(flags, bit32.bnot(bit32.bor(ImGuiColorEditFlags.AlphaNoBg, ImGuiColorEditFlags.AlphaPreviewHalf))) + end + + local col_rgb = ImVec4(col.x, col.y, col.z, col.w) + if bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then + col_rgb.x, col_rgb.y, col_rgb.z = ImGui.ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z) + end + + local col_rgb_without_alpha = ImVec4(col_rgb.x, col_rgb.y, col_rgb.z, 1.0) + local grid_step = ImMin(size.x, size.y) / 2.99 + local rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5) + local bb_inner = ImRect() + ImRect_Copy(bb_inner, bb) + local off = 0.0 + if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then + off = -0.75 + bb_inner:Expand(off) + end + if bit32.band(flags, ImGuiColorEditFlags.AlphaPreviewHalf) ~= 0 and col_rgb.w < 1.0 then + local mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5) + if bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then + ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags.RoundCornersRight) + else + window.DrawList:AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), rounding, ImDrawFlags.RoundCornersRight) + end + window.DrawList:AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), ImGui.GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags.RoundCornersLeft) + else + local col_source = (bit32.band(flags, ImGuiColorEditFlags.AlphaOpaque) ~= 0) and col_rgb_without_alpha or col_rgb + if col_source.w < 1.0 and bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then + ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, bb_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), grid_step, ImVec2(off, off), rounding) + else + window.DrawList:AddRectFilled(bb_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), rounding) + end + end + ImGui.RenderNavCursor(bb, id) + if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then + if g.Style.FrameBorderSize > 0.0 then + ImGui.RenderFrameBorder(bb.Min, bb.Max, rounding) + else + window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), rounding) + end + end + + -- Drag and Drop Source + -- NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + -- if g.ActiveId == id and bit32.band(flags, ImGuiColorEditFlags.NoDragDrop) == 0 and ImGui.BeginDragDropSource() then + -- if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then + -- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, col_rgb, ImGuiCond.Once) + -- else + -- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, col_rgb, ImGuiCond.Once) + -- end + -- ImGui.ColorButton(desc_id, col, flags) + -- ImGui.SameLine() + -- ImGui.TextEx("Color") + -- ImGui.EndDragDropSource() + -- end + + -- Tooltip + if bit32.band(flags, ImGuiColorEditFlags.NoTooltip) == 0 and hovered and ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then + ImGui.ColorTooltip(desc_id, col, bit32.band(flags, bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.AlphaMask_))) + end + + return pressed +end + +--- @param text? string +--- @param col ImVec4 +--- @param flags ImGuiColorEditFlags +function ImGui.ColorTooltip(text, col, flags) + local g = GImGui + + if not ImGui.BeginTooltipEx(ImGuiTooltipFlags.OverridePrevious, ImGuiWindowFlags.None) then + return + end + + local text_end = text and ImGui.FindRenderedTextEnd(text, nil) or 1 + if text_end > 1 then + --- @cast text string + ImGui.TextEx(text, text_end) + ImGui.Separator() + end + + local sz = ImVec2(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2) + local cf = ImVec4(col.x, col.y, col.z, (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col.w) + local cr = IM_F32_TO_INT8_SAT(col.x) + local cg = IM_F32_TO_INT8_SAT(col.y) + local cb = IM_F32_TO_INT8_SAT(col.z) + local ca = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 255 or IM_F32_TO_INT8_SAT(col.w) + + local flags_to_forward = bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.AlphaMask_) + ImGui.ColorButton("##preview", cf, bit32.bor(bit32.band(flags, flags_to_forward), ImGuiColorEditFlags.NoTooltip), sz) + ImGui.SameLine() + + if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then + if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then + ImGui.Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col.x, col.y, col.z) + else + ImGui.Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col.x, col.y, col.z, col.w) + end + elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then + if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then + ImGui.Text("H: %.3f, S: %.3f, V: %.3f", col.x, col.y, col.z) + else + ImGui.Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col.x, col.y, col.z, col.w) + end + end + + ImGui.EndTooltip() +end + +--- @param col float[] +--- @param flags ImGuiColorEditFlags +function ImGui.ColorEditOptionsPopup(col, flags) + local allow_opt_inputs = bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 + local allow_opt_datatype = bit32.band(flags, ImGuiColorEditFlags.DataTypeMask_) == 0 + + if (not allow_opt_inputs and not allow_opt_datatype) or not ImGui.BeginPopup("context") then + return + end + + local g = GImGui + ImGui.PushItemFlag(ImGuiItemFlags.NoMarkEdited, true) + local opts = g.IO.ConfigColorEditFlags + if allow_opt_inputs then + if ImGui.RadioButtonEx("RGB", bit32.band(opts, ImGuiColorEditFlags.DisplayRGB) ~= 0) then + opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayRGB) + end + if ImGui.RadioButtonEx("HSV", bit32.band(opts, ImGuiColorEditFlags.DisplayHSV) ~= 0) then + opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayHSV) + end + if ImGui.RadioButtonEx("Hex", bit32.band(opts, ImGuiColorEditFlags.DisplayHex) ~= 0) then + opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayHex) + end + end + if allow_opt_datatype then + if allow_opt_inputs then ImGui.Separator() end + if ImGui.RadioButtonEx("0..255", bit32.band(opts, ImGuiColorEditFlags.Uint8) ~= 0) then + opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DataTypeMask_)), ImGuiColorEditFlags.Uint8) + end + if ImGui.RadioButtonEx("0.00..1.00", bit32.band(opts, ImGuiColorEditFlags.Float) ~= 0) then + opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DataTypeMask_)), ImGuiColorEditFlags.Float) + end + end + + if allow_opt_inputs or allow_opt_datatype then + ImGui.Separator() + end + if ImGui.Button("Copy as..", ImVec2(-1, 0)) then + ImGui.OpenPopup("Copy") + end + if ImGui.BeginPopup("Copy") then + local cr = IM_F32_TO_INT8_SAT(col[1]) + local cg = IM_F32_TO_INT8_SAT(col[2]) + local cb = IM_F32_TO_INT8_SAT(col[3]) + local ca = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 255 or IM_F32_TO_INT8_SAT(col[4]) + + local buf1 = ImFormatString("(%.3ff, %.3ff, %.3ff, %.3ff)", col[1], col[2], col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col[4]) + if ImGui.Selectable(buf1) then + ImGui.SetClipboardText(buf1) + end + + local buf2 = ImFormatString("(%d,%d,%d,%d)", cr, cg, cb, ca) + if ImGui.Selectable(buf2) then + ImGui.SetClipboardText(buf2) + end + + local buf3 = ImFormatString("#%02X%02X%02X", cr, cg, cb) + if ImGui.Selectable(buf3) then + ImGui.SetClipboardText(buf3) + end + + if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0 then + local buf4 = ImFormatString("#%02X%02X%02X%02X", cr, cg, cb, ca) + if ImGui.Selectable(buf4) then + ImGui.SetClipboardText(buf4) + end + end + + ImGui.EndPopup() + end + + g.IO.ConfigColorEditFlags = opts + ImGui.PopItemFlag() + ImGui.EndPopup() +end + +--- @param ref_col float[] +--- @param flags ImGuiColorEditFlags +function ImGui.ColorPickerOptionsPopup(ref_col, flags) + local allow_opt_picker = bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 + local allow_opt_alpha_bar = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0) and (bit32.band(flags, ImGuiColorEditFlags.AlphaBar) == 0) + + if (not allow_opt_picker and not allow_opt_alpha_bar) or not ImGui.BeginPopup("context") then + return + end + + local g = GImGui + ImGui.PushItemFlag(ImGuiItemFlags.NoMarkEdited, true) + if allow_opt_picker then + local picker_size = ImVec2(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui.GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0)) -- FIXME: Picker size copied from main picker function + ImGui.PushItemWidth(picker_size.x) + for picker_type = 0, 1 do + if picker_type > 0 then + ImGui.Separator() + end + ImGui.PushID(picker_type) + local picker_flags = bit32.bor(ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoOptions, ImGuiColorEditFlags.NoLabel, ImGuiColorEditFlags.NoSidePreview, bit32.band(flags, ImGuiColorEditFlags.NoAlpha)) + if picker_type == 0 then + picker_flags = bit32.bor(picker_flags, ImGuiColorEditFlags.PickerHueBar) + end + if picker_type == 1 then + picker_flags = bit32.bor(picker_flags, ImGuiColorEditFlags.PickerHueWheel) + end + local backup_pos = ImGui.GetCursorScreenPos() + -- By default, Selectable() is closing popup + if ImGui.Selectable("##selectable", false, 0, picker_size) then + g.IO.ConfigColorEditFlags = bit32.bor(bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(ImGuiColorEditFlags.PickerMask_)), bit32.band(picker_flags, ImGuiColorEditFlags.PickerMask_)) + end + ImGui.SetCursorScreenPos(backup_pos) + local previewing_ref_col = ImVec4() + for i = 1, (bit32.band(picker_flags, ImGuiColorEditFlags.NoAlpha) ~= 0 and 3 or 4) do + previewing_ref_col[i] = ref_col[i] + end + ImGui.ColorPicker4("##previewing_picker", previewing_ref_col, picker_flags) + ImGui.PopID() + end + ImGui.PopItemWidth() + end + if allow_opt_alpha_bar then + if allow_opt_picker then + ImGui.Separator() + end + _, g.IO.ConfigColorEditFlags = ImGui.CheckboxFlags("Alpha Bar", g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.AlphaBar) + end + ImGui.PopItemFlag() + ImGui.EndPopup() +end + +---------------------------------------------------------------- +-- [SECTION] TREES +---------------------------------------------------------------- + +--- @param label string +function ImGui.TreeNode(label) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + local id = window:GetID(label) + return ImGui.TreeNodeBehavior(id, ImGuiTreeNodeFlags.None, label, nil) +end + +--- @param storage_id ImGuiID +function ImGui.TreeNodeGetOpen(storage_id) + local g = GImGui + local storage = g.CurrentWindow.DC.StateStorage + return (storage[storage_id]) and true or false +end + +--- @param storage_id ImGuiID +--- @param is_open bool +function ImGui.TreeNodeSetOpen(storage_id, is_open) + local g = GImGui + local storage = g.CurrentWindow.DC.StateStorage + storage[storage_id] = is_open +end + +--- @param storage_id ImGuiID +--- @param flags ImGuiTreeNodeFlags +function ImGui.TreeNodeUpdateNextOpen(storage_id, flags) + if bit32.band(flags, ImGuiTreeNodeFlags.Leaf) ~= 0 then + return true + end + + local g = GImGui + local window = g.CurrentWindow + local storage = window.DC.StateStorage + + local is_open + if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasOpen) ~= 0 then + if bit32.band(g.NextItemData.OpenCond, ImGuiCond.Always) ~= 0 then + is_open = g.NextItemData.OpenVal + ImGui.TreeNodeSetOpen(storage_id, is_open) + else + local stored_value = storage[storage_id] + if stored_value == nil then + is_open = g.NextItemData.OpenVal + ImGui.TreeNodeSetOpen(storage_id, is_open) + else + is_open = stored_value ~= 0 + end + end + else + is_open = (storage[storage_id] == nil) and (bit32.band(flags, ImGuiTreeNodeFlags.DefaultOpen) ~= 0) or storage[storage_id] + end + + if g.LogEnabled and bit32.band(flags, ImGuiTreeNodeFlags.NoAutoOpenOnLog) == 0 and (window.DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand then + is_open = true + end + + return is_open +end + +--- @param flags ImGuiTreeNodeFlags +--- @param x1 float +local function TreeNodeStoreStackData(flags, x1) + local g = GImGui + local window = g.CurrentWindow + + g.TreeNodeStack:resize(g.TreeNodeStack.Size + 1) + local tree_node_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] + tree_node_data.ID = g.LastItemData.ID + tree_node_data.TreeFlags = flags + tree_node_data.ItemFlags = g.LastItemData.ItemFlags + ImRect_Copy(tree_node_data.NavRect, g.LastItemData.NavRect) + + local draw_lines = bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes)) ~= 0 + tree_node_data.DrawLinesX1 = draw_lines and (x1 + g.FontSize * 0.5 + g.Style.FramePadding.x) or FLT_MAX + tree_node_data.DrawLinesTableColumn = (draw_lines and g.CurrentTable) and g.CurrentTable.CurrentColumn or -1 + tree_node_data.DrawLinesToNodesY2 = -FLT_MAX + window.DC.TreeHasStackDataDepthMask = window.DC.TreeHasStackDataDepthMask or bit32.lshift(1, window.DC.TreeDepth) + if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesToNodes) ~= 0 then + window.DC.TreeRecordsClippedNodesY2Mask = window.DC.TreeRecordsClippedNodesY2Mask or bit32.lshift(1, window.DC.TreeDepth) + end +end + +--- @param id ImGuiID +--- @param flags ImGuiTreeNodeFlags +--- @param label string +--- @param label_end? int +function ImGui.TreeNodeBehavior(id, flags, label, label_end) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local style = g.Style + + local display_frame = bit32.band(flags, ImGuiTreeNodeFlags.Framed) ~= 0 + local use_frame_padding = display_frame or (bit32.band(flags, ImGuiTreeNodeFlags.FramePadding) ~= 0) + local padding + if use_frame_padding then + padding = style.FramePadding + else + padding = ImVec2(style.FramePadding.x, ImMin(window.DC.CurrLineTextBaseOffset, style.FramePadding.y)) + end + + if label_end == nil then + label_end = ImGui.FindRenderedTextEnd(label) + end + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local text_offset_x = g.FontSize + (display_frame and (padding.x * 3) or (padding.x * 2)) + local text_offset_y = use_frame_padding and ImMax(style.FramePadding.y, window.DC.CurrLineTextBaseOffset) or window.DC.CurrLineTextBaseOffset + local text_width = g.FontSize + label_size.x + padding.x * 2 + + local frame_height = label_size.y + padding.y * 2 + local span_all_columns = bit32.band(flags, ImGuiTreeNodeFlags.SpanAllColumns) ~= 0 and (g.CurrentTable ~= nil) + local span_all_columns_label = bit32.band(flags, ImGuiTreeNodeFlags.LabelSpanAllColumns) ~= 0 and (g.CurrentTable ~= nil) + local frame_bb = ImRect() + frame_bb.Min.x = span_all_columns and window.ParentWorkRect.Min.x or (bit32.band(flags, ImGuiTreeNodeFlags.SpanFullWidth) ~= 0 and window.WorkRect.Min.x or window.DC.CursorPos.x) + frame_bb.Min.y = window.DC.CursorPos.y + (text_offset_y - padding.y) + frame_bb.Max.x = span_all_columns and window.ParentWorkRect.Max.x or (bit32.band(flags, ImGuiTreeNodeFlags.SpanLabelWidth) ~= 0 and window.DC.CursorPos.x + text_width + padding.x or window.WorkRect.Max.x) + frame_bb.Max.y = window.DC.CursorPos.y + (text_offset_y - padding.y) + frame_height + if display_frame then + local outer_extend = IM_TRUNC(window.WindowPadding.x * 0.5) + frame_bb.Min.x = frame_bb.Min.x - outer_extend + frame_bb.Max.x = frame_bb.Max.x + outer_extend + end + + local text_pos = ImVec2(window.DC.CursorPos.x + text_offset_x, window.DC.CursorPos.y + text_offset_y) + ImGui.ItemSize(ImVec2(text_width, frame_height), padding.y) + + local interact_bb = ImRect() + ImRect_Copy(interact_bb, frame_bb) + if bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.Framed, ImGuiTreeNodeFlags.SpanAvailWidth, ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.SpanLabelWidth, ImGuiTreeNodeFlags.SpanAllColumns)) == 0 then + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0 and (style.ItemSpacing.x * 2.0) or 0.0) + end + + local storage_id = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasStorageID) ~= 0) and g.NextItemData.StorageId or id + local is_open = ImGui.TreeNodeUpdateNextOpen(storage_id, flags) + + local is_visible + if span_all_columns or span_all_columns_label then + local backup_clip_rect_min_x = window.ClipRect.Min.x + local backup_clip_rect_max_x = window.ClipRect.Max.x + window.ClipRect.Min.x = window.ParentWorkRect.Min.x + window.ClipRect.Max.x = window.ParentWorkRect.Max.x + is_visible = ImGui.ItemAdd(interact_bb, id) + window.ClipRect.Min.x = backup_clip_rect_min_x + window.ClipRect.Max.x = backup_clip_rect_max_x + else + is_visible = ImGui.ItemAdd(interact_bb, id) + end + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDisplayRect) + ImRect_Copy(g.LastItemData.DisplayRect, frame_bb) + + local store_tree_node_stack_data = false + if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesMask_) == 0 then + flags = bit32.bor(flags, g.Style.TreeLinesFlags) + end + local draw_tree_lines = (bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes)) ~= 0) and (frame_bb.Min.y < window.ClipRect.Max.y) and (g.Style.TreeLinesSize > 0.0) + if bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then + store_tree_node_stack_data = draw_tree_lines + if bit32.band(flags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) ~= 0 and not g.NavIdIsAlive then + if g.NavMoveDir == ImGuiDir.Left and g.NavWindow == window and ImGui.NavMoveRequestButNoResultYet() then + store_tree_node_stack_data = true + end + end + end + + local is_leaf = bit32.band(flags, ImGuiTreeNodeFlags.Leaf) ~= 0 + if not is_visible then + if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesToNodes) ~= 0 and bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.lshift(1, (window.DC.TreeDepth - 1))) ~= 0 then + local parent_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] + parent_data.DrawLinesToNodesY2 = ImMax(parent_data.DrawLinesToNodesY2, window.DC.CursorPos.y) + if frame_bb.Min.y >= window.ClipRect.Max.y then + window.DC.TreeRecordsClippedNodesY2Mask = bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.bnot(bit32.lshift(1, (window.DC.TreeDepth - 1)))) + end + end + if is_open and store_tree_node_stack_data then + ImGui.TreeNodeStoreStackData(flags, text_pos.x - text_offset_x) + end + if is_open and bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then + ImGui.TreePushOverrideID(id) + end + -- IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)) + return is_open + end + + if span_all_columns or span_all_columns_label then + ImGui.TablePushBackgroundChannel() + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect) + ImRect_Copy(g.LastItemData.ClipRect, window.ClipRect) + end + + local button_flags = ImGuiTreeNodeFlags.None + if bit32.band(flags, ImGuiTreeNodeFlags.AllowOverlap) ~= 0 or bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.AllowOverlap) + end + if not is_leaf then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) + end + + local arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x + local arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0) + style.TouchExtraPadding.x + local is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 and g.IO.MousePos.x < arrow_hit_x2) + + local is_multi_select = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0 + if is_multi_select then + flags = bit32.bor(flags, (bit32.band(flags, ImGuiTreeNodeFlags.OpenOnMask_) == 0) and bit32.bor(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick) or ImGuiTreeNodeFlags.OpenOnArrow) + end + + if is_mouse_x_over_arrow then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick) + elseif bit32.band(flags, ImGuiTreeNodeFlags.OpenOnDoubleClick) ~= 0 then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnDoubleClick) + else + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease) + end + if bit32.band(flags, ImGuiTreeNodeFlags.NoNavFocus) ~= 0 then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoNavFocus) + end + + local selected = bit32.band(flags, ImGuiTreeNodeFlags.Selected) ~= 0 + local was_selected = selected + + if is_multi_select then + selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags) + if is_mouse_x_over_arrow then + button_flags = bit32.band(bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick), bit32.bnot(ImGuiButtonFlags.PressedOnClickRelease)) + end + else + if window ~= g.HoveredWindow or not is_mouse_x_over_arrow then + button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoKeyModsAllowed) + end + end + + local pressed, hovered, held = ImGui.ButtonBehavior(interact_bb, id, button_flags) + local toggled = false + if not is_leaf then + if pressed and g.DragDropHoldJustPressedId ~= id then + if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnMask_) == 0 or (g.NavActivateId == id and not is_multi_select) then + toggled = true + end + if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnArrow) ~= 0 then + toggled = toggled or (is_mouse_x_over_arrow and not g.NavHighlightItemUnderNav) + end + if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnDoubleClick) ~= 0 and g.IO.MouseClickedCount[0] == 2 then + toggled = true + end + elseif pressed and g.DragDropHoldJustPressedId == id then + IM_ASSERT(bit32.band(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) ~= 0) + if not is_open then + toggled = true + else + pressed = false + end + end + + if g.NavId == id and g.NavMoveDir == ImGuiDir.Left and is_open then + toggled = true + ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) + ImGui.NavMoveRequestCancel() + end + if g.NavId == id and g.NavMoveDir == ImGuiDir.Right and not is_open then + toggled = true + ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) + ImGui.NavMoveRequestCancel() + end + + if toggled then + is_open = not is_open + window.DC.StateStorage[storage_id] = is_open + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledOpen) + end + end + + if is_multi_select then + local pressed_copy = pressed and not toggled + selected, pressed_copy = ImGui.MultiSelectItemFooter(id, selected, pressed_copy) + if pressed then + ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb) + end + end + + if selected ~= was_selected then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection) + end + + -- Render + do + local text_col = ImGui.GetColorU32(ImGuiCol.Text) + local nav_render_cursor_flags = ImGuiNavRenderCursorFlags.Compact + if is_multi_select then + nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, ImGuiNavRenderCursorFlags.AlwaysDraw) + end + if display_frame then + local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.HeaderActive or (hovered and ImGuiCol.HeaderHovered or ImGuiCol.Header)) + ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding) + ImGui.RenderNavCursor(frame_bb, id, nav_render_cursor_flags) + if span_all_columns and not span_all_columns_label then + ImGui.TablePopBackgroundChannel() + end + if bit32.band(flags, ImGuiTreeNodeFlags.Bullet) ~= 0 then + ImGui.RenderBullet(window.DrawList, ImVec2(text_pos.x - text_offset_x * 0.60, text_pos.y + g.FontSize * 0.5), text_col) + elseif not is_leaf then + ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open and ((bit32.band(flags, ImGuiTreeNodeFlags.UpsideDownArrow) ~= 0) and ImGuiDir.Up or ImGuiDir.Down) or ImGuiDir.Right, 1.0) + else + text_pos.x = text_pos.x - (text_offset_x - padding.x) + end + if bit32.band(flags, ImGuiTreeNodeFlags.ClipLabelForTrailingButton) ~= 0 then + frame_bb.Max.x = frame_bb.Max.x - (g.FontSize + style.FramePadding.x) + end + -- if g.LogEnabled then + -- ImGui.LogSetNextTextDecoration("###", "###") + -- end + else + if hovered or selected then + local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.HeaderActive or (hovered and ImGuiCol.HeaderHovered or ImGuiCol.Header)) + ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false, 0.0) + end + ImGui.RenderNavCursor(frame_bb, id, nav_render_cursor_flags, 0.0) + if span_all_columns and not span_all_columns_label then + ImGui.TablePopBackgroundChannel() + end + if bit32.band(flags, ImGuiTreeNodeFlags.Bullet) ~= 0 then + ImGui.RenderBullet(window.DrawList, ImVec2(text_pos.x - text_offset_x * 0.5, text_pos.y + g.FontSize * 0.5), text_col) + elseif not is_leaf then + ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15), text_col, is_open and ((bit32.band(flags, ImGuiTreeNodeFlags.UpsideDownArrow) ~= 0) and ImGuiDir.Up or ImGuiDir.Down) or ImGuiDir.Right, 0.70) + end + -- if g.LogEnabled then + -- ImGui.LogSetNextTextDecoration(">", nil) + -- end + end + + if draw_tree_lines then + ImGui.TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5)) + end + + if display_frame then + ImGui.RenderTextClipped(text_pos, frame_bb.Max, label, label_end, label_size) + else + ImGui.RenderText(text_pos, label, 1, label_end, false) + end + + if span_all_columns_label then + ImGui.TablePopBackgroundChannel() + end + end + + if is_open and store_tree_node_stack_data then + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x) + end + if is_open and bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then + ImGui.TreePushOverrideID(id) + end + + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open +end + +--- @param target_pos ImVec2 +function ImGui.TreeNodeDrawLineToChildNode(target_pos) + local g = GImGui + local window = g.CurrentWindow + if window.DC.TreeDepth == 0 or bit32.band(window.DC.TreeHasStackDataDepthMask, bit32.lshift(1, window.DC.TreeDepth - 1)) == 0 then + return + end + + local parent_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] + local x1 = ImTrunc(parent_data.DrawLinesX1) + local x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x) + local y = ImTrunc(target_pos.y) + local rounding = (g.Style.TreeLinesRounding > 0.0) and ImMin(x2 - x1, g.Style.TreeLinesRounding) or 0.0 + parent_data.DrawLinesToNodesY2 = ImMax(parent_data.DrawLinesToNodesY2, y - rounding) + if x1 >= x2 then + return + end + if rounding > 0.0 then + x1 = x1 + 0.5 + rounding + window.DrawList:PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3) + if x1 < x2 then + window.DrawList:PathLineTo(ImVec2(x2, y)) + end + window.DrawList:PathStroke(ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize) + else + window.DrawList:AddLineH(x1, x2, y, ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize) + end +end + +--- @param id ImGuiID +function ImGui.TreePushOverrideID(id) + local g = GImGui + local window = g.CurrentWindow + ImGui.Indent() + window.DC.TreeDepth = window.DC.TreeDepth + 1 + ImGui.PushOverrideID(id) +end + +function ImGui.TreePop() + local g = GImGui + local window = g.CurrentWindow + ImGui.Unindent() + + window.DC.TreeDepth = window.DC.TreeDepth - 1 + local tree_depth_mask = bit32.lshift(1, window.DC.TreeDepth) + + if bit32.band(window.DC.TreeHasStackDataDepthMask, tree_depth_mask) ~= 0 then + local data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] + IM_ASSERT(data.ID == window.IDStack:back()) + + if bit32.band(data.TreeFlags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) ~= 0 then + if g.NavIdIsAlive and g.NavMoveDir == ImGuiDir.Left and g.NavWindow == window and ImGui.NavMoveRequestButNoResultYet() then + ImGui.NavMoveRequestResolveWithPastTreeNode(g.NavMoveResultLocal, data) + end + end + + if data.DrawLinesX1 ~= FLT_MAX and window.DC.CursorPos.y >= window.ClipRect.Min.y then + ImGui.TreeNodeDrawLineToTreePop(data) + end + + g.TreeNodeStack:pop_back() + window.DC.TreeHasStackDataDepthMask = bit32.band(window.DC.TreeHasStackDataDepthMask, bit32.bnot(tree_depth_mask)) + window.DC.TreeRecordsClippedNodesY2Mask = bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.bnot(tree_depth_mask)) + end + + IM_ASSERT(window.IDStack.Size > 1) + ImGui.PopID() +end + +--- @param is_open bool +--- @param cond? ImGuiCond +function ImGui.SetNextItemOpen(is_open, cond) + if cond == nil then cond = 0 end + + local g = GImGui + if g.CurrentWindow.SkipItems then + return + end + g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasOpen) + g.NextItemData.OpenVal = is_open + g.NextItemData.OpenCond = (ImU8)((cond ~= 0) and cond or ImGuiCond.Always) +end + +--- @param label string +--- @param flags? ImGuiTreeNodeFlags +function ImGui.CollapsingHeader(label, flags) + if flags == nil then flags = 0 end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + local id = window:GetID(label) + return ImGui.TreeNodeBehavior(id, bit32.bor(flags, ImGuiTreeNodeFlags.CollapsingHeader), label) +end + +---------------------------------------------------------------- +-- [SECTION] SELECTABLE +---------------------------------------------------------------- +-- - Selectable() +---------------------------------------------------------------- + +-- Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +-- But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +-- With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +-- FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +--- @param label string +--- @param selected? bool +--- @param flags? ImGuiSelectableFlags +--- @param size_arg? any +--- @return bool is_pressed +--- @return bool is_selected # Updated `selected` +function ImGui.Selectable(label, selected, flags, size_arg) + if selected == nil then selected = false end + if flags == nil then flags = 0 end + if size_arg == nil then size_arg = ImVec2(0, 0) end + + local window = ImGui.GetCurrentWindow() + if (window.SkipItems) then + return false, selected + end + + local g = GImGui + local style = g.Style + + local id = window:GetID(label) + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + local size = ImVec2((size_arg.x ~= 0.0) and size_arg.x or label_size.x, (size_arg.y ~= 0.0) and size_arg.y or label_size.y) + + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + pos.y = pos.y + window.DC.CurrLineTextBaseOffset + + ImGui.ItemSize(size, 0.0) + + -- Fill horizontal space + -- We don't support (size < 0.0) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + local span_all_columns = bit32.band(flags, ImGuiSelectableFlags.SpanAllColumns) ~= 0 + local min_x = span_all_columns and window.ParentWorkRect.Min.x or pos.x + local max_x = span_all_columns and window.ParentWorkRect.Max.x or window.WorkRect.Max.x + if size_arg.x == 0.0 or bit32.band(flags, ImGuiSelectableFlags.SpanAvailWidth) ~= 0 then + size.x = ImMax(label_size.x, max_x - min_x) + end + + -- Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + -- FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + local bb = ImRect(min_x, pos.y, min_x + size.x, pos.y + size.y) + if bit32.band(flags, ImGuiSelectableFlags.NoPadWithHalfSpacing) == 0 then + local spacing_x = span_all_columns and 0.0 or style.ItemSpacing.x + local spacing_y = style.ItemSpacing.y + local spacing_L = IM_TRUNC(spacing_x * 0.50) + local spacing_U = IM_TRUNC(spacing_y * 0.50) + + bb.Min.x = bb.Min.x - spacing_L + bb.Min.y = bb.Min.y - spacing_U + bb.Max.x = bb.Max.x + (spacing_x - spacing_L) + bb.Max.y = bb.Max.y + (spacing_y - spacing_U) + end + + local disabled_item = bit32.band(flags, ImGuiSelectableFlags.Disabled) ~= 0 + local extra_item_flags = disabled_item and ImGuiItemFlags.Disabled or ImGuiItemFlags.None + + local is_visible + if span_all_columns then + -- Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + local backup_clip_rect_min_x = window.ClipRect.Min.x + local backup_clip_rect_max_x = window.ClipRect.Max.x + + window.ClipRect.Min.x = window.ParentWorkRect.Min.x + window.ClipRect.Max.x = window.ParentWorkRect.Max.x + + is_visible = ImGui.ItemAdd(bb, id, nil, extra_item_flags) + + window.ClipRect.Min.x = backup_clip_rect_min_x + window.ClipRect.Max.x = backup_clip_rect_max_x + else + is_visible = ImGui.ItemAdd(bb, id, nil, extra_item_flags) + end + + local is_multi_select = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0 + + if not is_visible then + if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(bb) then + -- Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false, selected + end + end + + local disabled_global = bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 + + if disabled_item and not disabled_global then + -- Only testing this as an optimization + ImGui.BeginDisabled() + end + + -- FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + -- which would be advantageous since most selectable are not selected. + if span_all_columns then + if g.CurrentTable then + ImGui.TablePushBackgroundChannel() + elseif window.DC.CurrentColumns then + ImGui.PushColumnsBackground() + end + + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect) + ImRect_Copy(g.LastItemData.ClipRect, window.ClipRect) + end + + -- We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + local button_flags = 0 + if bit32.band(flags, ImGuiSelectableFlags.NoHoldingActiveID) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoHoldingActiveId) end + if bit32.band(flags, ImGuiSelectableFlags.NoSetKeyOwner) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoSetKeyOwner) end + if bit32.band(flags, ImGuiSelectableFlags.SelectOnClick) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick) end + if bit32.band(flags, ImGuiSelectableFlags.SelectOnRelease) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnRelease) end + if bit32.band(flags, ImGuiSelectableFlags.AllowDoubleClick) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnDoubleClick) end + if bit32.band(flags, ImGuiSelectableFlags.AllowOverlap) ~= 0 or bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.AllowOverlap) end + + -- Multi-selection support (header) + local was_selected = selected + if is_multi_select then + -- Handle multi-select + alter button flags for it + -- TODO: selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags) + end + + local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags) + local auto_selected = false + + -- Multi-selection support (footer) + if is_multi_select then + -- TODO: selected, pressed = ImGui.MultiSelectItemFooter(id, selected, pressed) + else + -- Auto-select when moved into + -- - This will be more fully fleshed in the range-select branch + -- - This is not exposed as it won't nicely work with some user side handling of shift/control + -- - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + -- - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + -- - (2) usage will fail with clipped items + -- The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if bit32.band(flags, ImGuiSelectableFlags.SelectOnNav) ~= 0 and g.NavJustMovedToId ~= 0 and g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId then + if g.NavJustMovedToId == id and bit32.band(g.NavJustMovedToKeyMods, ImGuiMod_Ctrl) == 0 then + selected = true + pressed = true + auto_selected = true + end + end + end + + -- Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if pressed or (hovered and bit32.band(flags, ImGuiSelectableFlags.SetNavIdOnHover) ~= 0) then + if not g.NavHighlightItemUnderNav and g.NavWindow == window and g.NavLayer == window.DC.NavLayerCurrent then + ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, ImGui.WindowRectAbsToRel(window, bb)) -- (bb == NavRect) + if g.IO.ConfigNavCursorVisibleAuto then + g.NavCursorVisible = false + end + end + end + if pressed then + ImGui.MarkItemEdited(id) + end + + if selected ~= was_selected then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection) + end + if g.ActiveId == id and g.ActiveIdIsJustActivated then + g.ActiveIdWasSelected = was_selected + g.ActiveIdWasSoleSelected = was_selected and (not is_multi_select or g.CurrentMultiSelect.IsSoleOrUnknownSelectionSize) + end + + -- Render + if is_visible then + local highlighted = hovered or (bit32.band(flags, ImGuiSelectableFlags.Highlight) ~= 0) + + if highlighted or selected then + -- Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + local col + if held and highlighted then + col = ImGui.GetColorU32(ImGuiCol.HeaderActive) + elseif highlighted then + col = ImGui.GetColorU32(ImGuiCol.HeaderHovered) + else + col = ImGui.GetColorU32(ImGuiCol.Header) + end + ImGui.RenderFrame(bb.Min, bb.Max, col, false, style.SelectableRounding) + end + + if g.NavId == id then + local nav_render_cursor_flags = ImGuiNavRenderCursorFlags.Compact + if is_multi_select then + nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, ImGuiNavRenderCursorFlags.AlwaysDraw) -- Always show the nav rectangle + end + ImGui.RenderNavCursor(bb, id, nav_render_cursor_flags, style.SelectableRounding) + end + end + + if span_all_columns then + if g.CurrentTable then + ImGui.TablePopBackgroundChannel() + elseif window.DC.CurrentColumns then + ImGui.PopColumnsBackground() + end + end + + -- Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. + if is_visible then + ImGui.RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window.WorkRect.Max.x), pos.y + size.y), label, label_end, label_size, style.SelectableTextAlign, bb) + end + + -- Automatically close popups + if pressed and not auto_selected and bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiSelectableFlags.NoAutoClosePopups) == 0 and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AutoClosePopups) ~= 0 then + ImGui.CloseCurrentPopup() + end + + if disabled_item and not disabled_global then + ImGui.EndDisabled() + end + + -- Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + -- selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + return pressed, selected +end + +---------------------------------------------------------------- +-- [SECTION] BASIC PLOTTING +---------------------------------------------------------------- + +--- @param plot_type ImGuiPlotType +--- @param label string +--- @param values_getter fun(data?: table, idx: int): float +--- @param data? table # 1-based table +--- @param values_count int +--- @param values_offset int +--- @param overlay_text? string +--- @param scale_min float +--- @param scale_max float +--- @param size_arg ImVec2 +--- @return int +function ImGui.PlotEx(plot_type, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, size_arg) + local g = GImGui + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return -1 + end + + local style = g.Style + local id = window:GetID(label) + + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + local frame_size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0) + + local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size) + local inner_bb = ImRect(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding) + local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0, 0)) + ImGui.ItemSize(total_bb, style.FramePadding.y) + if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.NoNav) then + return -1 + end + + local _, hovered, _ = ImGui.ButtonBehavior(frame_bb, id) + + if scale_min == FLT_MAX or scale_max == FLT_MAX then + local v_min = FLT_MAX + local v_max = -FLT_MAX + for i = 1, values_count do + local v = values_getter(data, i) -- NaN isn't checked here + + v_min = ImMin(v_min, v) + v_max = ImMax(v_max, v) + end + if scale_min == FLT_MAX then + scale_min = v_min + end + if scale_max == FLT_MAX then + scale_max = v_max + end + end + + ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding) + + local values_count_min = (plot_type == ImGuiPlotType.Lines) and 2 or 1 + local idx_hovered = -1 + + if values_count >= values_count_min then + local res_w = ImMin(math.floor(frame_size.x), values_count) + ((plot_type == ImGuiPlotType.Lines) and -1 or 0) + local item_count = values_count + ((plot_type == ImGuiPlotType.Lines) and -1 or 0) + + if hovered and inner_bb:Contains(g.IO.MousePos) then + local t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0, 0.999) + local v_idx = math.floor(t * item_count) + 1 + IM_ASSERT(v_idx >= 1 and v_idx <= values_count) + + local v0 = values_getter(data, (v_idx - 1 + values_offset) % values_count + 1) + local v1 = values_getter(data, (v_idx - 1 + 1 + values_offset) % values_count + 1) + if plot_type == ImGuiPlotType.Lines then + ImGui.SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1) + elseif plot_type == ImGuiPlotType.Histogram then + ImGui.SetTooltip("%d: %8.4g", v_idx, v0) + end + idx_hovered = v_idx + end + + local t_step = 1.0 / res_w + local inv_scale = (scale_min == scale_max) and 0.0 or (1.0 / (scale_max - scale_min)) + + local v0 = values_getter(data, (0 + values_offset) % values_count + 1) + local t0 = 0.0 + local tp0 = ImVec2(t0, 1.0 - ImSaturate((v0 - scale_min) * inv_scale)) + local histogram_zero_line_t = (scale_min * scale_max < 0.0) and (1 + scale_min * inv_scale) or (scale_min < 0.0 and 0.0 or 1.0) + + local col_base = ImGui.GetColorU32((plot_type == ImGuiPlotType.Lines) and ImGuiCol.PlotLines or ImGuiCol.PlotHistogram) + local col_hovered = ImGui.GetColorU32((plot_type == ImGuiPlotType.Lines) and ImGuiCol.PlotLinesHovered or ImGuiCol.PlotHistogramHovered) + + for _ = 0, res_w - 1 do + local t1 = t0 + t_step + local v1_idx = math.floor(t0 * item_count + 0.5) + 1 + IM_ASSERT(v1_idx >= 1 and v1_idx <= values_count) + local v1 = values_getter(data, (v1_idx - 1 + values_offset + 1) % values_count + 1) + local tp1 = ImVec2(t1, 1.0 - ImSaturate((v1 - scale_min) * inv_scale)) + + local pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0) + local pos1 + if plot_type == ImGuiPlotType.Lines then + pos1 = ImLerp(inner_bb.Min, inner_bb.Max, tp1) + else + pos1 = ImLerp(inner_bb.Min, inner_bb.Max, ImVec2(tp1.x, histogram_zero_line_t)) + end + + if plot_type == ImGuiPlotType.Lines then + window.DrawList:AddLine(pos0, pos1, idx_hovered == v1_idx and col_hovered or col_base) + elseif plot_type == ImGuiPlotType.Histogram then + if pos1.x >= pos0.x + 2.0 then + pos1.x = pos1.x - 1.0 + end + window.DrawList:AddRectFilled(pos0, pos1, idx_hovered == v1_idx and col_hovered or col_base) + end + + t0 = t1 + tp0 = tp1 + end + end + + if overlay_text then + ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, nil, nil, ImVec2(0.5, 0.0)) + end + + if label_size.x > 0.0 then + ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label, 1, label_end, false) + end + + return idx_hovered +end + +--- @class ImGuiPlotArrayGetterData +--- @field Values float[] +--- @field Stride int + +--- @param values float[] +--- @param stride int +--- @return ImGuiPlotArrayGetterData +--- @nodiscard +function ImGuiPlotArrayGetterData(values, stride) + return { + Values = values, + Stride = stride + } +end + +--- @param data ImGuiPlotArrayGetterData +--- @param idx int +--- @return float +--- @package +local function Plot_ArrayGetter(data, idx) + return data.Values[idx * data.Stride] +end + +--- @param label string +--- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function +--- @param data? table # 1-based table +--- @param values_count int +--- @param values_offset? int # Defaults to 0 +--- @param overlay_text? string +--- @param scale_min? float # Defaults to FLT_MAX +--- @param scale_max? float # Defaults to FLT_MAX +--- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0) +--- @param stride? int # Defaults to 1 +function ImGui.PlotLines(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride) + if values_offset == nil then values_offset = 0 end + if scale_min == nil then scale_min = FLT_MAX end + if scale_max == nil then scale_max = FLT_MAX end + if graph_size == nil then graph_size = ImVec2(0, 0) end + if stride == nil then stride = 1 end + + if type(values_or_getter) == "function" then + ImGui.PlotEx(ImGuiPlotType.Lines, label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) + else + data = ImGuiPlotArrayGetterData(values_or_getter, stride) + ImGui.PlotEx(ImGuiPlotType.Lines, label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) + end +end + +--- @param label string +--- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function +--- @param data? table # 1-based table +--- @param values_count int +--- @param values_offset? int # Defaults to 0 +--- @param overlay_text? string +--- @param scale_min? float # Defaults to FLT_MAX +--- @param scale_max? float # Defaults to FLT_MAX +--- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0) +--- @param stride? int # Defaults to 1 +function ImGui.PlotHistogram(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride) + if values_offset == nil then values_offset = 0 end + if scale_min == nil then scale_min = FLT_MAX end + if scale_max == nil then scale_max = FLT_MAX end + if graph_size == nil then graph_size = ImVec2(0, 0) end + if stride == nil then stride = 1 end + + if type(values_or_getter) == "function" then + ImGui.PlotEx(ImGuiPlotType.Histogram, label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) + else + data = ImGuiPlotArrayGetterData(values_or_getter, stride) + ImGui.PlotEx(ImGuiPlotType.Histogram, label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) + end +end + +---------------------------------------------------------------- +-- [SECTION] MENU RELATED +---------------------------------------------------------------- + +--- @param spacing float +--- @param window_reappearing bool +function MT.ImGuiMenuColumns:Update(spacing, window_reappearing) + if window_reappearing then + for i = 1, #self.Widths do self.Widths[i] = 0 end + end + self.Spacing = spacing + self:CalcNextTotalWidth(true) + for i = 1, #self.Widths do self.Widths[i] = 0 end + self.TotalWidth = self.NextTotalWidth + self.NextTotalWidth = 0 +end + +--- @param update_offsets bool +function MT.ImGuiMenuColumns:CalcNextTotalWidth(update_offsets) + local offset = 0 + local want_spacing = false + for i = 1, #self.Widths do + local width = self.Widths[i] + if want_spacing and width > 0 then + offset = offset + self.Spacing + end + want_spacing = want_spacing or (width > 0) + if update_offsets then + if i == 2 then self.OffsetLabel = offset end + if i == 3 then self.OffsetShortcut = offset end + if i == 4 then self.OffsetMark = offset end + end + offset = offset + width + end + self.NextTotalWidth = offset +end + +--- @param w_icon float +--- @param w_label float +--- @param w_shortcut float +--- @param w_mark float +function MT.ImGuiMenuColumns:DeclColumns(w_icon, w_label, w_shortcut, w_mark) + self.Widths[1] = ImMax(self.Widths[1], (ImU16)(w_icon)) + self.Widths[2] = ImMax(self.Widths[2], (ImU16)(w_label)) + self.Widths[3] = ImMax(self.Widths[3], (ImU16)(w_shortcut)) + self.Widths[4] = ImMax(self.Widths[4], (ImU16)(w_mark)) + self:CalcNextTotalWidth(false) + return ImMax(self.TotalWidth, self.NextTotalWidth) +end + +-- FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +-- Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +-- Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags.MenuBar will become unnecessary. +-- Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +function ImGui.BeginMenuBar() + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + if bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) == 0 then + return false + end + + IM_ASSERT(not window.DC.MenuBarAppending) + ImGui.BeginGroup() -- FIXME: Misleading to use a group for that backup/restore + ImGui.PushID("##MenuBar") + + -- We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + -- We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + local border_top = ImMax(IM_ROUND(window.WindowBorderSize * 0.5 - window.TitleBarHeight), 0.0) + local border_half = IM_ROUND(window.WindowBorderSize * 0.5) + local bar_rect = window:MenuBarRect() + local clip_rect = ImRect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window.WindowRounding, border_half))), ImFloor(bar_rect.Max.y)) + clip_rect:ClipWith(window.OuterRectClipped) + ImGui.PushClipRect(clip_rect.Min, clip_rect.Max, false) + + -- We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags) + ImVec2_Copy(window.DC.CursorPos, ImVec2(bar_rect.Min.x + window.DC.MenuBarOffset.x, bar_rect.Min.y + window.DC.MenuBarOffset.y)) + ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos) + window.DC.LayoutType = ImGuiLayoutType.Horizontal + window.DC.IsSameLine = false + window.DC.NavLayerCurrent = ImGuiNavLayer.Menu + window.DC.MenuBarAppending = true + ImGui.AlignTextToFramePadding() + + return true +end + +function ImGui.EndMenuBar() + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + local g = GImGui + + IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) ~= 0) + IM_ASSERT(window.DC.MenuBarAppending) + + -- Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings + if ImGui.NavMoveRequestButNoResultYet() and (g.NavMoveDir == ImGuiDir.Left or g.NavMoveDir == ImGuiDir.Right) and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + local nav_earliest_child = g.NavWindow + while nav_earliest_child.ParentWindow and bit32.band(nav_earliest_child.ParentWindow.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 do + nav_earliest_child = nav_earliest_child.ParentWindow + end + if nav_earliest_child.ParentWindow == window and nav_earliest_child.DC.ParentLayoutType == ImGuiLayoutType.Horizontal and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.Forwarded) == 0 then + local layer = ImGuiNavLayer.Menu + IM_ASSERT(bit32.band(window.DC.NavLayersActiveMaskNext, bit32.lshift(1, layer)) ~= 0) + ImGui.FocusWindow(window) + ImGui.SetNavID(window.NavLastIds[layer], layer, 0, window.NavRectRel[layer]) + if g.NavCursorVisible then + g.NavCursorVisible = false + g.NavCursorHideFrames = 2 + end + g.NavHighlightItemUnderNav = true + g.NavMousePosDirty = true + ImGui.NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags) + end + else + ImGui.NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags.WrapX) + end + + ImGui.PopClipRect() + ImGui.PopID() + window.DC.MenuBarOffset.x = window.DC.CursorPos.x - window.Pos.x -- Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos + + -- FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here + local group_data = g.GroupStack:back() + group_data.EmitItem = false + local restore_cursor_max_pos = ImVec2() + ImVec2_Copy(restore_cursor_max_pos, group_data.BackupCursorMaxPos) + window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, window.DC.CursorMaxPos.x - window.Scroll.x) -- Convert ideal extents for scrolling layer equivalent + ImGui.EndGroup() -- Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window.DC.LayoutType = ImGuiLayoutType.Vertical + window.DC.IsSameLine = false + window.DC.NavLayerCurrent = ImGuiNavLayer.Main + window.DC.MenuBarAppending = false + ImVec2_Copy(window.DC.CursorMaxPos, restore_cursor_max_pos) +end + +local function IsRootOfOpenMenuSet() + local g = GImGui + local window = g.CurrentWindow + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) or (bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0) then + return false + end + + local upper_popup = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1] + if window.DC.NavLayerCurrent ~= upper_popup.ParentNavLayer then + return false + end + return upper_popup.Window and (bit32.band(upper_popup.Window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0) and ImGui.IsWindowChildOf(upper_popup.Window, window, true, false) +end + +--- @param label string +--- @param icon? string +--- @param enabled bool +function ImGui.BeginMenuEx(label, icon, enabled) + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local style = g.Style + local id = window:GetID(label) + local menu_is_open = ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) + + local window_flags = bit32.bor(ImGuiWindowFlags.ChildMenu, ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoNavFocus) + if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then + window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow) + end + + if g.MenusIdSubmittedThisFrame:contains(id) then + if menu_is_open then + menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) + else + g.NextWindowData:ClearFlags() + end + return menu_is_open + end + + g.MenusIdSubmittedThisFrame:push_back(id) + + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local menuset_is_open = IsRootOfOpenMenuSet() + if menuset_is_open then + g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck) + end + + local popup_pos + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + ImGui.PushID(label) + if not enabled then + ImGui.BeginDisabled() + end + + local pressed + + local backup_rounding = style.SelectableRounding + style.SelectableRounding = style.MenuItemRounding + local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnClick, ImGuiSelectableFlags.NoAutoClosePopups) + local offsets = window.DC.MenuColumns + if window.DC.LayoutType == ImGuiLayoutType.Horizontal then + window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5) + ImGui.PushStyleVarX(ImGuiStyleVar.ItemSpacing, style.ItemSpacing.x * 2.0) + local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, pos.y + window.DC.CurrLineTextBaseOffset) + pressed = ImGui.Selectable("", menu_is_open, selectable_flags, label_size) + -- TODO: ImGui.LogSetNextTextDecoration("[", "]") + ImGui.RenderText(text_pos, label, 1, label_end, false) + ImGui.PopStyleVar() + window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * (-1.0 + 0.5)) + popup_pos = ImVec2(pos.x - 1.0 - IM_TRUNC(style.ItemSpacing.x * 0.5), text_pos.y - style.FramePadding.y + window.MenuBarHeight) + else + local icon_w + if (icon and icon ~= "") then icon_w = ImGui.CalcTextSize(icon, nil).x else icon_w = 0.0 end + local checkmark_w = IM_TRUNC(g.FontSize * 1.20) + local min_w = offsets:DeclColumns(icon_w, label_size.x, 0.0, checkmark_w) + local extra_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w) + local text_pos = ImVec2(window.DC.CursorPos.x, pos.y + window.DC.CurrLineTextBaseOffset) + pressed = ImGui.Selectable("", menu_is_open, bit32.bor(selectable_flags, ImGuiSelectableFlags.SpanAvailWidth), ImVec2(min_w, label_size.y)) + -- ImGui.LogSetNextTextDecoration("", ">") + ImGui.RenderText(ImVec2(text_pos.x + offsets.OffsetLabel, text_pos.y), label, 1, label_end, false) + if icon_w > 0.0 then + --- @cast icon string + ImGui.RenderText(ImVec2(text_pos.x + offsets.OffsetIcon, text_pos.y), icon) + end + ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x + offsets.OffsetMark + extra_w + g.FontSize * 0.30, text_pos.y), ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Right) + popup_pos = ImVec2(pos.x, text_pos.y - style.WindowPadding.y) + end + style.SelectableRounding = backup_rounding + + if not enabled then + ImGui.EndDisabled() + end + + if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMouseDragging(0) then + ImGui.ClearActiveID() + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, ImGuiKeyOwner_NoOwner) + end + + local hovered = g.HoveredId == id and enabled and not g.NavHighlightItemUnderNav + + local want_open = false + local want_open_nav_init = false + local want_close = false + if window.DC.LayoutType == ImGuiLayoutType.Vertical then + local moving_toward_child_menu = false + local child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) and g.OpenPopupStack[g.BeginPopupStack.Size + 1] or nil + local child_menu_window = (child_popup and child_popup.Window and child_popup.Window.ParentWindow == window) and child_popup.Window or nil + if g.HoveredWindow == window and child_menu_window ~= nil then + local ref_unit = g.FontSize + local child_dir = (window.Pos.x < child_menu_window.Pos.x) and 1.0 or -1.0 + local next_window_rect = child_menu_window:Rect() + local ta = (g.IO.MousePos - g.IO.MouseDelta) + local tb + local tc + if child_dir > 0.0 then + tb = next_window_rect:GetTL() + tc = next_window_rect:GetBL() + else + tb = next_window_rect:GetTR() + tc = next_window_rect:GetBR() + end + local pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30, ref_unit * 0.5, ref_unit * 2.5) + ta.x = ta.x + child_dir * -0.5 + tb.x = tb.x + child_dir * ref_unit + tc.x = tc.x + child_dir * ref_unit + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0) + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, ref_unit * 8.0) + moving_toward_child_menu = ImStd.ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos) + end + + if menu_is_open and not hovered and g.HoveredWindow == window and not moving_toward_child_menu and not g.NavHighlightItemUnderNav and g.ActiveId == 0 then + want_close = true + end + + if not menu_is_open and pressed then + want_open = true + elseif not menu_is_open and hovered and not moving_toward_child_menu then + want_open = true + elseif not menu_is_open and hovered and g.HoveredIdTimer >= 0.30 and g.MouseStationaryTimer >= 0.30 then + want_open = true + end + if g.NavId == id and g.NavMoveDir == ImGuiDir.Right then + want_open = true + want_open_nav_init = true + ImGui.NavMoveRequestCancel() + ImGui.SetNavCursorVisibleAfterMove() + end + else + if menu_is_open and pressed and menuset_is_open then + want_close = true + want_open = false + menu_is_open = false + elseif pressed or (hovered and menuset_is_open and not menu_is_open) then + want_open = true + elseif g.NavId == id and g.NavMoveDir == ImGuiDir.Down then + want_open = true + ImGui.NavMoveRequestCancel() + end + end + + if not enabled then + want_close = true + end + if want_close and ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then + ImGui.ClosePopupToLevel(g.BeginPopupStack.Size, true) + end + + -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)) + ImGui.PopID() + + if g.ActiveId == id and want_open then + g.ActiveIdNoClearOnFocusLoss = true + end + + if want_open and not menu_is_open and g.OpenPopupStack.Size > g.BeginPopupStack.Size then + ImGui.OpenPopup(label) + elseif want_open then + menu_is_open = true + ImGui.OpenPopup(label, ImGuiPopupFlags.NoReopen) + end + + if menu_is_open then + local last_item_in_parent = ImGuiLastItemData() + ImGuiLastItemData_Copy(last_item_in_parent, g.LastItemData) + + ImGui.SetNextWindowPos(popup_pos, ImGuiCond.Always) + ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, style.PopupRounding) + menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) + ImGui.PopStyleVar() + if menu_is_open then + if want_open and want_open_nav_init and not g.NavInitRequest then + ImGui.FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags.UnlessBelowModal) + ImGui.NavInitWindow(g.CurrentWindow, false) + end + ImGuiLastItemData_Copy(g.LastItemData, last_item_in_parent) + if g.HoveredWindow == window then + g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) + end + end + else + g.NextWindowData:ClearFlags() + end + + return menu_is_open +end + +--- @param label string +--- @param enabled? bool +function ImGui.BeginMenu(label, enabled) + if enabled == nil then enabled = true end + + return ImGui.BeginMenuEx(label, nil, enabled) +end + +function ImGui.EndMenu() + local g = GImGui + local window = g.CurrentWindow + IM_ASSERT_USER_ERROR_RET(bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu), "Calling EndMenu() in wrong window!") + + local parent_window = window.ParentWindow + if window.BeginCount == window.BeginCountPreviousFrame then + if g.NavMoveDir == ImGuiDir.Left and ImGui.NavMoveRequestButNoResultYet() then + if g.NavWindow and g.NavWindow.RootWindowForNav == window and parent_window.DC.LayoutType == ImGuiLayoutType.Vertical then + ImGui.ClosePopupToLevel(g.BeginPopupStack.Size - 1, true) + ImGui.NavMoveRequestCancel() + end + end + end + + ImGui.EndPopup() +end + +--- @param label string +--- @param icon? string +--- @param shortcut? string +--- @param selected? bool +--- @param enabled? bool +function ImGui.MenuItemEx(label, icon, shortcut, selected, enabled) + if selected == nil then selected = false end + if enabled == nil then enabled = true end + + local window = ImGui.GetCurrentWindow() + if window.SkipItems then + return false + end + + local g = GImGui + local style = g.Style + local pos = ImVec2() + ImVec2_Copy(pos, window.DC.CursorPos) + local label_end = ImGui.FindRenderedTextEnd(label) + local label_size = ImGui.CalcTextSize(label, label_end, false) + + local menuset_is_open = IsRootOfOpenMenuSet() + if menuset_is_open then + g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck) + end + + ImGui.PushID(label) + if not enabled then + ImGui.BeginDisabled() + end + + local pressed + + local backup_rounding = style.SelectableRounding + style.SelectableRounding = style.MenuItemRounding + local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnRelease, ImGuiSelectableFlags.SetNavIdOnHover) + local offsets = window.DC.MenuColumns + if window.DC.LayoutType == ImGuiLayoutType.Horizontal then + window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5) + local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) + ImGui.PushStyleVarX(ImGuiStyleVar.ItemSpacing, style.ItemSpacing.x * 2.0) + pressed = ImGui.Selectable("", selected, selectable_flags, ImVec2(label_size.x, 0.0)) + ImGui.PopStyleVar() + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 then + ImGui.RenderText(text_pos, label, 1, label_end, false) + end + window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * (-1.0 + 0.5)) + else + local icon_w = 0.0 + if icon and icon ~= "" then + icon_w = ImGui.CalcTextSize(icon, nil).x + end + local shortcut_w = 0.0 + if shortcut and shortcut ~= "" then + shortcut_w = ImGui.CalcTextSize(shortcut, nil).x + end + local checkmark_w = IM_TRUNC(g.FontSize * 1.20) + local min_w = offsets:DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w) + local stretch_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w) + local text_pos = ImVec2(pos.x, pos.y + window.DC.CurrLineTextBaseOffset) + pressed = ImGui.Selectable("", false, bit32.bor(selectable_flags, ImGuiSelectableFlags.SpanAvailWidth), ImVec2(min_w, label_size.y)) + if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 then + ImGui.RenderText(text_pos + ImVec2(offsets.OffsetLabel, 0.0), label, 1, label_end, false) + if icon_w > 0.0 then + --- @cast icon string + ImGui.RenderText(text_pos + ImVec2(offsets.OffsetIcon, 0.0), icon) + end + if shortcut_w > 0.0 then + ImGui.PushStyleColor(ImGuiCol.Text, style.Colors[ImGuiCol.TextDisabled]) + -- ImGui.LogSetNextTextDecoration("(", ")") + --- @cast shortcut string + ImGui.RenderText(text_pos + ImVec2(offsets.OffsetShortcut + stretch_w, 0.0), shortcut, nil, nil, false) + ImGui.PopStyleColor() + end + if selected then + ImGui.RenderCheckMark(window.DrawList, text_pos + ImVec2(offsets.OffsetMark + stretch_w + g.FontSize * 0.40, g.FontSize * 0.134 * 0.5), ImGui.GetColorU32(ImGuiCol.Text), g.FontSize * 0.866) + end + end + end + style.SelectableRounding = backup_rounding + + local id = g.LastItemData.ID + if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMouseDragging(0) then + ImGui.ClearActiveID() + ImGui.SetKeyOwner(ImGuiKey.MouseLeft, ImGuiKeyOwner_NoOwner) + end + + -- IMGUI_TEST_ENGINE_ITEM_INFO() + + if not enabled then + ImGui.EndDisabled() + end + ImGui.PopID() + + return pressed +end + +--- @param label string +--- @param shortcut? string +--- @param selected? bool +--- @param enabled? bool +function ImGui.MenuItem(label, shortcut, selected, enabled) + if ImGui.MenuItemEx(label, nil, shortcut, selected, enabled) then + if selected ~= nil then + selected = not selected + end + + return true, selected + end + + return false, selected +end + + +return true -- [Roblox] ModuleScripts must return exactly one value +end + +__FILES['imstb_rectpack.lua'] = function() +--- ImGui Sincerely +-- This is a Lua port of original `imstb_rectpack.h` + +-- ALL TABLES IN THIS FILE ARE 1-BASED! +-- Avoids table creation when possible + +--- The `prev_link` can be stbrp_context or stbrp_node +--- @diagnostic disable + +local bit32 = bit32 + +local STBRP_SORT = table.sort +local STBRP_ASSERT = assert +local STBRP__NOTUSED = function(_) end + +local STBRP__MAXVAL = 0x7fffffff + +--- @enum STBRP_HEURISTIC_Skyline +local STBRP_HEURISTIC_Skyline = { + default = 0, + BL_sortHeight = 0, + BF_sortHeight = 1 +} + +local STBRP__INIT_skyline = 1 + +--- @enum STBRP__PREV_LINK_TYPE +local STBRP__PREV_LINK_TYPE = { + ACTIVE_HEAD = 0, + NEXT = 1 +} + +--- @alias stbrp_coord int + +--- @class stbrp_rect +--- @field id int +--- @field w stbrp_coord +--- @field h stbrp_coord +--- @field x stbrp_coord +--- @field y stbrp_coord +--- @field was_packed int + +--- @return stbrp_rect +--- @nodiscard +local function stbrp_rect() + return { + id = 0, + w = 0, + h = 0, + x = 0, + y = 0, + was_packed = 0 + } +end + +--- @class stbrp_node +--- @field x stbrp_coord +--- @field y stbrp_coord +--- @field next stbrp_node + +--- @return stbrp_node +--- @nodiscard +local function stbrp_node() + return { + x = 0, + y = 0, + next = nil + } +end + +--- @class stbrp_context +--- @field width int +--- @field height int +--- @field align int +--- @field init_mode int +--- @field heuristic int +--- @field num_nodes int +--- @field active_head stbrp_node +--- @field free_head stbrp_node +--- @field extra stbrp_node[] + +--- @return stbrp_context +--- @nodiscard +local function stbrp_context() + return { + width = 0, + height = 0, + align = 0, + init_mode = 0, + heuristic = 0, + num_nodes = 0, + + active_head = nil, + free_head = nil, + extra = {stbrp_node(), stbrp_node()} + } +end + +--- @class stbrp__findresult +--- @field x int +--- @field y int +--- @field prev_link? table +--- @field prev_link_type? int + +--- @return stbrp__findresult +local function stbrp__findresult() + return { + x = 0, + y = 0, + + prev_link = nil, + prev_link_type = nil + } +end + +-------------------------- +-------------------------- +--- +--- IMPLEMENTATION SECTION +--- +--- + +--- @param context stbrp_context +--- @param heuristic int +local function stbrp_setup_heuristic(context, heuristic) + if context.init_mode == STBRP__INIT_skyline then + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline.BL_sortHeight or heuristic == STBRP_HEURISTIC_Skyline.BF_sortHeight) + context.heuristic = heuristic + else + STBRP_ASSERT(false) + end +end + +--- @param context stbrp_context +--- @param allow_out_of_mem boolean +local function stbrp_setup_allow_out_of_mem(context, allow_out_of_mem) + if allow_out_of_mem then + context.align = 1 + else + context.align = (context.width + context.num_nodes - 1) / context.num_nodes + end +end + +--- @param context stbrp_context +--- @param width int +--- @param height int +--- @param nodes stbrp_node[] +--- @param num_nodes int +function stbrp_init_target(context, width, height, nodes, num_nodes) + for i = 1, num_nodes - 1 do + nodes[i].next = nodes[i + 1] + end + nodes[num_nodes].next = nil + context.init_mode = STBRP__INIT_skyline + context.heuristic = STBRP_HEURISTIC_Skyline.default + context.free_head = nodes[1] + context.active_head = context.extra[1] + context.width = width + context.height = height + context.num_nodes = num_nodes + stbrp_setup_allow_out_of_mem(context, false) + + context.extra[1].x = 0 + context.extra[1].y = 0 + context.extra[1].next = context.extra[2] + context.extra[2].x = width + context.extra[2].y = bit32.lshift(1, 30) + context.extra[2].next = nil +end + +--- @param c stbrp_context +--- @param first stbrp_node +--- @param x0 int +--- @param width int +--- @return int, int +local function stbrp__skyline_find_min_y(c, first, x0, width) + local node = first + local x1 = x0 + width + + STBRP__NOTUSED(c) + + STBRP_ASSERT(first.x <= x0) + + STBRP_ASSERT(node.next.x > x0) + + STBRP_ASSERT(node.x <= x0) + + local min_y = 0 + local waste_area = 0 + local visited_width = 0 + while node.x < x1 do + if node.y > min_y then + waste_area = waste_area + visited_width * (node.y - min_y) + min_y = node.y + if node.x < x0 then + visited_width = visited_width + node.next.x - x0 + else + visited_width = visited_width + node.next.x - node.x + end + else + local under_width = node.next.x - node.x + if under_width + visited_width > width then + under_width = width - visited_width + end + waste_area = waste_area + under_width * (min_y - node.y) + visited_width = visited_width + under_width + end + node = node.next + end + + return min_y, waste_area +end + +--- @param c stbrp_context +--- @param width int +--- @param height int +--- @return stbrp__findresult +local function stbrp__skyline_find_best_pos(c, width, height) + local best_waste = bit32.lshift(1, 30) + local best_x = 0 + local best_y = bit32.lshift(1, 30) + local fr = stbrp__findresult() + local best_prev_link = nil + local best_prev_link_type = nil + + width = width + c.align - 1 + width = width - width % c.align + STBRP_ASSERT(width % c.align == 0) + + if width > c.width or height > c.height then + fr.prev_link = nil + fr.prev_link_type = nil + fr.x = 0 + fr.y = 0 + return fr + end + + local prev_link = c + local prev_link_type = STBRP__PREV_LINK_TYPE.ACTIVE_HEAD + local node = c.active_head + + while (node.x + width <= c.width) do + local y, waste = stbrp__skyline_find_min_y(c, node, node.x, width) + + if c.heuristic == STBRP_HEURISTIC_Skyline.BL_sortHeight then + if y < best_y then + best_y = y + best_prev_link = prev_link + best_prev_link_type = prev_link_type + best_x = node.x + end + else + if y + height <= c.height then + if y < best_y or (y == best_y and waste < best_waste) then + best_y = y + best_waste = waste + best_prev_link = prev_link + best_prev_link_type = prev_link_type + best_x = node.x + end + end + end + + prev_link = node + prev_link_type = STBRP__PREV_LINK_TYPE.NEXT + node = node.next + end + + if c.heuristic == STBRP_HEURISTIC_Skyline.BF_sortHeight then + local tail = c.active_head + local node_scan = c.active_head + local prev_link_scan = c + local prev_link_scan_type = STBRP__PREV_LINK_TYPE.ACTIVE_HEAD + + while tail and tail.x < width do + tail = tail.next + end + + while tail do + local xpos = tail.x - width + STBRP_ASSERT(xpos >= 0) + + while node_scan.next and node_scan.next.x <= xpos do + prev_link_scan = node_scan + prev_link_scan_type = STBRP__PREV_LINK_TYPE.NEXT + node_scan = node_scan.next + end + + if node_scan then + STBRP_ASSERT(node_scan.next.x > xpos and node_scan.x <= xpos) + + local y, waste = stbrp__skyline_find_min_y(c, node_scan, xpos, width) + + if y + height <= c.height then + if y <= best_y then + if y < best_y or waste < best_waste or (waste == best_waste and xpos < best_x) then + best_x = xpos + best_y = y + best_waste = waste + best_prev_link = prev_link_scan + best_prev_link_type = prev_link_scan_type + end + end + end + end + + tail = tail.next + end + end + + fr.prev_link = best_prev_link + fr.prev_link_type = best_prev_link_type + fr.x = best_x + fr.y = best_y + return fr +end + +--- @param context stbrp_context +--- @param width int +--- @param height int +--- @return stbrp__findresult +local function stbrp__skyline_pack_rectangle(context, width, height) + local res = stbrp__skyline_find_best_pos(context, width, height) + + if res.prev_link == nil or res.y + height > context.height or context.free_head == nil then + res.prev_link = nil + res.prev_link_type = nil + return res + end + + local node = context.free_head + node.x = res.x + node.y = res.y + height + context.free_head = node.next + + local cur + if res.prev_link_type == STBRP__PREV_LINK_TYPE.ACTIVE_HEAD then + cur = res.prev_link.active_head + else + cur = res.prev_link.next + end + + if cur.x < res.x then + local next = cur.next + cur.next = node + cur = next + else + if res.prev_link_type == STBRP__PREV_LINK_TYPE.ACTIVE_HEAD then + res.prev_link.active_head = node + else + res.prev_link.next = node + end + end + + while cur.next and cur.next.x <= res.x + width do + local next = cur.next + cur.next = context.free_head + context.free_head = cur + cur = next + end + + node.next = cur + + if cur.x < res.x + width then + cur.x = res.x + width + end + + return res +end + +--- @param a stbrp_rect +--- @param b stbrp_rect +--- @return bool +--- @package +local function rect_height_compare(a, b) + if a.h > b.h then + return true + elseif a.h < b.h then + return false + else + return a.w > b.w + end +end + +--- @param a stbrp_rect +--- @param b stbrp_rect +--- @return bool +--- @package +local function rect_original_order(a, b) + return a.was_packed < b.was_packed +end + +--- @param context stbrp_context +--- @param rects stbrp_rect[] +--- @param num_rects int +--- @return int +local function stbrp_pack_rects(context, rects, num_rects) + local all_rects_packed = 1 + + for i = 1, num_rects do + rects[i].was_packed = (i - 1) + end + + STBRP_SORT(rects, rect_height_compare) + + for i = 1, num_rects do + if rects[i].w == 0 or rects[i].h == 0 then + rects[i].x = 0 + rects[i].y = 0 + else + local fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h) + if fr.prev_link then + rects[i].x = fr.x + rects[i].y = fr.y + else + rects[i].x = STBRP__MAXVAL + rects[i].y = STBRP__MAXVAL + end + end + end + + STBRP_SORT(rects, rect_original_order) + + for i = 1, num_rects do + rects[i].was_packed = (rects[i].x == STBRP__MAXVAL and rects[i].y == STBRP__MAXVAL) and 0 or 1 + if rects[i].was_packed == 0 then + all_rects_packed = 0 + end + end + + return all_rects_packed +end + +return { + context = stbrp_context, + rect = stbrp_rect, + node = stbrp_node, + + pack_rects = stbrp_pack_rects, + init_target = stbrp_init_target, + setup_allow_out_of_mem = stbrp_setup_allow_out_of_mem, + setup_heuristic = stbrp_setup_heuristic +} +end + +__FILES['imstb_textedit.lua'] = function() +--- ImGui Sincerely +-- This is a Lua port of original `imstb_textedit.h` + +-- ALL TABLES IN THIS FILE ARE 1-BASED! +-- Character Indexing: +-- idx=n, the n'th char (1-based) +-- Cursor Indexing: +-- idx=n, the position before the n'th char +-- idx=n+1, the position after the n'th char + +-- Symbols that must be defined before using this: +local STB_TEXTEDIT_STRINGLEN = ImStb.TEXTEDIT_STRINGLEN +local STB_TEXTEDIT_GETCHAR = ImStb.TEXTEDIT_GETCHAR +local STB_TEXTEDIT_GETWIDTH = ImStb.TEXTEDIT_GETWIDTH +local STB_TEXTEDIT_LAYOUTROW = ImStb.TEXTEDIT_LAYOUTROW +local IMSTB_TEXTEDIT_GETNEXTCHARINDEX = ImStb.TEXTEDIT_GETNEXTCHARINDEX +local IMSTB_TEXTEDIT_GETPREVCHARINDEX = ImStb.TEXTEDIT_GETPREVCHARINDEX +local STB_TEXTEDIT_MOVEWORDLEFT = ImStb.TEXTEDIT_MOVEWORDLEFT +local STB_TEXTEDIT_MOVEWORDRIGHT = ImStb.TEXTEDIT_MOVEWORDRIGHT +local STB_TEXTEDIT_MOVELINESTART = ImStb.TEXTEDIT_MOVELINESTART +local STB_TEXTEDIT_MOVELINEEND = ImStb.TEXTEDIT_MOVELINEEND +local STB_TEXTEDIT_DELETECHARS = ImStb.TEXTEDIT_DELETECHARS +local STB_TEXTEDIT_INSERTCHARS = ImStb.TEXTEDIT_INSERTCHARS + +STB_TEXTEDIT_NEWLINE = 10 +STB_TEXTEDIT_K_LEFT = 0x200000 -- keyboard input to move cursor left +STB_TEXTEDIT_K_RIGHT = 0x200001 -- keyboard input to move cursor right +STB_TEXTEDIT_K_UP = 0x200002 -- keyboard input to move cursor up +STB_TEXTEDIT_K_DOWN = 0x200003 -- keyboard input to move cursor down +STB_TEXTEDIT_K_LINESTART = 0x200004 -- keyboard input to move cursor to start of line +STB_TEXTEDIT_K_LINEEND = 0x200005 -- keyboard input to move cursor to end of line +STB_TEXTEDIT_K_TEXTSTART = 0x200006 -- keyboard input to move cursor to start of text +STB_TEXTEDIT_K_TEXTEND = 0x200007 -- keyboard input to move cursor to end of text +STB_TEXTEDIT_K_DELETE = 0x200008 -- keyboard input to delete selection or character under cursor +STB_TEXTEDIT_K_BACKSPACE = 0x200009 -- keyboard input to delete selection or character left of cursor +STB_TEXTEDIT_K_UNDO = 0x20000A -- keyboard input to perform undo +STB_TEXTEDIT_K_REDO = 0x20000B -- keyboard input to perform redo +STB_TEXTEDIT_K_WORDLEFT = 0x20000C -- keyboard input to move cursor left one word +STB_TEXTEDIT_K_WORDRIGHT = 0x20000D -- keyboard input to move cursor right one word +STB_TEXTEDIT_K_PGUP = 0x20000E -- keyboard input to move cursor up a page +STB_TEXTEDIT_K_PGDOWN = 0x20000F -- keyboard input to move cursor down a page +STB_TEXTEDIT_K_SHIFT = 0x400000 + +IMSTB_TEXTEDIT_UNDOSTATECOUNT = 99 +local IMSTB_TEXTEDIT_UNDOCHARCOUNT = 999 +local IMSTB_TEXTEDIT_memmove = ImStb.TEXTEDIT_memmove + +local stb_text_undo +local stb_text_redo + +---------------------------------------------------------------- +---------------------------------------------------------------- +--- +--- STB_TexteditState +--- +--- Definition of STB_TexteditState which you should store +--- per-textfield; it includes cursor position, selection state, +--- and undo state. +--- +--- @alias IMSTB_TEXTEDIT_POSITIONTYPE int +--- @alias IMSTB_TEXTEDIT_CHARTYPE char + +--- @alias STB_TEXTEDIT_KEYTYPE int + +--- @class StbUndoRecord +--- @field where IMSTB_TEXTEDIT_POSITIONTYPE +--- @field insert_length IMSTB_TEXTEDIT_POSITIONTYPE +--- @field delete_length IMSTB_TEXTEDIT_POSITIONTYPE +--- @field char_storage int + +--- @return StbUndoRecord +--- @nodiscard +local function StbUndoRecord() + return { + where = 1, + insert_length = 0, + delete_length = 0, + char_storage = 1 + } +end + +--- @class StbUndoState +--- @field undo_rec StbUndoRecord[] # size = IMSTB_TEXTEDIT_UNDOSTATECOUNT +--- @field undo_char IMSTB_TEXTEDIT_CHARTYPE[] # size = IMSTB_TEXTEDIT_UNDOCHARCOUNT +--- @field undo_point short # next available slot +--- @field redo_point short # next available slot +--- @field undo_char_point int # next available slot +--- @field redo_char_point int # next available slot + +--- @return StbUndoState +--- @nodiscard +local function StbUndoState() + local undo_rec = {} + for i = 1, IMSTB_TEXTEDIT_UNDOSTATECOUNT do + undo_rec[i] = StbUndoRecord() + end + + local undo_char = {} + for i = 1, IMSTB_TEXTEDIT_UNDOCHARCOUNT do + undo_char[i] = 0 + end + + return { + undo_rec = undo_rec, + undo_char = undo_char, + + undo_point = 1, + redo_point = 1, + undo_char_point = 1, + redo_char_point = 1 + } +end + +--- @class STB_TexteditState +--- @field cursor int # position of the text cursor within the string +--- @field select_start int # selection start point +--- @field select_end int +--- @field insert_mode bool +--- @field row_count_per_page int +--- @field cursor_at_end_of_line bool # not implemented yet +--- @field initialized bool +--- @field has_preferred_x bool +--- @field single_line bool +--- @field padding1 unsigned_char +--- @field padding2 unsigned_char +--- @field padding3 unsigned_char +--- @field preferred_x float +--- @field undostate StbUndoState + +--- @return STB_TexteditState +--- @nodiscard +function STB_TexteditState() + return { + cursor = 0, + + select_start = 0, + select_end = 0, + + insert_mode = false, + + row_count_per_page = 0, + + cursor_at_end_of_line = false, + initialized = false, + has_preferred_x = false, + single_line = false, + padding1 = 0, + padding2 = 0, + padding3 = 0, + + preferred_x = 0.0, + + undostate = StbUndoState() + } +end + +--- @param s STB_TexteditState +local function STB_TEXT_HAS_SELECTION(s) + return s.select_start ~= s.select_end +end + +--- @class StbTexteditRow +--- @field x0 float # starting x location +--- @field x1 float # end x location +--- @field baseline_y_delta float # position of baseline relative to previous row's baseline +--- @field ymin float # height of row above baseline +--- @field ymax float # height of row below baseline +--- @field num_chars int + +--- @return StbTexteditRow +--- @nodiscard +local function StbTexteditRow() + return { + x0 = 0.0, + x1 = 0.0, + + baseline_y_delta = 0.0, + + ymin = 0.0, + ymax = 0.0, + + num_chars = 0 + } +end + +--- @param r StbTexteditRow +local function StbTexteditRow_Reset(r) + r.x0 = 0.0 + r.x1 = 0.0 + r.baseline_y_delta = 0.0 + r.ymin = 0.0 + r.ymax = 0.0 + r.num_chars = 0 +end + +---------------------------------------- +---------------------------------------- +--- +--- Implementation +--- +--- + +local stb_text_locate_coord do + +-- only create once, reuse later +local r = StbTexteditRow() + +--- traverse the layout to locate the nearest character to a display position +--- @param str IMSTB_TEXTEDIT_STRING +--- @param x float +--- @param y float +--- @return int idx +--- @return bool side_on_line +function stb_text_locate_coord(str, x, y) + local n = STB_TEXTEDIT_STRINGLEN(str) + local base_y = 0 + local prev_x + + StbTexteditRow_Reset(r) + + local out_side_on_line = false + + -- search rows to find one that straddles 'y' + local i = 1 + while i <= n do + STB_TEXTEDIT_LAYOUTROW(r, str, i) + if r.num_chars <= 0 then + return n + 1, out_side_on_line + end + + if i == 1 and y < base_y + r.ymin then + return 1, out_side_on_line + end + + if y < base_y + r.ymax then + break + end + + i = i + r.num_chars + base_y = base_y + r.baseline_y_delta + end + + -- below all text, return 'after' last character + if i > n then + out_side_on_line = true + return n + 1, out_side_on_line + end + + -- check if it's before the beginning of the line + if x < r.x0 then + return i, out_side_on_line + end + + -- check if it's before the end of the line + if x < r.x1 then + -- search characters in row for one that straddles 'x' + prev_x = r.x0 + local k = 1 + while k <= r.num_chars do + local w = STB_TEXTEDIT_GETWIDTH(str, i, k) + if x < prev_x + w then + out_side_on_line = (k == 1) and false or true + if x < prev_x + w / 2 then + return k + i - 1, out_side_on_line + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k - 1), out_side_on_line + end + end + prev_x = prev_x + w + k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k - 1) - i + 1 + end + -- shouldn't happen, but if it does, fall through to end-of-line case + end + + -- if the last character is a newline, return that. otherwise return 'after' the last character + out_side_on_line = true + if STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) == STB_TEXTEDIT_NEWLINE then + return i + r.num_chars - 1, out_side_on_line + else + return i + r.num_chars, out_side_on_line + end +end + +end + +local stb_textedit_click do + +local r = StbTexteditRow() + +-- API click: on mouse down, move the cursor to the clicked location, and reset the selection +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param x float +--- @param y float +function stb_textedit_click(str, state, x, y) + -- In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + -- goes off the top or bottom of the text + local side_on_line + if state.single_line then + StbTexteditRow_Reset(r) + STB_TEXTEDIT_LAYOUTROW(r, str, 1) + y = r.ymin + end + + state.cursor, side_on_line = stb_text_locate_coord(str, x, y) + state.select_start = state.cursor + state.select_end = state.cursor + state.has_preferred_x = false + str.LastMoveDirectionLR = side_on_line and ImGuiDir.Right or ImGuiDir.Left +end + +end + +local stb_textedit_drag do + +local r = StbTexteditRow() + +-- API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param x float +--- @param y float +function stb_textedit_drag(str, state, x, y) + local p = 1 + local side_on_line + + -- In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + -- goes off the top or bottom of the text + if state.single_line then + StbTexteditRow_Reset(r) + STB_TEXTEDIT_LAYOUTROW(r, str, 1) + y = r.ymin + end + + if state.select_start == state.select_end then + state.select_start = state.cursor + end + + p, side_on_line = stb_text_locate_coord(str, x, y) + state.cursor = p + state.select_end = p + str.LastMoveDirectionLR = (side_on_line ~= false) and ImGuiDir.Right or ImGuiDir.Left +end + +end + +--------------------------- +--------------------------- +--- +--- Keyboard input handling +--- +--- + +local stb_text_makeundo_insert +local stb_text_makeundo_delete +local stb_text_makeundo_replace + +--- @class StbFindState +--- @field x float # position of n'th character +--- @field y float +--- @field height float # height of line +--- @field first_char int # first char of row, and length +--- @field length int +--- @field prev_first int # first char of previous row + +--- @return StbFindState +local function StbFindState() + return { + x = 0.0, y = 0.0, + height = 0.0, + first_char = 0, length = 0, + prev_first = 0 + } +end + +--- @param f StbFindState +local function StbFindState_Reset(f) + f.x = 0.0 + f.y = 0.0 + f.height = 0.0 + f.first_char = 0 + f.length = 0 + f.prev_first = 0 +end + +local stb_textedit_find_charpos do + +local r = StbTexteditRow() + +-- find the x/y location of a character, and remember info about the previous row in +-- case we get a move-up event (for page up, we'll have to rescan) +--- @param find StbFindState +--- @param str IMSTB_TEXTEDIT_STRING +--- @param n int +--- @param single_line bool +function stb_textedit_find_charpos(find, str, n, single_line) + StbTexteditRow_Reset(r) + local prev_start = 1 + local z = STB_TEXTEDIT_STRINGLEN(str) + local first + + -- special case if it's at the end (may not be needed?) + if n == z + 1 and single_line then + STB_TEXTEDIT_LAYOUTROW(r, str, 1) + find.y = 0 + find.first_char = 1 + find.length = z + find.height = r.ymax - r.ymin + find.x = r.x1 + + return + end + + -- search rows to find the one that straddles character n + find.y = 0 + + local i = 1 + while true do + STB_TEXTEDIT_LAYOUTROW(r, str, i) + if n < i + r.num_chars - 1 then + break + end + if str.LastMoveDirectionLR == ImGuiDir.Right and str.Stb.cursor > 1 and str.Stb.cursor == i + r.num_chars and STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) ~= STB_TEXTEDIT_NEWLINE then -- [IMGUI] Wrapping point handling + break + end + if (i - 1) + r.num_chars == z and z > 0 and STB_TEXTEDIT_GETCHAR(str, z) ~= STB_TEXTEDIT_NEWLINE then -- [IMGUI] special handling for last line + break + end + prev_start = i + i = i + r.num_chars + find.y = find.y + r.baseline_y_delta + if i == z + 1 then -- [IMGUI] + r.num_chars = 0 + break + end + end + + find.first_char = i + first = i + find.length = r.num_chars + find.height = r.ymax - r.ymin + find.prev_first = prev_start + + -- now scan to find xpos + find.x = r.x0 + i = 1 + while first + i <= n + 1 do + find.x = find.x + STB_TEXTEDIT_GETWIDTH(str, first, i) + i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i - 1) - first + 1 + end +end + +end + +-- make the selection/cursor state valid if client altered the string +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +local function stb_textedit_clamp(str, state) + local n = STB_TEXTEDIT_STRINGLEN(str) + if STB_TEXT_HAS_SELECTION(state) then + if state.select_start > n + 1 then state.select_start = n + 1 end + if state.select_end > n + 1 then state.select_end = n + 1 end + -- if clamping forced them to be equal, move the cursor to match + if state.select_start == state.select_end then + state.cursor = state.select_start + end + end + if state.cursor > n + 1 then state.cursor = n + 1 end +end + +-- delete characters while updating undo +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param where int +--- @param len int +local function stb_textedit_delete(str, state, where, len) + stb_text_makeundo_delete(str, state, where, len) + STB_TEXTEDIT_DELETECHARS(str, where, len) + state.has_preferred_x = false +end + +-- delete the selection +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +local function stb_textedit_delete_selection(str, state) + stb_textedit_clamp(str, state) + if STB_TEXT_HAS_SELECTION(state) then + if state.select_start < state.select_end then + stb_textedit_delete(str, state, state.select_start, state.select_end - state.select_start) + state.cursor = state.select_start + state.select_end = state.cursor + else + stb_textedit_delete(str, state, state.select_end, state.select_start - state.select_end) + state.cursor = state.select_end + state.select_start = state.cursor + end + state.has_preferred_x = false + end +end + +-- canonicalize the selection so start <= end +--- @param state STB_TexteditState +local function stb_textedit_sortselection(state) + if state.select_end < state.select_start then + local temp = state.select_end + state.select_end = state.select_start + state.select_start = temp + end +end + +-- move cursor to first character of selection +--- @param state STB_TexteditState +local function stb_textedit_move_to_first(state) + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_sortselection(state) + state.cursor = state.select_start + state.select_end = state.select_start + state.has_preferred_x = false + end +end + +-- move cursor to last character of selection +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +local function stb_textedit_move_to_last(str, state) + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_sortselection(state) + stb_textedit_clamp(str, state) + state.cursor = state.select_end + state.select_start = state.select_end + state.has_preferred_x = false + end +end + +-- update selection and cursor to match each other +--- @param state STB_TexteditState +local function stb_textedit_prep_selection_at_cursor(state) + if not STB_TEXT_HAS_SELECTION(state) then + state.select_start = state.cursor + state.select_end = state.cursor + else + state.cursor = state.select_end + end +end + +-- API cut: delete selection +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @return bool +local function stb_textedit_cut(str, state) + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_delete_selection(str, state) -- implicitly clamps + state.has_preferred_x = false + return true + end + return false +end + +-- API paste: replace existing selection with passed-in text +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param text IMSTB_TEXTEDIT_CHARTYPE[] +--- @param len int +--- @return bool +local function stb_textedit_paste_internal(str, state, text, len) + -- if there's a selection, the paste should delete it + stb_textedit_clamp(str, state) + stb_textedit_delete_selection(str, state) + -- try to insert the characters + len = STB_TEXTEDIT_INSERTCHARS(str, state.cursor, text, 1, len) + if len then + stb_text_makeundo_insert(state, state.cursor, len) + state.cursor = state.cursor + len + state.has_preferred_x = false + return true + end + -- note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return false +end + +-- API key: process text input +-- [IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param text IMSTB_TEXTEDIT_CHARTYPE[] +--- @param text_len int +local function stb_textedit_text(str, state, text, text_len) + -- can't add newline in single-line mode + if text[1] == STB_TEXTEDIT_NEWLINE and state.single_line then + return + end + + if state.insert_mode and not STB_TEXT_HAS_SELECTION(state) and state.cursor < STB_TEXTEDIT_STRINGLEN(str) then + stb_text_makeundo_replace(str, state, state.cursor, 1, 1) + STB_TEXTEDIT_DELETECHARS(str, state.cursor, 1) + text_len = STB_TEXTEDIT_INSERTCHARS(str, state.cursor, text, 1, text_len) + if text_len then + state.cursor = state.cursor + text_len + state.has_preferred_x = false + end + else + stb_textedit_delete_selection(str, state) -- implicitly clamps + text_len = STB_TEXTEDIT_INSERTCHARS(str, state.cursor, text, 1, text_len) + if text_len then + stb_text_makeundo_insert(state, state.cursor, text_len) + state.cursor = state.cursor + text_len + state.has_preferred_x = false + end + end +end + +local stb_textedit_key do + +local find = StbFindState() +local row = StbTexteditRow() + +-- API key: process a keyboard input +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param key STB_TEXTEDIT_KEYTYPE +function stb_textedit_key(str, state, key) + if key == STB_TEXTEDIT_K_UNDO then + stb_text_undo(str, state) + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_REDO then + stb_text_redo(str, state) + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_LEFT then + -- if currently there's a selection, move cursor to start of selection + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_move_to_first(state) + else + if state.cursor > 1 then + state.cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state.cursor) + end + end + + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_RIGHT then + -- if currently there's a selection, move cursor to end of selection + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_move_to_last(str, state) + else + state.cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) + end + + stb_textedit_clamp(str, state) + state.has_preferred_x = false + elseif key == bit32.bor(STB_TEXTEDIT_K_LEFT, STB_TEXTEDIT_K_SHIFT) then + stb_textedit_clamp(str, state) + stb_textedit_prep_selection_at_cursor(state) + -- move selection left + if state.select_end > 1 then + state.select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state.select_end) + end + state.cursor = state.select_end + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_WORDLEFT then + -- if currently there's a selection, move cursor to start of selection + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_move_to_first(state) + else + state.cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state.cursor) + stb_textedit_clamp(str, state) + end + elseif key == bit32.bor(STB_TEXTEDIT_K_WORDLEFT, STB_TEXTEDIT_K_SHIFT) then + if not STB_TEXT_HAS_SELECTION(state) then + stb_textedit_prep_selection_at_cursor(state) + end + + state.cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state.cursor) + state.select_end = state.cursor + + stb_textedit_clamp(str, state) + elseif key == STB_TEXTEDIT_K_WORDRIGHT then + -- if currently there's a selection, move cursor to end of selection + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_move_to_last(str, state) + else + state.cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state.cursor) + stb_textedit_clamp(str, state) + end + elseif key == bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT) then + if not STB_TEXT_HAS_SELECTION(state) then + stb_textedit_prep_selection_at_cursor(state) + end + + state.cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state.cursor) + state.select_end = state.cursor + + stb_textedit_clamp(str, state) + elseif key == bit32.bor(STB_TEXTEDIT_K_RIGHT, STB_TEXTEDIT_K_SHIFT) then + stb_textedit_prep_selection_at_cursor(state) + -- move selection right + state.select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.select_end) + stb_textedit_clamp(str, state) + state.cursor = state.select_end + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_DOWN + or key == bit32.bor(STB_TEXTEDIT_K_DOWN, STB_TEXTEDIT_K_SHIFT) + or key == STB_TEXTEDIT_K_PGDOWN + or key == bit32.bor(STB_TEXTEDIT_K_PGDOWN, STB_TEXTEDIT_K_SHIFT) then + + StbFindState_Reset(find) + StbTexteditRow_Reset(row) + local sel = (bit32.band(key, STB_TEXTEDIT_K_SHIFT) ~= 0) + local is_page = (bit32.band(key, bit32.bnot(STB_TEXTEDIT_K_SHIFT)) == STB_TEXTEDIT_K_PGDOWN) + local row_count = is_page and state.row_count_per_page or 1 + + if not is_page and state.single_line then + -- on windows, up&down in single-line behave like left&right + key = bit32.bor(STB_TEXTEDIT_K_RIGHT, bit32.band(key, STB_TEXTEDIT_K_SHIFT)) + return stb_textedit_key(str, state, key) -- was `goto retry` + end + + if sel then + stb_textedit_prep_selection_at_cursor(state) + elseif STB_TEXT_HAS_SELECTION(state) then + stb_textedit_move_to_last(str, state) + end + + -- compute current position of cursor point + stb_textedit_clamp(str, state) + stb_textedit_find_charpos(find, str, state.cursor, state.single_line) + + for j = 1, row_count do + local goal_x = state.has_preferred_x and state.preferred_x or find.x + local x + local start = find.first_char + find.length + + if find.length == 0 then + break + end + + -- [IMGUI] + -- going down while being on the last line shouldn't bring us to that line end + --if STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) ~= STB_TEXTEDIT_NEWLINE then + -- break + --end + + -- now find character position down a row + state.cursor = start + STB_TEXTEDIT_LAYOUTROW(row, str, state.cursor) + x = row.x0 + local i = 1 + while i <= row.num_chars do + local dx = STB_TEXTEDIT_GETWIDTH(str, start, i) + local next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) + x = x + dx + if x > goal_x then + break + end + i = i + (next - state.cursor) + state.cursor = next + end + stb_textedit_clamp(str, state) + + if state.cursor == find.first_char + find.length then + str.LastMoveDirectionLR = ImGuiDir.Left + end + state.has_preferred_x = true + state.preferred_x = goal_x + + if sel then + state.select_end = state.cursor + end + + -- go to next line + find.first_char = find.first_char + find.length + find.length = row.num_chars + end + elseif key == STB_TEXTEDIT_K_UP + or key == bit32.bor(STB_TEXTEDIT_K_UP, STB_TEXTEDIT_K_SHIFT) + or key == STB_TEXTEDIT_K_PGUP + or key == bit32.bor(STB_TEXTEDIT_K_PGUP, STB_TEXTEDIT_K_SHIFT) then + + StbFindState_Reset(find) + StbTexteditRow_Reset(row) + local sel = (bit32.band(key, STB_TEXTEDIT_K_SHIFT) ~= 0) + local is_page = (bit32.band(key, bit32.bnot(STB_TEXTEDIT_K_SHIFT)) == STB_TEXTEDIT_K_PGUP) + local row_count = is_page and state.row_count_per_page or 1 + + if not is_page and state.single_line then + -- on windows, up&down become left&right + key = bit32.bor(STB_TEXTEDIT_K_LEFT, bit32.band(key, STB_TEXTEDIT_K_SHIFT)) + return stb_textedit_key(str, state, key) -- was `goto retry` + end + + if sel then + stb_textedit_prep_selection_at_cursor(state) + elseif STB_TEXT_HAS_SELECTION(state) then + stb_textedit_move_to_first(state) + end + + -- compute current position of cursor point + stb_textedit_clamp(str, state) + stb_textedit_find_charpos(find, str, state.cursor, state.single_line) + + for j = 1, row_count do + local goal_x + if state.has_preferred_x then + goal_x = state.preferred_x + else + goal_x = find.x + end + local x + + -- can only go up if there's a previous row + if find.prev_first == find.first_char then + break + end + + -- now find character position up a row + state.cursor = find.prev_first + STB_TEXTEDIT_LAYOUTROW(row, str, state.cursor) + x = row.x0 + local i = 1 + while i <= row.num_chars do + local dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i) + local next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) + x = x + dx + if x > goal_x then + break + end + i = i + (next - state.cursor) + state.cursor = next + end + stb_textedit_clamp(str, state) + + if state.cursor == find.first_char then + str.LastMoveDirectionLR = ImGuiDir.Right + elseif state.cursor == find.prev_first then + str.LastMoveDirectionLR = ImGuiDir.Left + end + state.has_preferred_x = true + state.preferred_x = goal_x + + if sel then + state.select_end = state.cursor + end + + -- go to previous line + -- (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + local prev_scan = find.prev_first > 1 and find.prev_first - 1 or 1 + while prev_scan > 1 do + local prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan) + if STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE then + break + end + prev_scan = prev + end + find.first_char = find.prev_first + find.prev_first = STB_TEXTEDIT_MOVELINESTART(str, state, prev_scan) + end + elseif key == STB_TEXTEDIT_K_DELETE + or key == bit32.bor(STB_TEXTEDIT_K_DELETE, STB_TEXTEDIT_K_SHIFT) then + + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_delete_selection(str, state) + else + local n = STB_TEXTEDIT_STRINGLEN(str) + if state.cursor <= n then + stb_textedit_delete(str, state, state.cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) - state.cursor) + end + end + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_BACKSPACE + or key == bit32.bor(STB_TEXTEDIT_K_BACKSPACE, STB_TEXTEDIT_K_SHIFT) then + + if STB_TEXT_HAS_SELECTION(state) then + stb_textedit_delete_selection(str, state) + else + stb_textedit_clamp(str, state) + if state.cursor > 1 then + local prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state.cursor) + stb_textedit_delete(str, state, prev, state.cursor - prev) + state.cursor = prev + end + end + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_TEXTSTART then + state.cursor = 1 + state.select_start = 1 + state.select_end = 1 + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_TEXTEND then + state.cursor = STB_TEXTEDIT_STRINGLEN(str) + 1 + state.select_start = 1 + state.select_end = 1 + state.has_preferred_x = false + elseif key == bit32.bor(STB_TEXTEDIT_K_TEXTSTART, STB_TEXTEDIT_K_SHIFT) then + stb_textedit_prep_selection_at_cursor(state) + state.cursor = 1 + state.select_end = 1 + state.has_preferred_x = false + elseif key == bit32.bor(STB_TEXTEDIT_K_TEXTEND, STB_TEXTEDIT_K_SHIFT) then + stb_textedit_prep_selection_at_cursor(state) + state.cursor = STB_TEXTEDIT_STRINGLEN(str) + 1 + state.select_end = state.cursor + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_LINESTART then + stb_textedit_clamp(str, state) + stb_textedit_move_to_first(state) + state.cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state.cursor) + state.has_preferred_x = false + elseif key == STB_TEXTEDIT_K_LINEEND then + stb_textedit_clamp(str, state) + stb_textedit_move_to_last(str, state) + state.cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state.cursor) + state.has_preferred_x = false + elseif key == bit32.bor(STB_TEXTEDIT_K_LINESTART, STB_TEXTEDIT_K_SHIFT) then + stb_textedit_clamp(str, state) + stb_textedit_prep_selection_at_cursor(state) + state.cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state.cursor) + state.select_end = state.cursor + state.has_preferred_x = false + elseif key == bit32.bor(STB_TEXTEDIT_K_LINEEND, STB_TEXTEDIT_K_SHIFT) then + stb_textedit_clamp(str, state) + stb_textedit_prep_selection_at_cursor(state) + state.cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state.cursor) + state.select_end = state.cursor + state.has_preferred_x = false + end +end + +end + +----------------------------------------------------- +----------------------------------------------------- +--- +--- Undo processing +--- OPTIMIZE: the undo/redo buffer should be circular +--- + +--- @param state StbUndoState +local function stb_textedit_flush_redo(state) + state.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 + state.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT + 1 +end + +-- discard the oldest entry in the undo list +--- @param state StbUndoState +local function stb_textedit_discard_undo(state) + if state.undo_point > 0 then + -- if the 1th undo state has characters, clean those up + if state.undo_rec[1].char_storage >= 0 then + local n = state.undo_rec[1].insert_length + -- delete n characters from all other records + state.undo_char_point = state.undo_char_point - n + IMSTB_TEXTEDIT_memmove(state.undo_char, 1, state.undo_char, n + 1, state.undo_char_point - 1) + for i = 1, state.undo_point do + if state.undo_rec[i].char_storage >= 0 then + state.undo_rec[i].char_storage = state.undo_rec[i].char_storage - n -- OPTIMIZE: get rid of char_storage and infer it + end + end + end + state.undo_point = state.undo_point - 1 + IMSTB_TEXTEDIT_memmove(state.undo_rec, 1, state.undo_rec, 2, state.undo_point - 1) + end +end + +-- discard the oldest entry in the redo list--it's bad if this +-- ever happens, but because undo & redo have to store the actual +-- characters in different cases, the redo character buffer can +-- fill up even though the undo buffer didn't +--- @param state StbUndoState +local function stb_textedit_discard_redo(state) + local k = IMSTB_TEXTEDIT_UNDOSTATECOUNT + + if state.redo_point <= k then + -- if the k'th undo state has characters, clean those up + if state.undo_rec[k].char_storage >= 1 then + local n = state.undo_rec[k].insert_length + -- move the remaining redo character data to the end of the buffer + state.redo_char_point = state.redo_char_point + n + IMSTB_TEXTEDIT_memmove(state.undo_char, state.redo_char_point, state.undo_char, state.redo_char_point - n, IMSTB_TEXTEDIT_UNDOCHARCOUNT - state.redo_char_point + 1) + -- adjust the position of all the other records to account for above memmove + for i = state.redo_point, k - 1 do + if state.undo_rec[i].char_storage >= 1 then + state.undo_rec[i].char_storage = state.undo_rec[i].char_storage + n + end + end + end + + -- now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + -- [IMGUI] + local move_size = IMSTB_TEXTEDIT_UNDOSTATECOUNT - state.redo_point - 1 + IMSTB_TEXTEDIT_memmove(state.undo_rec, state.redo_point + 1, state.undo_rec, state.redo_point, move_size) + + -- now move redo_point to point to the new one + state.redo_point = state.redo_point + 1 + end +end + +--- @param state StbUndoState +--- @param numchars int +local function stb_text_create_undo_record(state, numchars) + -- any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state) + + -- if we have no free records, we have to make room, by sliding the + -- existing records down + if state.undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT then + stb_textedit_discard_undo(state) + end + + -- if the characters to store won't possibly fit in the buffer, we can't undo + if numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT then + state.undo_point = 1 + state.undo_char_point = 1 + return nil + end + + -- if we don't have enough free characters in the buffer, we have to make room + while state.undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT do + stb_textedit_discard_undo(state) + end + + local ret = state.undo_rec[state.undo_point] + state.undo_point = state.undo_point + 1 + return ret +end + +--- @param state StbUndoState +--- @param pos int +--- @param insert_len int +--- @param delete_len int +--- @return int? # index into undostate.undo_char[] +local function stb_text_createundo(state, pos, insert_len, delete_len) + local r = stb_text_create_undo_record(state, insert_len) + if r == nil then + return nil + end + + r.where = pos + r.insert_length = insert_len + r.delete_length = delete_len + + if insert_len == 0 then + r.char_storage = -1 + return nil + else + r.char_storage = state.undo_char_point + state.undo_char_point = state.undo_char_point + insert_len + return r.char_storage + end +end + +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +function stb_text_undo(str, state) + local s = state.undostate + + if s.undo_point == 1 then + return + end + + -- we need to do two things: apply the undo record, and create a redo record + local u = s.undo_rec[s.undo_point - 1] + local r = s.undo_rec[s.redo_point - 1] + r.char_storage = -1 + + r.insert_length = u.delete_length + r.delete_length = u.insert_length + r.where = u.where + + if u.delete_length > 0 then + -- if the undo record says to delete characters, then the redo record will + -- need to re-insert the characters that get deleted, so we need to store + -- them. + + -- there are three cases: + -- there's enough room to store the characters + -- characters stored for *redoing* don't leave room for redo + -- characters stored for *undoing* don't leave room for redo + -- if the last is true, we have to bail + + if s.undo_char_point + u.delete_length > IMSTB_TEXTEDIT_UNDOCHARCOUNT then + -- the undo records take up too much character space; there's no space to store the redo characters + r.insert_length = 0 + else + -- there's definitely room to store the characters eventually + while s.undo_char_point + u.delete_length > s.redo_char_point do + -- should never happen: + if s.redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 then + return + end + + -- there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s) + end + r = s.undo_rec[s.redo_point - 1] + + r.char_storage = s.redo_char_point - u.delete_length + s.redo_char_point = s.redo_char_point - u.delete_length + + -- now save the characters + for i = 0, u.delete_length - 1 do + s.undo_char[r.char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i) + end + end + + -- now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length) + end + + -- check type of recorded action: + if u.insert_length > 0 then + -- easy case: was a deletion, so we need to insert n characters + u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, s.undo_char, u.char_storage, u.insert_length) + s.undo_char_point = s.undo_char_point - u.insert_length + end + + state.cursor = u.where + u.insert_length + + s.undo_point = s.undo_point - 1 + s.redo_point = s.redo_point - 1 +end + +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +function stb_text_redo(str, state) + local s = state.undostate + if s.undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 then + return + end + + -- we need to do two things: apply the redo record, and create an undo record + local u = s.undo_rec[s.undo_point] + local r = s.undo_rec[s.redo_point] + + u.delete_length = r.insert_length + u.insert_length = r.delete_length + u.where = r.where + u.char_storage = -1 + + if r.delete_length > 0 then + -- the redo record requires us to delete characters, so the undo record + -- needs to store the characters + if s.undo_char_point + u.insert_length > s.redo_char_point then + u.insert_length = 0 + u.delete_length = 0 + else + u.char_storage = s.undo_char_point + s.undo_char_point = s.undo_char_point + u.insert_length + + for i = 0, u.insert_length - 1 do + s.undo_char[u.char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i) + end + end + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length) + end + + if r.insert_length ~= 0 then + r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, s.undo_char, r.char_storage, r.insert_length) + s.redo_char_point = s.redo_char_point + r.insert_length + end + + state.cursor = r.where + r.insert_length + + s.undo_point = s.undo_point + 1 + s.redo_point = s.redo_point + 1 +end + +--- @param state STB_TexteditState +--- @param where int +--- @param length int +function stb_text_makeundo_insert(state, where, length) + stb_text_createundo(state.undostate, where, 0, length) +end + +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param where int +--- @param length int +function stb_text_makeundo_delete(str, state, where, length) + local s = state.undostate + local p = stb_text_createundo(s, where, length, 0) + if p then + for i = 0, length - 1 do + s.undo_char[p + i] = STB_TEXTEDIT_GETCHAR(str, where + i) + end + end +end + +--- @param str IMSTB_TEXTEDIT_STRING +--- @param state STB_TexteditState +--- @param where int +--- @param old_length int +--- @param new_length int +function stb_text_makeundo_replace(str, state, where, old_length, new_length) + local s = state.undostate + local p = stb_text_createundo(s, where, old_length, new_length) + if p then + for i = 0, old_length - 1 do + s.undo_char[p + i] = STB_TEXTEDIT_GETCHAR(str, where + i) + end + end +end + +--- @param state STB_TexteditState +--- @param is_single_line bool +local function stb_textedit_clear_state(state, is_single_line) + state.undostate.undo_point = 1 + state.undostate.undo_char_point = 1 + state.undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 + state.undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT + 1 + state.select_end = 1 + state.select_start = 1 + state.cursor = 1 + state.has_preferred_x = false + state.preferred_x = 0 + state.cursor_at_end_of_line = false + state.initialized = true + state.single_line = is_single_line + state.insert_mode = false + state.row_count_per_page = 0 +end + +return { + click = stb_textedit_click, + drag = stb_textedit_drag, + createundo = stb_text_createundo, + initialize_state = stb_textedit_clear_state, + + text = stb_textedit_text, + key = stb_textedit_key, + + makeundo_replace = stb_text_makeundo_replace, + + clamp = stb_textedit_clamp, + prep_selection_at_cursor = stb_textedit_prep_selection_at_cursor, + cut = stb_textedit_cut, + paste = stb_textedit_paste_internal, + + HAS_SELECTION = STB_TEXT_HAS_SELECTION +} +end + +__FILES['imstb_truetype.lua'] = function() +--- ImGui Sincerely +-- This is a Lua port of original `imstb_truetype.h` + +--- STBTT_RASTERIZER_VERSION == 2 + +local stbtt_fontinfo + +local stbtt_InitFont +local stbtt_MakeGlyphBitmapSubpixelPrefilter +local stbtt_GetFontVMetrics +local stbtt__GetGlyphInfoT2 +local stbtt__GetGlyphShapeT2 +local stbtt_GetGlyphShape +local stbtt_GetGlyphBitmapBox +local stbtt_GetGlyphBitmapBoxSubpixel +local stbtt_GetGlyphHMetrics +local stbtt_GetFontOffsetForIndex +local stbtt_ScaleForPixelHeight +local stbtt_FindGlyphIndex + +local STBTT_MAX_OVERSAMPLE = 8 + +--- @enum STBTT_PLATFORM_ID +local STBTT_PLATFORM_ID = { + UNICODE = 0, + MAC = 1, + ISO = 2, + MICROSOFT = 3, +} + +--- @enum STBTT_MS_EID +local STBTT_MS_EID = { + SYMBOL = 0, + UNICODE_BMP = 1, + SHIFTJIS = 2, + UNICODE_FULL = 10 +} + +-- original enum doesn't have a name, so we name it +--- @enum STBTT_VTX +local STBTT_VTX = { + MOVE = 1, + LINE = 2, + CURVE = 3, + CUBIC = 4 +} + +local bit32 = bit32 +local math = math + +local STBTT_assert = assert +local STBTT_sort = table.sort +local STBTT_sqrt = math.sqrt +local STBTT_fabs = math.abs +local STBTT_ifloor = math.floor +local STBTT_iceil = math.ceil + +local trunc = function(x) + if x >= 0 then + return math.floor(x) + else + return math.ceil(x) + end +end + +local function STBTT__NOTUSED(_) return end + +--- @alias stbtt_int32 int + +local stbtt_int32 = ImS32 +local stbtt_uint32 = ImU32 +local stbtt_int16 = ImS16 +local stbtt_uint16 = ImU16 +local stbtt_int8 = ImS8 +local stbtt_uint8 = ImU8 +local unsigned_char = stbtt_uint8 + +--- @class stbtt__buf +--- @field data? table # 1-based byte table +--- @field offset int # Every access to `data` will be offset by this +--- @field cursor int # >= 0 +--- @field size int + +--- @param initial_offset? int +--- @return stbtt__buf +--- @nodiscard +local function stbtt__buf(initial_offset) + return { + data = nil, + offset = initial_offset or 0, + cursor = 0, + size = nil + } +end + +--- @class stbtt_fontinfo +--- @field userdata any +--- @field data table # pointer to .ttf file +--- @field fontstart int # offset of start of font +--- @field numGlyphs int # number of glyphs, needed for range checking +--- @field loca int # table location as offset from start of .ttf +--- @field head int # table location as offset from start of .ttf +--- @field glyf int # table location as offset from start of .ttf +--- @field hhea int # table location as offset from start of .ttf +--- @field hmtx int # table location as offset from start of .ttf +--- @field kern int # table location as offset from start of .ttf +--- @field gpos int # table location as offset from start of .ttf +--- @field svg int # table location as offset from start of .ttf +--- @field index_map int # a cmap mapping for our chosen character encoding +--- @field indexToLocFormat int # format needed to map from glyph index to glyph +--- @field cff stbtt__buf # cff font data +--- @field charstrings stbtt__buf # the charstring index +--- @field gsubrs stbtt__buf # global charstring subroutines index +--- @field subrs stbtt__buf # private charstring subroutines index +--- @field fontdicts stbtt__buf # array of font dicts +--- @field fdselect stbtt__buf # map from glyph to fontdict + +--- @return stbtt_fontinfo +function stbtt_fontinfo() + return { + data = nil, + fontstart = nil, + + numGlyphs = nil, + + loca = nil, + head = nil, + glyf = nil, + hhea = nil, + hmtx = nil, + kern = nil, + gpos = nil, + svg = nil, + + index_map = nil, + indexToLocFormat = nil, + + cff = nil, + charstrings = nil, + gsubrs = nil, + subrs = nil, + fontdicts = nil, + fdselect = nil + } +end + +--- @class stbtt_vertex +--- @field x int +--- @field y int +--- @field cx int +--- @field cy int +--- @field cx1 int +--- @field cy1 int +--- @field type int +--- @field padding int + +--- @return stbtt_vertex +--- @nodiscard +local function stbtt_vertex() + return { + x = nil, + y = nil, + cx = nil, + cy = nil, + cx1 = nil, + cy1 = nil, + type = nil, + padding = nil + } +end + +--- @class stbtt__csctx +--- @field bounds bool +--- @field started bool +--- @field first_x float +--- @field first_y float +--- @field x float +--- @field y float +--- @field min_x int +--- @field max_x int +--- @field min_y int +--- @field max_y int +--- @field pvertices stbtt_vertex[] +--- @field num_vertices int + +--- @return stbtt__csctx +--- @nodiscard +local function stbtt__csctx() + return { + bounds = false, + started = false, + first_x = nil, + first_y = nil, + x = nil, + y = nil, + min_x = nil, + max_x = nil, + min_y = nil, + max_y = nil, + + pvertices = nil, + num_vertices = nil + } +end + +--- @param bounds bool +--- @return stbtt__csctx +--- @nodiscard +local function STBTT__CSCTX_INIT(bounds) + local this = stbtt__csctx() + + this.bounds = bounds + this.started = false + this.first_x = 0 + this.first_y = 0 + this.x = 0 + this.y = 0 + this.min_x = 0 + this.max_x = 0 + this.min_y = 0 + this.max_y = 0 + + this.pvertices = nil + this.num_vertices = 0 + + return this +end + +--- stbtt_kerningentry +--- stbtt_pack_range +--- stbtt_packedchar + +--- @class stbtt__edge +--- @field x0 float +--- @field y0 float +--- @field x1 float +--- @field y1 float +--- @field invert bool + +--- @return stbtt__edge +--- @nodiscard +local function stbtt__edge() + return { + x0 = nil, + y0 = nil, + x1 = nil, + y1 = nil, + invert = false + } +end + +--- @class stbtt__active_edge + +--- @return stbtt__active_edge +--- @nodiscard +local function stbtt__active_edge() + return { + next = nil, + fx = nil, + fdx = nil, + fdy = nil, + direction = nil, + sy = nil, + ey = nil + } +end + +--- @return stbtt__active_edge +--- @nodiscard +local function stbtt__new_active(e, off_x, start_point) + local z = stbtt__active_edge() + local dxdy = (e.x1 - e.x0) / (e.y1 - e.y0) + + z.fdx = dxdy + z.fdy = (dxdy ~= 0.0) and (1.0 / dxdy) or 0.0 + z.fx = e.x0 + dxdy * (start_point - e.y0) + z.fx = z.fx - off_x + z.direction = (e.invert) and 1.0 or -1.0 + z.sy = e.y0 + z.ey = e.y1 + z.next = nil + + return z +end + +--- @class stbtt__bitmap +--- @field w int +--- @field h int +--- @field stride int +--- @field pixels unsigned_char[] + +--- @return stbtt__bitmap +--- @nodiscard +local function stbtt__bitmap() + return { + w = nil, + h = nil, + stride = nil, + pixels = nil + } +end + +--- @class stbtt__point +--- @field x number +--- @field y number + +--- @return stbtt__point +--- @nodiscard +local function stbtt__point() return { x = nil, y = nil } end + +---------------------------------------------- +---------------------------------------------- +--- +--- stbtt__buf helpers to parse data from file +--- +--- + +--- @param b stbtt__buf +local function stbtt__buf_get8(b) + if b.cursor >= b.size then return 0 end + local result = b.data[b.offset + b.cursor + 1] + b.cursor = b.cursor + 1 + return result +end + +--- @param b stbtt__buf +local function stbtt__buf_peek8(b) + if b.cursor >= b.size then return 0 end + return b.data[b.offset + b.cursor + 1] +end + +--- @param b stbtt__buf +--- @param o int +local function stbtt__buf_seek(b, o) + STBTT_assert(not (o > b.size or o < 0)) + if o > b.size or o < 0 then + b.cursor = b.size + else + b.cursor = o + end +end + +--- @param b stbtt__buf +--- @param o int +local function stbtt__buf_skip(b, o) + stbtt__buf_seek(b, b.cursor + o) +end + +local function stbtt__buf_get(b, n) + local v = 0 + STBTT_assert(n >= 1 and n <= 4) + for _ = 1, n do + v = bit32.bor(bit32.lshift(v, 8), stbtt__buf_get8(b)) + end + return v +end + +--- @param p? table +--- @param size int +--- @param offset? int +--- @return stbtt__buf +--- @nodiscard +local function stbtt__new_buf(p, size, offset) + local r = stbtt__buf(offset) + STBTT_assert(size < 0x40000000) + r.data = p + r.size = trunc(size) + r.cursor = 0 + return r +end + +--- @param b stbtt__buf +local function stbtt__buf_get16(b) return stbtt__buf_get(b, 2) end +--- @param b stbtt__buf +local function stbtt__buf_get32(b) return stbtt__buf_get(b, 4) end + +--- @param b stbtt__buf +--- @param o int +--- @param s int +--- @return stbtt__buf +--- @nodiscard +local function stbtt__buf_range(b, o, s) + local r = stbtt__new_buf(nil, 0) + if (o < 0 or s < 0 or o > b.size or s > (b.size - o)) then + return r + end + r.data = b.data + r.offset = b.offset + o + r.size = s + return r +end + +--- @param b stbtt__buf +local function stbtt__cff_get_index(b) + local count, start, offsize + start = b.cursor + count = stbtt__buf_get16(b) + if count > 0 then + offsize = stbtt__buf_get8(b) + STBTT_assert(offsize >= 1 and offsize <= 4) + stbtt__buf_skip(b, count * offsize) + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1) + end + return stbtt__buf_range(b, start, b.cursor - start) +end + +--- @param b stbtt__buf +local function stbtt__cff_int(b) + local b0 = stbtt__buf_get8(b) + if b0 >= 32 and b0 <= 246 then return b0 - 139 + elseif b0 >= 247 and b0 <= 250 then return (b0 - 247) * 256 + stbtt__buf_get8(b) + 108 + elseif b0 >= 251 and b0 <= 254 then return -(b0 - 251) * 256 - stbtt__buf_get8(b) - 108 + elseif b0 == 28 then return stbtt__buf_get16(b) + elseif b0 == 29 then return stbtt__buf_get32(b) + end + STBTT_assert(false) + return 0 +end + +--- @param b stbtt__buf +local function stbtt__cff_skip_operand(b) + local v + local b0 = stbtt__buf_peek8(b) + STBTT_assert(b0 >= 28) + if b0 == 30 then + stbtt__buf_skip(b, 1) + while b.cursor < b.size do + v = stbtt__buf_get8(b) + if (bit32.band(v, 0xF) == 0xF or bit32.rshift(v, 4) == 0xF) then + break + end + end + else + stbtt__cff_int(b) + end +end + +--- @param b stbtt__buf +--- @param key int +--- @return stbtt__buf +--- @nodiscard +local function stbtt__dict_get(b, key) + stbtt__buf_seek(b, 0) + while b.cursor < b.size do + local start = b.cursor + local _end, op + while stbtt__buf_peek8(b) >= 28 do + stbtt__cff_skip_operand(b) + end + _end = b.cursor + op = stbtt__buf_get8(b) + if op == 12 then op = bit32.bor(stbtt__buf_get8(b), 0x100) end + if op == key then return stbtt__buf_range(b, start, _end - start) end + end + return stbtt__buf_range(b, 0, 0) +end + +--- @param b stbtt__buf +--- @param key int +--- @param outcount int +--- @return int[] +--- @nodiscard +local function stbtt__dict_get_ints(b, key, outcount) + local operands = stbtt__dict_get(b, key) + local out = {} + for i = 1, outcount do + if operands.cursor >= operands.size then break end + out[i] = stbtt__cff_int(operands) + end + return out +end + +--- @param b stbtt__buf +local function stbtt__cff_index_count(b) + stbtt__buf_seek(b, 0) + return stbtt__buf_get16(b) +end + +--- @param b stbtt__buf +--- @param i int +--- @return stbtt__buf +--- @nodiscard +local function stbtt__cff_index_get(b, i) + local count, offsize, start, _end + stbtt__buf_seek(b, 0) + count = stbtt__buf_get16(b) + offsize = stbtt__buf_get8(b) + STBTT_assert(i >= 0 and i < count) + STBTT_assert(offsize >= 1 and offsize <= 4) + stbtt__buf_skip(b, i * offsize) + start = stbtt__buf_get(b, offsize) + _end = stbtt__buf_get(b, offsize) + return stbtt__buf_range(b, 2 + (count + 1) * offsize + start, _end - start) +end + +------------------------------------- +------------------------------------- +--- +--- Accessors to parse data from file +--- +--- + +--- UNIMPLEMENTED / UNUSED: +--- stbtt_IsGlyphEmpty +--- stbtt_GetKerningTableLength +--- stbtt_GetKerningTable +--- stbtt__GetGlyphKernInfoAdvance +--- stbtt__GetCoverageIndex +--- stbtt__GetGlyphClass +--- stbtt__GetGlyphGPOSInfoAdvance +--- stbtt_GetGlyphKernAdvance +--- stbtt_FindSVGDoc +--- stbtt_GetGlyphSVG +--- stbtt_GetCodepointSVG +--- stbtt_GetCodepointKernAdvance +--- stbtt_GetFontVMetricsOS2 +--- stbtt_GetCodepointHMetrics +--- stbtt_ScaleForMappingEmToPixels +--- stbtt_GetFontBoundingBox +--- stbtt_GetCodepointBitmapBox +--- stbtt_GetCodepointBitmapBoxSubpixel +--- stbtt_GetCodepointBox +--- stbtt_GetNumberOfFonts_internal +--- stbtt__get_svg + +local function ttUSHORT(p, offset) return stbtt_uint16(p[offset + 1] * 256 + p[offset + 2]) end +local function ttSHORT(p, offset) return stbtt_int16(p[offset + 1] * 256 + p[offset + 2]) end +local function ttULONG(p, offset) return stbtt_uint32(bit32.lshift(p[offset + 1], 24) + bit32.lshift(p[offset + 2], 16) + bit32.lshift(p[offset + 3], 8) + p[offset + 4]) end +local function ttLONG(p, offset) return stbtt_int32(bit32.lshift(p[offset + 1], 24) + bit32.lshift(p[offset + 2], 16) + bit32.lshift(p[offset + 3], 8) + p[offset + 4]) end + +local function ttBYTE(p, offset) return stbtt_uint8(p[offset + 1]) end +local function ttCHAR(p, offset) return stbtt_int8(p[offset + 1]) end + +local function stbtt_tag4(p, c0, c1, c2, c3, offset) offset = offset or 0; return p[offset + 1] == c0 and p[offset + 2] == c1 and p[offset + 3] == c2 and p[offset + 4] == c3 end +local function stbtt_tag(p, str, offset) local c0, c1, c2, c3 = string.byte(str, 1, 4); return stbtt_tag4(p, c0, c1, c2, c3, offset) end + +local function stbtt__isfont(font) + if stbtt_tag4(font, 49, 0, 0, 0) then return true end + if stbtt_tag(font, "typ1") then return true end + if stbtt_tag(font, "OTTO") then return true end + if stbtt_tag4(font, 0, 1, 0, 0) then return true end + if stbtt_tag(font, "true") then return true end + return false +end + +local function stbtt__find_table(data, font_start, tag) + local num_tables = ttUSHORT(data, font_start + 4) + local tabledir = font_start + 12 + for i = 0, num_tables - 1 do + local loc = tabledir + i * 16 + if stbtt_tag(data, tag, loc + 0) then + return ttULONG(data, loc + 8) + end + end + return 0 +end + +local function stbtt_GetFontOffsetForIndex_internal(font_collection, index) + if stbtt__isfont(font_collection) then + if index == 0 then return 0 else return -1 end + end + + if stbtt_tag(font_collection, "ttcf") then + if ttULONG(font_collection, 4) == 0x00010000 or ttULONG(font_collection, 4) == 0x00020000 then + local n = ttLONG(font_collection, 8) + if index >= n then + return -1 + end + return ttULONG(font_collection, 12 + index * 4) + end + end + + return -1 +end + +--- @param cff stbtt__buf +--- @param fontdict stbtt__buf +local function stbtt__get_subrs(cff, fontdict) + local private_loc = stbtt__dict_get_ints(fontdict, 18, 2) + if (private_loc[2] == 0 or private_loc[1] == 0) then + return stbtt__new_buf(nil, 0) + end + local pdict = stbtt__buf_range(cff, private_loc[2], private_loc[1]) + local subrsoff = stbtt__dict_get_ints(pdict, 19, 1) + if subrsoff[1] == 0 then + return stbtt__new_buf(nil, 0) + end + stbtt__buf_seek(cff, private_loc[2] + subrsoff[1]) + return stbtt__cff_get_index(cff) +end + +--- @return bool +local function stbtt_InitFont_internal(info, data, fontstart) + local cmap + local numTables + + info.data = data + info.fontstart = fontstart + info.cff = stbtt__new_buf(nil, 0) + + cmap = stbtt__find_table(data, fontstart, "cmap") + info.loca = stbtt__find_table(data, fontstart, "loca") + info.head = stbtt__find_table(data, fontstart, "head") + info.glyf = stbtt__find_table(data, fontstart, "glyf") + info.hhea = stbtt__find_table(data, fontstart, "hhea") + info.hmtx = stbtt__find_table(data, fontstart, "hmtx") + info.kern = stbtt__find_table(data, fontstart, "kern") + info.gpos = stbtt__find_table(data, fontstart, "GPOS") + + if (cmap == 0 or info.head == 0 or info.hhea == 0 or info.hmtx == 0) then + return false + end + if info.glyf ~= 0 then + if info.loca == 0 then + return false + end + else + local cff = stbtt__find_table(data, fontstart, "CFF ") + if cff == 0 then + return false + end + + info.fontdicts = stbtt__new_buf(nil, 0) + info.fdselect = stbtt__new_buf(nil, 0) + + info.cff = stbtt__new_buf(data, 64 * 1024 * 1024, cff) -- TODO: this should use size from table + local b = info.cff + + -- read the header + stbtt__buf_skip(b, 2) + stbtt__buf_seek(b, stbtt__buf_get8(b)) + + -- TODO: the name INDEX could list multiple fonts, but we just use the first one. + stbtt__cff_get_index(b) -- name INDEX + local topdictidx = stbtt__cff_get_index(b) + local topdict = stbtt__cff_index_get(topdictidx, 0) + stbtt__cff_get_index(b) -- string INDEX + info.gsubrs = stbtt__cff_get_index(b) + + local charstrings = stbtt__dict_get_ints(topdict, 17, 1) + local cstype = stbtt__dict_get_ints(topdict, bit32.bor(0x100, 6), 1) + local fdarrayoff = stbtt__dict_get_ints(topdict, bit32.bor(0x100, 36), 1) + local fdselectoff = stbtt__dict_get_ints(topdict, bit32.bor(0x100, 37), 1) + info.subrs = stbtt__get_subrs(b, topdict) + + if cstype[1] ~= 2 then + return false + end + if charstrings[1] == 0 then + return false + end + + if fdarrayoff[1] ~= 0 then + if fdselectoff[1] == 0 then + return false + end + + stbtt__buf_seek(b, fdarrayoff[1]) + info.fontdicts = stbtt__cff_get_index(b) + info.fdselect = stbtt__buf_range(b, fdselectoff[1], b.size - fdselectoff[1]) + end + + stbtt__buf_seek(b, charstrings[1]) + info.charstrings = stbtt__cff_get_index(b) + end + + local t = stbtt__find_table(data, fontstart, "maxp") + if t ~= 0 then + info.numGlyphs = ttUSHORT(data, t + 4) + else + info.numGlyphs = 0xffff + end + + info.svg = -1 + + numTables = ttUSHORT(data, cmap + 2) + info.index_map = 0 + for i = 0, numTables - 1 do + local encoding_record = cmap + 4 + 8 * i + local platform_id = ttUSHORT(data, encoding_record) + + if platform_id == STBTT_PLATFORM_ID.MICROSOFT then + local ms_eid = ttUSHORT(data, encoding_record + 2) + + if ms_eid == STBTT_MS_EID.UNICODE_BMP or ms_eid == STBTT_MS_EID.UNICODE_FULL then + info.index_map = cmap + ttULONG(data, encoding_record + 4) + end + elseif platform_id == STBTT_PLATFORM_ID.UNICODE then + info.index_map = cmap + ttULONG(data, encoding_record + 4) + end + end + if info.index_map == 0 then + return false + end + + info.indexToLocFormat = ttUSHORT(data, info.head + 50) + return true +end + +--- @param info stbtt_fontinfo +--- @param unicode_codepoint int +function stbtt_FindGlyphIndex(info, unicode_codepoint) + local data = info.data + local index_map = info.index_map + + local format = ttUSHORT(data, index_map + 0) + if format == 0 then + local bytes = ttUSHORT(data, index_map + 2) + if unicode_codepoint < bytes - 6 then + return ttBYTE(data, index_map + 6 + unicode_codepoint) + end + return 0 + elseif format == 6 then + local first = ttUSHORT(data, index_map + 6) + local count = ttUSHORT(data, index_map + 8) + if unicode_codepoint >= first and unicode_codepoint < first + count then + return ttUSHORT(data, index_map + 10 + (unicode_codepoint - first) * 2) + end + return 0 + elseif format == 2 then + STBTT_assert(false) -- TODO: high-byte mapping for japanese/chinese/korean + return 0 + elseif format == 4 then + local segcount = bit32.rshift(ttUSHORT(data, index_map + 6), 1) + local searchRange = bit32.rshift(ttUSHORT(data, index_map + 8), 1) + local entrySelector = ttUSHORT(data, index_map + 10) + local rangeShift = bit32.rshift(ttUSHORT(data, index_map + 12), 1) + + local endCount = index_map + 14 + local search = endCount + + if unicode_codepoint > 0xffff then + return 0 + end + + if unicode_codepoint >= ttUSHORT(data, search + rangeShift * 2) then + search = search + rangeShift * 2 + end + + search = search - 2 + while entrySelector ~= 0 do + searchRange = bit32.rshift(searchRange, 1) + local _end = ttUSHORT(data, search + searchRange * 2) + if unicode_codepoint > _end then + search = search + searchRange * 2 + end + entrySelector = entrySelector - 1 + end + search = search + 2 + + do + local item = stbtt_uint16(bit32.rshift(search - endCount, 1)) + + local start = ttUSHORT(data, index_map + 14 + segcount * 2 + 2 + 2 * item) + local last = ttUSHORT(data, endCount + 2 * item) + if unicode_codepoint < start or unicode_codepoint > last then + return 0 + end + + local offset = ttUSHORT(data, index_map + 14 + segcount * 6 + 2 + 2 * item) + if offset == 0 then + return stbtt_uint16(unicode_codepoint + ttSHORT(data, index_map + 14 + segcount * 4 + 2 + 2 * item)) + end + + return ttUSHORT(data, offset + (unicode_codepoint - start) * 2 + index_map + 14 + segcount * 6 + 2 + 2 * item) + end + elseif format == 12 or format == 13 then + local ngroups = ttULONG(data, index_map + 12) + local low = 0 + local high = ngroups + while low < high do + local mid = low + bit32.rshift(high - low, 1) + local start_char = ttULONG(data, index_map + 16 + mid * 12) + local end_char = ttULONG(data, index_map + 16 + mid * 12 + 4) + if unicode_codepoint < start_char then + high = mid + elseif unicode_codepoint > end_char then + low = mid + 1 + else + local start_glyph = ttULONG(data, index_map + 16 + mid * 12 + 8) + if format == 12 then + return start_glyph + unicode_codepoint - start_char + else -- format == 13 + return start_glyph + end + end + end + return 0 + end + + -- TODO: + STBTT_assert(false) + return 0 +end + +--- @param v stbtt_vertex +--- @param vtx_type STBTT_VTX +--- @param x stbtt_int32 +--- @param y stbtt_int32 +--- @param cx stbtt_int32 +--- @param cy stbtt_int32 +local function stbtt_setvertex(v, vtx_type, x, y, cx, cy) + v.type = vtx_type + v.x = (stbtt_int16)(x) + v.y = (stbtt_int16)(y) + v.cx = (stbtt_int16)(cx) + v.cy = (stbtt_int16)(cy) +end + +local function stbtt__GetGlyfOffset(info, glyph_index) + STBTT_assert(info.cff.size == 0) + + if glyph_index >= info.numGlyphs then return -1 end + if info.indexToLocFormat >= 2 then return -1 end + + local g1, g2 + if info.indexToLocFormat == 0 then + g1 = info.glyf + ttUSHORT(info.data, info.loca + glyph_index * 2) * 2 + g2 = info.glyf + ttUSHORT(info.data, info.loca + glyph_index * 2 + 2) * 2 + else + g1 = info.glyf + ttULONG(info.data, info.loca + glyph_index * 4) + g2 = info.glyf + ttULONG(info.data, info.loca + glyph_index * 4 + 4) + end + + if g1 == g2 then return -1 else return g1 end +end + +--- @return integer, integer?, integer?, integer?, integer? +local function stbtt_GetGlyphBox(info, glyph_index) + local n, x0, y0, x1, y1 + + if info.cff.size ~= 0 then + n, x0, y0, x1, y1 = stbtt__GetGlyphInfoT2(info, glyph_index) + else + local g = stbtt__GetGlyfOffset(info, glyph_index) + if g < 0 then return 0 end + + x0 = ttSHORT(info.data, g + 2) + y0 = ttSHORT(info.data, g + 4) + x1 = ttSHORT(info.data, g + 6) + y1 = ttSHORT(info.data, g + 8) + end + + return 1, x0, y0, x1, y1 +end + +--- @param vertices stbtt_vertex[] +--- @param num_vertices int +--- @param was_off bool +--- @param start_off bool +--- @param sx stbtt_int32 +--- @param sy stbtt_int32 +--- @param scx stbtt_int32 +--- @param scy stbtt_int32 +--- @param cx stbtt_int32 +--- @param cy stbtt_int32 +local function stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy) + if start_off then + if was_off then + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, bit32.rshift(cx + scx, 1), bit32.rshift(cy + scy, 1), cx, cy) + num_vertices = num_vertices + 1 + end + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, sx, sy, scx, scy) + num_vertices = num_vertices + 1 + else + if was_off then + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, sx, sy, cx, cy) + num_vertices = num_vertices + 1 + else + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.LINE, sx, sy, 0, 0) + num_vertices = num_vertices + 1 + end + end + return num_vertices +end + +--- @param info stbtt_fontinfo +--- @param glyph_index int +--- @return int num_vertices +--- @return stbtt_vertex[]? vertices +local function stbtt__GetGlyphShapeTT(info, glyph_index) + local data = info.data + local num_vertices + + local vertices = nil + + local g = stbtt__GetGlyfOffset(info, glyph_index) + + if g < 0 then return 0 end + + local numberOfContours = ttSHORT(data, g) + + if numberOfContours > 0 then + local endPtsOfContours = g + 10 + local ins = ttUSHORT(data, endPtsOfContours + numberOfContours * 2) + local points = (endPtsOfContours + numberOfContours * 2 + 2 + ins) + 1 -- 1-based idx + + local n = 1 + ttUSHORT(data, endPtsOfContours + numberOfContours * 2 - 2) + local m = n + 2 * numberOfContours + + vertices = {} + for i = 1, m do vertices[i] = stbtt_vertex() end + + local j = 0 + local was_off = false + local start_off = false + local next_move = 0 + local flagcount = 0 + + local off = m - n + + -- first load flags + local flags = 0 + for i = 1, n do + if flagcount == 0 then + flags = data[points] + points = points + 1 + + if bit32.band(flags, 8) ~= 0 then + flagcount = data[points] + points = points + 1 + end + else + flagcount = flagcount - 1 + end + + vertices[off + i].type = flags + end + + -- now load x coordinates + local x = 0 + for i = 1, n do + flags = vertices[off + i].type + if bit32.band(flags, 2) ~= 0 then + local dx = data[points] + points = points + 1 + if bit32.band(flags, 16) ~= 0 then + x = x + dx + else + x = x - dx + end + else + if bit32.band(flags, 16) == 0 then + x = x + stbtt_int16(data[points] * 256 + data[points + 1]) + points = points + 2 + end + end + + vertices[off + i].x = stbtt_int16(x) + end + + -- now load y coordinates + local y = 0 + for i = 1, n do + flags = vertices[off + i].type + if bit32.band(flags, 4) ~= 0 then + local dy = data[points] + points = points + 1 + if bit32.band(flags, 32) ~= 0 then + y = y + dy + else + y = y - dy + end + else + if bit32.band(flags, 32) == 0 then + y = y + stbtt_int16(data[points] * 256 + data[points + 1]) + points = points + 2 + end + end + + vertices[off + i].y = stbtt_int16(y) + end + + -- now convert them to our format + num_vertices = 0 + local sx, sy, cx, cy, scx, scy = 0, 0, 0, 0, 0, 0 + for i = 1, n do + flags = vertices[off + i].type + x = stbtt_int16(vertices[off + i].x) + y = stbtt_int16(vertices[off + i].y) + + if next_move == i - 1 then + if i ~= 1 then + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy) + end + + -- now start the new one + start_off = (bit32.band(flags, 1) == 0) + if start_off then + scx = x + scy = y + if bit32.band(vertices[off + i + 1].type, 1) == 0 then + sx = bit32.rshift(x + stbtt_int32(vertices[off + i + 1].x), 1) + sy = bit32.rshift(y + stbtt_int32(vertices[off + i + 1].y), 1) + else + sx = stbtt_int32(vertices[off + i + 1].x) + sy = stbtt_int32(vertices[off + i + 1].y) + i = i + 1 + end + else + sx = x + sy = y + end + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.MOVE, sx, sy, 0, 0) + num_vertices = num_vertices + 1 + was_off = false + next_move = 1 + ttUSHORT(data, endPtsOfContours + j * 2) + j = j + 1 + else + if bit32.band(flags, 1) == 0 then + if was_off then + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, bit32.rshift(cx + x, 1), bit32.rshift(cy + y, 1), cx, cy) + num_vertices = num_vertices + 1 + end + + cx = x + cy = y + was_off = true + else + if was_off then + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, x, y, cx, cy) + num_vertices = num_vertices + 1 + else + stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.LINE, x, y, 0, 0) + num_vertices = num_vertices + 1 + end + + was_off = false + end + end + end + + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy) + elseif numberOfContours < 0 then + local more = 1 + local comp = g + 10 + num_vertices = 0 + + while more ~= 0 do + local flags, gidx + local comp_num_vertices = 0 + local comp_verts + + local mtx = {1, 0, 0, 1, 0, 0} + local m, n + + flags = ttSHORT(data, comp) comp = comp + 2 + gidx = ttSHORT(data, comp) comp = comp + 2 + + if bit32.band(flags, 2) ~= 0 then + if bit32.band(flags, 1) ~= 0 then + mtx[5] = ttSHORT(data, comp) comp = comp + 2 + mtx[6] = ttSHORT(data, comp) comp = comp + 2 + else + mtx[5] = ttCHAR(data, comp) comp = comp + 1 + mtx[6] = ttCHAR(data, comp) comp = comp + 1 + end + else + -- TODO: handle matching point + STBTT_assert(false) + end + + if bit32.band(flags, bit32.lshift(1, 3)) ~= 0 then -- WE_HAVE_A_SCALE + mtx[4] = ttSHORT(data, comp) / 16384.0 + mtx[1] = mtx[4] + comp = comp + 2 + + mtx[3] = 0 + mtx[2] = mtx[3] + elseif bit32.band(flags, bit32.lshift(1, 6)) ~= 0 then -- WE_HAVE_AN_X_AND_YSCALE + mtx[1] = ttSHORT(data, comp) / 16384.0 + comp = comp + 2 + + mtx[3] = 0 + mtx[2] = mtx[3] + + mtx[4] = ttSHORT(data, comp) / 16384.0 + comp = comp + 2 + elseif bit32.band(flags, bit32.lshift(1, 7)) ~= 0 then -- WE_HAVE_A_TWO_BY_TWO + mtx[1] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 + mtx[2] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 + mtx[3] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 + mtx[4] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 + end + + m = STBTT_sqrt(mtx[1] * mtx[1] + mtx[2] * mtx[2]) + n = STBTT_sqrt(mtx[3] * mtx[3] + mtx[4] * mtx[4]) + + comp_num_vertices, comp_verts = stbtt_GetGlyphShape(info, gidx) + if comp_num_vertices > 0 then + for i = 1, comp_num_vertices do + local v = comp_verts[i] + local x = v.x + local y = v.y + v.x = stbtt_int16(m * (mtx[1] * x + mtx[3] * y + mtx[5])) + v.y = stbtt_int16(n * (mtx[2] * x + mtx[4] * y + mtx[6])) + x = v.cx + y = v.cy + v.cx = stbtt_int16(m * (mtx[1] * x + mtx[3] * y + mtx[5])) + v.cy = stbtt_int16(n * (mtx[2] * x + mtx[4] * y + mtx[6])) + end + + if num_vertices == 0 then -- LUA: No malloc + vertices = comp_verts + else + for i = 1, comp_num_vertices do + vertices[num_vertices + i] = comp_verts[i] + end + end + + num_vertices = num_vertices + comp_num_vertices + end + + more = bit32.band(flags, bit32.lshift(1, 5)) + end + end + + return num_vertices, vertices +end + +--- @param c stbtt__csctx +--- @param x stbtt_int32 +--- @param y stbtt_int32 +local function stbtt__track_vertex(c, x, y) + if x > c.max_x or not c.started then c.max_x = x end + if y > c.max_y or not c.started then c.max_y = y end + if x < c.min_x or not c.started then c.min_x = x end + if y < c.min_y or not c.started then c.min_y = y end + c.started = true +end + +--- @param c stbtt__csctx +--- @param vtx_type STBTT_VTX +--- @param x stbtt_int32 +--- @param y stbtt_int32 +--- @param cx stbtt_int32 +--- @param cy stbtt_int32 +--- @param cx1 stbtt_int32 +--- @param cy1 stbtt_int32 +local function stbtt__csctx_v(c, vtx_type, x, y, cx, cy, cx1, cy1) + if c.bounds then + stbtt__track_vertex(c, x, y) + if vtx_type == STBTT_VTX.CUBIC then + stbtt__track_vertex(c, cx, cy) + stbtt__track_vertex(c, cx1, cy1) + end + else + stbtt_setvertex(c.pvertices[c.num_vertices + 1], vtx_type, x, y, cx, cy) + c.pvertices[c.num_vertices + 1].cx1 = stbtt_int16(cx1) + c.pvertices[c.num_vertices + 1].cy1 = stbtt_int16(cy1) + end +end + +--- @param ctx stbtt__csctx +local function stbtt__csctx_close_shape(ctx) + if ctx.first_x ~= ctx.x or ctx.first_y ~= ctx.y then + stbtt__csctx_v(ctx, STBTT_VTX.LINE, trunc(ctx.first_x), trunc(ctx.first_y), 0, 0, 0, 0) + end +end + +--- @param ctx stbtt__csctx +--- @param dx float +--- @param dy float +local function stbtt__csctx_rmove_to(ctx, dx, dy) + stbtt__csctx_close_shape(ctx) + ctx.x = ctx.x + dx + ctx.first_x = ctx.x + ctx.y = ctx.y + dy + ctx.first_y = ctx.y + stbtt__csctx_v(ctx, STBTT_VTX.MOVE, trunc(ctx.x), trunc(ctx.y), 0, 0, 0, 0) +end + +--- @param ctx stbtt__csctx +--- @param dx float +--- @param dy float +local function stbtt__csctx_rline_to(ctx, dx, dy) + ctx.x = ctx.x + dx + ctx.y = ctx.y + dy + stbtt__csctx_v(ctx, STBTT_VTX.LINE, trunc(ctx.x), trunc(ctx.y), 0, 0, 0, 0) +end + +--- @param ctx stbtt__csctx +--- @param dx1 float +--- @param dy1 float +--- @param dx2 float +--- @param dy2 float +--- @param dx3 float +--- @param dy3 float +local function stbtt__csctx_rccurve_to(ctx, dx1, dy1, dx2, dy2, dx3, dy3) + local cx1 = ctx.x + dx1 + local cy1 = ctx.y + dy1 + local cx2 = cx1 + dx2 + local cy2 = cy1 + dy2 + ctx.x = cx2 + dx3 + ctx.y = cy2 + dy3 + stbtt__csctx_v(ctx, STBTT_VTX.CUBIC, trunc(ctx.x), trunc(ctx.y), trunc(cx1), trunc(cy1), trunc(cx2), trunc(cy2)) +end + +local function stbtt__get_subr(idx, n) + local count = stbtt__cff_index_count(idx) + local bias = 107 + if count >= 33900 then + bias = 32768 + elseif count >= 1240 then + bias = 1131 + end + n = n + bias + if n < 0 or n >= count then + return stbtt__new_buf(nil, 0) + end + return stbtt__cff_index_get(idx, n) +end + +local function stbtt__cid_get_glyph_subrs(info, glyph_index) + local fdselect = info.fdselect + local fdselector = -1 + + stbtt__buf_seek(fdselect, 0) + local fmt = stbtt__buf_get8(fdselect) + if fmt == 0 then + -- untested + stbtt__buf_skip(fdselect, glyph_index) + fdselector = stbtt__buf_get8(fdselect) + elseif fmt == 3 then + local nranges = stbtt__buf_get16(fdselect) + local start = stbtt__buf_get16(fdselect) + for i = 0, nranges - 1 do + local v = stbtt__buf_get8(fdselect) + local _end = stbtt__buf_get16(fdselect) + if glyph_index >= start and glyph_index < _end then + fdselector = v + break + end + start = _end + end + end + if fdselector == -1 then return stbtt__new_buf(nil, 0) end -- [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info.cff, stbtt__cff_index_get(info.fontdicts, fdselector)) +end + +--- @param info stbtt_fontinfo +--- @param glyph_index int +--- @param c stbtt__csctx +local function stbtt__run_charstring(info, glyph_index, c) + local in_header = true + local maskbits = 0 + local subr_stack_height = 0 + local sp = 0 + local has_subrs = 0 + local clear_stack + + local s = {} -- size = 48, 0-based + + local subr_stack = {} for i = 1, 10 do subr_stack[i] = stbtt__buf() end + + local subrs = info.subrs + local b, f + + local function STBTT__CSERR(_s) return 0 end + + -- this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info.charstrings, glyph_index) + local i, v, b0 + while b.cursor < b.size do + i = 0 + clear_stack = 1 + b0 = stbtt__buf_get8(b) + + -- TODO: implement hinting + if b0 == 0x13 or b0 == 0x14 then -- hintmask or cntrmask + if in_header then + maskbits = maskbits + trunc(sp / 2) -- implicit "vstem" + end + in_header = false + stbtt__buf_skip(b, trunc((maskbits + 7) / 8)) + elseif b0 == 0x01 or b0 == 0x03 or b0 == 0x12 or b0 == 0x17 then -- hstem, vstem, hstemhm, vstemhm + maskbits = maskbits + trunc(sp / 2) + elseif b0 == 0x15 then -- rmoveto + in_header = false + if sp < 2 then return STBTT__CSERR("rmoveto stack") end + stbtt__csctx_rmove_to(c, s[sp - 2], s[sp - 1]) + elseif b0 == 0x04 then -- vmoveto + in_header = false + if sp < 1 then return STBTT__CSERR("vmoveto stack") end + stbtt__csctx_rmove_to(c, 0, s[sp - 1]) + elseif b0 == 0x16 then -- hmoveto + in_header = false + if sp < 1 then return STBTT__CSERR("hmoveto stack") end + stbtt__csctx_rmove_to(c, s[sp - 1], 0) + elseif b0 == 0x05 then -- rlineto + if sp < 2 then return STBTT__CSERR("rlineto stack") end + while i + 1 < sp do + stbtt__csctx_rline_to(c, s[i], s[i + 1]) + i = i + 2 + end + + -- hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + -- starting from a different place. + + elseif b0 == 0x07 then -- vlineto + if sp < 1 then return STBTT__CSERR("vlineto stack") end + while true do + if i >= sp then break end + stbtt__csctx_rline_to(c, 0, s[i]) + i = i + 1 + if i >= sp then break end + stbtt__csctx_rline_to(c, s[i], 0) + i = i + 1 + end + elseif b0 == 0x06 then -- hlineto + if sp < 1 then return STBTT__CSERR("hlineto stack") end + + while true do + if i >= sp then break end + stbtt__csctx_rline_to(c, s[i], 0) + i = i + 1 + -- vlineto + if i >= sp then break end + stbtt__csctx_rline_to(c, 0, s[i]) + i = i + 1 + end + elseif b0 == 0x1F then -- hvcurveto + if sp < 4 then return STBTT__CSERR("hvcurveto stack") end + while true do + if i + 3 >= sp then break end + stbtt__csctx_rccurve_to(c, s[i], 0, s[i + 1], s[i + 2], ((sp - i) == 5) and s[i + 4] or 0.0, s[i + 3]) + i = i + 4 + if i + 3 >= sp then break end + stbtt__csctx_rccurve_to(c, 0, s[i], s[i + 1], s[i + 2], s[i + 3], ((sp - i) == 5) and s[i + 4] or 0.0) + i = i + 4 + end + elseif b0 == 0x1E then -- vhcurveto + if sp < 4 then return STBTT__CSERR("vhcurveto stack") end + + while true do + if i + 3 >= sp then break end + stbtt__csctx_rccurve_to(c, 0, s[i], s[i + 1], s[i + 2], s[i + 3], ((sp - i) == 5) and s[i + 4] or 0.0) + i = i + 4 + -- hvcurveto + if i + 3 >= sp then break end + stbtt__csctx_rccurve_to(c, s[i], 0, s[i + 1], s[i + 2], ((sp - i) == 5) and s[i + 4] or 0.0, s[i + 3]) + i = i + 4 + end + elseif b0 == 0x08 then -- rrcurveto + if sp < 6 then return STBTT__CSERR("rcurveline stack") end + + while i + 5 < sp do + stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]) + i = i + 6 + end + elseif b0 == 0x18 then -- rcurveline + if sp < 8 then return STBTT__CSERR("rcurveline stack") end + + while i + 5 < sp - 2 do + stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]) + i = i + 6 + end + if i + 1 >= sp then return STBTT__CSERR("rcurveline stack") end + stbtt__csctx_rline_to(c, s[i], s[i + 1]) + elseif b0 == 0x19 then -- rlinecurve + if sp < 8 then return STBTT__CSERR("rlinecurve stack") end + + while i + 1 < sp - 6 do + stbtt__csctx_rline_to(c, s[i], s[i + 1]) + i = i + 2 + end + if i + 5 >= sp then return STBTT__CSERR("rlinecurve stack") end + stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]) + elseif b0 == 0x1A or b0 == 0x1B then -- vvcurveto or hhcurveto + if sp < 4 then return STBTT__CSERR("(vv|hh)curveto stack") end + f = 0.0 + + if bit32.band(sp, 1) ~= 0 then + f = s[i] + i = i + 1 + end + while i + 3 < sp do + if b0 == 0x1B then + stbtt__csctx_rccurve_to(c, s[i], f, s[i + 1], s[i + 2], s[i + 3], 0.0) + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i + 1], s[i + 2], 0.0, s[i + 3]) + end + f = 0.0 + i = i + 4 + end + elseif b0 == 0x0A -- callsubr + or b0 == 0x1D then + + if b0 == 0x0A and has_subrs == 0 then + if info.fdselect.size ~= 0 then + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index) + end + has_subrs = 1 + end + + -- callgsubr + if sp < 1 then return STBTT__CSERR("call(g|)subr stack") end + sp = sp - 1 + v = trunc(s[sp]) + if subr_stack_height >= 10 then return STBTT__CSERR("recursion limit") end + subr_stack[subr_stack_height + 1] = b + subr_stack_height = subr_stack_height + 1 + b = stbtt__get_subr((b0 == 0x0A) and subrs or info.gsubrs, v) + if b.size == 0 then return STBTT__CSERR("subr not found") end + b.cursor = 0 + clear_stack = 0 + elseif b0 == 0x0B then -- return + if subr_stack_height <= 0 then return STBTT__CSERR("return outside subr") end + subr_stack_height = subr_stack_height - 1 + b = subr_stack[subr_stack_height + 1] + clear_stack = 0 + elseif b0 == 0x0E then -- endchar + stbtt__csctx_close_shape(c) + return 1 + elseif b0 == 0x0C then -- two-byte escape + local b1 = stbtt__buf_get8(b) + + if b1 == 0x22 then -- hflex + if sp < 7 then return STBTT__CSERR("hflex stack") end + local dx1 = s[0] + local dx2 = s[1] + local dy2 = s[2] + local dx3 = s[3] + local dx4 = s[4] + local dx5 = s[5] + local dx6 = s[6] + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0) + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0) + elseif b1 == 0x23 then -- flex + if sp < 13 then return STBTT__CSERR("flex stack") end + local dx1 = s[0] + local dy1 = s[1] + local dx2 = s[2] + local dy2 = s[3] + local dx3 = s[4] + local dy3 = s[5] + local dx4 = s[6] + local dy4 = s[7] + local dx5 = s[8] + local dy5 = s[9] + local dx6 = s[10] + local dy6 = s[11] + -- fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3) + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6) + elseif b1 == 0x24 then -- hflex1 + if sp < 9 then return STBTT__CSERR("hflex1 stack") end + local dx1 = s[0] + local dy1 = s[1] + local dx2 = s[2] + local dy2 = s[3] + local dx3 = s[4] + local dx4 = s[5] + local dx5 = s[6] + local dy5 = s[7] + local dx6 = s[8] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0) + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1 + dy2 + dy5)) + elseif b1 == 0x25 then -- flex1 + if sp < 11 then return STBTT__CSERR("flex1 stack") end + local dx1 = s[0] + local dy1 = s[1] + local dx2 = s[2] + local dy2 = s[3] + local dx3 = s[4] + local dy3 = s[5] + local dx4 = s[6] + local dy4 = s[7] + local dx5 = s[8] + local dy5 = s[9] + local dx6 = s[10] + local dy6 = s[10] + local dx = dx1 + dx2 + dx3 + dx4 + dx5 + local dy = dy1 + dy2 + dy3 + dy4 + dy5 + if STBTT_fabs(dx) > STBTT_fabs(dy) then + dy6 = -dy + else + dx6 = -dx + end + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3) + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6) + else + return STBTT__CSERR("unimplemented") + end + else + if b0 ~= 255 and b0 ~= 28 and b0 < 32 then + return STBTT__CSERR("reserved operator") + end + + -- push immediate + if b0 == 255 then + f = stbtt__buf_get32(b) / 0x10000 + else + stbtt__buf_skip(b, -1) + f = stbtt_int16(stbtt__cff_int(b)) + end + if sp >= 48 then return STBTT__CSERR("push stack overflow") end + s[sp] = f + sp = sp + 1 + clear_stack = 0 + end + + if clear_stack ~= 0 then + sp = 0 + end + end + + return STBTT__CSERR("no endchar") +end + +--- @param info stbtt_fontinfo +--- @param glyph_index int +--- @return int num_vertices +--- @return stbtt_vertex[]? vertices +function stbtt__GetGlyphShapeT2(info, glyph_index) + -- runs the charstring twice, once to count and once to output (to avoid realloc) + local vertices = nil + local count_ctx = STBTT__CSCTX_INIT(true) + local output_ctx = STBTT__CSCTX_INIT(false) + if stbtt__run_charstring(info, glyph_index, count_ctx) ~= 0 then + vertices = {} for i = 1, count_ctx.num_vertices do vertices[i] = stbtt_vertex() end + + output_ctx.pvertices = vertices + if stbtt__run_charstring(info, glyph_index, output_ctx) ~= 0 then + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices) + return output_ctx.num_vertices, vertices + end + end + + return 0, vertices +end + +--- @param info stbtt_fontinfo +--- @param glyph_index int +--- @return int +--- @return int x0 +--- @return int y0 +--- @return int x1 +--- @return int y1 +function stbtt__GetGlyphInfoT2(info, glyph_index) + local c = STBTT__CSCTX_INIT(true) + local r = stbtt__run_charstring(info, glyph_index, c) + local x0 = (r ~= 0) and c.min_x or 0 + local y0 = (r ~= 0) and c.min_y or 0 + local x1 = (r ~= 0) and c.max_x or 0 + local y1 = (r ~= 0) and c.max_y or 0 + return ((r ~= 0) and c.num_vertices or 0), x0, y0, x1, y1 +end + +--- @param info stbtt_fontinfo +--- @param glyph_index int +function stbtt_GetGlyphShape(info, glyph_index) + if info.cff.size == 0 then + return stbtt__GetGlyphShapeTT(info, glyph_index) + else + return stbtt__GetGlyphShapeT2(info, glyph_index) + end +end + +--- @param info stbtt_fontinfo +--- @param glyph_index int +function stbtt_GetGlyphHMetrics(info, glyph_index) + local numOfLongHorMetrics = ttUSHORT(info.data, info.hhea + 34) + + local advanceWidth, leftSideBearing + if glyph_index < numOfLongHorMetrics then + advanceWidth = ttSHORT(info.data, info.hmtx + 4 * glyph_index) + leftSideBearing = ttSHORT(info.data, info.hmtx + 4 * glyph_index + 2) + else + advanceWidth = ttSHORT(info.data, info.hmtx + 4 * (numOfLongHorMetrics - 1)) + leftSideBearing = ttSHORT(info.data, info.hmtx + 4 * numOfLongHorMetrics + 2 * (glyph_index - numOfLongHorMetrics)) + end + + return advanceWidth, leftSideBearing +end + +--- @param info stbtt_fontinfo +function stbtt_GetFontVMetrics(info) + local ascent = ttSHORT(info.data, info.hhea + 4) + local descent = ttSHORT(info.data, info.hhea + 6) + local lineGap = ttSHORT(info.data, info.hhea + 8) + + return ascent, descent, lineGap +end + +--- @param info stbtt_fontinfo +--- @param height float +function stbtt_ScaleForPixelHeight(info, height) + local fheight = ttSHORT(info.data, info.hhea + 4) - ttSHORT(info.data, info.hhea + 6) + return height / fheight +end + +------------------------------------ +------------------------------------ +--- +--- Antialiasing software rasterizer +--- +--- + +--- @param font stbtt_fontinfo +--- @param glyph int +--- @param scale_x float +--- @param scale_y float +--- @param shift_x float +--- @param shift_y float +function stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y, shift_x, shift_y) + local n, x0, y0, x1, y1 = stbtt_GetGlyphBox(font, glyph) + + local ix0, iy0, ix1, iy1 + if n == 0 then + -- e.g. space character + ix0 = 0 + iy0 = 0 + ix1 = 0 + iy1 = 0 + else + -- move to integral bboxes (treating pixels as little squares, what pixels get touched)? + ix0 = STBTT_ifloor( x0 * scale_x + shift_x) + iy0 = STBTT_ifloor(-y1 * scale_y + shift_y) + ix1 = STBTT_iceil( x1 * scale_x + shift_x) + iy1 = STBTT_iceil(-y0 * scale_y + shift_y) + end + + return ix0, iy0, ix1, iy1 +end + +--- @param font stbtt_fontinfo +--- @param glyph int +--- @param scale_x float +--- @param scale_y float +function stbtt_GetGlyphBitmapBox(font, glyph, scale_x, scale_y) + return stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y, 0.0, 0.0) +end + +-------------- +-------------- +--- +--- Rasterizer +--- +--- + +--- UNIMPLEMENTED / UNUSED: +--- stbtt_MakeCodepointBitmap +--- stbtt_MakeCodepointBitmapSubpixelPrefilter +--- stbtt_GetGlyphBitmap +--- stbtt_MakeGlyphBitmap +--- stbtt_GetGlyphBitmapSubpixel + +--- @param scanline float[] +--- @param x int +--- @param e stbtt__active_edge +--- @param x0 float +--- @param y0 float +--- @param x1 float +--- @param y1 float +local function stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) + if y0 == y1 then return end + STBTT_assert(y0 < y1) + STBTT_assert(e.sy <= e.ey) + + if y0 > e.ey then return end + if y1 < e.sy then return end + if y0 < e.sy then + x0 = x0 + (x1 - x0) * (e.sy - y0) / (y1 - y0) + y0 = e.sy + end + if y1 > e.ey then + x1 = x1 + (x1 - x0) * (e.ey - y1) / (y1 - y0) + y1 = e.ey + end + + if x0 == x then + STBTT_assert(x1 <= x + 1) + elseif x0 == x + 1 then + STBTT_assert(x1 >= x) + elseif x0 <= x then + STBTT_assert(x1 <= x) + elseif x0 >= x + 1 then + STBTT_assert(x1 >= x + 1) + else + STBTT_assert(x1 >= x and x1 <= x + 1) + end + + if x0 <= x and x1 <= x then + scanline[x] = scanline[x] + e.direction * (y1 - y0) + elseif x0 >= x + 1 and x1 >= x + 1 then + -- do nothing + else + STBTT_assert(x0 >= x and x0 <= x + 1 and x1 >= x and x1 <= x + 1) + scanline[x] = scanline[x] + e.direction * (y1 - y0) * (1 - ((x0 - x) + (x1 - x)) / 2) + end +end + +--- @param height float +--- @param top_width float +--- @param bottom_width float +local function stbtt__sized_trapezoid_area(height, top_width, bottom_width) + STBTT_assert(top_width >= 0) + STBTT_assert(bottom_width >= 0) + return (top_width + bottom_width) / 2.0 * height +end + +--- @param height float +--- @param tx0 float +--- @param tx1 float +--- @param bx0 float +--- @param bx1 float +local function stbtt__position_trapezoid_area(height, tx0, tx1, bx0, bx1) + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0) +end + +--- @param height float +--- @param width float +local function stbtt__sized_triangle_area(height, width) + return height * width / 2 +end + +--- @param scanline float[] +--- @param scanline_fill float[] +--- @param len int +--- @param e stbtt__active_edge +--- @param y_top float +local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_top) + local y_bottom = y_top + 1 + + while e do + -- brute force every pixel + -- compute intersection points with top & bottom + STBTT_assert(e.ey >= y_top) + + if e.fdx == 0 then + local x0 = e.fx + if x0 < len then + if x0 >= 0 then + stbtt__handle_clipped_edge(scanline, trunc(x0), e, x0, y_top, x0, y_bottom) + stbtt__handle_clipped_edge(scanline_fill, trunc(x0) + 1, e, x0, y_top, x0, y_bottom) + else + stbtt__handle_clipped_edge(scanline_fill, 0, e, x0, y_top, x0, y_bottom) + end + end + else + local x0 = e.fx + local dx = e.fdx + local xb = x0 + dx + local x_top, x_bottom + local sy0, sy1 + local dy = e.fdy + STBTT_assert(e.sy <= y_bottom and e.ey >= y_top) + + -- compute endpoints of line segment clipped to this scanline (if the + -- line segment starts on this scanline. x0 is the intersection of the + -- line with y_top, but that may be off the line segment. + if e.sy > y_top then + x_top = x0 + dx * (e.sy - y_top) + sy0 = e.sy + else + x_top = x0 + sy0 = y_top + end + if e.ey < y_bottom then + x_bottom = x0 + dx * (e.ey - y_top) + sy1 = e.ey + else + x_bottom = xb + sy1 = y_bottom + end + + if x_top >= 0 and x_bottom >= 0 and x_top < len and x_bottom < len then + -- from here on, we don't have to range check x values + if trunc(x_top) == trunc(x_bottom) then + -- simple case, only spans one pixel + local height + local x = trunc(x_top) + height = (sy1 - sy0) * e.direction + STBTT_assert(x >= 0 and x < len) + scanline[x] = scanline[x] + stbtt__position_trapezoid_area(height, x_top, x + 1.0, x_bottom, x + 1.0) + scanline_fill[x + 1] = scanline_fill[x + 1] + height -- everything right of this pixel is filled + else + local x1, x2 + local y_crossing, y_final, step, sign, area + -- covers 2+ pixels + if x_top > x_bottom then + -- flip scanline vertically; signed area is the same + sy0 = y_bottom - (sy0 - y_top) + sy1 = y_bottom - (sy1 - y_top) + local t + t = sy0; sy0 = sy1; sy1 = t + t = x_bottom; x_bottom = x_top; x_top = t + dx = -dx + dy = -dy + t = x0; x0 = xb; xb = t + end + STBTT_assert(dy >= 0) + STBTT_assert(dx >= 0) + + x1 = trunc(x_top) + x2 = trunc(x_bottom) + -- compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1 + 1 - x0) + + -- compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0) + + -- if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + -- TODO: maybe test against sy1 rather than y_bottom? + if y_crossing > y_bottom then + y_crossing = y_bottom + end + + sign = e.direction + + -- area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing - sy0) + + -- area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] = scanline[x1] + stbtt__sized_triangle_area(area, x1 + 1 - x_top) + + -- check if final y_crossing is blown up; no test case for this + if y_final > y_bottom then + local denom = (x2 - (x1 + 1)) + y_final = y_bottom + if denom ~= 0 then -- [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing) / denom -- if denom=0, y_final = y_crossing, so y_final <= y_bottom + end + end + + step = sign * dy * 1 -- dy is dy/dx, change in y for every 1 change in x, + -- which multiplied by 1-pixel-width is how much pixel area changes for each step in x + -- so the area advances by 'step' every time + + for x = x1 + 1, x2 - 1 do + scanline[x] = scanline[x] + area + step / 2 -- area of trapezoid is 1*step/2 + area = area + step + end + STBTT_assert(STBTT_fabs(area) <= 1.01) -- accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final - 0.01) + + -- area covered in the last pixel is the rectangle from all the pixels to the left, + -- plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] = scanline[x2] + area + sign * stbtt__position_trapezoid_area(sy1 - y_final, x2, x2 + 1.0, x_bottom, x2 + 1.0) + + -- the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2 + 1] = scanline_fill[x2 + 1] + sign * (sy1 - sy0) + end + else + for x = 0, len - 1 do + -- rename variables to clearly-defined pairs + local y0 = y_top + local x1 = x + local x2 = x + 1 + local x3 = xb + local y3 = y_bottom + + -- x = e->x + e->dx * (y-y_top) + -- (y-y_top) = (x - e->x) / e->dx + -- y = (x - e->x) / e->dx + y_top + local y1 = (x - x0) / dx + y_top + local y2 = (x + 1 - x0) / dx + y_top + + if x0 < x1 and x3 > x2 then -- three segments descending down-right + stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) + stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x2, y2) + stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3) + elseif x3 < x1 and x0 > x2 then -- three segments descending down-left + stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2) + stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x1, y1) + stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3) + elseif x0 < x1 and x3 > x1 then -- two segments across x, down-right + stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) + stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3) + elseif x3 < x1 and x0 > x1 then -- two segments across x, down-left + stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) + stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3) + elseif x0 < x2 and x3 > x2 then -- two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2) + stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3) + elseif x3 < x2 and x0 > x2 then -- two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2) + stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3) + else -- one segment + stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x3, y3) + end + end + end + end + e = e.next + end +end + +--- @param result stbtt__bitmap +--- @param e stbtt__edge +--- @param n int +--- @param vsubsample int +--- @param off_x int +--- @param off_y int +local function stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y) + local active = nil + + local scanline = {} -- size = result.w, 0-based + local scanline2 = {} -- size = result.w + 1, 0-based + + STBTT__NOTUSED(vsubsample) + + local y = off_y + e[n + 1].y0 = off_y + result.h + 1 + + local j = 0 + local p = 1 + while j < result.h do + -- find center of pixel for this scanline + local scan_y_top = y + 0.0 + local scan_y_bottom = y + 1.0 + + for i = 0, result.w - 1 do scanline[i] = 0 end + for i = 0, result.w do scanline2[i] = 0 end + + local prev = nil + local curr = active + while curr do + local next = curr.next + if curr.ey <= scan_y_top then + if prev then prev.next = next + else active = next end + curr.direction = 0 + else + prev = curr + end + curr = next + end + + local edge = e[p] + while edge.y0 <= scan_y_bottom do + if edge.y0 ~= edge.y1 then + local z = stbtt__new_active(edge, off_x, scan_y_top) + if j == 0 and off_y ~= 0 and z.ey < scan_y_top then + z.ey = scan_y_top + end + STBTT_assert(z.ey >= scan_y_top) + z.next = active + active = z + end + p = p + 1 + edge = e[p] + end + + if active then + stbtt__fill_active_edges_new(scanline, scanline2, result.w, active, scan_y_top) + end + + do + local sum = 0 + for i = 0, result.w - 1 do + local k + local m + sum = sum + scanline2[i] + k = scanline[i] + sum + k = STBTT_fabs(k) * 255 + 0.5 + m = trunc(k) + if m > 255 then m = 255 end + result.pixels[j * result.stride + i + 1] = unsigned_char(m) + end + end + + step = active + while step do + step.fx = step.fx + step.fdx + step = step.next + end + + y = y + 1 + j = j + 1 + end +end + +--- @param a stbtt__edge +--- @param b stbtt__edge +local STBTT__COMPARE = function(a, b) + if a.y0 == nil then return false end -- sentinels on the back + if b.y0 == nil then return true end + return a.y0 < b.y0 +end + +--- @param p stbtt__edge[] +local function stbtt__sort_edges(p) + STBTT_sort(p, STBTT__COMPARE) +end + +--- @param result stbtt__bitmap +--- @param pts stbtt__point[] +--- @param wcount int[] +--- @param windings int +--- @param scale_x float +--- @param scale_y float +--- @param shift_x float +--- @param shift_y float +--- @param off_x int +--- @param off_y int +--- @param invert bool +local function stbtt__rasterize(result, pts, wcount, windings, scale_x, scale_y, shift_x, shift_y, off_x, off_y, invert) + local y_scale_inv = (invert) and -scale_y or scale_y + local vsubsample = 1 -- STBTT_RASTERIZER_VERSION == 2 + + -- now we have to blow out the windings into explicit edge lists + local n = 0 + for i = 1, windings do + n = n + wcount[i] + end + + local e = {} for i = 1, n + 1 do e[i] = stbtt__edge() end -- add an extra one as a sentinel + n = 0 + + local m = 0 + local j + for i = 1, windings do + local p = m + m = m + wcount[i] + j = wcount[i] + for k = 1, wcount[i] do + repeat + local a = k + local b = j + -- skip the edge if horizontal + if pts[p + j].y == pts[p + k].y then + break + end + -- add edge from j to k to the list + n = n + 1 + e[n].invert = false + if invert then + if pts[p + j].y > pts[p + k].y then + e[n].invert = true + a = j + b = k + end + else + if pts[p + j].y < pts[p + k].y then + e[n].invert = true + a = j + b = k + end + end + e[n].x0 = pts[p + a].x * scale_x + shift_x + e[n].y0 = (pts[p + a].y * y_scale_inv + shift_y) * vsubsample + e[n].x1 = pts[p + b].x * scale_x + shift_x + e[n].y1 = (pts[p + b].y * y_scale_inv + shift_y) * vsubsample + + until true + j = k + end + end + + -- now sort the edges by their highest point (should snap to integer, and then by x) + stbtt__sort_edges(e) + + -- now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y) +end + +--- @param points? stbtt__point[] +--- @param n int +--- @param x float +--- @param y float +local function stbtt__add_point(points, n, x, y) + if points == nil then return end -- during first pass, it's unallocated + points[n + 1].x = x + points[n + 1].y = y +end + +-- tessellate until threshold p is happy... +-- TODO: warped to compensate for non-linear stretching +--- @param points? stbtt__point[] +--- @param num_points int +--- @param x0 float +--- @param y0 float +--- @param x1 float +--- @param y1 float +--- @param x2 float +--- @param y2 float +--- @param objspace_flatness_squared float +--- @param n int +--- @return int num_points # updated num_points passed in +local function stbtt__tesselate_curve(points, num_points, x0, y0, x1, y1, x2, y2, objspace_flatness_squared, n) + -- midpoint + local mx = (x0 + 2 * x1 + x2) / 4 + local my = (y0 + 2 * y1 + y2) / 4 + -- versus directly drawn line + local dx = (x0 + x2) / 2 - mx + local dy = (y0 + y2) / 2 - my + + if n > 16 then -- 65536 segments on one curve better be enough! + return num_points + end + + if dx * dx + dy * dy > objspace_flatness_squared then -- half-pixel error allowed... need to be smaller if AA + num_points = stbtt__tesselate_curve(points, num_points, x0, y0, (x0 + x1) / 2.0, (y0 + y1) / 2.0, mx, my, objspace_flatness_squared, n + 1) + num_points = stbtt__tesselate_curve(points, num_points, mx, my, (x1 + x2) / 2.0, (y1 + y2) / 2.0, x2, y2, objspace_flatness_squared, n + 1) + else + stbtt__add_point(points, num_points, x2, y2) + num_points = num_points + 1 + end + + return num_points +end + +--- @param points? stbtt__point[] +--- @param num_points int +--- @param x0 float +--- @param y0 float +--- @param x1 float +--- @param y1 float +--- @param x2 float +--- @param y2 float +--- @param x3 float +--- @param y3 float +--- @param objspace_flatness_squared float +--- @param n int +--- @return int num_points # updated num_points passed in +local function stbtt__tesselate_cubic(points, num_points, x0, y0, x1, y1, x2, y2, x3, y3, objspace_flatness_squared, n) + -- TODO: this "flatness" calculation is just made-up nonsense that seems to work well enough + local dx0 = x1 - x0 + local dy0 = y1 - y0 + local dx1 = x2 - x1 + local dy1 = y2 - y1 + local dx2 = x3 - x2 + local dy2 = y3 - y2 + local dx = x3 - x0 + local dy = y3 - y0 + local longlen = STBTT_sqrt(dx0 * dx0 + dy0 * dy0) + STBTT_sqrt(dx1 * dx1 + dy1 * dy1) + STBTT_sqrt(dx2 * dx2 + dy2 * dy2) + local shortlen = STBTT_sqrt(dx * dx + dy * dy) + local flatness_squared = longlen * longlen - shortlen * shortlen + + if n > 16 then -- 65536 segments on one curve better be enough! + return num_points + end + + if flatness_squared > objspace_flatness_squared then + local x01 = (x0 + x1) / 2 + local y01 = (y0 + y1) / 2 + local x12 = (x1 + x2) / 2 + local y12 = (y1 + y2) / 2 + local x23 = (x2 + x3) / 2 + local y23 = (y2 + y3) / 2 + + local xa = (x01 + x12) / 2 + local ya = (y01 + y12) / 2 + local xb = (x12 + x23) / 2 + local yb = (y12 + y23) / 2 + + local mx = (xa + xb) / 2 + local my = (ya + yb) / 2 + + num_points = stbtt__tesselate_cubic(points, num_points, x0, y0, x01, y01, xa, ya, mx, my, objspace_flatness_squared, n + 1) + num_points = stbtt__tesselate_cubic(points, num_points, mx, my, xb, yb, x23, y23, x3, y3, objspace_flatness_squared, n + 1) + else + stbtt__add_point(points, num_points, x3, y3) + num_points = num_points + 1 + end + + return num_points +end + +--- @param vertices stbtt_vertex[] +--- @param num_verts int +--- @param objspace_flatness float +--- @return stbtt__point[]? points +--- @return int? num_contours +--- @return int[]? contour_lengths +local function stbtt_FlattenCurves(vertices, num_verts, objspace_flatness) + local points = nil + local num_points = 0 + + local objspace_flatness_squared = objspace_flatness * objspace_flatness + local n = 0 + local start = 0 + + -- count how many "moves" there are to get the contour count + for i = 1, num_verts do + if vertices[i].type == STBTT_VTX.MOVE then + n = n + 1 + end + end + + local num_contours = n + if n == 0 then return nil end + + local contour_lengths = {} -- size = n + + -- make two passes through the points so we don't need to realloc + for pass = 0, 1 do + local x, y = 0, 0 + if pass == 1 then + points = {} + for i = 1, num_points do points[i] = stbtt__point() end + end + num_points = 0 + n = -1 + for i = 1, num_verts do + if vertices[i].type == STBTT_VTX.MOVE then + -- start the next contour + if n >= 0 then + contour_lengths[n + 1] = num_points - start + end + n = n + 1 + start = num_points + + x = vertices[i].x + y = vertices[i].y + stbtt__add_point(points, num_points, x, y) + num_points = num_points + 1 + elseif vertices[i].type == STBTT_VTX.LINE then + x = vertices[i].x + y = vertices[i].y + stbtt__add_point(points, num_points, x, y) + num_points = num_points + 1 + elseif vertices[i].type == STBTT_VTX.CURVE then + num_points = stbtt__tesselate_curve(points, num_points, x, y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0) + x = vertices[i].x + y = vertices[i].y + elseif vertices[i].type == STBTT_VTX.CUBIC then + num_points = stbtt__tesselate_cubic(points, num_points, x, y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0) + x = vertices[i].x + y = vertices[i].y + end + end + contour_lengths[n + 1] = num_points - start + end + + return points, num_contours, contour_lengths +end + +--- @param result stbtt__bitmap +--- @param flatness_in_pixels float +--- @param vertices stbtt_vertex[] +--- @param num_verts int +--- @param scale_x float +--- @param scale_y float +--- @param shift_x float +--- @param shift_y float +--- @param x_off int +--- @param y_off int +--- @param invert bool +local function stbtt_Rasterize(result, flatness_in_pixels, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert) + local scale = (scale_x > scale_y) and scale_y or scale_x + + local windings, winding_count, winding_lengths = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale) + + if windings then + --- @cast winding_lengths int[] + --- @cast winding_count int + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert) + end +end + +--- @param info stbtt_fontinfo +--- @param output unsigned_char[] +--- @param out_w int +--- @param out_h int +--- @param out_stride int +--- @param scale_x float +--- @param scale_y float +--- @param shift_x float +--- @param shift_y float +--- @param glyph int +local function stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, glyph) + local num_verts, vertices = stbtt_GetGlyphShape(info, glyph) + local gbm = stbtt__bitmap() + + local ix0, iy0 = stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y) + gbm.pixels = output + gbm.w = out_w + gbm.h = out_h + gbm.stride = out_stride + + if gbm.w ~= 0 and gbm.h ~= 0 then + stbtt_Rasterize(gbm, 0.35, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, true) + end +end + +----------------- +----------------- +--- +--- Bitmap baking +--- +--- + +--- UNIMPLEMENTED / UNUSED: +--- stbtt_BakeFontBitmap_internal +--- stbtt_BakeFontBitmap +--- stbtt_GetBakedQuad + +--------------------------- +--------------------------- +--- +--- Bitmap baking / packing +--- +--- + +--- UNIMPLEMENTED / UNUSED: +--- stbtt_PackBegin +--- stbtt_PackSetOversampling +--- stbtt_PackSetSkipMissingCodepoints +--- stbtt_PackFontRangesGatherRects +--- stbtt_PackFontRangesRenderIntoRects +--- stbtt_PackFontRangesPackRects +--- stbtt_PackFontRanges +--- stbtt_PackFontRange +--- stbtt_GetPackedQuad +--- stbtt_GetScaledFontVMetrics + +local STBTT__OVER_MASK = STBTT_MAX_OVERSAMPLE - 1 + +--- @param pixels table +--- @param w int +--- @param h int +--- @param stride_in_bytes int +--- @param kernel_width unsigned_int +local function stbtt__h_prefilter(pixels, w, h, stride_in_bytes, kernel_width) + local buffer = {} + local safe_w = w - kernel_width + + for j = 0, h - 1 do + local total = 0 + local row_offset = j * stride_in_bytes + + for i = 1, kernel_width do buffer[i] = 0 end + + for i = 0, safe_w do + total = total + pixels[row_offset + i + 1] - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] + buffer[bit32.band(i + kernel_width, STBTT__OVER_MASK) + 1] = pixels[row_offset + i + 1] + pixels[row_offset + i + 1] = unsigned_char(total / kernel_width) + end + + for i = safe_w + 1, w - 1 do + STBTT_assert(pixels[row_offset + i + 1] == 0) + total = total - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] + pixels[row_offset + i + 1] = unsigned_char(total / kernel_width) + end + end +end + +--- @param pixels table +--- @param w int +--- @param h int +--- @param stride_in_bytes int +--- @param kernel_width unsigned_int +local function stbtt__v_prefilter(pixels, w, h, stride_in_bytes, kernel_width) + local buffer = {} + local safe_h = h - kernel_width + + for j = 0, w - 1 do + local total = 0 + local col_offset = j + + for i = 1, kernel_width do buffer[i] = 0 end + + for i = 0, safe_h do + total = total + pixels[col_offset + i * stride_in_bytes + 1] - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] + buffer[bit32.band(i + kernel_width, STBTT__OVER_MASK) + 1] = pixels[col_offset + i * stride_in_bytes + 1] + pixels[col_offset + i * stride_in_bytes + 1] = unsigned_char(total / kernel_width) + end + + for i = safe_h + 1, h - 1 do + STBTT_assert(pixels[col_offset + i * stride_in_bytes + 1] == 0) + total = total - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] + pixels[col_offset + i * stride_in_bytes + 1] = unsigned_char(total / kernel_width) + end + end +end + +--- @param oversample int +--- @return float +local function stbtt__oversample_shift(oversample) + if oversample == 0 then + return 0.0 + end + return -(oversample - 1) / (2.0 * oversample) +end + +--- @param info stbtt_fontinfo +--- @param output unsigned_char[] +--- @param out_w int +--- @param out_h int +--- @param out_stride int +--- @param scale_x float +--- @param scale_y float +--- @param shift_x float +--- @param shift_y float +--- @param prefilter_x int +--- @param prefilter_y int +--- @param glyph int +function stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, prefilter_x, prefilter_y, glyph) + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w - (prefilter_x - 1), out_h - (prefilter_y - 1), out_stride, scale_x, scale_y, shift_x, shift_y, glyph) + + if prefilter_x > 1 then + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x) + end + + if prefilter_y > 1 then + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y) + end + + local sub_x, sub_y + sub_x = stbtt__oversample_shift(prefilter_x) + sub_y = stbtt__oversample_shift(prefilter_y) + return sub_x, sub_y +end + +------------------- +------------------- +--- +--- SDF computation +--- +--- + +--- UNIMPLEMENTED / UNUSED: +--- stbtt__ray_intersect_bezier +--- stbtt__compute_crossings_x +--- stbtt__cuberoot +--- stbtt__solve_cubic +--- stbtt_GetGlyphSDF +--- stbtt_GetCodepointSDF + +----------------------------------------------------- +----------------------------------------------------- +--- +--- Font name matching -- recommended not to use this +--- +--- + +--- UNIMPLEMENTED / UNUSED: +--- stbtt__CompareUTF8toUTF16_bigendian_prefix +--- stbtt_CompareUTF8toUTF16_bigendian_internal +--- stbtt_GetFontNameString +--- stbtt__matchpair +--- stbtt__matches + +--- @param data table +--- @param index int +function stbtt_GetFontOffsetForIndex(data, index) return stbtt_GetFontOffsetForIndex_internal(data, index) end + +--- @param info stbtt_fontinfo +--- @param data table +--- @param offset int +function stbtt_InitFont(info, data, offset) return stbtt_InitFont_internal(info, data, offset) end + +return { + fontinfo = stbtt_fontinfo, + + InitFont = stbtt_InitFont, + FindGlyphIndex = stbtt_FindGlyphIndex, + MakeGlyphBitmapSubpixelPrefilter = stbtt_MakeGlyphBitmapSubpixelPrefilter, + GetFontVMetrics = stbtt_GetFontVMetrics, + GetGlyphBitmapBox = stbtt_GetGlyphBitmapBox, + GetGlyphBitmapBoxSubpixel = stbtt_GetGlyphBitmapBoxSubpixel, + GetGlyphHMetrics = stbtt_GetGlyphHMetrics, + GetFontOffsetForIndex = stbtt_GetFontOffsetForIndex, + ScaleForPixelHeight = stbtt_ScaleForPixelHeight +} +end + +__FILES['imstd_minstdio.lua'] = function() +--- ImGui Sincerely +-- This is a minimal Lua impl of C-like sscanf, sprintf sub-set + +-- Supports: +-- - %x, %X, %nx, %nX (where n is a number) +-- - %d, %nd (where n is a number) +-- - %f, %lf (very limited) +-- +-- Returns items_matched instead of EOF on error + +local _byte = string.byte + +local CHAR_PERCENT = _byte'%' +local CHAR_DOT = _byte'.' +local CHAR_PLUS, CHAR_MINUS = _byte'+', _byte'-' +local CHAR_0, CHAR_9 = _byte'0', _byte'9' +local CHAR_a, CHAR_A = _byte'a', _byte'A' +local CHAR_d = _byte'd' +local CHAR_l = _byte'l' +local CHAR_f, CHAR_F = _byte'f', _byte'F' +local CHAR_x, CHAR_X = _byte'x', _byte'X' + +local function isspace(c) return c == 32 or c == 9 end +local function isdigit(c) return c >= CHAR_0 and c <= CHAR_9 end +local function isxdigit(c) return isdigit(c) or (c >= CHAR_a and c <= CHAR_f) or (c >= CHAR_A and c <= CHAR_F) end + +local function isdigit_under_base(c, base) + if base == 10 then return isdigit(c) + elseif base == 16 then return isxdigit(c) + end +end + +local function hex_digit_to_int(c) + if c >= CHAR_0 and c <= CHAR_9 then return c - CHAR_0 end + if c >= CHAR_a and c <= CHAR_f then return c - CHAR_a + 10 end + if c >= CHAR_A and c <= CHAR_F then return c - CHAR_A + 10 end +end + +-- we force this behavior by default +local function clamp_if_overflow(spec, val) + if spec == CHAR_d or spec == CHAR_x or spec == CHAR_X then + if val > INT_MAX then return INT_MAX end + if val < INT_MIN then return INT_MIN end + end + + return val +end + +--- @param buffer char[] +--- @param buffer_begin int +--- @param format string +--- @param result table # table to store parsed values +local function sscanf(buffer, buffer_begin, format, result) + local p = buffer_begin + local f = 1 -- format_begin + local format_len = #format + local assigned = 0 + local items_matched = 0 + + while f <= format_len do + repeat + if isspace(_byte(format, f, f)) then + while isspace(buffer[p]) do + p = p + 1 + end + f = f + 1 + + break + end + + if _byte(format, f, f) ~= CHAR_PERCENT then + if buffer[p] == _byte(format, f, f) then + p = p + 1 + f = f + 1 + else + return items_matched + end + + break + end + + -- encountered % in fmt + f = f + 1 + + -- %% + if _byte(format, f, f) == CHAR_PERCENT then + if buffer[p] == CHAR_PERCENT then + p = p + 1 + f = f + 1 + else + return items_matched + end + + break + end + + -- handle optional width + local width = 0 + while isdigit(_byte(format, f, f)) do + width = width * 10 + _byte(format, f, f) - CHAR_0 + f = f + 1 + end + if width == 0 then + width = math.huge + end + + local spec = _byte(format, f, f) + local base + local is_float = false + if spec == CHAR_x or spec == CHAR_X then + base = 16 + elseif spec == CHAR_d then + base = 10 + elseif spec == CHAR_f or spec == CHAR_F then + is_float = true + elseif spec == CHAR_l then + f = f + 1 + if _byte(format, f, f) == CHAR_f then + is_float = true -- TODO: distinguish from float? + else + return items_matched + end + else + return items_matched + end + f = f + 1 + + while isspace(buffer[p]) do + p = p + 1 + end + + local val + if is_float then + local sign = 1 + if buffer[p] == CHAR_PLUS then + p = p + 1 + elseif buffer[p] == CHAR_MINUS then + sign = -1 + p = p + 1 + end + + -- inf, nan are not handled + + local p_start = p + local int_part = 0 + + while isdigit(buffer[p]) do + int_part = int_part * 10 + (buffer[p] - CHAR_0) + p = p + 1 + end + + local frac_part = 0 + local frac_div = 1 + if buffer[p] == CHAR_DOT then + p = p + 1 + while isdigit(buffer[p]) do + frac_part = frac_part * 10 + (buffer[p] - CHAR_0) + frac_div = frac_div * 10 + p = p + 1 + end + end + + if p == p_start then + return items_matched + end + + val = sign * (int_part + frac_part / frac_div) + else + local sign = 1 + -- optional sign + if base == 10 then + if buffer[p] == CHAR_PLUS then + p = p + 1 + width = width - 1 + elseif buffer[p] == CHAR_MINUS then + sign = -1 + p = p + 1 + width = width - 1 + end + end + + local p_start = p + while width > 0 and buffer[p] and isdigit_under_base(buffer[p], base) do + p = p + 1 + width = width - 1 + end + + if p == p_start then + -- failed to match + return items_matched + end + + val = 0 + while p_start < p do + local c = buffer[p_start] + p_start = p_start + 1 + val = val * base + sign * hex_digit_to_int(c) + + local old_val = val + val = clamp_if_overflow(spec, val) + if old_val ~= val then + break + end + end + end + + result[assigned + 1] = val + assigned = assigned + 1 + items_matched = items_matched + 1 + + until true + end + + return items_matched +end + +local function sprintf() + +end + +return sscanf +end + +IM_INCLUDE('imgui.lua') +IM_INCLUDE('imgui_impl_roblox.lua') +IM_INCLUDE('imgui_demo.lua') + +return { + BuildLoadGlyphGetAdvanceOrFallback = BuildLoadGlyphGetAdvanceOrFallback, + CalcNextScrollFromScrollTargetAndClamp = CalcNextScrollFromScrollTargetAndClamp, + DBL_MAX = DBL_MAX, + DemoWindowWidgetsBasic = DemoWindowWidgetsBasic, + DemoWindowWidgetsColorAndPickers = DemoWindowWidgetsColorAndPickers, + DemoWindowWidgetsImages = DemoWindowWidgetsImages, + DemoWindowWidgetsPlotting = DemoWindowWidgetsPlotting, + DemoWindowWidgetsProgressBars = DemoWindowWidgetsProgressBars, + DemoWindowWidgetsVerticalSliders = DemoWindowWidgetsVerticalSliders, + FLT_MAX = FLT_MAX, + FLT_MIN = FLT_MIN, + FONT_ATLAS_DEFAULT_TEX_DATA_H = FONT_ATLAS_DEFAULT_TEX_DATA_H, + FONT_ATLAS_DEFAULT_TEX_DATA_W = FONT_ATLAS_DEFAULT_TEX_DATA_W, + GetDefaultFontDataProggyClean = GetDefaultFontDataProggyClean, + GetDefaultFontDataProggyForever = GetDefaultFontDataProggyForever, + GetMinimumStepAtDecimalPrecision = GetMinimumStepAtDecimalPrecision, + IMGUI_DEBUG_LOG_ACTIVEID = IMGUI_DEBUG_LOG_ACTIVEID, + IMGUI_DEBUG_LOG_FONT = IMGUI_DEBUG_LOG_FONT, + IMGUI_DEBUG_LOG_POPUP = IMGUI_DEBUG_LOG_POPUP, + IMGUI_DEBUG_LOG_VIEWPORT = IMGUI_DEBUG_LOG_VIEWPORT, + IMGUI_DISABLE_DEBUG_TOOLS = IMGUI_DISABLE_DEBUG_TOOLS, + IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS = IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS, + IMGUI_FONT_SIZE_MAX = IMGUI_FONT_SIZE_MAX, + IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE = IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE, + IMGUI_WINDOW_HARD_MIN_SIZE = IMGUI_WINDOW_HARD_MIN_SIZE, + IMSTB_TEXTEDIT_UNDOSTATECOUNT = IMSTB_TEXTEDIT_UNDOSTATECOUNT, + IM_ALLOC = IM_ALLOC, + IM_ASSERT = IM_ASSERT, + IM_ASSERT_PARANOID = IM_ASSERT_PARANOID, + IM_ASSERT_USER_ERROR = IM_ASSERT_USER_ERROR, + IM_ASSERT_USER_ERROR_RET = IM_ASSERT_USER_ERROR_RET, + IM_BITARRAY_CLEARBIT = IM_BITARRAY_CLEARBIT, + IM_BITARRAY_TESTBIT = IM_BITARRAY_TESTBIT, + IM_COL32 = IM_COL32, + IM_COL32_A_MASK = IM_COL32_A_MASK, + IM_COL32_A_SHIFT = IM_COL32_A_SHIFT, + IM_COL32_BLACK = IM_COL32_BLACK, + IM_COL32_BLACK_TRANS = IM_COL32_BLACK_TRANS, + IM_COL32_B_SHIFT = IM_COL32_B_SHIFT, + IM_COL32_G_SHIFT = IM_COL32_G_SHIFT, + IM_COL32_R_SHIFT = IM_COL32_R_SHIFT, + IM_COL32_WHITE = IM_COL32_WHITE, + IM_DELETE = IM_DELETE, + IM_DRAWLIST_ARCFAST_SAMPLE_MAX = IM_DRAWLIST_ARCFAST_SAMPLE_MAX, + IM_DRAWLIST_ARCFAST_TABLE_SIZE = IM_DRAWLIST_ARCFAST_TABLE_SIZE, + IM_F32_TO_INT8_SAT = IM_F32_TO_INT8_SAT, + IM_F32_TO_INT8_UNBOUND = IM_F32_TO_INT8_UNBOUND, + IM_FILE_CLOSE = IM_FILE_CLOSE, + IM_FILE_READ = IM_FILE_READ, + IM_FILE_SIZE = IM_FILE_SIZE, + IM_FILE_WRITE = IM_FILE_WRITE, + IM_FREE = IM_FREE, + IM_PI = IM_PI, + IM_ROUND = IM_ROUND, + IM_ROUNDUP_TO_EVEN = IM_ROUNDUP_TO_EVEN, + IM_TABSIZE = IM_TABSIZE, + IM_TRUNC = IM_TRUNC, + IM_UNICODE_CODEPOINT_INVALID = IM_UNICODE_CODEPOINT_INVALID, + IM_UNICODE_CODEPOINT_MAX = IM_UNICODE_CODEPOINT_MAX, + INT_MAX = INT_MAX, + INT_MIN = INT_MIN, + ImAbs = ImAbs, + ImAcos = ImAcos, + ImAddClampOverflow = ImAddClampOverflow, + ImAtan2 = ImAtan2, + ImAtof = ImAtof, + ImBitArray = ImBitArray, + ImBitArraySetBit = ImBitArraySetBit, + ImCeil = ImCeil, + ImCeilFast = ImCeilFast, + ImCharIsBlankA = ImCharIsBlankA, + ImCharIsBlankW = ImCharIsBlankW, + ImCharIsSeparatorW = ImCharIsSeparatorW, + ImClamp = ImClamp, + ImCos = ImCos, + ImCountSetBits = ImCountSetBits, + ImDot = ImDot, + ImDrawChannel = ImDrawChannel, + ImDrawCmd = ImDrawCmd, + ImDrawCmdHeader = ImDrawCmdHeader, + ImDrawData = ImDrawData, + ImDrawFlags = ImDrawFlags, + ImDrawList = ImDrawList, + ImDrawListFlags = ImDrawListFlags, + ImDrawListSharedData = ImDrawListSharedData, + ImDrawListSplitter = ImDrawListSplitter, + ImDrawTextFlags = ImDrawTextFlags, + ImDrawVert = ImDrawVert, + ImFabs = ImFabs, + ImFloor = ImFloor, + ImFmod = ImFmod, + ImFont = ImFont, + ImFontAtlas = ImFontAtlas, + ImFontAtlasAddDrawListSharedData = ImFontAtlasAddDrawListSharedData, + ImFontAtlasBakedAdd = ImFontAtlasBakedAdd, + ImFontAtlasBakedAddFontGlyph = ImFontAtlasBakedAddFontGlyph, + ImFontAtlasBakedAddFontGlyphAdvancedX = ImFontAtlasBakedAddFontGlyphAdvancedX, + ImFontAtlasBakedDiscard = ImFontAtlasBakedDiscard, + ImFontAtlasBakedGetClosestMatch = ImFontAtlasBakedGetClosestMatch, + ImFontAtlasBakedGetId = ImFontAtlasBakedGetId, + ImFontAtlasBakedGetOrAdd = ImFontAtlasBakedGetOrAdd, + ImFontAtlasBuildAcceptCodepointForSource = ImFontAtlasBuildAcceptCodepointForSource, + ImFontAtlasBuildDestroy = ImFontAtlasBuildDestroy, + ImFontAtlasBuildInit = ImFontAtlasBuildInit, + ImFontAtlasBuildMain = ImFontAtlasBuildMain, + ImFontAtlasBuildNotifySetFont = ImFontAtlasBuildNotifySetFont, + ImFontAtlasBuildRenderBitmapFromString = ImFontAtlasBuildRenderBitmapFromString, + ImFontAtlasBuildSetTexture = ImFontAtlasBuildSetTexture, + ImFontAtlasBuildSetupFontBakedBlanks = ImFontAtlasBuildSetupFontBakedBlanks, + ImFontAtlasBuildSetupFontBakedEllipsis = ImFontAtlasBuildSetupFontBakedEllipsis, + ImFontAtlasBuildSetupFontBakedFallback = ImFontAtlasBuildSetupFontBakedFallback, + ImFontAtlasBuildSetupFontLoader = ImFontAtlasBuildSetupFontLoader, + ImFontAtlasBuildSetupFontSpecialGlyphs = ImFontAtlasBuildSetupFontSpecialGlyphs, + ImFontAtlasBuildUpdateTexData = ImFontAtlasBuildUpdateTexData, + ImFontAtlasBuildUpdateTexDataBasic = ImFontAtlasBuildUpdateTexDataBasic, + ImFontAtlasBuildUpdateTexDataLines = ImFontAtlasBuildUpdateTexDataLines, + ImFontAtlasBuilder = ImFontAtlasBuilder, + ImFontAtlasFlags = ImFontAtlasFlags, + ImFontAtlasFontDestroyOutput = ImFontAtlasFontDestroyOutput, + ImFontAtlasFontDestroySourceData = ImFontAtlasFontDestroySourceData, + ImFontAtlasFontInitOutput = ImFontAtlasFontInitOutput, + ImFontAtlasFontSourceAddToFont = ImFontAtlasFontSourceAddToFont, + ImFontAtlasFontSourceInit = ImFontAtlasFontSourceInit, + ImFontAtlasGetMouseCursorTexData = ImFontAtlasGetMouseCursorTexData, + ImFontAtlasPackAddRect = ImFontAtlasPackAddRect, + ImFontAtlasPackDiscardRect = ImFontAtlasPackDiscardRect, + ImFontAtlasPackGetRect = ImFontAtlasPackGetRect, + ImFontAtlasPackGetRectSafe = ImFontAtlasPackGetRectSafe, + ImFontAtlasPackInit = ImFontAtlasPackInit, + ImFontAtlasPostProcessData = ImFontAtlasPostProcessData, + ImFontAtlasRect = ImFontAtlasRect, + ImFontAtlasRectEntry = ImFontAtlasRectEntry, + ImFontAtlasRectId_GetGeneration = ImFontAtlasRectId_GetGeneration, + ImFontAtlasRectId_GetIndex = ImFontAtlasRectId_GetIndex, + ImFontAtlasRectId_Invalid = ImFontAtlasRectId_Invalid, + ImFontAtlasRectId_Make = ImFontAtlasRectId_Make, + ImFontAtlasRemoveDrawListSharedData = ImFontAtlasRemoveDrawListSharedData, + ImFontAtlasTextureAdd = ImFontAtlasTextureAdd, + ImFontAtlasTextureBlockConvert = ImFontAtlasTextureBlockConvert, + ImFontAtlasTextureBlockCopy = ImFontAtlasTextureBlockCopy, + ImFontAtlasTextureBlockPostProcess = ImFontAtlasTextureBlockPostProcess, + ImFontAtlasTextureBlockPostProcessMultiply = ImFontAtlasTextureBlockPostProcessMultiply, + ImFontAtlasTextureBlockQueueUpload = ImFontAtlasTextureBlockQueueUpload, + ImFontAtlasTextureCompact = ImFontAtlasTextureCompact, + ImFontAtlasTextureGetSizeEstimate = ImFontAtlasTextureGetSizeEstimate, + ImFontAtlasTextureGrow = ImFontAtlasTextureGrow, + ImFontAtlasUpdateDrawListsSharedData = ImFontAtlasUpdateDrawListsSharedData, + ImFontAtlasUpdateNewFrame = ImFontAtlasUpdateNewFrame, + ImFontBaked = ImFontBaked, + ImFontBaked_BuildGrowIndex = ImFontBaked_BuildGrowIndex, + ImFontBaked_BuildLoadGlyph = ImFontBaked_BuildLoadGlyph, + ImFontBaked_BuildLoadGlyphAdvanceX = ImFontBaked_BuildLoadGlyphAdvanceX, + ImFontCalcTextSizeEx = ImFontCalcTextSizeEx, + ImFontCalcWordWrapPositionEx = ImFontCalcWordWrapPositionEx, + ImFontConfig = ImFontConfig, + ImFontFlags = ImFontFlags, + ImFontGlyph = ImFontGlyph, + ImFontLoader = ImFontLoader, + ImFontStackData = ImFontStackData, + ImFormatString = ImFormatString, + ImGui = ImGui, + ImGuiActivateFlags = ImGuiActivateFlags, + ImGuiAxis = ImGuiAxis, + ImGuiBackendFlags = ImGuiBackendFlags, + ImGuiButtonFlags = ImGuiButtonFlags, + ImGuiChildFlags = ImGuiChildFlags, + ImGuiCol = ImGuiCol, + ImGuiColorEditFlags = ImGuiColorEditFlags, + ImGuiColorMod = ImGuiColorMod, + ImGuiComboFlags = ImGuiComboFlags, + ImGuiCond = ImGuiCond, + ImGuiConfigFlags = ImGuiConfigFlags, + ImGuiContext = ImGuiContext, + ImGuiDataType = ImGuiDataType, + ImGuiDebugLogFlags = ImGuiDebugLogFlags, + ImGuiDir = ImGuiDir, + ImGuiDragDropFlags = ImGuiDragDropFlags, + ImGuiFocusRequestFlags = ImGuiFocusRequestFlags, + ImGuiFocusScopeData = ImGuiFocusScopeData, + ImGuiGroupData = ImGuiGroupData, + ImGuiHoveredFlags = ImGuiHoveredFlags, + ImGuiIO = ImGuiIO, + ImGuiInputEvent = ImGuiInputEvent, + ImGuiInputEventAppFocused = ImGuiInputEventAppFocused, + ImGuiInputEventKey = ImGuiInputEventKey, + ImGuiInputEventMouseButton = ImGuiInputEventMouseButton, + ImGuiInputEventMousePos = ImGuiInputEventMousePos, + ImGuiInputEventMouseViewport = ImGuiInputEventMouseViewport, + ImGuiInputEventMouseWheel = ImGuiInputEventMouseWheel, + ImGuiInputEventText = ImGuiInputEventText, + ImGuiInputEventType = ImGuiInputEventType, + ImGuiInputFlags = ImGuiInputFlags, + ImGuiInputSource = ImGuiInputSource, + ImGuiInputTextCallbackData = ImGuiInputTextCallbackData, + ImGuiInputTextFlags = ImGuiInputTextFlags, + ImGuiItemFlags = ImGuiItemFlags, + ImGuiItemStatusFlags = ImGuiItemStatusFlags, + ImGuiKey = ImGuiKey, + ImGuiKeyData = ImGuiKeyData, + ImGuiKeyOwnerData = ImGuiKeyOwnerData, + ImGuiKeyOwner_Any = ImGuiKeyOwner_Any, + ImGuiKeyOwner_NoOwner = ImGuiKeyOwner_NoOwner, + ImGuiKeyRoutingData = ImGuiKeyRoutingData, + ImGuiKey_Aliases_BEGIN = ImGuiKey_Aliases_BEGIN, + ImGuiKey_Aliases_END = ImGuiKey_Aliases_END, + ImGuiKey_Gamepad_BEGIN = ImGuiKey_Gamepad_BEGIN, + ImGuiKey_Gamepad_END = ImGuiKey_Gamepad_END, + ImGuiKey_Keyboard_BEGIN = ImGuiKey_Keyboard_BEGIN, + ImGuiKey_Keyboard_END = ImGuiKey_Keyboard_END, + ImGuiKey_Mouse_BEGIN = ImGuiKey_Mouse_BEGIN, + ImGuiKey_Mouse_END = ImGuiKey_Mouse_END, + ImGuiLastItemData = ImGuiLastItemData, + ImGuiLastItemData_Copy = ImGuiLastItemData_Copy, + ImGuiLayoutType = ImGuiLayoutType, + ImGuiLocKey = ImGuiLocKey, + ImGuiMod_Alt = ImGuiMod_Alt, + ImGuiMod_Ctrl = ImGuiMod_Ctrl, + ImGuiMod_Mask_ = ImGuiMod_Mask_, + ImGuiMod_None = ImGuiMod_None, + ImGuiMod_Shift = ImGuiMod_Shift, + ImGuiMod_Super = ImGuiMod_Super, + ImGuiMouseButton = ImGuiMouseButton, + ImGuiMouseCursor = ImGuiMouseCursor, + ImGuiMouseSource = ImGuiMouseSource, + ImGuiNavLayer = ImGuiNavLayer, + ImGuiNavMoveFlags = ImGuiNavMoveFlags, + ImGuiNavRenderCursorFlags = ImGuiNavRenderCursorFlags, + ImGuiNextItemData = ImGuiNextItemData, + ImGuiNextItemDataFlags = ImGuiNextItemDataFlags, + ImGuiNextWindowData = ImGuiNextWindowData, + ImGuiNextWindowDataFlags = ImGuiNextWindowDataFlags, + ImGuiPlatformIO = ImGuiPlatformIO, + ImGuiPlatformImeData = ImGuiPlatformImeData, + ImGuiPlatformImeData_Compare = ImGuiPlatformImeData_Compare, + ImGuiPlatformImeData_Copy = ImGuiPlatformImeData_Copy, + ImGuiPlatformMonitor = ImGuiPlatformMonitor, + ImGuiPlotArrayGetterData = ImGuiPlotArrayGetterData, + ImGuiPlotType = ImGuiPlotType, + ImGuiPopupData = ImGuiPopupData, + ImGuiPopupFlags = ImGuiPopupFlags, + ImGuiPopupPositionPolicy = ImGuiPopupPositionPolicy, + ImGuiScrollFlags = ImGuiScrollFlags, + ImGuiSelectableFlags = ImGuiSelectableFlags, + ImGuiSelectionUserData_Invalid = ImGuiSelectionUserData_Invalid, + ImGuiSeparatorFlags = ImGuiSeparatorFlags, + ImGuiSliderFlags = ImGuiSliderFlags, + ImGuiStyle = ImGuiStyle, + ImGuiStyleMod = ImGuiStyleMod, + ImGuiStyleVar = ImGuiStyleVar, + ImGuiStyleVarInfo = ImGuiStyleVarInfo, + ImGuiTableFlags = ImGuiTableFlags, + ImGuiTextFlags = ImGuiTextFlags, + ImGuiTooltipFlags = ImGuiTooltipFlags, + ImGuiTreeNodeFlags = ImGuiTreeNodeFlags, + ImGuiViewport = ImGuiViewport, + ImGuiViewportFlags = ImGuiViewportFlags, + ImGuiViewportP = ImGuiViewportP, + ImGuiWindow = ImGuiWindow, + ImGuiWindowBgClickFlags = ImGuiWindowBgClickFlags, + ImGuiWindowClass = ImGuiWindowClass, + ImGuiWindowFlags = ImGuiWindowFlags, + ImGuiWindowRefreshFlags = ImGuiWindowRefreshFlags, + ImGuiWindowSettings = ImGuiWindowSettings, + ImGuiWindowStackData = ImGuiWindowStackData, + ImGui_ImplRoblox = ImGui_ImplRoblox, + ImGui_ImplRoblox_GetBackendData = ImGui_ImplRoblox_GetBackendData, + ImGui_ImplRoblox_Init = ImGui_ImplRoblox_Init, + ImGui_ImplRoblox_NewFrame = ImGui_ImplRoblox_NewFrame, + ImGui_ImplRoblox_RenderDrawData = ImGui_ImplRoblox_RenderDrawData, + ImGui_ImplRoblox_Shutdown = ImGui_ImplRoblox_Shutdown, + ImGui_ImplRoblox_UpdateTexture = ImGui_ImplRoblox_UpdateTexture, + ImHashData = ImHashData, + ImHashStr = ImHashStr, + ImIsPowerOfTwo = ImIsPowerOfTwo, + ImLengthSqr = ImLengthSqr, + ImLerp = ImLerp, + ImLog = ImLog, + ImMax = ImMax, + ImMemchr = ImMemchr, + ImMin = ImMin, + ImMul = ImMul, + ImParseFormatFindStart = ImParseFormatFindStart, + ImParseFormatSanitizeForScanning = ImParseFormatSanitizeForScanning, + ImPow = ImPow, + ImRect = ImRect, + ImRect_Copy = ImRect_Copy, + ImRect_CopyFromV4 = ImRect_CopyFromV4, + ImRotate = ImRotate, + ImRound64 = ImRound64, + ImRsqrt = ImRsqrt, + ImS16 = ImS16, + ImS32 = ImS32, + ImS8 = ImS8, + ImSaturate = ImSaturate, + ImSin = ImSin, + ImSqrt = ImSqrt, + ImStb = ImStb, + ImStd = ImStd, + ImStrByte = ImStrByte, + ImSubClampOverflow = ImSubClampOverflow, + ImTextClassifierClear = ImTextClassifierClear, + ImTextClassifierGet = ImTextClassifierGet, + ImTextClassifierSetCharClass = ImTextClassifierSetCharClass, + ImTextClassifierSetCharClassFromStr = ImTextClassifierSetCharClassFromStr, + ImTextInitClassifiers = ImTextInitClassifiers, + ImTextureData = ImTextureData, + ImTextureDataGetFormatBytesPerPixel = ImTextureDataGetFormatBytesPerPixel, + ImTextureDataUpdateNewFrame = ImTextureDataUpdateNewFrame, + ImTextureFormat = ImTextureFormat, + ImTextureID_Invalid = ImTextureID_Invalid, + ImTextureRect = ImTextureRect, + ImTextureRef = ImTextureRef, + ImTextureStatus = ImTextureStatus, + ImTrunc = ImTrunc, + ImTrunc64 = ImTrunc64, + ImU16 = ImU16, + ImU32 = ImU32, + ImU8 = ImU8, + ImUpperPowerOfTwo = ImUpperPowerOfTwo, + ImVec1_Copy = ImVec1_Copy, + ImVec2 = ImVec2, + ImVec2_AddVA = ImVec2_AddVA, + ImVec2_Copy = ImVec2_Copy, + ImVec2_CopyV = ImVec2_CopyV, + ImVec2_MulVX = ImVec2_MulVX, + ImVec2_SubVA = ImVec2_SubVA, + ImVec4 = ImVec4, + ImVec4_Copy = ImVec4_Copy, + ImVector = ImVector, + ImWcharClass = ImWcharClass, + NAV_ACTIVATE_HIGHLIGHT_TIMER = NAV_ACTIVATE_HIGHLIGHT_TIMER, + NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY, + NAV_WINDOWING_HIGHLIGHT_DELAY = NAV_WINDOWING_HIGHLIGHT_DELAY, + STB_TEXTEDIT_K_BACKSPACE = STB_TEXTEDIT_K_BACKSPACE, + STB_TEXTEDIT_K_DELETE = STB_TEXTEDIT_K_DELETE, + STB_TEXTEDIT_K_DOWN = STB_TEXTEDIT_K_DOWN, + STB_TEXTEDIT_K_LEFT = STB_TEXTEDIT_K_LEFT, + STB_TEXTEDIT_K_LINEEND = STB_TEXTEDIT_K_LINEEND, + STB_TEXTEDIT_K_LINESTART = STB_TEXTEDIT_K_LINESTART, + STB_TEXTEDIT_K_PGDOWN = STB_TEXTEDIT_K_PGDOWN, + STB_TEXTEDIT_K_PGUP = STB_TEXTEDIT_K_PGUP, + STB_TEXTEDIT_K_REDO = STB_TEXTEDIT_K_REDO, + STB_TEXTEDIT_K_RIGHT = STB_TEXTEDIT_K_RIGHT, + STB_TEXTEDIT_K_SHIFT = STB_TEXTEDIT_K_SHIFT, + STB_TEXTEDIT_K_TEXTEND = STB_TEXTEDIT_K_TEXTEND, + STB_TEXTEDIT_K_TEXTSTART = STB_TEXTEDIT_K_TEXTSTART, + STB_TEXTEDIT_K_UNDO = STB_TEXTEDIT_K_UNDO, + STB_TEXTEDIT_K_UP = STB_TEXTEDIT_K_UP, + STB_TEXTEDIT_K_WORDLEFT = STB_TEXTEDIT_K_WORDLEFT, + STB_TEXTEDIT_K_WORDRIGHT = STB_TEXTEDIT_K_WORDRIGHT, + STB_TEXTEDIT_NEWLINE = STB_TEXTEDIT_NEWLINE, + STB_TexteditState = STB_TexteditState, + ShowExampleAppFullscreen = ShowExampleAppFullscreen, + TILE_SIZE = TILE_SIZE, + UINT_MAX = UINT_MAX, + stb_text_locate_coord = stb_text_locate_coord, + stb_text_makeundo_delete = stb_text_makeundo_delete, + stb_text_makeundo_insert = stb_text_makeundo_insert, + stb_text_makeundo_replace = stb_text_makeundo_replace, + stb_text_redo = stb_text_redo, + stb_text_undo = stb_text_undo, + stb_textedit_click = stb_textedit_click, + stb_textedit_drag = stb_textedit_drag, + stb_textedit_find_charpos = stb_textedit_find_charpos, + stb_textedit_key = stb_textedit_key, + stbrp_init_target = stbrp_init_target, + stbte = stbte, + stbtt_FindGlyphIndex = stbtt_FindGlyphIndex, + stbtt_GetFontOffsetForIndex = stbtt_GetFontOffsetForIndex, + stbtt_GetFontVMetrics = stbtt_GetFontVMetrics, + stbtt_GetGlyphBitmapBox = stbtt_GetGlyphBitmapBox, + stbtt_GetGlyphBitmapBoxSubpixel = stbtt_GetGlyphBitmapBoxSubpixel, + stbtt_GetGlyphHMetrics = stbtt_GetGlyphHMetrics, + stbtt_GetGlyphShape = stbtt_GetGlyphShape, + stbtt_InitFont = stbtt_InitFont, + stbtt_MakeGlyphBitmapSubpixelPrefilter = stbtt_MakeGlyphBitmapSubpixelPrefilter, + stbtt_ScaleForPixelHeight = stbtt_ScaleForPixelHeight, + stbtt__GetGlyphInfoT2 = stbtt__GetGlyphInfoT2, + stbtt__GetGlyphShapeT2 = stbtt__GetGlyphShapeT2, + stbtt_fontinfo = stbtt_fontinfo, +} + +end +SOURCE_FNS['main.client.luau'] = function(game, workspace, Instance, Enum, Vector2, Vector3, UDim2, Color3, Content, warn, require, script, os) +-- LocalScript. Build the library first: `python3 tools/bundle.py` -> build/ImGui.luau (see default.project.json) + +local ReplicatedStorage = game:GetService("ReplicatedStorage") +local RunService = game:GetService("RunService") + +local G = require(ReplicatedStorage:WaitForChild("ImGui")) + +local ImGui, ImVec4, ImGuiConfigFlags, ImGui_ImplRoblox = G.ImGui, G.ImVec4, G.ImGuiConfigFlags, G.ImGui_ImplRoblox + +local main_scale = 1.0 +local clear_color = ImVec4(0.45, 0.55, 0.60, 1.00) +local show_demo_window = true +local show_another_window = false +local f = 0.0 +local counter = 0 + +ImGui.CreateContext() + +local io = ImGui.GetIO() +io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) + +local style = ImGui.GetStyle() +style:ScaleAllSizes(main_scale) +style.FontScaleDpi = main_scale + +ImGui_ImplRoblox.Init() + +RunService.Stepped:Connect(function() + ImGui_ImplRoblox.NewFrame() + ImGui.NewFrame() + + if show_demo_window then + ImGui.ShowDemoWindow() + end + + do + ImGui.Begin("Hello, world!") + + ImGui.Text("This is some useful text.") + local _ + _, show_demo_window = ImGui.Checkbox("Demo Window", show_demo_window) + _, show_another_window = ImGui.Checkbox("Another Window", show_another_window) + + f = ImGui.SliderFloat("float", f, 0.0, 1.0) + ImGui.ColorEdit3("clear color", clear_color) + + if ImGui.Button("Button") then + counter = counter + 1 + end + ImGui.SameLine() + ImGui.Text("counter = %d", counter) + + ImGui.Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate) + + ImGui.End() + end + + if show_another_window then + show_another_window = ImGui.Begin("Another Window", show_another_window) + + ImGui.Text("Hello from another window!") + if ImGui.Button("Close Me") then + show_another_window = false + end + + ImGui.End() + end + + ImGui.EndFrame() + ImGui.Render() + ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData()) +end) + +end +-- Minimal Roblox mock for running the imgui Roblox backend + the real CanvasDraw module in the Luau CLI. +local realG = {} -- (no getfenv: it would mark the global env unsafe and deoptimize everything) +FAKE_TIME = 0 +local SCREEN_W, SCREEN_H = 1920, 1080 +local NFRAMES = tonumber(ARG_FRAMES) or 400 +local FORCE = ARG_FORCE == true +local DUMP_FRAMES = { [60] = true, [200] = true, [NFRAMES] = true } + +local function Signal() + local s = { conns = {} } + function s:Connect(fn) + local c = { fn = fn, Connected = true } + function c:Disconnect() c.Connected = false end + table.insert(s.conns, c) + return c + end + function s:Fire(...) for _, c in ipairs(s.conns) do if c.Connected then c.fn(...) end end end + return s +end + +local V2 = {} +V2.__index = V2 +local function v2(x, y) return setmetatable({ X = x or 0, Y = y or 0 }, V2) end +V2.__add = function(a, b) return v2(a.X + b.X, a.Y + b.Y) end +V2.__sub = function(a, b) return v2(a.X - b.X, a.Y - b.Y) end +V2.__mul = function(a, b) if type(b) == "number" then return v2(a.X * b, a.Y * b) end return v2(a.X * b.X, a.Y * b.Y) end +V2.__div = function(a, b) if type(b) == "number" then return v2(a.X / b, a.Y / b) end return v2(a.X / b.X, a.Y / b.Y) end +V2.__eq = function(a, b) return a.X == b.X and a.Y == b.Y end +local Vector2 = { new = v2, zero = v2(0, 0), one = v2(1, 1) } + +-- Enums: KeyCode values as in Roblox; unknown KeyCode names error (catches typos in the backend) +local KEYCODES = { + Unknown = 0, Backspace = 8, Tab = 9, Return = 13, Escape = 27, Space = 32, Quote = 39, Comma = 44, Minus = 45, Period = 46, Slash = 47, + Semicolon = 59, Equals = 61, LeftBracket = 91, BackSlash = 92, RightBracket = 93, Backquote = 96, Delete = 127, + KeypadPeriod = 266, KeypadDivide = 267, KeypadMultiply = 268, KeypadMinus = 269, KeypadPlus = 270, KeypadEnter = 271, KeypadEquals = 272, + Up = 273, Down = 274, Right = 275, Left = 276, Insert = 277, Home = 278, End = 279, PageUp = 280, PageDown = 281, + CapsLock = 301, RightShift = 303, LeftShift = 304, RightControl = 305, LeftControl = 306, RightAlt = 307, LeftAlt = 308, + LeftSuper = 311, RightSuper = 312, +} +local digits = { "Zero", "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine" } +for i = 0, 9 do KEYCODES[digits[i + 1]] = 48 + i; KEYCODES["Keypad" .. digits[i + 1]] = 256 + i end +for i = 0, 25 do KEYCODES[string.char(65 + i)] = 97 + i end +for i = 1, 15 do KEYCODES["F" .. i] = 281 + i end + +local Enum = setmetatable({}, { __index = function(t, enum_name) + local e = setmetatable({}, { __index = function(e, item) + local value = 0 + if enum_name == "KeyCode" then value = KEYCODES[item]; assert(value, "invalid KeyCode " .. item) end + local it = { Name = item, Value = value, EnumType = enum_name } + rawset(e, item, it) + return it + end }) + rawset(t, enum_name, e) + return e +end }) + +-- Instances +local InstMethods = {} +local InstMT = {} +InstMT.__index = function(t, k) + if k == "Parent" then return rawget(t, "_parent") end + local m = InstMethods[k]; if m then return m end + for _, c in ipairs(rawget(t, "_children")) do if c.Name == k then return c end end + return nil +end +InstMT.__newindex = function(t, k, v) + if k == "Parent" then + local old = rawget(t, "_parent") + if old then local ch = rawget(old, "_children"); for i, c in ipairs(ch) do if c == t then table.remove(ch, i) break end end end + rawset(t, "_parent", v) + if v then table.insert(rawget(v, "_children"), t) end + else + rawset(t, k, v) + end +end +local function newInst(class, name, parent) + local o = setmetatable({ ClassName = class, Name = name or class, _children = {} }, InstMT) + if class == "ScreenGui" or class == "Frame" or class == "ImageLabel" then o.AbsoluteSize = v2(SCREEN_W, SCREEN_H) end + o.Visible = true + if class == "BindableEvent" then local sig = Signal(); rawset(o, "Event", sig); rawset(o, "Fire", function(_, ...) sig:Fire(...) end) end + if parent then o.Parent = parent end + return o +end +function InstMethods:FindFirstChild(name, recursive) + for _, c in ipairs(rawget(self, "_children")) do if c.Name == name then return c end end + if recursive then for _, c in ipairs(rawget(self, "_children")) do local r = c:FindFirstChild(name, true); if r then return r end end end + return nil +end +function InstMethods:WaitForChild(name) return assert(self:FindFirstChild(name), "WaitForChild would hang: " .. name) end +function InstMethods:FindFirstChildOfClass(class) for _, c in ipairs(rawget(self, "_children")) do if c.ClassName == class then return c end end end +function InstMethods:GetChildren() return table.clone(rawget(self, "_children")) end +function InstMethods:IsA(class) + if class == "GuiObject" then return self.ClassName == "Frame" or self.ClassName == "ImageLabel" end + return self.ClassName == class +end +function InstMethods:Destroy() self.Parent = nil end + +-- Services +local mouse = v2(0, 0) +local keys_down = {} +local UIS = { + InputBegan = Signal(), InputEnded = Signal(), InputChanged = Signal(), WindowFocused = Signal(), WindowFocusReleased = Signal(), +} +function UIS:GetMouseLocation() return mouse end +function UIS:IsKeyDown(kc) return keys_down[kc] == true end + +local RunService = { Heartbeat = Signal(), Stepped = Signal(), PreAnimation = Signal(), RenderStepped = Signal() } +local last_pixels -- last buffer written to an EditableImage +local AssetService = {} +function AssetService:CreateEditableImage(opts) + local img = { Size = opts.Size, Pixels = buffer.create(opts.Size.X * opts.Size.Y * 4) } + UPLOADS = 0 + function img:WritePixelsBuffer(origin, size, buf) buffer.copy(img.Pixels, 0, buf); _G_UPLOADS = (_G_UPLOADS or 0) + 1 end + function img:Destroy() end + return img +end +local ReplicatedStorage = newInst("ReplicatedStorage") +local PlayerGui = newInst("PlayerGui") +local LocalPlayer = newInst("Player"); PlayerGui.Parent = LocalPlayer +local services = { + UserInputService = UIS, RunService = RunService, AssetService = AssetService, ReplicatedStorage = ReplicatedStorage, + Players = { LocalPlayer = LocalPlayer }, HttpService = {}, GuiService = { GetGuiInset = function() return v2(0, 0), v2(0, 0) end }, +} +local game = {} +function game:GetService(name) services[name] = services[name] or {}; return services[name] end + +local fakeG = {} -- Roblox's shared _G +local cache = {} +local ROBLOX +local function makeEnv(inst) return setmetatable({ script = inst }, { __index = ROBLOX }) end +local GLOBAL_NAMES = { "game", "workspace", "Instance", "Enum", "Vector2", "Vector3", "UDim2", "Color3", "Content", "warn", "require", "script", "os" } +-- Load like Roblox does but WITHOUT setfenv (which would disable Luau optimizations): Roblox globals become chunk locals. +local function loadAsScript(src_name, inst) + local fn = SOURCE_FNS[src_name] + local vals = {} + for i, n in ipairs(GLOBAL_NAMES) do vals[i] = (n == "script") and inst or ROBLOX[n] end + return function() return fn(table.unpack(vals, 1, #GLOBAL_NAMES)) end +end +local function rbxrequire(inst) + assert(type(inst) == "table" and inst.ClassName == "ModuleScript", "require() expects a ModuleScript") + if cache[inst] then return cache[inst].v end + local r = table.pack(loadAsScript(rawget(inst, "_src"), inst)()) + assert(r.n == 1, "Module code did not return exactly one value") + cache[inst] = { v = r[1] } + return r[1] +end + +ROBLOX = setmetatable({ + game = game, workspace = { CurrentCamera = { ViewportSize = v2(SCREEN_W, SCREEN_H) } }, require = rbxrequire, _G = fakeG, + Instance = { new = function(class) return newInst(class) end }, + Enum = Enum, Vector2 = Vector2, + Vector3 = { new = function(x, y, z) return { X = x, Y = y, Z = z } end }, + UDim2 = { new = function(...) return { ... } end, fromScale = function(...) return { ... } end, fromOffset = function(x, y) return { X = x, Y = y } end }, + Color3 = { new = function(r, g, b) return { R = r or 0, G = g or 0, B = b or 0 } end }, + Content = { fromObject = function(o) return { Object = o } end }, + warn = function(...) print("WARN", ...) end, + os = { clock = function() return FAKE_TIME end, time = os.time }, +}, { __index = realG }) + +local mod = newInst("ModuleScript", "ImGui", ReplicatedStorage); rawset(mod, "_src", "ImGui.luau") +-- Run main.lua as a LocalScript +local main = loadAsScript("main.client.luau", newInst("LocalScript", "main")) +main() +local G = cache[mod].v +local render_time = 0 +local realDemo = G.ImGui.ShowDemoWindow +local realCH = G.ImGui.CollapsingHeader +G.ImGui.CollapsingHeader = function(...) + if ARG_OPEN then G.ImGui.SetNextItemOpen(true, G.ImGuiCond.Always) end + return realCH(...) +end +local realTN = G.ImGui.TreeNode +G.ImGui.TreeNode = function(...) + if ARG_OPEN then G.ImGui.SetNextItemOpen(true, G.ImGuiCond.Always) end + return realTN(...) +end +G.ImGui.ShowDemoWindow = function(...) + if ARG_BIG then G.ImGui.SetNextWindowSize(G.ImVec2(900, 1000), G.ImGuiCond.Always) end + return realDemo(...) +end +local realRender = G.ImGui_ImplRoblox.RenderDrawData +G.ImGui_ImplRoblox.RenderDrawData = function(dd) + if FORCE then G.ImGui.GetIO().BackendPlatformUserData.ForceRedraw = true end + local t0 = os.clock(); realRender(dd); render_time = render_time + os.clock() - t0 +end + +-- Drive frames with scripted (deterministic) input +local seed = 12345 +local function rnd(n) seed = (seed * 1103515245 + 12345) % 2147483648; return seed % n end +local function input(t, kc, pos) return { UserInputType = Enum.UserInputType[t], KeyCode = Enum.KeyCode[kc or "Unknown"], Position = pos or { X = 0, Y = 0, Z = 0 } } end +local held = false +local typing = { "H", "E", "L", "L", "O", "Space", "One", "Two", "Minus", "Backspace", "Left", "Return" } +local hex = {} +for i = 0, 255 do hex[i] = string.format("%02x", i) end + +local total = 0 +for frame = 1, NFRAMES do + local r = 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 + held = not held + if held then UIS.InputBegan:Fire(input("MouseButton1"), false) else UIS.InputEnded:Fire(input("MouseButton1"), false) end + elseif r < 60 then + UIS.InputChanged:Fire(input("MouseWheel", nil, { X = 0, Y = 0, Z = rnd(3) - 1 }), false) + elseif r < 75 then + local k = typing[rnd(#typing) + 1] + local shift = rnd(4) == 0 + if shift then keys_down[Enum.KeyCode.LeftShift] = true; UIS.InputBegan:Fire(input("Keyboard", "LeftShift"), false) end + UIS.InputBegan:Fire(input("Keyboard", k), false) + UIS.InputEnded:Fire(input("Keyboard", k), false) + if shift then keys_down[Enum.KeyCode.LeftShift] = nil; UIS.InputEnded:Fire(input("Keyboard", "LeftShift"), false) end + elseif r < 90 then + mouse = v2(rnd(700), rnd(500)) + end + + FAKE_TIME = frame / 60 + local t0 = os.clock() + RunService.Stepped:Fire(frame / 60, 1 / 60) + local dt = os.clock() - t0 + 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))) diff --git a/tools/test/run.py b/tools/test/run.py new file mode 100644 index 0000000..da9d077 --- /dev/null +++ b/tools/test/run.py @@ -0,0 +1,115 @@ +#!/usr/bin/env python3 +"""Headless test harness: runs build/ImGui.luau + a main script in the Luau CLI against a mocked Roblox +(roblox_mock.luau). Rebuilds the bundle first. + + 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 +TMP = tempfile.mkdtemp(prefix="imgui_test_") # per process: parallel runs must not share files + +HERE = os.path.dirname(os.path.abspath(__file__)) +ROOT = os.path.dirname(os.path.dirname(HERE)) +LUAU = shutil.which("luau") or "/nix/store/2m2ja613nndihc8qm10f2rhq6znp1nh4-luau-0.734/bin/luau" +G = "game, workspace, Instance, Enum, Vector2, Vector3, UDim2, Color3, Content, warn, require, script, os" + +def build_run(args, flags): + subprocess.run([sys.executable, os.path.join(ROOT, "tools", "bundle.py"), TMP], check=True, stdout=subprocess.DEVNULL) + out = ["--!native", "--!optimize 2", flags, "local SOURCE_FNS = {}"] + def add(key, path): + s = "\n".join(l for l in open(path).read().split("\n") if not l.startswith("--!")) + out.append("SOURCE_FNS[%r] = function(%s)\n%s\nend" % (key, G, s)) + add("ImGui.luau", os.path.join(TMP, "ImGui.luau")) + add("main.client.luau", args.main) + out.append(open(os.path.join(HERE, "roblox_mock.luau")).read()) + global OFFSET, LAST_LINE + LAST_LINE = open(os.path.join(TMP, "ImGui.luau")).read().count("\n") + OFFSET = 5 # lines before the ImGui function body in run.luau (flags/header lines + "function(...)" line) + path = os.path.join(TMP, "run.luau") + open(path, "w").write("\n".join(out)) + 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) + try: + p = subprocess.run([LUAU, "-O2", "--codegen", build_run(args, flags)], capture_output=True, text=True, timeout=args.timeout) + except subprocess.TimeoutExpired as e: + return 124, "TIMEOUT (infinite loop?)\n" + remap((e.stdout or b"").decode(errors="replace")) + return p.returncode, remap(p.stdout + p.stderr) + +def remap(text): + """run.luau:N -> imgui/.lua:M""" + import json, re + lm = json.load(open(os.path.join(TMP, "ImGui.linemap.json"))) + def sub(m): + n = int(m.group(1)) - OFFSET # line inside build/ImGui.luau (minus its 2 stripped --! lines) + n += 2 + best = None + if n > LAST_LINE: return ":%d" % n + for start, name in lm: + if start <= n: best = (start, name) + if not best: return m.group(0) + 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) + 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) + sys.exit(code) + +try: + main() +finally: + shutil.rmtree(TMP, ignore_errors=True) diff --git a/tools/test/undefined.py b/tools/test/undefined.py new file mode 100644 index 0000000..566d11c --- /dev/null +++ b/tools/test/undefined.py @@ -0,0 +1,40 @@ +#!/usr/bin/env python3 +"""Static check: ImGui.X / ImGui:X / global ImFoo() calls in imgui/*.lua that nothing defines. + python3 tools/test/undefined.py +""" +import os, re, collections +ROOT = os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__)))) +SRC = os.path.join(ROOT, "imgui") +files = {} +for dp, _, fn in os.walk(SRC): + for f in fn: + if f.endswith(".lua"): + files[os.path.relpath(os.path.join(dp, f), SRC)] = open(os.path.join(dp, f)).read() + +def strip(s): # drop comments and strings (roughly) so we don't report text + s = re.sub(r"--\[(=*)\[.*?\]\1\]", "", s, flags=re.S) + s = re.sub(r"\[(=*)\[.*?\]\1\]", '""', s, flags=re.S) + s = re.sub(r'"(\\.|[^"\\\n])*"', '""', s) + s = re.sub(r"'(\\.|[^'\\\n])*'", "''", s) + return re.sub(r"--[^\n]*", "", s) + +defined_imgui, defined_global, used = set(), set(), collections.defaultdict(list) +for name, src in files.items(): + s = strip(src) + defined_imgui.update(re.findall(r"function\s+ImGui[.:](\w+)", s)) + defined_imgui.update(re.findall(r"\bImGui\.(\w+)\s*=[^=]", s)) + defined_global.update(re.findall(r"^\s*function\s+([A-Za-z_]\w*)\s*\(", s, re.M)) + defined_global.update(re.findall(r"^\s*([A-Za-z_]\w*)\s*=[^=]", s, re.M)) + defined_global.update(re.findall(r"^\s*local\s+function\s+([A-Za-z_]\w*)", s, re.M)) + defined_global.update(re.findall(r"^\s*local\s+([A-Za-z_][\w, ]*)", s, re.M) and + [x.strip() for l in re.findall(r"^\s*local\s+([A-Za-z_][\w, ]*)", s, re.M) for x in l.split(",")]) + for i, line in enumerate(s.split("\n"), 1): + for m in re.findall(r"\bImGui\.(\w+)\s*\(", line): + used[("ImGui." + m, m, True)].append("%s:%d" % (name, i)) + for m in re.findall(r"(? manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + + USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into framebuffer + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + +USING CUSTOM BACKEND / CUSTOM ENGINE +------------------------------------ + +IMPLEMENTING YOUR PLATFORM BACKEND: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions. + -> the Platform backends in impl_impl_XXX.cpp files contain many implementations. + +IMPLEMENTING YOUR RenderDrawData() function: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function. + +IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function. + + Basic application/backend skeleton: + + // Application init: create a Dear ImGui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: set io.ConfigXXX values, e.g. + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls + + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + io.Fonts->AddFontFromFileTTF("NotoSans.ttf"); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // End the dear imgui frame + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); // this is automatically called by Render(), but available + ImGui::Render(); + + // Update textures + ImDrawData* draw_data = ImGui::GetDrawData(); + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); + + // Render dear imgui contents, swap buffers + MyImGuiBackend_RenderDrawData(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2026/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + 2026/10/07 (1.93.0) - large cleanup/refactor of ImDrawList. many issues and inconsistencies fixed! (#9504) + BELOW IS A SIMPLIFIED/SHORTENED RECAP OF CHANGES. READ CHANGELOG AND LINKS ABOVE FOR MORE DETAILS! + useful links: + - ImDrawList 1.92.9 <> 1.93 Interactive Testbed: https://www.dearimgui.com/docs/drawlist_v193 (<-- you can download this locally) + - ImDrawList Wiki Reference: https://github.com/ocornut/imgui/wiki/Draw-List + - Discussion thread: https://github.com/ocornut/imgui/issues/9504 + - use ImDrawFlags_StrokeLegacy mode to emulate old rendering: + - Per-primitive: draw_list->AddLine(..., ..., ImDrawFlags_StrokeLegacy); + - For a given scope: draw_list->PushDrawFlag(ImDrawFlags_StrokeLegacy, true); draw_list->AddLine(...); draw_list->PopDrawFlag(); + - Globally: ImGui::Checkbox("DefaultsToStrokeLegacy", &io.ConfigDebugDrawListDefaultsToStrokeLegacy); // Map to a checkbox + - Globally: io.ConfigDebugDrawListDefaultsToStrokeLegacy = io.KeyShift; // Map on Shift + - AddLine: removed the (+0.5f,+0.5f) offset that was sneakily added to input coordinates by this function, and led to lots of inconsistencies. + - This fixes inconsistencies in the API and matches the PathXXX API. + - By default, stroke thickness extends on both side of the given segment. e.g for a "pixel-perfect" looking line with thickness=1.0f, coords should be passed as center of each ends of the line. + - Use `ImDrawFlags_StrokeLegacy` to use old offset if required. Or you can apply the offset manually! + - Generally better, simpler and faster to use `AddLineH()`, `AddLineV()` functions added in 1.92.8. + - IF YOU ARE MINDFUL OF PIXEL-PERFECTNESS IN YOUR CUSTOM RENDERING/WIDGETS read Changelog and links above for details. + - AddRect(), AddCircle(), AddNgon(), AddEllipse(), AddTriangle(), AddQuad(): defaulting to "inside" stroke. All closed shapes with thickness=1.0f will appear identical. The difference for thickness>1.0f shapes may be minimal since very large strokes were not well supported for widgets, but stroke will default inside widgets. + - AddCircle(), AddNgon(): removed +0.5f offset added to radius. This fixes inconsistencies in the API. Use `ImDrawFlags_StrokeLegacy` to use old method if required. Or you can apply the offset manually! + - AddRectFilled(): non-integer coordinates will now display anti-aliased edges. Previously, non-integer coordinates rendered with aliased edges snapped by the rasterizer. + - AddRect(), AddRectFilled(): rectangles with inverted coordinates won't be visible unless using ImDrawList_StrokeLegacy mode. + With inverted coordinates: + - Legacy `AddRect()` rounding off -> visible but incorrect outer size. + - Legacy `AddRect()` rounding on -> visible but very glitchy. + - Legacy `AddRectFilled()` rounding off -> visible and correct. + - Legacy `AddRectFilled()` rounding on -> visible but very glitchy. + - merged ImDrawListFlags into ImDrawFlags. obsoleted ImDrawListFlags (which were rarely used directly): + - ImDrawListFlags_AntiAliasedLines -> ImDrawFlags_AALines, + - ImDrawListFlags_AntiAliasedFill -> ImDrawFlags_AAFill, + - ImDrawListFlags_AllowVtxOffset -> ImDrawFlags_UseVtxOffset, + - ImDrawListFlags_TextNoPixelSnap -> ImDrawFlags_TextNoPixelSnap, + unifying them allows easily using them for both per-primitives alterations and scope alterations. + - renamed ImDrawFlags_RoundCornersXXXX to ImDrawFlags_RoundXXXX. + - ImDrawFlags_RoundCornersAll -> ImDrawFlags_RoundAll, + - ImDrawFlags_RoundCornersNone -> ImDrawFlags_RoundNone, + - ImDrawFlags_RoundCornersTopLeft -> ImDrawFlags_RoundTopLeft, + - ImDrawFlags_RoundCornersTopRight -> ImDrawFlags_RoundTopRight, + - ImDrawFlags_RoundCornersTop -> ImDrawFlags_RoundTop, + - ImDrawFlags_RoundCornersBottom -> ImDrawFlags_RoundBottom, + etc. kept redirection enums (will obsolete). + - obsoleted style.AntiAliasedLinesUseTex and ImDrawListFlags_AntiAliasedLinesUseTex, as the new line rendering code always uses textures. + - 2026/09/30 (1.93.0) - ImFont: renamed `AddRemapChar()` to `AddRemapCodepoint()` (rarely used, marked internal). (#609, #5748) + - 2026/09/18 (1.93.0) - ImGuiTextFilter: removed `float width` parameter of `Draw(const char* filter, float width)`: prefer using `SetNextItemWidth(float)` which is standard. Kept inline redirection function. + - 2026/08/03 (1.93.0) - Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in favor of `style.CurveTessellationMaxError` (default 1.12)` which is in Pixels unit. + - style.CurveTessellationMaxError == sqrf(style.CurveTessellationTol). + - 2026/07/20 (1.92.9) - DragXXX, SliderXXX, InputScalar: with `ImGuiItemFlags_LiveEditOnInputScalar` now defaulting to being disabled: + inputting a value with the keyboard doesn't write intermediate values to backing variable. (#9476) + - Before: DragFloat() with user typing "123" --> write back 1, then 12, then 123. + - After: DragFloat() with user typing "123" --> write back 123 when validated/unfocused. + You can enable the flag back for a given scope if needed by specific widget/behavior. + - 2026/07/20 (1.92.9) - ImDrawData: marked ImDrawData::CmdListsCount as obsolete (technically was obsoleted in 1.89.8). + - Before: draw_data->CmdListsCount + - After: draw_data->CmdLists.Size + - 2026/07/08 (1.92.9) - Drag and Drop: commented out legacy name `ImGuiDragDropFlags_SourceAutoExpirePayload` which obsoleted in 1.90.9 (July 2024). Use `ImGuiDragDropFlags_PayloadAutoExpire`. + - 2026/07/06 (1.92.9) - ColorEdit: obsoleted SetColorEditOptions() function added in 1.51 (June 2017) in favor of directly poking to io.ConfigColorEditFlags. More consistent and easier to discover. + - 2026/06/02 (1.92.9) - TreeNode: commented out legacy name ImGuiTreeNodeFlags_SpanTextWidth which was obsoleted in 1.90.7 (May 2024). Use ImGuiTreeNodeFlags_SpanLabelWidth instead. + - 2026/05/07 (1.92.8) - DrawList: swapped the last two arguments of AddRect(), AddPolyline(), PathStroke(). + - Before: void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); + - After: void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0); + - Before: void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + - After: void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0); + - Before: void ImDrawList::PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f); + - After: void ImDrawList::PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0); + Added inline redirection functions when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is off. + Marked the old functions are =delete when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is on, to allow for better type-checking. + Effectively the typical call site is changing from: + - Before: window->DrawList->AddRect(p_min, p_max, color, rounding, ImDrawFlags_None, border_size); + - After: window->DrawList->AddRect(p_min, p_max, color, rounding, border_size); + Notes: + - Users of C++ and other languages with type-checking will be notified at compile-time of any mistakes. + - Users of high-level bindings or languages with no type-checking will be notified at runtime via an assert for invalid flags value. + If you are a binding maintainer consider doing something to facilitate transition or error detection. + - This is perhaps the worst breaking change in our history :( but it makes ImDrawList function signatures consistent. + As we are aiming to add flags and features to variety of ImDrawList functions, that consistency becomes more important. + The new order is also more convenient as `flags` are less frequently used than `thickness` in real code. + - As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites. + - Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code. + - 2026/05/07 (1.92.8) - DrawList: changed value of `ImDrawFlags_Closed`. It was previously advertised as "always == 1" when introduced in 1.82 (2021/02), in order to facilitate backward compatibility with the legacy `bool closed` flag. + This guarantee has been removed. The bit is reserved and `AddPolyline()`, `PathStroke()` will assert when it is used. + - 2026/04/23 (1.92.8) - DrawList: obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`, which is part of our new standard draw callbacks. (#9378) + - 2026/04/22 (1.92.8) - Backends: Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. + - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler. + - When creating your own descriptor pool (instead of letting backend creates its own): need at least IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER. + - 2026/03/19 (1.92.7) - MultiSelect: renamed ImGuiMultiSelectFlags_SelectOnClick to ImGuiMultiSelectFlags_SelectOnAuto. + - 2026/02/26 (1.92.7) - Separator: fixed a legacy quirk where Separator() was submitting a zero-height item for layout purpose, even though it draws a 1-pixel separator. + The fix could affect code e.g. computing height from multiple widgets in order to allocate vertical space for a footer or multi-line status bar. (#2657, #9263) + The "Console" example had such a bug: + float footer_height = style.ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + Should be: + float footer_height = style.ItemSpacing.y + style.SeparatorSize + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + When such idiom was used and assuming zero-height Separator, it is likely that in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range. + - 2026/02/23 (1.92.7) - Commented out legacy signature for Combo(), ListBox(), signatures which were obsoleted in 1.90 (Nov 2023), when the getter callback type was changed. + - Old getter type: bool (*getter)(void* user_data, int idx, const char** out_text) // Set label + return bool. False replaced label with placeholder. + - New getter type: const char* (*getter)(void* user_data, int idx) // Return label or NULL/empty label if missing + - 2026/01/08 (1.92.6) - Commented out legacy names obsoleted in 1.90 (Sept 2023): 'BeginChildFrame()' --> 'BeginChild()' with 'ImGuiChildFlags_FrameStyle'. 'EndChildFrame()' --> 'EndChild()'. 'ShowStackToolWindow()' --> 'ShowIDStackToolWindow()'. 'IM_OFFSETOF()' --> 'offsetof()'. + - 2026/01/07 (1.92.6) - Popups: changed compile-time 'ImGuiPopupFlags popup_flags = 1' default value to be '= 0' for BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick(). Default value has same meaning before and after. + - Refer to GitHub topic #9157 if you have any question. + - Before this version, those functions had a 'ImGuiPopupFlags popup_flags = 1' default value in their function signature. + Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default literal 1 meant ImGuiPopupFlags_MouseButtonRight. + This was introduced by a change on 2020/06/23 (1.77) while changing the signature from 'int mouse_button' to 'ImGuiPopupFlags popup_flags' and trying to preserve then-legacy behavior. + We have now changed this behavior to cleanup a very old API quirk, facilitate use by bindings, and to remove the last and error-prone non-zero default value. + Also because we deemed it extremely rare to use those helper functions with the Left mouse button! As using the LMB would generally be triggered via another widget, e.g. a Button() + a OpenPopup()/BeginPopup() call. + - Before: The default = 1 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 0 means ImGuiPopupFlags_MouseButtonLeft. + - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). + - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. + Recap: + - BeginPopupContextItem("foo"); // Behavior unchanged (use Right button) + - BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft); // Behavior unchanged (use Left button) + - BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft | xxx); // Behavior unchanged (use Left button + flags) + - BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonRight | xxx); // Behavior unchanged (use Right button + flags) + - BeginPopupContextItem("foo", 1); // Behavior unchanged (as a courtesy we legacy interpret 1 as ImGuiPopupFlags_MouseButtonRight, will assert if disabling legacy behaviors. + - BeginPopupContextItem("foo", 0); // !! Behavior changed !! Was Left button. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft. + - BeginPopupContextItem("foo", ImGuiPopupFlags_NoReopen); // !! Behavior changed !! Was Left button + flags. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft | xxx. + - 2025/12/23 (1.92.6) - Fonts: AddFontDefault() now automatically selects an embedded font between the new scalable AddFontDefaultVector() and the classic pixel-clean AddFontDefaultBitmap(). + The default selection is based on (style.FontSizeBase * FontScaleMain * FontScaleDpi) reaching a small threshold, but old codebases may not set any of them properly. As as a result, it is likely that old codebase may still default to AddFontDefaultBitmap(). + Prefer calling either based on your own logic. You can call AddFontDefaultBitmap() to ensure legacy behavior. + - 2025/12/23 (1.92.6) - Fonts: removed ImFontConfig::PixelSnapV added in 1.92 which turns out is unnecessary (and misdocumented). Post-rescale GlyphOffset is always rounded. + - 2025/12/17 (1.92.6) - Renamed helper macro IM_ARRAYSIZE() -> IM_COUNTOF(). Kept redirection/legacy name for now. + - 2025/12/11 (1.92.6) - Hashing: handling of "###" operator to reset to seed within a string identifier doesn't include the "###" characters in the output hash anymore. + - Before: GetID("Hello###World") == GetID("###World") != GetID("World") + - After: GetID("Hello###World") == GetID("###World") == GetID("World") + - This has the property of facilitating concatenating and manipulating identifiers using "###", and will allow fixing other dangling issues. + - This will invalidate hashes (stored in .ini data) for Tables and Windows that are using the "###" operators. (#713, #1698) + - 2025/11/24 (1.92.6) - Fonts: Fixed handling of `ImFontConfig::FontDataOwnedByAtlas = false` which did erroneously make a copy of the font data, essentially defeating the purpose of this flag and wasting memory. + (trivia: undetected since July 2015, this is perhaps the oldest bug in Dear ImGui history, albeit for a rarely used feature, see #9086) + HOWEVER, fixing this bug is likely to surface bugs in user code using `FontDataOwnedByAtlas = false`. + - Prior to 1.92, font data only needed to be available during the atlas->AddFontXXX() call. + - Since 1.92, font data needs to available until atlas->RemoveFont(), or more typically until a shutdown of the owning context or font atlas. + - The fact that handling of `FontDataOwnedByAtlas = false` was broken bypassed the issue altogether. + - 2025/11/06 (1.92.5) - BeginChild: commented out some legacy names which were obsoleted in 1.90.0 (Nov 2023), 1.90.9 (July 2024), 1.91.1 (August 2024): + - ImGuiChildFlags_Border --> ImGuiChildFlags_Borders + - ImGuiWindowFlags_NavFlattened --> ImGuiChildFlags_NavFlattened (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + - ImGuiWindowFlags_AlwaysUseWindowPadding --> ImGuiChildFlags_AlwaysUseWindowPadding (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) + - 2025/11/06 (1.92.5) - Keys: commented out legacy names which were obsoleted in 1.89.0 (August 2022): + - ImGuiKey_ModCtrl --> ImGuiMod_Ctrl + - ImGuiKey_ModShift --> ImGuiMod_Shift + - ImGuiKey_ModAlt --> ImGuiMod_Alt + - ImGuiKey_ModSuper --> ImGuiMod_Super + - 2025/11/06 (1.92.5) - IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8 (Aug 2023). Calling io.ClearInputKeys() is enough. + - 2025/11/06 (1.92.5) - Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right. Use SetNextItemAllowOverlap() _before_ item instead. + - 2025/10/14 (1.92.4) - TreeNode, Selectable, Clipper: commented out legacy names which were obsoleted in 1.89.7 (July 2023) and 1.89.9 (Sept 2023); + - ImGuiTreeNodeFlags_AllowItemOverlap --> ImGuiTreeNodeFlags_AllowOverlap + - ImGuiSelectableFlags_AllowItemOverlap --> ImGuiSelectableFlags_AllowOverlap + - ImGuiListClipper::IncludeRangeByIndices() --> ImGuiListClipper::IncludeItemsByIndex() + - 2025/09/22 (1.92.4) - Viewports: renamed io.ConfigViewportPlatformFocusSetsImGuiFocus to io.ConfigViewportsPlatformFocusSetsImGuiFocus. Was a typo in the first place. (#6299, #6462) + - 2025/08/08 (1.92.2) - Backends: SDL_GPU3: Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) + - 2025/07/31 (1.92.2) - Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. Kept inline redirection enum (will obsolete). + - 2025/06/25 (1.92.0) - Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM + to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150) + - Incorrect way to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Correct ways to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries. + - 2025/06/11 (1.92.0) - Renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> bool io.ConfigDpiScaleFonts. + - Renamed/moved ImGuiConfigFlags_DpiEnableScaleViewports -> bool io.ConfigDpiScaleViewports. **Neither of those flags are very useful in current code. They will be useful once we merge font changes.** + [there was a bug on 2025/06/12: when using the old config flags names, they were not imported correctly into the new ones, fixed on 2025/09/12] + - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED. + IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/ + As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+). + If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes. + - Hard to read? Refer to 'docs/Changelog.txt' for a less compact and more complete version of this! + - Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f): + This WILL NOT map correctly to the new system! Because font will rasterize as requested size. + - With a legacy backend (< 1.92): Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. This already worked before, but is now pretty much required. + - With a new backend (1.92+): This should be all automatic. FramebufferScale is automatically used to set current font RasterizerDensity. FramebufferScale is a per-viewport property provided by backend through the Platform_GetWindowFramebufferScale() handler in 'docking' branch. + - Fonts: **IMPORTANT** on Font Sizing: Before 1.92, fonts were of a single size. They can now be dynamically sized. + - PushFont() API now has a REQUIRED size parameter. + - Before 1.92: PushFont() always used font "default" size specified in AddFont() call. It is equivalent to calling PushFont(font, font->LegacySize). + - Since 1.92: PushFont(font, 0.0f) preserve the current font size which is a shared value. + - To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site. + - Kept inline single parameter function. Will obsolete. + - Fonts: **IMPORTANT** on Font Merging: + - When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph. + Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font. + - When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before! + - e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1. + After the update and when using a new backend, those glyphs may now loaded from Font Source 1! + - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source: + // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range + static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + ImFontConfig cfg1; + cfg1.GlyphExcludeRanges = exclude_ranges; + io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1); + // Add Font Source 2, which expects to use the range above + ImFontConfig cfg2; + cfg2.MergeMode = true; + io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2); + - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph. + - Fonts: **IMPORTANT** on Thread Safety: + - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even though we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded. + - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont(). + - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". + - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'. + - Textures: all API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef'. Affected functions are: ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded(). + - Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID(), IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete). + - Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling. + - Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese(). + - Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327) + - Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one), you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't. + - Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFont(NULL, style.FontSizeBase * factor)' or to manipulate other scaling factors. + - Fonts: obsoleted ImFont::Scale which is not useful anymore. + - Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things: + - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef. + - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef. + - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[] + - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount. + - Each ImFont has a number of ImFontBaked instances corresponding to actively used sizes. ImFont::GetFontBaked(size) retrieves the one for a given size. + - Fields moved from ImFont to ImFontBaked: IndexAdvanceX[], Glyphs[], Ascent, Descent, FindGlyph(), FindGlyphNoFallback(), GetCharAdvance(). + - Fields moved from ImFontAtlas to ImFontAtlas->Tex: ImFontAtlas::TexWidth => TexData->Width, ImFontAtlas::TexHeight => TexData->Height, ImFontAtlas::TexPixelsAlpha8/TexPixelsRGBA32 => TexData->GetPixels(). + - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to access font data for current font at current font size (and you may use font->GetFontBaked(size) to access it for any other size.) + - Fonts: (users of imgui_freetype): renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. Renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. Renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags. + If you used runtime imgui_freetype selection rather than the default IMGUI_ENABLE_FREETYPE compile-time option: Renamed/reworked ImFontBuilderIO into ImFontLoader. Renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader(). + - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType() + - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader() + - new: io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) to change dynamically at runtime [from 1.92.1] + - Fonts: (users of custom rectangles, see #8466): Renamed AddCustomRectRegular() to AddCustomRect(). Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV(). + - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. X->x, Y->y, Width->w, Height->h. + - old: + const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id); + ImVec2 uv0, uv1; + atlas->GetCustomRectUV(r, &uv0, &uv1); + ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1); + - new; + ImFontAtlasRect r; + atlas->GetCustomRect(custom_rect_id, &r); + ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + - We added a redirecting typedef but haven't attempted to magically redirect the field names, as this API is rarely used and the fix is simple. + - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts. Kept existing function which uses the font "default size" (Sources[0]->LegacySize). Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, but can facilitate transitioning old code. + - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. + - DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture(). + - Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() for all backends that had them. They should not be necessary any more. + - 2025/05/23 (1.92.0) - Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition() + - old: const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, ....); + - new: const char* ImFont::CalcWordWrapPosition (float size, const char* text, ....); + The leading 'float scale' parameters was changed to 'float size'. This was necessary as 'scale' is assuming standard font size which is a concept we aim to eliminate in an upcoming update. Kept inline redirection function. + - 2025/05/15 (1.92.0) - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete). + - 2025/05/15 (1.92.0) - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. Use PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop)/PopItemFlag() instead. (#3092) + - 2025/05/15 (1.92.0) - Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. Use ImGuiListClipper::IncludeItemsByIndex() instead. + - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name. + - 2025/04/16 (1.91.9) - Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387) + - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238) + - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable. + - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). + - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. + - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX. + - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior. + prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls: + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - GetKeyIndex() is removed (obsoleted March 2022). The indirection is now unnecessary. + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData, ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. (#6406, #4879, #1878) + - use `draw_data->CmdLists.Size` instead of `draw_list->CmdListsCount`. + - use `draw_data->AddDrawList()` to add to a ImDrawData. + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - See pthom's online imgui_explorer (https://pthom.github.io/imgui_explorer) which is a web + version of the demo with a source code browser. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: What is the difference between Dear ImGui and traditional UI toolkits? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - How can I have multiple widgets with the same label? (using ## or PushID) + - How can I have widgets with an empty label? (using ##) + - How can I make a label dynamic? (using ###) + - General description of the label and ID Stack system. + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + Q: About Multi-Threading + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT discohello DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t +#ifndef IMGUI_DISABLE_TIME_FUNCTIONS +#include // time(), localtime_r()/localtime_s() +#if defined(_WIN32) +static tm* localtime_r(const time_t* timep, tm* result) { return localtime_s(result, timep) == 0 ? result : NULL; } +#endif +#endif + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold Ctrl to display for all candidates. Ctrl+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls. +static const float FONT_DEFAULT_SIZE_BASE = 20.0f; + +// When using Ctrl+Tab (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. +static const float NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60f; // Time to hold activation button (e.g. FaceDown) to turn the activation into a text input. +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_Cleanup(ImGuiContext*, ImGuiSettingsHandler*, ImGuiSettingsCleanupArgs* args); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static void InitializeDefaultPlatformHandlers(ImGuiPlatformIO& platform_io); +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingApplyFocus(ImGuiWindow* window); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateContextMenuRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(ImGuiWindowFlags window_type); +static ImVec2 NavCalcPreferredRefPos(ImGuiWindowFlags window_type); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolItemPathQuery(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateFontsNewFrame(); +static void UpdateFontsEndFrame(); +static void UpdateTexturesNewFrame(); +static void UpdateTexturesEndFrame(); +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); +static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + FontSizeBase = 0.0f; // Will default to io.Fonts->Fonts[0] on first frame. + FontScaleMain = 1.0f; // Main scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi = 1.0f; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + ScrollbarPadding = 2.0f; // Padding of scrollbar grab within its frame (same for both axes) + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageRounding = 0.0f; // Rounding of Image() calls. + ImageBorderSize = 0.0f; // Thickness of border around Image() calls. + TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthBase = 1.0f; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll. + TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone; + TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding = 0.0f; // Radius of lines connecting child nodes to the vertical line. + MenuItemRounding = 0.0f; // Radius of MenuItem, BeginMenu rounding. + SelectableRounding = 0.0f; // Radius of selectable rounding. MODIFYING THIS IS DISCOURAGED. CONTIGUOUS SELECTIONS WILL NOT LOOK RIGHT. (#7589) + DragDropTargetRounding = 0.0f; // Radius of the drag and drop target frame. + DragDropTargetBorderSize = 2.0f; // Thickness of the drag and drop target border. + DragDropTargetPadding = 3.0f; // Size to expand the drag and drop target from actual target item size. + ColorMarkerSize = 3.0f; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + InputTextCursorSize = 1.0f; // Thickness of cursor/caret in InputText(). + SeparatorSize = 1.0f; // Thickness of border in Separator(). + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText(). + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingNodeHasCloseButton = true; // Docking nodes have their own CloseButton() to close all docked windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + + // Rendering & Tessellation + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Used at the beginning of the frame to set ImDrawFlags_AALines in all draw-lists. + AntiAliasedLineEnds = false; // Enable anti-aliased lines/borders ends. Nicer for thick lines but more expensive. Used at the beginning of the frame to set ImDrawFlags_AALineEnds in all draw-lists. + AntiAliasedFill = true; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Used at the beginning of the frame to set ImDrawFlags_AAFill in all draw-lists. + CurveTessellationMaxError = 1.12f; // Maximum error (in pixels) when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // [Internal] + _MainScale = 1.0f; + _NextFrameFontSizeBase = 0.0f; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + CurveTessellationTol = 0.0f; // Old CurveTessellationTol = CurveTessellationMaxError*CurveTessellationMaxError. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures for legacy strokes. Require backend to render with bilinear filtering (NOT point/nearest filtering). +#endif + + // Default theme + ImGui::StyleColorsDark(this); +} + + +// Scale all spacing/padding/thickness values. Do not scale fonts. +// Consider not calling this if your initial scale factor if <1.0. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + _MainScale *= scale_factor; + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowBorderSize = ImTrunc(WindowBorderSize * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + ChildBorderSize = ImTrunc(ChildBorderSize * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + PopupBorderSize = ImTrunc(PopupBorderSize * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameBorderSize = ImTrunc(FrameBorderSize * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + ScrollbarPadding = ImTrunc(ScrollbarPadding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + ImageRounding = ImTrunc(ImageRounding * scale_factor); + ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabBorderSize = ImTrunc(TabBorderSize * scale_factor); + TabMinWidthBase = ImTrunc(TabMinWidthBase * scale_factor); + TabMinWidthShrink = ImTrunc(TabMinWidthShrink * scale_factor); + TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected; + TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected; + TabBarBorderSize = ImTrunc(TabBarBorderSize * scale_factor); + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + TreeLinesSize = ImTrunc(TreeLinesSize * scale_factor); + TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor); + MenuItemRounding = ImTrunc(MenuItemRounding * scale_factor); + SelectableRounding = ImTrunc(SelectableRounding * scale_factor); + DragDropTargetRounding = ImTrunc(DragDropTargetRounding * scale_factor); + DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor); + DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor); + ColorMarkerSize = ImTrunc(ColorMarkerSize * scale_factor); + InputTextCursorSize = ImTrunc(InputTextCursorSize * scale_factor); + SeparatorSize = ImTrunc(SeparatorSize * scale_factor); + SeparatorTextBorderSize = ImTrunc(SeparatorTextBorderSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset((void*)this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_COUNTOF(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_COUNTOF(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontDefault = NULL; + FontAllowUserScaling = false; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + FontGlobalScale = 1.0f; // Use style.FontScaleMain instead! +#endif + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingNoDockingOver = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = true; + ConfigViewportsPlatformFocusSetsImGuiFocus = true; + + // Widget options +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigColorEditFlags = ImGuiColorEditFlags_DefaultOptions_; // Current settings for ColorEdit/ColorPicker widgets. May be further edited by users, unless you also set ImGuiColorEditFlags_NoOptions. + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + + // Ini Settings options + ConfigIniSettingsSaveLastUsedDate = true; + ConfigIniSettingsAutoDiscardMonths = 0; + ConfigDebugIniSettings = false; + + // Miscellaneous options + MouseDrawCursor = false; + ConfigMemoryCompactTimer = 60.0f; + + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugHighlightIdConflictsShowItemPicker = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseSingleClickDelay = 0.50f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_COUNTOF(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_COUNTOF(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* str) +{ + if (!AppAcceptingEvents) + return; + const char* str_end = str + strlen(str); + while (*str != 0) + { + unsigned int c = 0; + str += ImTextCharFromUtf8(&c, str, str_end); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_COUNTOF(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matters: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset((void*)this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float max_error_sqr, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < max_error_sqr * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, max_error_sqr, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, max_error_sqr, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationMaxError +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float max_error) +{ + IM_ASSERT(max_error > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float max_error_sqr = max_error * max_error; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, max_error_sqr, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return (b1 == b2) && (b2 == b3); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); // FIXME-OPT: strncpy not only doesn't guarantee 0-termination, it also always writes the whole array + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = ImStrlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +void* ImMemdup(const void* src, size_t size) +{ + void* dst = IM_ALLOC(size); + return memcpy(dst, src, size); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1; + size_t src_size = ImStrlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)ImMemchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)ImMemchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin)); + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + ImStrlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { +#if defined(_DEBUG) || defined(_MSC_VER) + crc = _mm_crc32_u32(crc, *(ImU32*)data); +#else + ImU32 v; + memcpy(&v, data, sizeof(ImU32)); // Avoid aliasing violation (#9557) + crc = _mm_crc32_u32(crc, v); +#endif + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value. +// e.g. "label###id" outputs the same hash as "id" (and "label" is generally displayed by the UI functions) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- > 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + { + crc = seed; + data += 2; + data_size -= 2; + continue; + } +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + { + crc = seed; + data += 2; + continue; + } +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() +// FIXME-OPT: This is not designed to be optimal. Use with care. +const char* ImHashSkipUncontributingPrefix(const char* label) +{ + const char* result = label; + while (unsigned char c = *label++) + if (c == '#' && label[0] == '#' && label[1] == '#') + result = label + 2; + return result; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_COUNTOF(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + // IMPORTANT: if in_text_end == NULL it assume we have enough space! + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve) + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +int ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return count; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p) +{ + while (in_p > in_text_start) + { + in_p--; + if ((*in_p & 0xC0) != 0x80) + return in_p; + } + return in_text_start; +} + +const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p) +{ + if (in_text_start == in_p) + return in_text_start; + const char* prev = ImTextFindPreviousUtf8Codepoint(in_text_start, in_p); + unsigned int prev_c; + int prev_c_len = ImTextCharFromUtf8(&prev_c, prev, in_text_end); + if (prev_c != IM_UNICODE_CODEPOINT_INVALID && prev_c_len <= (int)(in_p - prev)) + return in_p; + return prev; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.0f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.0f; + if (g < b) + { + ImSwap(g, b); + K = -1.0f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.0f / 6.0f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.0f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters e.g. 'aaa bbb -ccc'. +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + _CountExclude = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_COUNTOF(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label) +{ + return DrawWithHint(label, "incl -excl"); +} + +// Use ImGui::SetNextItemWidth() manually if you want to use this. +bool ImGuiTextFilter::DrawWithHint(const char* label, const char* hint) +{ + bool value_changed = ImGui::InputTextWithHint(label, hint, InputBuf, IM_COUNTOF(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +// Parse filter and split into a format optimal for PassFilter() +void ImGuiTextFilter::Build() +{ + _Items.resize(0); + _CountExclude = 0; + + const char* buf_e = InputBuf + ImStrlen(InputBuf); + const char* word_e; + int seq_start_idx = -1; + for (const char* word_b = InputBuf; word_b < buf_e; word_b = word_e + 1) + { + // Trim blanks + while (word_b < buf_e && ImCharIsBlankA(word_b[0])) // FIXME: UTF-8 support + word_b++; + const bool is_excl = (word_b < buf_e && word_b[0] == '-'); + if (is_excl) + word_b++; + const bool is_quote = (word_b < buf_e && word_b[0] == '\"'); + if (is_quote) + { + // Parsing quotes. Omit storing leading/trailing quotes. + word_e = ImStrchrRange(++word_b, buf_e, '\"'); + if (word_e == NULL) + word_e = buf_e; + } + else + { + // Handle both ' ' and ',' separators. + for (word_e = word_b; word_e < buf_e; word_e++) + if (*word_e == ' ' || *word_e == ',') + break; + } + + // Min length + if (word_e - word_b > 0) + { + // Add to list. The '-' is not stored in items but implicitly inferred using (n < CountExclude). + // FIXME-OPT: as items are derived from user input buffer and we expect the insert() to behave sanely. + if (is_excl) + { + _Items.insert(_Items.Data + _CountExclude, ImGuiTextFilterItem(word_b, word_e)); + _CountExclude++; + if (seq_start_idx != -1) + seq_start_idx++; + } + else + { + if (seq_start_idx == -1) + seq_start_idx = _Items.Size; + _Items.insert(_Items.Data + _Items.Size, ImGuiTextFilterItem(word_b, word_e)); + _Items.Data[seq_start_idx].CountInclude++; + } + } + + // Next sequence + if (word_e[0] == ',') + seq_start_idx = -1; + } +} + +// FIXME: Could use a specialized ImStristr() + pre-convert our filter to uppercase. +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (_Items.Size == 0) + return true; + if (text == NULL) + text = text_end = ""; + + // Filters are sorted so that '-' ones are always leading. + ImGuiTextFilterItem* seq = _Items.Data; + ImGuiTextFilterItem* seq_excl_end = _Items.Data + _CountExclude; + for (; seq < seq_excl_end; seq++) + if (ImStristr(text, text_end, seq->Begin, seq->Begin + seq->Len) != NULL) + return false; + + // Process includes + ImGuiTextFilterItem* seq_end = _Items.Data + _Items.Size; + if (seq == seq_end) // When no inclusion are specified (only exclusions) we implicitly pass + return true; + while (seq < seq_end) + { + ImGuiTextFilterItem* seq_incl_end = seq + seq->CountInclude; + IM_ASSERT_PARANOID(seq->CountInclude > 0 && seq_incl_end <= seq_end); + for (; seq < seq_incl_end; seq++) + if (ImStristr(text, text_end, seq->Begin, seq->Begin + seq->Len) == NULL) + break; + if (seq == seq_incl_end) // All matched + return true; + seq = seq_incl_end; // Try next + } + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)ImStrlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + Offsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)ImMemchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + Offsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems; +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(ImGuiListClipper* clipper, float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + const int row_increase = (int)((off_y / line_height) + 0.5f); + if (row_increase > 0 && (clipper->Flags & ImGuiListClipperFlags_NoSetTableRowCounters) == 0) // If your clipper item height is != from actual table row height, consider using ImGuiListClipperFlags_NoSetTableRowCounters. See #8886. + { + table->CurrentRow += row_increase; + table->RowBgColorCounter += row_increase; + } + table->RowPosY2 = window->DC.CursorPos.y; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset((void*)this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + DisplayStart = DisplayEnd = ItemsCount; // Clear this so code which may be reused past last Step() won't trip on a non-empty range. + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(this, pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + { + // Mitigation/hack for very large range: assume last time height constitute line height. + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + window->DC.CursorPos.y = (float)(clipper->StartPosY + clipper->ItemsHeight); + } + else + { + clipper->ItemsHeight = (float)(window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + } + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT_USER_ERROR(clipper->ItemsHeight > 0.0f, "ImGuiListClipper: Failed to calculate item height! First item hasn't been submitted by user code, or has not moved the cursor vertically!"); + return false; + } + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + const int nav_off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int nav_off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + if (is_nav_request) + { + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, nav_off_min, nav_off_max)); + if (!g.NavScoringNoClipRect.IsInverted()) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, nav_off_min, nav_off_max)); + } + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + float pad_y = g.Style.ItemSpacing.y; + min_y -= pad_y; + max_y += pad_y; + + // Box-select on 2D area requires different clipping. + // (best adding pad_y here than in BeginBoxSelect() as we are closer to current state) + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y - pad_y, bs->UnclipRect.Max.y + pad_y, 0, 0)); + } + + // Add main visible range + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, nav_off_min, nav_off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + data->StepNo++; + if (clipper->DisplayStart >= clipper->DisplayEnd) + continue; + if (clipper->DisplayStart > already_submitted) + clipper->SeekCursorForItem(clipper->DisplayStart); + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart >= DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +// Generic helper, equivalent to old ImGui::CalcListClipping() but stateless +void ImGui::CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end) +{ + *out_visible_start = ImMax((int)((clip_rect.Min.y - pos.y) / items_height), 0); + *out_visible_end = ImMax((int)ImCeil((clip_rect.Max.y - pos.y) / items_height), *out_visible_start); +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, ImGuiCol_UnsavedMarker, +}; + +static const ImGuiStyleVarInfo GStyleVarsInfo[] = +{ + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarPadding) }, // ImGuiStyleVar_ScrollbarPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageRounding) }, // ImGuiStyleVar_ImageRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthBase) }, // ImGuiStyleVar_TabMinWidthBase + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthShrink) }, // ImGuiStyleVar_TabMinWidthShrink + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)}, // ImGuiStyleVar_TreeLinesRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, MenuItemRounding)}, // ImGuiStyleVar_MenuItemRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableRounding)}, // ImGuiStyleVar_SelectableRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DragDropTargetRounding)}, // ImGuiStyleVar_DragDropTargetRounding + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorSize)}, // ImGuiStyleVar_SeparatorSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_COUNTOF(GStyleVarsInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarsInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 1, "Calling PushStyleVar() variant with wrong type!"); + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 2, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 2, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 2, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx); + void* data = var_info->GetVarPtr(&g.Style); + if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_CheckboxSelectedBg: return "CheckboxSelectedBg"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_InputTextCursor: return "InputTextCursor"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_TreeLines: return "TreeLines"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_DragDropTargetBg: return "DragDropTargetBg"; + case ImGuiCol_UnsavedMarker: return "UnsavedMarker"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + ImStrlen(text); // FIXME-OPT (not reached by our internal calls) + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + ImStrlen(text); // FIXME-OPT (not reached by our internal calls) + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +// DOES NOT CALL LogRenderedText(), unlike RenderTextClipped!!! +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceding 'float ellipsis_max' and was the same value for 99% of users. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLineV(pos_max.x, pos_min.y - 4, pos_max.y + 6, IM_COL32(0, 0, 255, 255)); + //draw_list->AddLineV(ellipsis_max_x, pos_min.y - 2, pos_max.y + 3, IM_COL32(0, 255, 0, 255)); + + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + ImFontBaked* baked = font->GetFontBaked(font_size); + const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + const float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect); + } + else + { + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, border_size); + } +} + +void ImGui::RenderColorComponentMarker(const ImRect& bb, ImU32 col, float rounding) +{ + if (bb.Min.x + 1 >= bb.Max.x) + return; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderRectFilledInRangeH(window->DrawList, bb, col, bb.Min.x, ImMin(bb.Min.x + g.Style.ColorMarkerSize, bb.Max.x), rounding); +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags, float rounding) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + + // We don't early out on 'window->Flags & ImGuiWindowFlags_NoNavInputs' because it would be inconsistent with + // other code directly checking NavCursorVisible. Instead we aim for NavCursorVisible to always be false. + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (rounding < 0.0f && (flags & ImGuiNavRenderCursorFlags_NoRounding)) + rounding = 0.0f; +#endif + if (rounding < 0.0f) + rounding = g.Style.FrameRounding; + + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float scale_factor = GetScale(); // FIXME-DPI + const float thickness = (float)(int)ImMax(2.0f, 1.5f * scale_factor); + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, thickness); + } + else + { + const float distance = (float)(int)(3.0f + thickness * 0.5f); + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.FontAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureRef tex_ref = font_atlas->TexRef; + draw_list->PushTexture(tex_ref); + draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[0], uv[1], col_fill); + if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress) + { + float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI); + float a_max = a_min + IM_PI * 1.65f; + draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max); + draw_list->PathStroke(col_fill, 3.0f * scale); + } + draw_list->PopTexture(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableReset, "Reset" }, + //{ ImGuiLocKey_TableResetAll, "Reset to default###ResetAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_TableResetVisibility, "Reset visibility###ResetVisibility" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + TestEngineHookItems = false; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + Time = 0.0f; + memset(ContextName, 0, sizeof(ContextName)); + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + + Font = NULL; + FontBaked = NULL; + FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f; + CurrentPixelDensity = 1.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + if (shared_font_atlas == NULL) + IO.Fonts->OwnerContext = this; + WithinEndChildID = WithinEndPopupID = 0; + TestEngine = NULL; + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + WindowsBorderHoverPadding = 0.0f; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflictsId = 0; + DebugHookIdInfoId = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + AnyIdHasBeenEditedThisFrame = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdWasSelected = ActiveIdWasSoleSelected = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdSource = ImGuiInputSource_None; + ActiveIdWindow = NULL; + ActiveIdMouseButton = -1; + ActiveIdDisabledId = 0; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + LastActiveIdWasSelected = LastActiveIdWasSoleSelected = false; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + GcCompactAll = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavIdItemFlags = ImGuiItemFlags_None; + NavOpenContextMenuItemId = NavOpenContextMenuWindowId = 0; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = NavJustMovedToIsInit = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavEnableTabbing = true; + ConfigNavWindowingWithGamepad = true; + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingInputSource = ImGuiInputSource_None; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropTargetFullViewport = 0; + DragDropAcceptFlagsCurr = DragDropAcceptFlagsPrev = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + MixedValueLabel = "-"; + InputTextPasswordFontBackupFlags = ImFontFlags_None; + InputTextReactivateId = 0; + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + DemoMarkerCallback = NULL; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogLineFirstItem = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +ImGuiContext::~ImGuiContext() +{ + IM_ASSERT(Initialized == false && "Forgot to call DestroyContext()?"); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.CleanupFn = WindowSettingsHandler_Cleanup; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_COUNTOF(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + InitializeDefaultPlatformHandlers(g.PlatformIO); + + // Setup session starting date +#ifndef IMGUI_DISABLE_TIME_FUNCTIONS + const time_t session_time = time(NULL); + struct tm session_datetime = {}; + if (localtime_r(&session_time, &session_datetime)) + g.PlatformIO.Platform_SessionDate = (session_datetime.tm_year + 1900) * 10000 + (session_datetime.tm_mon + 1) * 100 + session_datetime.tm_mday; +#endif + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bit per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow. + // DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED. +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + + // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context. + // But this link allows us to facilitate/handle a few edge cases better. + ImFontAtlas* atlas = g.IO.Fonts; + g.DrawListSharedData.Context = &g; + RegisterFontAtlas(atlas); + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + for (ImGuiViewportP* viewport : g.Viewports) + { + IM_UNUSED(viewport); + IM_ASSERT_USER_ERROR(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL, "Backend or app forgot to call DestroyPlatformWindows()?"); + } + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + for (ImFontAtlas* atlas : g.FontAtlases) + { + UnregisterFontAtlas(atlas); + if (atlas->OwnerContext == &g) + { + IM_ASSERT(atlas->RefCount == 0 && "Destroying context owning a ImFontAtlas which is still used elsewhere!"); + if (atlas->RefCount == 0) + { + atlas->Locked = false; + IM_DELETE(atlas); + } + } + } + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextLineIndex.clear(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// When using multiple context it can be helpful to give name a name. +// (A) Will be visible in debugger, (B) Will be included in all IMGUI_DEBUG_LOG() calls, (C) Should be <= 15 characters long. +void ImGui::SetContextName(ImGuiContext* ctx, const char* name) +{ + ImStrncpy(ctx->ContextName, name, IM_COUNTOF(ctx->ContextName)); +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset((void*)this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)ImStrlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoPosLastDirection = ImGuiDir_None; + AutoFitFramesX = AutoFitFramesY = -1; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontRefSize = 0.0f; + FontWindowScale = FontWindowScaleParents = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData); + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + { + g.CurrentPixelDensity = window->Viewport->FramebufferScale.x; // == SetPixelDensity() + IM_ASSERT(g.CurrentPixelDensity != 0.0f); + } + const bool backup_skip_items = window->SkipItems; + window->SkipItems = false; + ImGui::UpdateCurrentFontSize(0.0f); + window->SkipItems = backup_skip_items; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.InputTextLineIndex.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->CompactCache(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +// FIXME: Consider exposing of elaborating GC policy, e.g. being able to trim excessive ImDrawList gaps. (#9303) +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = ImMin((int)(window->DrawList->IdxBuffer.Size * 1.05f), window->DrawList->IdxBuffer.Capacity); + window->MemoryDrawListVtxCapacity = ImMin((int)(window->DrawList->VtxBuffer.Size * 1.05f), window->DrawList->VtxBuffer.Capacity); + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + StopMouseMovingWindow(); + } + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() 0x%08X in \"%s\"%*s(previously 0x%08X in \"%s\")\n", id, window ? window->Name : "", + ImMax(0, 20 - (int)(window ? strlen(window->Name) : 0)), "", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + g.ActiveIdDisabledId = 0; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + + //IM_ASSERT(g.LastItemData.ID == id); // Failing cases include: "widgets_inputtext_scrolling", "widgets_inputtext_multiline_status", "widgets_selectable_input" = case of e.g TempInputText() overlayed manually with different ID (#2718) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_EditedInternal; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + if (g.ActiveId == id || g.ActiveId == 0) + { + // FIXME: Can't we fully rely on LastItemData yet? + g.AnyIdHasBeenEditedThisFrame = g.ActiveIdHasBeenEditedThisFrame = g.ActiveIdHasBeenEditedBefore = true; + } + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.HasBeenEditedBefore = true; + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + // FIXME: This assert is getting a bit meaningless over time. It helped detect some unusual use cases but eventually it is becoming an unnecessary restriction. + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.DeactivatedItemData.ID == id || g.ActiveIdPreviousFrame == id || g.NavJustMovedToId || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap && !g.ActiveIdFromShortcut) + { + // When ActiveId == MoveId it means that either: + // - (1) user clicked on void _or_ an item with no id, which triggers moving window (ActiveId is set even when window has _NoMove flag) + // - the (id == 0) test handles it, however, IsItemHovered() will leak between id==0 items (mostly visible when using _NoMove). // FIXME: May be fixed. + // - (2) user clicked a disabled item. UpdateMouseMovingWindowEndFrame() uses ActiveId == MoveId to avoid interference with item logic + sets ActiveIdDisabledId. + bool cancel_is_hovered = true; + if (g.ActiveId == window->MoveId && (id == 0 || g.ActiveIdDisabledId == id)) + cancel_is_hovered = false; + // When ActiveId == TabId it means user clicked docking tab for the window. + if (g.ActiveId == window->TabId) + cancel_is_hovered = false; + if (cancel_is_hovered) + return false; + } + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK. +// Returns whether the item was hovered, logic differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts + // (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflictsId == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // We are done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = item_flags; + g.LastItemData.StatusFlags = status_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.DockTabItemStatusFlags, window->DC.DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); +} + +static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect); +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +void ImGui::DemoMarker(const char* file, int line, const char* section) +{ + ImGuiContext& g = *GImGui; + if (g.DemoMarkerCallback != NULL) + g.DemoMarkerCallback(file, line, section); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_COUNTOF(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +// A conformant backend should return NULL on failure (e.g. clipboard data is not text). +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : NULL; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_COUNTOF(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrameActive[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->_SetPixelDensity(viewport->FramebufferScale.x); + draw_list->PushTexture(g.IO.Fonts->TexRef); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrameActive[drawlist_no] = g.FrameCount; + viewport->BgFgDrawListsLastTimeActive[drawlist_no] = (float)g.Time; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// This is not 100% symmetric with StartMouseMovingWindow(). +// We do NOT clear ActiveID, because: +// - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired. +// - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item). +void ImGui::StopMouseMovingWindow() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.MovingWindow; + + // Ref commits 6b7766817, 36055213c for some partial history on checking if viewport != NULL. + if (window && window->Viewport) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(window->RootWindowDockTree, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = window->Viewport; + + // Clear the NoInputs window flag set by the Viewport system in AddUpdateViewport() + const bool window_can_use_inputs = ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) == false; + if (window_can_use_inputs) + window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + g.MovingWindow = NULL; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / Ctrl+Tab + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappeared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappeared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + StopMouseMovingWindow(); + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + ImGuiWindow* hovered_window = g.HoveredWindow; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (IsMouseClicked(0, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner)) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* hovered_root = hovered_window ? hovered_window->RootWindow : NULL; + const bool is_closed_popup = hovered_root && (hovered_root->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(hovered_root->PopupId, ImGuiPopupFlags_AnyPopupLevel); + const bool is_queued_focus_request = g.NavMoveSubmitted && (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi); + + if (hovered_window != NULL && !is_closed_popup && !is_queued_focus_request) + { + StartMouseMovingWindow(hovered_window); //-V595 + + // FIXME: In principle we might be able to call StopMouseMovingWindow() below. + // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symmetrical, at the later doesn't clear ActiveId. + + // Cancel moving if clicked outside of title bar + if ((hovered_window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0) // set by io.ConfigWindowsMoveFromTitleBarOnly + if (!(hovered_root->Flags & ImGuiWindowFlags_NoTitleBar) || hovered_root->DockIsActive) + if (!hovered_root->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item) + if (g.HoveredIdIsDisabled) + { + g.MovingWindow = NULL; + g.ActiveIdDisabledId = g.HoveredId; + } + } + else if (hovered_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.HoveredId == 0 && IsMouseClicked(1, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner)) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = hovered_window && (modal == NULL || IsWindowAbove(hovered_window, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? hovered_window : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return window->Active && !window->Hidden; +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationMaxError = g.Style.CurveTessellationMaxError; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialDrawFlags = ImDrawFlags_None; + if (g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines) + g.Style.AntiAliasedLines = g.Style.AntiAliasedLineEnds = false; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialDrawFlags |= ImDrawFlags_AAFill; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialDrawFlags |= ImDrawFlags_AALines; + if (g.Style.AntiAliasedLineEnds) + g.DrawListSharedData.InitialDrawFlags |= ImDrawFlags_AALineEnds; + if (g.IO.ConfigDebugDrawListDefaultsToStrokeLegacy) + g.DrawListSharedData.InitialDrawFlags |= ImDrawFlags_StrokeLegacy; + if (!(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedRoundCorners)) + g.DrawListSharedData.InitialDrawFlags |= ImDrawFlags_UseTexForRoundCorners | ImDrawFlags_AllowTexForRoundCorners_; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialDrawFlags |= ImDrawFlags_UseVtxOffset; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.FrameCount += 1; + g.SessionDate = ImGuiPackedDate(g.PlatformIO.Platform_SessionDate); + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_COUNTOF(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_COUNTOF(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Update texture list (collect destroyed textures, etc.) + UpdateTexturesNewFrame(); + + // Setup current font and draw list shared data + SetupDrawListSharedData(); + UpdateFontsNewFrame(); + + g.WithinFrameScope = true; + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding Ctrl + g.DebugDrawIdConflictsId = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() 0x%08X because it isn't marked alive anymore!\n", g.ActiveId); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + if (g.ActiveId && g.ActiveId == g.LastActiveId) + { + g.LastActiveIdWasSelected = g.ActiveIdWasSelected; + g.LastActiveIdWasSoleSelected = g.ActiveIdWasSoleSelected; + } + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.AnyIdHasBeenEditedThisFrame = false; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.InputTextReactivateId != 0 && g.InputTextReactivateId != g.DeactivatedItemData.ID) + g.InputTextReactivateId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + if (g.InputTextDeactivatedState.ElapseFrame < g.FrameCount) + g.InputTextDeactivatedState.ID = 0; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr; + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + if (g.DragDropActive) + { + // Also works when g.ActiveId==0 (aka leftover payload in progress, no active id) + // You may disable this externally by hijacking the input route: + // 'if (GetDragDropPayload() != NULL) { Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive); } + // but you will not get a return value from Shortcut() due to ActiveIdUsingAllKeyboardKeys logic. You can however poll IsKeyPressed(ImGuiKey_Escape) afterwards. + ImGuiID owner_id = g.ActiveId ? g.ActiveId : ImHashStr("##DragDropCancelHandler"); + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal, owner_id)) + { + ClearActiveID(); + ClearDragDrop(); + } + } + g.TooltipPreviousWindow = NULL; + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const bool gc_all = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f); + const float memory_compact_start_time = gc_all ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if ((!window->WasActive || gc_all) && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + { + table_temp_data.ReconcileColumnsRequests.clear(); // Unusual: clear every frame because this is rarely used. + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + } + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_Default_); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolItemPathQuery(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return a->BeginOrderWithinParent - b->BeginOrderWithinParent; +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_COUNTOF(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_COUNTOF(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->FrameCount = g.FrameCount; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = viewport->FramebufferScale; + draw_data->OwnerViewport = viewport; + draw_data->Textures = &g.PlatformIO.Textures; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + draw_data->CmdListsCount = 0; +#endif +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is a little bit complicated, solely to avoid creating/injecting an extra drawlist in drawdata. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to strictly ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 0); + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + cmd = draw_list->CmdBuffer.back(); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind Ctrl+Tab target window and behind Ctrl+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Active && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + { + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[1] = g.NavWindowingListWindow->Viewport; + } + + // Draw border around Ctrl+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 3.0f); // FIXME-DPI + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT_USER_ERROR_RET(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(ime_data->ViewportId); + if (viewport == NULL) + viewport = GetMainViewport(); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f) for Viewport 0x%08X\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y, viewport->ID); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0; + + // Hide and unfocus implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && g.CurrentWindow->IsFallbackWindow && g.CurrentWindow->WriteAccessed == false) + { + g.CurrentWindow->Active = false; + if (g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow) + FocusWindow(NULL); + } + End(); + + // Update navigation: Ctrl+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + UpdateFontsEndFrame(); + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + UpdateTexturesEndFrame(); + + // Unlock font atlas + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL && viewport->BgFgDrawListsLastFrameActive[0] == g.FrameCount) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_COUNTOF(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL && viewport->BgFgDrawListsLastFrameActive[1] == g.FrameCount) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + draw_data->CmdListsCount = draw_data->CmdLists.Size; +#endif + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + for (ImFontAtlas* atlas : g.FontAtlases) + ImFontAtlasDebugLogTextureRequests(atlas); +#endif + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // (see 7b0bf230, 4622fa4b6, #791 for details about this.) + // FIXME: Add a way to disable this. + text_size.x = ImCeilFast(text_size.x); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)); + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount; +} + +// Since 1.92.9: consider using NoLiveEdit flags if all you need to that values are not written bo backing variable while typing. +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() items inside a BeginMultiSelect()/EndMultiSelect() scope. +// - Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// Outside of a multi-select block: +// - It would be misleading/ambiguous to report this signal, as widgets return e.g. a pressed event, +// and user code is in charge of altering selection in ways we cannot predict. +// Prefer using 'if (IsItemClicked() && !IsItemToggledOpen())' for a manual reimplementation of selection. +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlagsSet |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// Use SetNextItemAllowOverlap() *before* your item instead of calling this! +//void ImGui::SetItemAllowOverlap() +//{ +// ImGuiContext& g = *GImGui; +// ImGuiID id = g.LastItemData.ID; +// if (g.HoveredId == id) +// g.HoveredIdAllowOverlap = true; +// if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. +// g.ActiveIdAllowOverlap = true; +//} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +ImGuiItemFlags ImGui::GetItemFlags() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ItemFlags; +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) + child_flags = (child_flags | g.NextWindowData.ChildFlagsSet) & ~g.NextWindowData.ChildFlagsClear; + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) { child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; } + //if (window_flags & ImGuiWindowFlags_NavFlattened) { child_flags |= ImGuiChildFlags_NavFlattened; } +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; // FIXME: Would be sane to not make single-axis flag set this. (#9355) + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + SetNextWindowChildFlags(child_flags, true); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags; + //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd() + } + else + { + SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); + } + + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +ImGuiWindow* ImGui::FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + if (settings != NULL) + { + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + { + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->AutoFitFramesX = window->AutoFitFramesY = 0; + } + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + } + + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + window->AutoFitFramesX = (window->Size.x <= 0.0f) ? 2 : 0; + window->AutoFitFramesY = (window->Size.y <= 0.0f) ? 2 : 0; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +// Note that 'settings' may be NULL. +// Sets _Once, _Appearing, _FirstUseEver. _FirstUseEver will be cleared again if there are settings. +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + ImGuiContext& g = *GImGui; + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + ApplyWindowSettings(window, settings); + if (settings != NULL) + settings->LastUsedDate = g.SessionDate; +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents, int axis_mask) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired; + size_desired.x = (axis_mask & 1) ? size_contents.x + size_pad.x + decoration_w_without_scrollbars : window->Size.x; + size_desired.y = (axis_mask & 2) ? size_contents.y + size_pad.y + decoration_h_without_scrollbars : window->Size.y; + + // Determine maximum window size + // Child windows are laid within their parent (unless they are also popups/menus) and thus have no restriction + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize (up to maximum size) + return ImMin(size_desired, size_max); + } + else + { + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + float size_contents_for_scrollbar_x = (axis_mask & 1) ? size_contents.x : window->ContentSize.x; // See #9352. In theory this should use same logic as `window->ScrollbarY = ...` codepath in Begin(). Needs some plumbling. + float size_contents_for_scrollbar_y = (axis_mask & 2) ? size_contents.y : window->ContentSize.y; + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x < size_contents_for_scrollbar_x + size_pad.x + decoration_w_without_scrollbars && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y < size_contents_for_scrollbar_y + size_pad.y + decoration_h_without_scrollbars && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal, ~0); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target_arg, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 corner_target = corner_target_arg; + if (window->Flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect limit_rect = parent_window->InnerRect; + limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar)) + corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x); + if (parent_flags & ImGuiWindowFlags_NoScrollbar) + corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y); + } + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && (window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.WindowsBorderHoverPadding; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = !(window->BgClickFlags & ImGuiWindowBgClickFlags_Move) && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, ~0); + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axes + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + const bool resize_grip_visible = held || hovered || (resize_grip_n == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + if (resize_grip_visible) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, 1 << axis); + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * GetScale(); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 old_pos = window->Pos; + const ImVec2 old_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (old_pos.x != window->Pos.x || old_pos.y != window->Pos.y || old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImVec2 size_for_clamping = window->Size; + const bool move_from_title_bar_only = (window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0; + if (move_from_title_bar_only && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (move_from_title_bar_only && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLineH(window->Pos.x + border_size, window->Pos.x + window->Size.x - border_size, y, border_col, g.Style.FrameBorderSize, ImDrawFlags_StrokeCenterBiased); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure BG goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + if (flags & ImGuiWindowFlags_DockNodeHost) + bg_col = 0; + if (bg_col & IM_COL32_A_MASK) + { + ImRect bg_rect(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size); + ImDrawFlags bg_rounding_flags; + if (window->DockIsActive) + bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, window->DockNode->HostWindow->Rect(), 0.0f); + else + bg_rounding_flags = (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawFlags_RoundAll : ImDrawFlags_RoundBottom; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags); + if (window->DockIsActive) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLineH(menu_bar_rect.Min.x + window_border_size, menu_bar_rect.Max.x - window_border_size, menu_bar_rect.Max.y, GetColorU32(ImGuiCol_Border), style.FrameBorderSize, ImDrawFlags_StrokeCenterBiased); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + const float border_inner = IM_ROUND(window_border_size * 0.5f); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + { + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoFocus; + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + g.CurrentItemFlags = backup_item_flags; + } + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_UnsavedMarker)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) + flags = (flags | g.NextWindowData.WindowFlagsSet) & ~g.NextWindowData.WindowFlagsClear; + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlagsSet : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + const bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + const bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + const bool dock_node_was_visible = window->DockNodeIsVisible; + const bool dock_tab_was_visible = window->DockTabIsVisible; + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.HasFlags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f; + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + + // Inherit SetWindowFontScale() from parent until we fix this system... + window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components) + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->WasActive && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using Ctrl+Tab + window_title_visible_elsewhere = true; + else if (flags & ImGuiWindowFlags_ChildMenu) + window_title_visible_elsewhere = true; + if ((window_title_visible_elsewhere || window_just_activated_by_user) && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + window->DrawList->_OwnerName = window->Name; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.0f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.0f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.0f, 0.0f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window. + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + { + window->WantCollapseToggle = true; + SetKeyOwner(ImGuiKey_MouseLeft, window->MoveId); // Claim input the same way ButtonBehavior() does. Prevent a same-frame move from triggering other items. (#9439) + } + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + // - Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + // - We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + // - Auto-fit may only grow window during the first few frames. + { + const bool size_auto_fit_x_always = !window_size_x_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_y_always = !window_size_y_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_x_current = !window_size_x_set_by_api && (window->AutoFitFramesX > 0); + const bool size_auto_fit_y_current = !window_size_y_set_by_api && (window->AutoFitFramesY > 0); + int size_auto_fit_mask = 0; + if (size_auto_fit_x_always || size_auto_fit_x_current) + size_auto_fit_mask |= (1 << ImGuiAxis_X); + if (size_auto_fit_y_always || size_auto_fit_y_current) + size_auto_fit_mask |= (1 << ImGuiAxis_Y); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, size_auto_fit_mask); + + const ImVec2 old_size = window->SizeFull; + if (size_auto_fit_x_always || size_auto_fit_x_current) + { + if (size_auto_fit_x_always) + window->SizeFull.x = size_auto_fit.x; + else + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (size_auto_fit_y_always || size_auto_fit_y_current) + { + if (size_auto_fit_y_always) + window->SizeFull.y = size_auto_fit.y; + else + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if ((flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + window->WindowRounding = style.ChildRounding; + else if (window->RootWindowDockTree->ViewportOwned) + window->WindowRounding = 0.0f; + else + window->WindowRounding = ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + // 'window->SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815) + // Whenever we add support for full decorated child windows we will likely make this logic more general. + bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + if ((flags & ImGuiWindowFlags_ChildWindow) && window->ParentWindow->SkipItems) + handle_borders_and_resize_grips = false; + + // Handle manual resize: Resize Grips, Borders, Gamepad + // Child windows can only be resized when they have the flags set. The resize grip allows resizing in both directions, so it should appear only if both flags are set. + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + int resize_grip_count; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) + resize_grip_count = ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) ? 1 : 0; + else + resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_for_scrollbars_x = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_for_scrollbars_y = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + bool scrollbar_x_prev = window->ScrollbarX; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_for_scrollbars_y) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_for_scrollbars_x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + + // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) + // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. + // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) + window->ScrollbarXStabilizeToggledHistory <<= 1; + window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00; + const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history. + if (scrollbar_x_stabilize) + window->ScrollbarX = true; + //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled) + // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name); + window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize; + + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_for_scrollbars_y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->_SetPixelDensity(window->Viewport->FramebufferScale.x); + window->DrawList->PushTexture(g.Font->OwnerAtlas->TexRef); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + // Default item width. Make it proportional to window size if window can be manually resized. + // (we cannot use AutoFitFramesX/AutoFitFramesY which is a temporary state) + bool is_resizable_width; + if ((flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + is_resizable_width = (window->Size.x > 0.0f) && !(window->ChildFlags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AlwaysAutoResize)); + else + is_resizable_width = (window->Size.x > 0.0f) && !(flags & ImGuiWindowFlags_AlwaysAutoResize); + if (is_resizable_width) + window->DC.ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->DC.ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + window->DC.ItemWidth = window->DC.ItemWidthDefault; + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPos = -1.0f; // Disabled + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + // FIXME: Investigate removing the 'window->Viewport != GetMainViewport()' test, which seems superfluous. + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + if (window->DockNode == NULL || (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on Alt-F4 so we disable Alt for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing Ctrl+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // Set default BgClickFlags + // This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overridden by user code. + // FIXME: The general intent is that we will later expose config options to default to enable scrolling + select scrolling mouse button. + window->BgClickFlags = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->BgClickFlags : (g.IO.ConfigWindowsMoveFromTitleBarOnly ? ImGuiWindowBgClickFlags_None : ImGuiWindowBgClickFlags_Move); // -V1004 + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None; + window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_Popup) + IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window->ID, "Must call EndPopup() and not End()!"); + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR_RET(g.ItemFlagsStack.Size > 1, "Calling PopItemFlag() too many times!"); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR_RET(g.DisabledStackSize > 0, "Calling EndDisabled() too many times!"); + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha; + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup; +} + +// ATTENTION THIS IS IN LEGACY LOCAL SPACE. +void ImGui::PushTextWrapPos(float wrap_local_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_local_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR_RET(window->DC.TextWrapPosStack.Size > 0, "Calling PopTextWrapPos() too many times!"); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowInBeginStack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int n = g.CurrentWindowStack.Size - 1; n >= 0; n--) + if (g.CurrentWindowStack[n].Window == window) + return true; + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Queue applying in Begin() + if (window->WantCollapseToggle) + window->Collapsed ^= 1; + window->WantCollapseToggle = (window->Collapsed != collapsed); +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100)) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +void ImGui::SetNextWindowFlags(ImGuiWindowFlags flags, bool enabled) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) == 0) + g.NextWindowData.WindowFlagsSet = g.NextWindowData.WindowFlagsClear = ImGuiChildFlags_None; + g.NextWindowData.WindowFlagsSet = enabled ? (g.NextWindowData.WindowFlagsSet | flags) : (g.NextWindowData.WindowFlagsSet & ~flags); + g.NextWindowData.WindowFlagsClear = !enabled ? (g.NextWindowData.WindowFlagsClear | flags) : (g.NextWindowData.WindowFlagsClear & ~flags); + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasWindowFlags; +} + +void ImGui::SetNextWindowChildFlags(ImGuiChildFlags flags, bool enabled) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) == 0) + g.NextWindowData.ChildFlagsSet = g.NextWindowData.ChildFlagsClear = ImGuiChildFlags_None; + g.NextWindowData.ChildFlagsSet = enabled ? (g.NextWindowData.ChildFlagsSet | flags) : (g.NextWindowData.ChildFlagsSet & ~flags); + g.NextWindowData.ChildFlagsClear = !enabled ? (g.NextWindowData.ChildFlagsClear | flags) : (g.NextWindowData.ChildFlagsClear & ~flags); + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +ImFontBaked* ImGui::GetFontBaked() +{ + return GImGui->FontBaked; +} + +// Get current font size (= height in pixels) of current font, with global scale factors applied. +// - Use style.FontSizeBase to get value before global scale factors. +// - recap: ImGui::GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors) +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +// Prefer using PushFont(NULL, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + UpdateCurrentFontSize(0.0f); +} +#endif + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR_RET(g.FocusScopeStack.Size > g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack, "Calling PopFocusScope() too many times!"); + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +bool ImGui::IsInNavFocusRoute(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + if (g.NavFocusScopeId == focus_scope_id) + return true; + for (const ImGuiFocusScopeData& focus_scope : g.NavFocusRoute) + if (focus_scope.ID == focus_scope_id) + return true; + return false; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] FONTS, TEXTURES +//----------------------------------------------------------------------------- +// Most of the relevant font logic is in imgui_draw.cpp. +// Those are high-level support functions. +//----------------------------------------------------------------------------- +// - UpdateTexturesNewFrame() [Internal] +// - UpdateTexturesEndFrame() [Internal] +// - UpdateFontsNewFrame() [Internal] +// - UpdateFontsEndFrame() [Internal] +// - GetDefaultFont() [Internal] +// - RegisterUserTexture() [Internal] +// - UnregisterUserTexture() [Internal] +// - RegisterFontAtlas() [Internal] +// - UnregisterFontAtlas() [Internal] +// - SetCurrentFont() [Internal] +// - UpdateCurrentFontSize() [Internal] +// - SetPixelDensity() [Internal] +// - PushFont() +// - PopFont() +//----------------------------------------------------------------------------- + +static void ImGui::UpdateTexturesNewFrame() +{ + // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. + ImGuiContext& g = *GImGui; + const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + for (ImFontAtlas* atlas : g.FontAtlases) + { + if (atlas->OwnerContext == &g) + { + ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures); + } + else + { + // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it. + // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context. + // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that. + // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures. + IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1); + IM_ASSERT(atlas->RendererHasTextures == has_textures); + } + } + for (ImTextureData* tex : g.UserTextures) + ImTextureDataUpdateNewFrame(tex); +} + +// Build a single texture list +static void ImGui::UpdateTexturesEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Textures.resize(0); + for (ImFontAtlas* atlas : g.FontAtlases) + for (ImTextureData* tex : atlas->TexList) + { + // We provide this information so backends can decide whether to destroy textures. + // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. + tex->RefCount = (unsigned short)atlas->RefCount; + g.PlatformIO.Textures.push_back(tex); + } + for (ImTextureData* tex : g.UserTextures) + g.PlatformIO.Textures.push_back(tex); +} + +void ImGui::UpdateFontsNewFrame() +{ + ImGuiContext& g = *GImGui; + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = true; + + if (g.Style._NextFrameFontSizeBase != 0.0f) + { + g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase; + g.Style._NextFrameFontSizeBase = 0.0f; + } + + // Apply default font size the first time + ImFont* font = ImGui::GetDefaultFont(); + if (g.Style.FontSizeBase <= 0.0f) + g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE_BASE); + + // Set initial font + g.Font = font; + g.FontSizeBase = g.Style.FontSizeBase; + g.FontSize = 0.0f; + ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase }; // <--- Will restore FontSize + SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale + g.FontStack.push_back(font_stack_data); + IM_ASSERT(g.Font->IsLoaded()); +} + +void ImGui::UpdateFontsEndFrame() +{ + PopFont(); +} + +ImFont* ImGui::GetDefaultFont() +{ + ImGuiContext& g = *GImGui; + ImFontAtlas* atlas = g.IO.Fonts; + if (atlas->Builder == NULL || atlas->Fonts.Size == 0) + ImFontAtlasBuildMain(atlas); + return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0]; +} + +// EXPERIMENTAL. Use ImTextureDataQueueUpload() to queue updates. Textures logic will be automatically be updated in NewFrame(). +void ImGui::RegisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + tex->RefCount++; + g.UserTextures.push_back(tex); +} + +void ImGui::UnregisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tex->RefCount > 0); + tex->RefCount--; + g.UserTextures.find_erase(tex); +} + +void ImGui::RegisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + if (g.FontAtlases.Size == 0) + IM_ASSERT(atlas == g.IO.Fonts); + atlas->RefCount++; + g.FontAtlases.push_back(atlas); + ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData); + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; +} + +void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(atlas->RefCount > 0); + ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData); + g.FontAtlases.find_erase(atlas); + atlas->RefCount--; + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; +} + +// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList. +// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ? +void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + g.Font = font; + g.FontSizeBase = font_size_before_scaling; + UpdateCurrentFontSize(font_size_after_scaling); + + if (font != NULL) + { + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(font->Scale > 0.0f); +#endif + ImFontAtlas* atlas = font->OwnerAtlas; + g.DrawListSharedData.FontAtlas = atlas; + g.DrawListSharedData.Font = font; + ImFontAtlasUpdateDrawListsSharedData(atlas); + if (g.CurrentWindow != NULL) + g.CurrentWindow->DrawList->_SetTexture(atlas->TexRef); + } +} + +void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.Style.FontSizeBase = g.FontSizeBase; + + // Restoring is pretty much only used by PopFont() + float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f; + if (final_size == 0.0f) + { + final_size = g.FontSizeBase; + + // Global scale factors + final_size *= g.Style.FontScaleMain; // Main global scale factor + final_size *= g.Style.FontScaleDpi; // Per-monitor/viewport DPI scale factor (in docking branch: automatically updated when io.ConfigDpiScaleFonts is enabled). + + // Window scale (mostly obsolete now) + if (window != NULL) + final_size *= window->FontWindowScale; + + // Legacy scale factors +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead! + if (g.Font != NULL) + final_size *= g.Font->Scale; // Was never really useful. +#endif + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - We may support it better later and remove this rounding. + final_size = GetRoundedFontSize(final_size); + final_size = ImClamp(final_size, 1.0f, IMGUI_FONT_SIZE_MAX); + if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)) + g.Font->CurrentRasterizerDensity = g.CurrentPixelDensity; + + g.FontSize = final_size; + g.DrawListSharedData.FontSize = g.FontSize; + + // Early out to avoid hidden window keeping bakes referenced and out of GC reach. + // - However this leave a pretty subtle and damning error surface area if g.FontBaked was mismatching. + // Probably needs to be reevaluated into e.g. setting g.FontBaked = nullptr to mark it as dirty. + // - Note that 'PushFont(); Begin(); End(); PopFont()' from within any collapsed window is not compromised, because Begin() calls SetCurrentWindow()->...->UpdateCurrentSize() + if (window != NULL && window->SkipItems) + { + ImGuiTable* table = g.CurrentTable; + const bool allow_early_out = table == NULL || (table->CurrentColumn != -1 && table->Columns[table->CurrentColumn].IsSkipItems == false); // See 8465#issuecomment-2951509561 and #8865. Ideally the SkipItems=true in tables would be amended with extra data. + if (allow_early_out) + return; + } + + g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL; + g.FontBakedScale = (g.FontBaked != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f; + g.DrawListSharedData.FontScale = g.FontBakedScale; +} + +// Exposed in case user may want to override setting density. +// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it. +void ImGui::SetPixelDensity(float pixel_density) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures); + if (g.CurrentPixelDensity == pixel_density) + return; + g.CurrentPixelDensity = pixel_density; + UpdateCurrentFontSize(0.0f); +} + +// If you want to scale an existing font size! Read comments in imgui.h! +void ImGui::PushFont(ImFont* font, float font_size_base) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) // Before 1.92 (June 2025), PushFont(NULL) == PushFont(GetDefaultFont()) + font = g.Font; + IM_ASSERT(font != NULL); + IM_ASSERT(font_size_base >= 0.0f); + + g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize }); + if (font_size_base == 0.0f) + font_size_base = g.FontSizeBase; // Keep current font size + SetCurrentFont(font, font_size_base, 0.0f); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR_RET(g.FontStack.Size > 0, "Calling PopFont() too many times!"); + ImFontStackData* font_stack_data = &g.FontStack.back(); + SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling); + g.FontStack.pop_back(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfoId == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfoId == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfoId == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfoId == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfoId == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfoId == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + IM_ASSERT_USER_ERROR_RET(window->IDStack.Size > 1, "Calling PopID() too many times!"); + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - GetItemClickedCountWithSingleClickDelay() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", "Oem102", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_COUNTOF(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_COUNTOF(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return t0 < repeat_delay && t1 >= repeat_delay; + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 0; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding +// - 0: Never route +// - 1: ImGuiInputFlags_RouteGlobal (lower priority) +// - 100..199: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// 200: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// 300: ImGuiInputFlags_RouteActive or ImGuiInputFlags_RouteFocused (if item active) +// 400: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 500..599: ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteOverActive (if window in focus-stack) (higher priority) +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets high priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 300; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 0; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + { + if (flags & ImGuiInputFlags_RouteOverActive) // && g.ActiveId != 0 && g.ActiveId != owner_id) + return 599 - index_in_focus_path; + else + return 199 - index_in_focus_path; + } + return 0; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 300; + return 0; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 400; + if (owner_id != 0 && g.ActiveId == owner_id) + return 300; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 200; + return 1; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + if (flags & ImGuiInputFlags_RouteOverActive) + IM_ASSERT(flags & (ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteFocused)); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 0) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using >= instead of >). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score >= routing_data->RoutingNextScore) : (score > routing_data->RoutingNextScore); + if (score > routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU16)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + + +// Prefer higher-level helper GetItemClickedCountWithSingleClickDelay() +// Use if you absolutely need to distinguish single-click from double-click by introducing a delay. +// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test. +// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. +bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + if (IsMouseDown(button)) + return false; + if (delay < 0.0f) + delay = g.IO.MouseSingleClickDelay; + const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]); + return (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// FIXME: This is close to what BeginDragDropSource() is doing, maybe rework. +static ImGuiID LastItemOverlayButtonForNullId(ImGuiMouseButton mouse_button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.LastItemData.ID == 0); + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDFromRectangle(g.LastItemData.Rect); + if (g.IO.MouseClicked[mouse_button] && ImGui::ItemHoverable(g.LastItemData.Rect, id, g.LastItemData.ItemFlags)) + { + ImGui::SetActiveID(id, window); + ImGui::FocusWindow(window); + } + else if (g.ActiveId == id) + { + ImGui::KeepAliveID(id); + if (!g.IO.MouseDown[mouse_button]) + ImGui::ClearActiveID(); + } + return id; +} + +// [BETA] Building block for disambiguation between single-click and double-click. +// - Returns 1 on single-click but delayed by io.MouseSingleClickDelay (which is always > io.MouseDoubleClickTime) after mouse release. +// - Returns 2+ on double-click and subsequent repeated clicks. +// In order use that to replicate Windows Explorer's "click on label to rename after a delay", +// When the function returns 1 for a delayed single click, you can add with further tests: +// - If you want to test that the mouse position AT THE TIME of the click (before the delay): you can use the 'io.MouseClickedPos[mouse_button]' position. +// - If you want to test that the mouse position is still over the item at the end of delay: you can use '&& IsItemHovered()'. +// - If you want to test that the item was selected or the sole selection AT THE TIME of the click (before the delay): you can test for 'g.LastActiveIdWasSelected' or 'g.LastActiveIdWasSoleSelected'. +// e.g. +// int click_count = ImGui::GetItemClickedCountWithSingleClickDelay(mouse_button); +// if (click_count == 1 && ImGui::GetCurrentContext()->LastActiveIdWasSoleSelected) +// StartRename(); +// if (click_count == 2) +// Launch(); +int ImGui::GetItemClickedCountWithSingleClickDelay(ImGuiMouseButton mouse_button, float delay) +{ + // Action: double-click and subsequent clicks + ImGuiContext& g = *GImGui; + if (g.IO.MouseClickedCount[mouse_button] >= 2 && IsItemClicked(mouse_button)) + return g.IO.MouseClickedCount[mouse_button]; + + // Action: second click, delayed + ImGuiID id = g.LastItemData.ID; + if (id == 0) + id = LastItemOverlayButtonForNullId(mouse_button); + if (g.LastActiveId == id) + { + if (delay >= 0.0f) + delay = ImMax(delay, g.IO.MouseDoubleClickTime + 0.01f); + if (IsMouseReleasedWithDelay(mouse_button, delay) && g.IO.MouseClickedLastCount[mouse_button] == 1) + return 1; + } + return 0; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.BeginPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_COUNTOF(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + // Bypass IsKeyDown() for the unlikely case where user used a ImGuiInputFlags_LockXXXX on those. + ImGuiKeyChord mods = 0; + if (ImGui::GetKeyData(ImGuiMod_Ctrl)->Down) { mods |= ImGuiMod_Ctrl; } + if (ImGui::GetKeyData(ImGuiMod_Shift)->Down) { mods |= ImGuiMod_Shift; } + if (ImGui::GetKeyData(ImGuiMod_Alt)->Down) { mods |= ImGuiMod_Alt; } + if (ImGui::GetKeyData(ImGuiMod_Super)->Down) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding Shift while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + if (io.MouseReleased[i]) + io.MouseReleasedTime[i] = g.Time; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + ImGuiID owner_id = mouse_window->ID; + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, owner_id) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, owner_id) ? g.IO.MouseWheel : 0.0f; + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + if (g.WheelingWindow != NULL) + { + SetKeyOwner(ImGuiKey_MouseWheelX, owner_id); + SetKeyOwner(ImGuiKey_MouseWheelY, owner_id); + } + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); // FIXME: Legacy-ish code, call SetWindowSize()? + window->SizeFull = ImTrunc(window->SizeFull * scale); + MarkIniSettingsDirty(window); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axes + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axes are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_COUNTOF(input_source_names) == ImGuiInputSource_COUNT); + if (source < 0 || source >= ImGuiInputSource_COUNT) + return "Unknown"; + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_COUNTOF(mouse_source_names) == ImGuiMouseSource_COUNT); + if (source < 0 || source >= ImGuiMouseSource_COUNT) + return "Unknown"; + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + char buf[5]; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { ImTextCharToUtf8(buf, e->Text.Char); IMGUI_DEBUG_LOG_IO("[io] %s: Text: '%s' (U+%08X)\n", prefix, buf, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed. + { + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + // FIXME-MULTITHREADING: io.AddKeyEvent() etc. calls are mostly thread-safe apart from the fact they push to this + // queue which may be resized here. Could potentially rework this to narrow down the section needing a mutex? (#5772) + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return owner_data->LockThisFrame == false; + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +// Ownership is automatically released on the frame after a release, see code in UpdateKeyboardInputs(). +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to a fancier version of: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +bool ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return false; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + if (!TestKeyOwner(key, id)) + return false; + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + return true; + } + return false; +} + +bool ImGui::SetItemKeyOwner(ImGuiKey key) +{ + return SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + 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_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos() +// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing +// windows, table column contents size used for auto-resizing columns, group size). +// This was causing issues and ambiguities and we needed to retire that. +// 2022/08/05 (1.89): extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED. However we gated the new logic behind a '#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS' block. +// 2025/06/25 (1.92): removed the legacy path and turned into an assert. It was a mistake that there was a #ifndef before: our obsolescence schedule gets pushed back a bit more :( +// +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// +// The assert below detects when the _last_ call in a window was a SetCursorPos() not followed by an Item, +// and with a position that would grow the parent contents size. +// +// Advanced: +// - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos()) +// had a side-effect on layout! In particular this caused problem to compute group boundaries. +// e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the +// group to be taller because auto-sizing generally adds padding on bottom and right side. +// - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. +// Using vertical alignment patterns would frequently trigger this sorts of issue. +// - See https://github.com/ocornut/imgui/issues/5548 for more details. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT_USER_ERROR(0, "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries.\nPlease submit an item e.g. Dummy() afterwards in order to grow window/parent boundaries."); + + // For reference, the old behavior was essentially: + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.Style.CurveTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders. + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + IM_ASSERT(ImIsPowerOfTwo(g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_DataTypeMask_)); // " + IM_ASSERT(ImIsPowerOfTwo(g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_PickerMask_)); // " + IM_ASSERT(ImIsPowerOfTwo(g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_InputMask_)); // " + + IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes); + IM_ASSERT(g.IO.MouseSingleClickDelay > g.IO.MouseDoubleClickTime); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.IO.FontGlobalScale > 1.0f) + IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!"); + + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) + { + g.IO.ConfigDpiScaleFonts = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_DpiEnableScaleFonts; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + { + g.IO.ConfigDpiScaleViewports = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_DpiEnableScaleViewports; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; + + // Remap legacy CurveTessellationTol into CurveTessellationMaxError (OBSOLETED in 1.93.0, August 2026) + if (g.Style.CurveTessellationTol != 0.0f) + g.Style.CurveTessellationMaxError = ImSqrt(g.Style.CurveTessellationTol); + g.Style.CurveTessellationTol = 0.0f; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + if (window->DC.MenuBarAppending) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()"); + EndMenuBar(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +// Display an error tooltip when same ID as HoveredId was submitted multiple times. +// See code in ItemHoverable() for an explanation of why we associate this error to HoveredId + code drawing of rectangles over individual items instances. +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflictsId != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflictsId != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker) + { + Text("(Hold Ctrl to: use "); + SameLine(0.0f, 0.0f); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(0.0f, 0.0f); + Text(" to break in item call-stack, or "); + } + else + { + Text("(Hold Ctrl to: "); + } + SameLine(0.0f, 0.0f); + TextLinkOpenURL("read FAQ \"About ID Stack System\"", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + SameLine(0.0f, 0.0f); + Text(")"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold Ctrl to: "); + SameLine(0.0f, 0.0f); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until Ctrl is held. When Ctrl is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlagsSet | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIXME-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlagsSet = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + + // [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED. + // This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd(). +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast. + int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1); + if (*p_alive == g.FrameCount) + *p_highlight = g.FrameCount; + *p_alive = g.FrameCount; + if (*p_highlight >= g.FrameCount - 1) + window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, 2.0f); + } +#endif + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +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_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + 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; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// 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 offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + 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; + window->DC.IsSameLine = true; +} + +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); + window->DC.IsSetPos = true; +} + +// 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); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +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.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->DC.ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_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.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(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) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + 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; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +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; +} +#endif + +// 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.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupAnyIdHasBeenEditedThisFrame = g.AnyIdHasBeenEditedThisFrame; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + 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 a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.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, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (g.AnyIdHasBeenEditedThisFrame && !group_data.BackupAnyIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = ImRoundPositive64(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkerboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active && !IsWindowInBeginStack(g.TooltipPreviousWindow)) + { + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + g.TooltipOverrideCount++; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_COUNTOF(window_name), window_name_template, g.TooltipOverrideCount); + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +bool ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + return OpenPopupEx(id, popup_flags); +} + +bool ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + return OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// - Return true when the popup is toggled open, which allows you to capture local state if needed. +// You may also call IsWindowAppearing() inside the later BeginPopup() scope if you need to prepare/compute data for the popup. +// - Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// - Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// - One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL). +bool ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return false; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(ImGuiWindowFlags_Popup); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + return true; + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + + return !keep_existing; + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendant_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendant_of_popup = true; + break; + } + if (!ref_window_is_descendant_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx() + ImFormatString(name, IM_COUNTOF(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} + +bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // As we bypass BeginChild(), set ImGuiChildFlags_AlwaysAutoResize as it is checked independently from ImGuiWindowFlags_AlwaysAutoResize for now (see #9355) + // Ideally we should remove setting ImGuiWindowFlags_AlwaysAutoResize in BeginChild(). + if ((extra_window_flags & ImGuiWindowFlags_ChildWindow) && (extra_window_flags & ImGuiWindowFlags_AlwaysAutoResize)) + SetNextWindowChildFlags(ImGuiChildFlags_AlwaysAutoResize, true); + + char name[128]; + IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu); + ImFormatString(name, IM_COUNTOF(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR_RET((window->Flags & ImGuiWindowFlags_Popup) != 0 && g.BeginPopupStack.Size > 0, "Calling EndPopup() in wrong window!"); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_popup_id = g.WithinEndPopupID; + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + g.WithinEndPopupID = window->ID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndPopupID = backup_within_end_popup_id; + g.WithinEndChildID = backup_within_end_child_id; +} + +ImGuiMouseButton ImGui::GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags) +{ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if ((flags & ImGuiPopupFlags_InvalidMask_) != 0) // 1,2 --> ImGuiMouseButton_Right, ImGuiMouseButton_Middle + return (flags & ImGuiPopupFlags_InvalidMask_); +#else + IM_ASSERT((flags & ImGuiPopupFlags_InvalidMask_) == 0); +#endif + if (flags & ImGuiPopupFlags_MouseButtonMask_) + return ((flags & ImGuiPopupFlags_MouseButtonMask_) >> ImGuiPopupFlags_MouseButtonShift_) - 1; + return ImGuiMouseButton_Right; // Default == 1 +} + +bool ImGui::IsPopupOpenRequestForItem(ImGuiPopupFlags popup_flags, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags); + if (IsMouseReleased(mouse_button, id) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return true; + if (g.NavOpenContextMenuItemId == id && (IsItemFocused() || id == g.CurrentWindow->MoveId)) + return true; + return false; +} + +bool ImGui::IsPopupOpenRequestForWindow(ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags); + if (IsMouseReleased(mouse_button, ImGuiKeyOwner_NoOwner) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + return true; + if (g.NavOpenContextMenuWindowId && g.CurrentWindow->ID) + if (IsWindowChildOf(g.NavWindow, g.CurrentWindow, false, false)) // This enable ordering to be used to disambiguate item vs window (#8803) + return true; + return false; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +bool ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID)) + { + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + return OpenPopupEx(id, popup_flags); + } + return false; +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItem ID. Using LastItem ID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + if (IsPopupOpenRequestForWindow(popup_flags)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); // FIXME: Use a global ID? + ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags); + if (IsMouseReleased(mouse_button, id) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(ImGuiWindowFlags_Tooltip); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource(ImGuiWindowFlags_Tooltip) == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiFocusedFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiFocusedFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return ref_window == cur_window; +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +// FIXME-FOCUS: Could opt-in/opt-out enable modal check like in FocusWindow(). +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + visible = false; + else if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.NavInputSource == ImGuiInputSource_Keyboard && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) == 0) + g.NavCursorVisible = false; + else if (g.NavInputSource == ImGuiInputSource_Gamepad && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + g.NavIdItemFlags = (g.LastItemData.ID == id) ? g.LastItemData.ItemFlags : ImGuiItemFlags_None; + if (id == g.ActiveIdIsAlive) + g.NavIdIsAlive = true; + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = nav_bb; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold Ctrl to preview score in matching quadrant. Ctrl+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_COUNTOF(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_COUNTOF(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816, #7994) + ImRect nav_bb = g.LastItemData.NavRect; + if (window->DC.NavIsScrollPushableX == false) + { + nav_bb.Min.x = ImClamp(nav_bb.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + nav_bb.Max.x = ImClamp(nav_bb.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result, nav_bb)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + { + const ImRect& r = window->InnerRect; // window->ClipRect + if (r.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, r.Min.y, r.Max.y) - ImClamp(nav_bb.Min.y, r.Min.y, r.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + g.NavIdItemFlags = item_flags; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsToParent +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == window->DC.NavLayerCurrent) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +// Positioning logic altered slightly for remote activation: for Popup we want to use item rect, for Tooltip we leave things alone. (#9138) +// When calling for ImGuiWindowFlags_Popup we use LastItemData. +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource(ImGuiWindowFlags window_type) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + if ((window_type & ImGuiWindowFlags_Popup) && activated_shortcut) + return ImGuiInputSource_Keyboard; + + if (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos(ImGuiWindowFlags window_type) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(window_type); + + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + ImRect ref_rect; + if (activated_shortcut && (window_type & ImGuiWindowFlags_Popup)) + ref_rect = g.LastItemData.NavRect; + else if (window != NULL) + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window != NULL && window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + if (window != NULL) + if (ImGuiViewport* viewport = window->Viewport) + pos = ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size); + return ImTrunc(pos); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active && g.NavInputSource != ImGuiInputSource_Keyboard) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update Ctrl+Tab and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + NavUpdateContextMenuRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_pressed_keyboard = nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner)); + bool input_pressed_gamepad = false; + if (activate_down && nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner) && (g.NavIdItemFlags & ImGuiItemFlags_Inputable)) // requires ImGuiItemFlags_Inputable to avoid retriggering regular buttons. + if (GetKeyData(ImGuiKey_NavGamepadActivate)->DownDurationPrev < NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY && GetKeyData(ImGuiKey_NavGamepadActivate)->DownDuration >= NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY) + input_pressed_gamepad = true; + + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (input_pressed_keyboard || input_pressed_gamepad)) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_pressed_keyboard || input_pressed_gamepad)) // FIXME-NAV: Unsure why input_pressed_xxx (migrated from input_down which was already dubious) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed_keyboard || input_pressed_gamepad)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos(ImGuiWindowFlags_Popup)); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToIsInit = true; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_page_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_page_offset_y = NavUpdatePageUpPageDown(); + + // [DEBUG] Always send a request when holding Ctrl. Hold Ctrl + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) // NO check for _NoNavInputs here as we assume MoveRequests cannot be created. + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // Prepare scoring rectangle. + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove) + { + // When we start from a visible location, score visible items and prioritize this result. + if (window->InnerRect.Contains(scoring_rect)) + g.NavMoveFlags |= ImGuiNavMoveFlags_AlsoScoreVisibleSet; + g.NavScoringNoClipRect = scoring_rect; + scoring_rect.TranslateY(scoring_page_offset_y); + g.NavScoringNoClipRect.Add(scoring_rect); + } + + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Pre-bias + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Post-bias + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRectFilled(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(100, 255, 0, 80)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + //g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs) || !g.ConfigNavEnableTabbing) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToIsInit = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) + g.NavNextActivateFlags |= ImGuiActivateFlags_FromFocusApi; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +static void ImGui::NavUpdateContextMenuRequest() +{ + ImGuiContext& g = *GImGui; + g.NavOpenContextMenuItemId = g.NavOpenContextMenuWindowId = 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0; + if ((!nav_keyboard_active && !nav_gamepad_active) || g.NavWindow == NULL) + return; + + bool request = false; + request |= nav_keyboard_active && (IsKeyReleased(ImGuiKey_Menu, ImGuiKeyOwner_NoOwner) || (IsKeyPressed(ImGuiKey_F10, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner) && g.IO.KeyMods == ImGuiMod_Shift)); + request |= nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadContextMenu, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner); + if (!request) + return; + g.NavOpenContextMenuItemId = g.NavId; + g.NavOpenContextMenuWindowId = g.NavWindow->ID; + + // Allow triggering for Begin()..BeginPopupContextItem(). A possible alternative would be to use g.NavLayer == ImGuiNavLayer_Menu. + if (g.NavId == g.NavWindow->GetID("#CLOSE") || g.NavId == g.NavWindow->GetID("#COLLAPSE")) + g.NavOpenContextMenuItemId = g.NavWindow->MoveId; + + g.NavInputSource = ImGuiInputSource_Keyboard; + SetNavCursorVisibleAfterMove(); +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if ((window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Main)) == 0 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show Ctrl+Tab list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + + // Menu layer does not maintain scrolling / content size (#9178) + ImVec2 wrap_size = (g.NavLayer == ImGuiNavLayer_Menu) ? window->Size : window->ContentSize + window->WindowPadding; + + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = wrap_size.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = wrap_size.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with Ctrl+Tab (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with Ctrl+Tab but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Apply focus and close overlay +static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) +{ + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() ? + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiContext& g = *GImGui; + if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) + { + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + IM_ASSERT(g.NavWindow != NULL); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) // FIXME: This is the equivalent of the 'if (g.NavId == 0) { NavInitWindow() }' in DockNodeUpdateTabBar(). + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so Ctrl+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + g.NavWindowingTarget = NULL; +} + +// Windowing management mode +// Keyboard: Ctrl+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent Ctrl+Tab from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start Ctrl+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_toggling_with_gamepad = nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && start_toggling_with_gamepad; + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_toggling_with_gamepad) + { + g.NavWindowingToggleLayer = true; // Gamepad starts toggling layer + g.NavWindowingToggleKey = ImGuiKey_NavGamepadMenu; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad; + } + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = (g.NavWindow && IsWindowNavFocusable(g.NavWindow)) ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad) + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad) + { + if (g.NavWindowingTarget != NULL) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise + // However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast. + g.NavWindowingTimer += io.DeltaTime; + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + g.NavWindowingToggleLayer = false; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast Ctrl+Tab doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingTimer += io.DeltaTime; + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release Alt to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * GetScale(); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window) + NavUpdateWindowingApplyFocus(apply_focus_window); + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using Ctrl+Tab. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + g.NavWindowingListWindow = g.CurrentWindow; + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddenAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(ImStrlen(type) < IM_COUNTOF(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_COUNTOF(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, (size_t)(int)data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, (size_t)(int)data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropTargetFullViewport = 0; + g.DragDropWithinTarget = true; + return true; +} + +// Typical usage would be: +// if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) +// if (ImGui::BeginDragDropTargetViewport(ImGui::GetMainViewport(), NULL)) +// But we are leaving the hover test to the caller for maximum flexibility. +bool ImGui::BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImRect bb = p_bb ? *p_bb : ((ImGuiViewportP*)viewport)->GetWorkRect(); + ImGuiID id = viewport->ID; + if (g.MouseViewport != viewport || !IsMouseHoveringRect(bb.Min, bb.Max, false) || (id == g.DragDropPayload.SourceId)) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = bb; + g.DragDropTargetId = id; + g.DragDropTargetFullViewport = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlagsCurr = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + const bool draw_target_rect = payload.Preview && !(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); + if (draw_target_rect && g.DragDropTargetFullViewport != 0) + RenderDragDropTargetRectForViewport(g.DragDropTargetFullViewport, g.DragDropTargetRect); + else if (draw_target_rect) + RenderDragDropTargetRectForItem(r); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRectForItem(const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(g.DragDropTargetClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(g.Style.DragDropTargetPadding); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + RenderDragDropTargetRectEx(window->DrawList, bb_display, g.Style.DragDropTargetRounding); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +void ImGui::RenderDragDropTargetRectForViewport(ImGuiID viewport_id, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiViewport* viewport = FindViewportByID(viewport_id); + IM_ASSERT(viewport != NULL); + ImRect bb_padded = bb; + bb_padded.Expand(-g.Style.DragDropTargetPadding); + RenderDragDropTargetRectEx(GetForegroundDrawList(viewport), bb_padded, g.Style.DragDropTargetRounding); +} + +void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb, float rounding) +{ + ImGuiContext& g = *GImGui; + draw_list->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTargetBg), rounding, 0); + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTarget), rounding, g.Style.DragDropTargetBorderSize); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + ImMax(g.Style.FramePadding.y, g.Style.ItemSpacing.y) + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(CalcTextSize("999").x); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::CleanupIniSettings(ImGuiSettingsCleanupArgs* args) +{ + ImGuiContext& g = *GImGui; + if (args->DiscardAll) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (args->TypeHashFilter == 0 || handler.TypeHash == args->TypeHashFilter) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); + if (g.PlatformIO.Platform_SessionDate != 0 && args->DiscardOlderThanMonths != 0) + { + ImGuiPackedDate discard_older_than_date_p = g.PlatformIO.Platform_SessionDate; + discard_older_than_date_p.SubtractMonths(args->DiscardOlderThanMonths); + args->_DiscardOlderThanDate = discard_older_than_date_p.Unpack(); + } + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (args->TypeHashFilter == 0 || handler.TypeHash == args->TypeHashFilter) + if (handler.CleanupFn != NULL) + handler.CleanupFn(&g, &handler, args); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = ImStrlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + ImGuiSettingsCleanupArgs cleanup_args; + if (g.IO.ConfigIniSettingsAutoDiscardMonths > 0) + { + cleanup_args.DiscardOlderThanMonths = g.IO.ConfigIniSettingsAutoDiscardMonths; + CleanupIniSettings(&cleanup_args); + } + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (g.IO.ConfigDebugIniSettings == false) + name = ImHashSkipUncontributingPrefix(name); + const size_t name_len = ImStrlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void WindowSettingsHandler_Cleanup(ImGuiContext* ctx, ImGuiSettingsHandler*, ImGuiSettingsCleanupArgs* args) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + const bool is_valid = settings->LastUsedDate.IsValid(); + if ((args->_DiscardOlderThanDate != 0 && settings->LastUsedDate.Unpack() < args->_DiscardOlderThanDate) || (args->DiscardWhenMissingDate && !is_valid)) + settings->WantDelete = true; + if (args->SetCurrentSessionDateToAll || (args->SetCurrentSessionDateWhenMissingDate && !is_valid)) + settings->LastUsedDate = g.SessionDate; + } +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "LastUsed=%d", &i) == 1) { settings->LastUsedDate = i; } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + settings->LastUsedDate = g.SessionDate; + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + settings->LastUsedDate = g.SessionDate; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); // [Window][name] + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + if (g.IO.ConfigIniSettingsSaveLastUsedDate) + if (int last_used_date = settings->LastUsedDate.Unpack()) + buf->appendf("LastUsed=%08d\n", last_used_date); + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +const char* ImGuiViewport::GetDebugName() const +{ + const ImGuiViewportP* viewport = (const ImGuiViewportP*)this; + return viewport->Window ? viewport->Window->Name : "n/a"; +} + +void ImGuiPlatformIO::ClearPlatformHandlers() +{ + Platform_GetClipboardTextFn = NULL; + Platform_SetClipboardTextFn = NULL; + Platform_OpenInShellFn = NULL; + Platform_SetImeDataFn = NULL; + Platform_ClipboardUserData = Platform_OpenInShellUserData = Platform_ImeUserData = NULL; + Platform_CreateWindow = Platform_DestroyWindow = Platform_ShowWindow = NULL; + Platform_SetWindowPos = Platform_SetWindowSize = NULL; + Platform_GetWindowPos = Platform_GetWindowSize = Platform_GetWindowFramebufferScale = NULL; + Platform_SetWindowFocus = NULL; + Platform_GetWindowFocus = Platform_GetWindowMinimized = NULL; + Platform_SetWindowTitle = NULL; + Platform_SetWindowAlpha = NULL; + Platform_UpdateWindow = NULL; + Platform_RenderWindow = Platform_SwapBuffers = NULL; + Platform_GetWindowDpiScale = NULL; + Platform_OnChangedViewport = NULL; + Platform_GetWindowWorkAreaInsets = NULL; + Platform_CreateVkSurface = NULL; + InitializeDefaultPlatformHandlers(*this); // Prevents losing the functionality provided by Platform_*_DefaultImpl on backend re-creation. +} + +void ImGuiPlatformIO::ClearRendererHandlers() +{ + Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0; + Renderer_RenderState = NULL; + Renderer_CreateWindow = Renderer_DestroyWindow = NULL; + Renderer_SetWindowSize = NULL; + Renderer_RenderWindow = Renderer_SwapBuffers = NULL; + DrawCallback_ResetRenderState = DrawCallback_SetSamplerLinear = DrawCallback_SetSamplerNearest = DrawCallback_SetSamplerFromTex = NULL; +} + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID viewport_id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == viewport_id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + if (g.IO.ConfigDpiScaleFonts) + g.Style.FontScaleDpi = g.CurrentDpiScale; + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + + +// Heuristic, see #8948: depends on how backends handle OS-level parenting. +// Due to how parent viewport stack is layed out, note that IsViewportAbove(a,b) isn't always the same as !IsViewportAbove(b,a). +static bool IsViewportAbove(ImGuiViewportP* potential_above, ImGuiViewportP* potential_below) +{ + // If ImGuiBackendFlags_HasParentViewport if set, ->ParentViewport chain should be accurate. + ImGuiContext& g = *GImGui; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasParentViewport) + { + for (ImGuiViewport* v = potential_above; v != NULL && v->ParentViewport; v = v->ParentViewport) + if (v->ParentViewport == potential_below) + return true; + } + else + { + if (potential_above->ParentViewport == potential_below) + return true; + } + + if (potential_above->LastFocusedStampCount > potential_below->LastFocusedStampCount) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport_dst) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindowDockTree); + ImGuiViewportP* viewport_src = window->Viewport; // Current viewport + if (viewport_src == viewport_dst) + return false; + if ((viewport_dst->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport_dst->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport_dst->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + for (ImGuiViewportP* viewport_obstructing : g.Viewports) + { + if (viewport_obstructing == viewport_src || viewport_obstructing == viewport_dst || !viewport_obstructing->PlatformWindowCreated) + continue; + if (viewport_obstructing->GetMainRect().Overlaps(window->Rect())) + if (IsViewportAbove(viewport_obstructing, viewport_dst)) + if (viewport_src == NULL || IsViewportAbove(viewport_src, viewport_obstructing)) + return false; // viewport_obstructing is between viewport_src and viewport_dst -> Cannot merge. + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' merge into Viewport 0X%08X\n", window->Name, viewport_dst->ID); + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == viewport_src) + SetWindowViewport(g.Windows[n], viewport_dst); + SetWindowViewport(window, viewport_dst); + if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] TranslateWindowsInViewport 0x%08X\n", viewport->ID); + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + old_size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] ScaleWindowsInViewport 0x%08X\n", viewport->ID); + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't support ImGuiBackendFlags_HasMouseHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs for it, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + if (viewport->PlatformWindowCreated) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X '%s', attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID, focused_viewport->Window ? focused_viewport->Window->Name : "n/a"); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport && g.IO.ConfigViewportsPlatformFocusSetsImGuiFocus) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + if (g.PlatformIO.Platform_GetWindowFramebufferScale != NULL) + viewport->FramebufferScale = g.PlatformIO.Platform_GetWindowFramebufferScale(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Garbage collect transient buffers of recently BG/FG drawlists + for (int dl_n = 0; dl_n < IM_COUNTOF(viewport->BgFgDrawLists); dl_n++) + if (viewport->BgFgDrawListsLastTimeActive[dl_n] < memory_compact_start_time && viewport->BgFgDrawLists[dl_n] != NULL) + { + IM_DELETE(viewport->BgFgDrawLists[dl_n]); + viewport->BgFgDrawLists[dl_n] = NULL; + } + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigDpiScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFocusedStampCount as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + const bool window_can_use_inputs = ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) == false; + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if (!window_can_use_inputs) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + ImVec2 prev_pos = viewport->Pos; + ImVec2 prev_size = viewport->Size; + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + if (prev_pos != viewport->Pos || prev_size != viewport->Size) + UpdateViewportPlatformMonitor(viewport); + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We assume the window becomes front-most (even when ImGuiViewportFlags_NoFocusOnAppearing is used). + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + viewport->DpiScale = GetViewportPlatformMonitor(viewport)->DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + // Initialize FramebufferScale for main viewport and new viewports, before UpdatePlatformWindows() -> Platform_GetWindowFramebufferScale() has a chance to run. + // FIXME: New viewport on monitors with a different scale will run for a frame with wrong scale? (#9502) + // A workaround could be to cache last known FramebufferScale per monitor, so the heuristic can pull it from monitor. + if (viewport->FramebufferScale.x <= 0.0f || viewport->FramebufferScale.y <= 0.0f || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->FramebufferScale = g.IO.DisplayFramebufferScale; + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos(window->Flags)); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + window->Viewport->PlatformIconData = window->WindowClass.PlatformIconData; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + { + ImGuiID old_parent_viewport_id = window->Viewport->ParentViewportId; + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + if (window->Viewport->ParentViewportId != old_parent_viewport_id) + window->Viewport->ParentViewport = FindViewportByID(window->Viewport->ParentViewportId); + } + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + { + window->Viewport->ParentViewport = parent_window_in_stack->Viewport; + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + } + else + { + window->Viewport->ParentViewport = g.IO.ConfigViewportsNoDefaultParent ? NULL : GetMainViewport(); + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; + } +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = 0; // Default to the first monitor as fallback + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_COUNTOF(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset((void*)this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextDeleteNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + DockContextDeleteNode(ctx, node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_COUNTOF(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + DockContextDeleteNode(ctx, node); + } +} + +// Raw-ish delete +static void ImGui::DockContextDeleteNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + if (node->TabBar) + IM_DELETE(node->TabBar); + node->TabBar = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (pool.GetByKey(settings->ID) != 0) + { + settings->ID = 0; // Duplicate + continue; + } + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data == NULL || data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (settings->ID == data->RootId) ? data : pool.GetByKey(data->RootId); + ImGuiDockContextPruneNodeData* data_parent = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : NULL; + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root == NULL || data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + else if (data_parent && data_parent->CountChildNodes == 1) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Merge 0x%08X->0X%08X\n", settings->ID, settings->ParentNodeId); + DockSettingsRenameNodeReferences(settings->ID, settings->ParentNodeId); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + ImGuiContext& g = *ctx; IM_UNUSED(g); + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + if (DockContextFindNodeByID(ctx, settings->ID) != NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextBuildNodesFromSettings: skip duplicate node 0x%08X\n", settings->ID); + continue; + } + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_COUNTOF(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_ASSERT(TabBar == NULL); + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset((void*)this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->WasActive == false); // Can't use 'window->LastFrameActive + 1 < g.FrameCount'. (see #9151) + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + const ImGuiDockNodeFlags prev_local_flags = node->LocalFlags; + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + if ((node->LocalFlags ^ prev_local_flags) & ImGuiDockNodeFlags_SavedFlagsMask_) + MarkIniSettingsDirty(); // Bit flaky to only do this here. Perhaps compare node flags every frame? #9380 + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if ((node_flags & ImGuiDockNodeFlags_NoCloseButton) || !g.Style.DockingNodeHasCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_COUNTOF(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= g.WindowsBorderHoverPadding; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= g.WindowsBorderHoverPadding; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyMixed; // Enforce default policy. Since 1.92.2 this is now reasonable. May expose later if needed. (#8800, #3421) + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = node->ID;// GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (window->LastFrameActive + 1 < g.FrameCount && node_was_active) + continue; // FIXME: Not sure if that's still taken/useful, as windows are normally removed in DockNodeUpdateFlagsAndCollapse(). + + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DC.DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + if (g.NavId == 0) // only init if FocusWindow() didn't restore anything. + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (g.IO.ConfigDockingNoDockingOver) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float 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 || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + const ImU32 overlay_col_unsaved_marker = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_UnsavedMarker]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + PushStyleColor(ImGuiCol_UnsavedMarker, overlay_col_unsaved_marker); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(2); + } + } + + // Display drop boxes + const float scale = g.Style._MainScale; // FIXME-DPI + const float overlay_rounding = ImMax((float)(int)(3.0f * scale), g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand((float)(int)(-2.0f * scale)); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + float thickness = (float)(int)(1.0f * scale); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding, thickness); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLineV(center.x, draw_r_in.Min.y, draw_r_in.Max.y, overlay_col_lines, thickness); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLineH(draw_r_in.Min.x, draw_r_in.Max.x, center.y, overlay_col_lines, thickness); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + DockContextDeleteNode(ctx, child_0); + if (child_1) + DockContextDeleteNode(ctx, child_1); +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_COUNTOF(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_COUNTOF(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? (ImGuiDataAuthority_)root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? (ImGuiDataAuthority_)root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = (ImU8)backup_root_node_authority_for_pos; + root_node->AuthorityForSize = (ImU8)backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_COUNTOF(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Specific extra processing for fallback window (#9151), could be in Begin() as well. + if (window->IsFallbackWindow && !window->WasActive) + { + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.HasFlags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && defined(TARGET_OS_OSX) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + ImStrlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(__3DS__) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0); + ImVector path_wbuf; + path_wbuf.resize(path_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize); + return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +// Setup default ImGuiPlatformIO clipboard/IME handlers +static void InitializeDefaultPlatformHandlers(ImGuiPlatformIO& platform_io) +{ + platform_io.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; + platform_io.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + platform_io.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + platform_io.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; +} + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - MetricsHelpMarker() [Internal] +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugRenderKeyboardPreview() [Internal] +// - DebugTextEncoding() +// - DebugFlashStyleColorStop() [Internal] +// - DebugFlashStyleColor() +// - UpdateDebugToolFlashStyleColor() [Internal] +// - ShowFontAtlas() [Internal but called by Demo!] +// - DebugNodeTexture() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +// - ShowFontSelector() +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} +#endif + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_COUNTOF(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + const char* str_end = str + strlen(str); // As we may receive malformed UTF-8, pass an explicit end instead of relying on ImTextCharFromUtf8() assuming enough space. + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, str_end); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + TextUnformatted(p, p + c_utf8_len); + if (!GetFont()->IsGlyphInFont((ImWchar)c)) + { + SameLine(); + TextUnformatted("[missing]"); + } + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +ImU64 ImGui::DebugTextureIDToU64(ImTextureID tex_id) +{ + ImU64 v = 0; + memcpy(&v, &tex_id, ImMin(sizeof(ImU64), sizeof(ImTextureID))); + return v; +} + +static const char* FormatTextureRefForDebugDisplay(char* buf, int buf_size, ImTextureRef tex_ref) +{ + char* buf_p = buf; + char* buf_end = buf + buf_size; + if (tex_ref._TexData != NULL) + buf_p += ImFormatString(buf_p, buf_end - buf_p, "#%03d: ", tex_ref._TexData->UniqueID); + ImFormatString(buf_p, buf_end - buf_p, "0x%X", ImGui::DebugTextureIDToU64(tex_ref.GetTexID())); + return buf; +} + +#ifdef IMGUI_ENABLE_FREETYPE +namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); } +#endif + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiStyle& style = g.Style; + + BeginDisabled(); + CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + EndDisabled(); + ShowFontSelector("Font"); + //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later."); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + //BeginDisabled(io.ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); + if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } + BulletText("Load a nice font for better results!"); + BulletText("Please submit feedback:"); + SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465"); + BulletText("Read FAQ for more details:"); + SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/"); + //EndDisabled(); + + SeparatorText("Font List"); + + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show font preview", &cfg->ShowFontPreview); + + // Font loaders + if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL")) + { + const ImFontLoader* loader_current = atlas->FontLoader; + IM_UNUSED(loader_current); + BeginDisabled(!atlas->RendererHasTextures); +#ifdef IMGUI_ENABLE_STB_TRUETYPE + const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype(); + if (RadioButton("stb_truetype", loader_current == loader_stbtruetype)) + atlas->SetFontLoader(loader_stbtruetype); +#else + BeginDisabled(); + RadioButton("stb_truetype", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE"); + EndDisabled(); +#endif + SameLine(); +#ifdef IMGUI_ENABLE_FREETYPE + const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader(); + if (RadioButton("FreeType", loader_current == loader_freetype)) + atlas->SetFontLoader(loader_freetype); + if (loader_current == loader_freetype) + { + unsigned int loader_flags = atlas->FontLoaderFlags; + Text("Shared FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) + { + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + atlas->FontLoaderFlags = loader_flags; + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + } + } +#else + BeginDisabled(); + RadioButton("FreeType", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp."); + EndDisabled(); +#endif + EndDisabled(); + TreePop(); + } + + // Font list + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + + SeparatorText("Font Atlas"); + if (Button("Compact")) + atlas->CompactCache(); + SameLine(); + if (Button("Grow")) + ImFontAtlasTextureGrow(atlas); + SameLine(); + if (Button("Clear All")) + ImFontAtlasBuildClear(atlas); + SetItemTooltip("Destroy cache and custom rectangles."); + + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + ImTextureData* tex = atlas->TexList[tex_n]; + if (tex_n > 0) + SameLine(); + Text("Tex: %dx%d", tex->Width, tex->Height); + } + const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface); + const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface); + Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt); + Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt); + + ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid; + if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles + { + PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f); + if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12))) + { + for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex) + if (entry.IsUsed) + { + ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation); + ImFontAtlasRect r = {}; + atlas->GetCustomRect(id, &r); + const char* buf; + ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y); + TableNextColumn(); + Selectable(buf); + if (IsItemHovered()) + highlight_r_id = id; + TableNextColumn(); + Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + } + EndTable(); + } + PopStyleVar(); + TreePop(); + } + + // Texture list + // (ensure the last texture always use the same ID, so we can keep it open neatly) + ImFontAtlasRect highlight_r; + if (highlight_r_id != ImFontAtlasRectId_Invalid) + atlas->GetCustomRect(highlight_r_id, &highlight_r); + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + if (tex_n == atlas->TexList.Size - 1) + SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL); + } +} + +void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect) +{ + ImGuiContext& g = *GImGui; + PushID(int_id); + if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height)) + { + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show used rect", &cfg->ShowTextureUsedRect); + PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); + ImVec2 p = GetCursorScreenPos(); + if (tex->Status == ImTextureStatus_WantDestroy || tex->Status == ImTextureStatus_Destroyed) + Dummy(ImVec2((float)tex->Width, (float)tex->Height)); + else + ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (cfg->ShowTextureUsedRect) + GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255)); + if (highlight_rect != NULL) + { + ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height); + ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h); + RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f); + GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255)); + } + PopStyleVar(); + + char texref_desc[30]; + Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors); + Text("TexRef = %s, BackendUserData = %p", FormatTextureRefForDebugDisplay(texref_desc, IM_COUNTOF(texref_desc), tex->GetTexRef()), tex->BackendUserData); + TreePop(); + } + PopID(); +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiPlatformIO& platform_io = g.PlatformIO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_COUNTOF(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_COUNTOF(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_COUNTOF(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Fonts + for (ImFontAtlas* atlas : g.FontAtlases) + if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + + int highlight_older_than_date = 0; + Text("SessionDate: %d", platform_io.Platform_SessionDate); + BeginDisabled(platform_io.Platform_SessionDate == 0); + Checkbox("Highlight Entries Older Than", &cfg->SettingsHighlightOldEntries); + SetNextItemWidth(GetFontSize() * 8); + SameLine(); + SliderInt("Months", &cfg->SettingsDiscardMonths, 1, 24); + if (cfg->SettingsHighlightOldEntries && cfg->SettingsDiscardMonths > 0) + { + ImGuiPackedDate cutoff_date = platform_io.Platform_SessionDate; + cutoff_date.SubtractMonths(cfg->SettingsDiscardMonths); + highlight_older_than_date = cutoff_date.Unpack(); + SameLine(); + ImGuiSettingsCleanupArgs cleanup_args; + cleanup_args.DiscardOlderThanMonths = cfg->SettingsDiscardMonths; + if (Button("Discard")) + CleanupIniSettings(&cleanup_args); + } + EndDisabled(); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + + struct ScopedHighlightOlderThan + { + bool Highlight; + ScopedHighlightOlderThan(int cutoff_date, ImGuiPackedDate in_date) { Highlight = cutoff_date != 0 && in_date.Unpack() < cutoff_date; if (Highlight) PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); } + ~ScopedHighlightOlderThan() { if (Highlight) PopStyleColor(); } + }; + + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + ScopedHighlightOlderThan scoped_highlight(highlight_older_than_date, settings->LastUsedDate); + DebugNodeWindowSettings(settings); + } + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + ScopedHighlightOlderThan scoped_highlight(highlight_older_than_date, settings->LastUsedDate); + DebugNodeTableSettings(settings, NULL); + } + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + Text("Releasing selected unused buffers after: %.2f secs", g.IO.ConfigMemoryCompactTimer); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_COUNTOF(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "Ctrl " : "", io.KeyShift ? "Shift " : "", io.KeyAlt ? "Alt " : "", io.KeySuper ? "Super " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_COUNTOF(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_COUNTOF(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[30]; + FormatTextureRefForDebugDisplay(texid_desc, IM_COUNTOF(texid_desc), pcmd->TexRef); + char buf[300]; + ImFormatString(buf, IM_COUNTOF(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_COUNTOF(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_COUNTOF(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + fg_draw_list->PushDrawFlag(ImDrawFlags_AALines, false); // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), 1.0f, ImDrawFlags_Closed); + fg_draw_list->PopDrawFlag(); + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + out_draw_list->PushDrawFlag(ImDrawFlags_AALines, false); // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), 1.0f, ImDrawFlags_Closed); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->PopDrawFlag(); +} + +// [DEBUG] Compute mask of inputs with the same codepoint. +static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint) +{ + int mask = 0, count = 0; + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcGetGlyphIndexFromCodepoint(atlas, src, (ImWchar)codepoint) == 0) + continue; + mask |= (1 << src_n); + count++; + } + return count > 1 ? mask : 0; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + ImFontAtlas* atlas = font->OwnerAtlas; + bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size); + + // Display preview text + if (!opened) + Indent(); + Indent(); + if (cfg->ShowFontPreview) + { + PushFont(font, 0.0f); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + } + if (!opened) + { + Unindent(); + Unindent(); + return; + } + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + SameLine(); + BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked); + if (SmallButton("Remove")) + atlas->RemoveFont(font); + EndDisabled(); + SameLine(); + if (SmallButton("Clear bakes")) + ImFontAtlasFontDiscardBakes(atlas, font, 0); + SameLine(); + if (SmallButton("Clear unused")) + ImFontAtlasFontDiscardBakes(atlas, font, 2); + + // Display details +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + /*SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/ +#endif + + char c_str[5]; + ImTextCharToUtf8(c_str, font->FallbackChar); + Text("Fallback character: '%s' (U+%04X)", c_str, font->FallbackChar); + ImTextCharToUtf8(c_str, font->EllipsisChar); + Text("Ellipsis character: '%s' (U+%04X)", c_str, font->EllipsisChar); + + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + if (TreeNode(src, "Input %d: \'%s\' [%d], Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->FontNo, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y)) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + Text("Loader: '%s'", loader->Name ? loader->Name : "N/A"); + + //if (DragFloat("ExtraSizeScale", &src->ExtraSizeScale, 0.01f, 0.10f, 2.0f)) + // ImFontAtlasFontRebuildOutput(atlas, font); +#ifdef IMGUI_ENABLE_FREETYPE + if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0) + { + unsigned int loader_flags = src->FontLoaderFlags; + Text("FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) + { + ImFontAtlasFontDestroyOutput(atlas, font); + src->FontLoaderFlags = loader_flags; + ImFontAtlasFontInitOutput(atlas, font); + } + } +#endif + TreePop(); + } + } + if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool")) + { + TextWrapped("- First Input that contains the glyph is used.\n" + "- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- Prefer using a small number of ranges as the list is scanned every time a new glyph is loaded,\n - e.g. GlyphExcludeRanges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };\n- This tool doesn't cache results and is slow, don't keep it open!"); + if (BeginTable("table", 2)) + { + for (unsigned int c = 0; c < 0x10000; c++) + if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c)) + { + unsigned int c_end = c + 1; + while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask) + c_end++; + if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask))) + { + char utf8_buf[5]; + for (unsigned int n = c; n < c_end; n++) + { + ImTextCharToUtf8(utf8_buf, n); + BulletText("Codepoint U+%04X (%s)", n, utf8_buf); + } + TreePop(); + } + TableNextColumn(); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + if (overlap_mask & (1 << src_n)) + { + Text("%d ", src_n); + SameLine(); + } + c = c_end - 1; + } + EndTable(); + } + TreePop(); + } + + // Display all glyphs of the fonts in separate pages of 256 characters + for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n]; + if (baked->OwnerFont != font) + continue; + PushID(baked->BakedId); + if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : "")) + { + if (SmallButton("Load all")) + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++) + baked->FindGlyph((ImWchar)base); + + const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface); + Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent); + Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); + } + + DebugNodeFontGlyphsForSrcMask(font, baked, ~0); + TreePop(); + } + PopID(); + } + TreePop(); + Unindent(); +} + +void ImGui::DebugNodeFontGlyphsForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask) +{ + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = baked->Size * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) + { + base += 8192 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL) + if (src_mask & (1 << glyph->SourceIdx)) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL; + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } +} + +void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + if (glyph->PackId >= 0) + { + ImTextureRect* r = ImFontAtlasPackGetRect(font->OwnerAtlas, glyph->PackId); + Text("PackId: 0x%X (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y); + } + Text("SourceIdx: %d", glyph->SourceIdx); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_COUNTOF(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(tab_bar->Window); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLineV(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y, tab_bar->BarRect.Max.y, IM_COL32(0, 255, 0, 255)); + draw_list->AddLineV(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y, tab_bar->BarRect.Max.y, IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nFrameBufferScale: (%.2f,%.2f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->FramebufferScale.x, viewport->FramebufferScale.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = (%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + BulletText("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_COUNTOF(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + TreePush(buf); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + + const char* str = g.DebugLogBuf.begin() + old_size; + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", str); +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToDebugger) + { + ::OutputDebugStringA("[imgui] "); + ::OutputDebugStringA(str); + } +#endif +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), str); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold Shift when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Table", ImGuiDebugLogFlags_EventTable); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); + CheckboxFlags("OutputToDebugger", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToDebugger); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLineV(pos.x, pos.y - 3.0f, pos.y + 4.0f, col, 1.0f); + window->DrawList->AddLineH(pos.x - 3.0f, pos.x + 4.0f, pos.y, col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLineH(curr_x - 4.0f, curr_x + 5.0f, line_y1, col, 1.0f); + window->DrawList->AddLineV(curr_x, line_y1, line_y2, col, 1.0f); + window->DrawList->AddLineH(curr_x - 4.0f, curr_x + 5.0f, line_y2, col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// Update queries. The steps are: -1: query Stack, >= 0: query each stack item +// We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time +static ImGuiID DebugItemPathQuery_UpdateAndGetHookId(ImGuiDebugItemPathQuery* query, ImGuiID id) +{ + // Update query. Clear hook when no active query + if (query->MainID != id) + { + query->MainID = id; + query->Step = -1; + query->Complete = false; + query->Results.resize(0); + query->ResultsDescBuf.resize(0); + } + query->Active = false; + if (id == 0) + return 0; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + if (query->Step >= 0 && query->Step < query->Results.Size) + if (query->Results[query->Step].QuerySuccess || query->Results[query->Step].QueryFrameCount > 2) + query->Step++; + + // Update status and hook + query->Complete = (query->Step == query->Results.Size); + if (query->Step == -1) + { + query->Active = true; + return id; + } + else if (query->Step >= 0 && query->Step < query->Results.Size) + { + query->Results[query->Step].QueryFrameCount++; + query->Active = true; + return query->Results[query->Step].ID; + } + return 0; +} + +// [DEBUG] ID Stack Tool: update query. Called by NewFrame() +void ImGui::UpdateDebugToolItemPathQuery() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = 0; + if (g.DebugIDStackTool.LastActiveFrame + 1 == g.FrameCount) + id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + g.DebugHookIdInfoId = DebugItemPathQuery_UpdateAndGetHookId(&g.DebugItemPathQuery, id); +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; + if (query->Active == false) + { + IM_ASSERT(id == 0); + return; + } + ImGuiWindow* window = g.CurrentWindow; + + // Step -1: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (query->Step == -1) + { + IM_ASSERT(query->Results.Size == 0); + query->Step++; + query->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + query->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 0+: query for individual level + IM_ASSERT(query->Step >= 0); + if (query->Step != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &query->Results[query->Step]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + if (info->DescOffset == -1) + { + const char* result = NULL; + const char* result_end = NULL; + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatStringToTempBuffer(&result, &result_end, "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatStringToTempBuffer(&result, &result_end, "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatStringToTempBuffer(&result, &result_end, "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + ImFormatStringToTempBuffer(&result, &result_end, "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->DescOffset = query->ResultsDescBuf.size(); + query->ResultsDescBuf.append(result, result_end + 1); // Include zero terminator + } + info->QuerySuccess = true; + if (info->DataType == -1) + info->DataType = (ImS8)data_type; +} + +static int DebugItemPathQuery_FormatLevelInfo(ImGuiDebugItemPathQuery* query, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &query->Results[n]; + ImGuiWindow* window = (info->DescOffset == -1 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", ImHashSkipUncontributingPrefix(window->Name)); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", ImHashSkipUncontributingPrefix(&query->ResultsDescBuf.Buf[info->DescOffset])); + if (query->Step < query->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", ImHashSkipUncontributingPrefix(label)); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +static const char* DebugItemPathQuery_GetResultAsPath(ImGuiDebugItemPathQuery* query, bool hex_encode_non_ascii_chars) +{ + ImGuiTextBuffer* buf = &query->ResultPathBuf; + buf->resize(0); + for (int stack_n = 0; stack_n < query->Results.Size; stack_n++) + { + char level_desc[256]; + DebugItemPathQuery_FormatLevelInfo(query, stack_n, false, level_desc, IM_COUNTOF(level_desc)); + buf->append(stack_n == 0 ? "//" : "/"); + for (const char* p = level_desc; *p != 0; ) + { + unsigned int c; + const char* p_next = p + ImTextCharFromUtf8(&c, p, NULL); + if (c == '/') + buf->append("\\"); + if (c < 256 || !hex_encode_non_ascii_chars) + buf->append(p, p_next); + else for (; p < p_next; p++) + buf->appendf("\\x%02x", (unsigned char)*p); + p = p_next; + } + } + return buf->c_str(); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + tool->LastActiveFrame = g.FrameCount; + const char* result_path = DebugItemPathQuery_GetResultAsPath(query, tool->OptHexEncodeNonAsciiChars); + Text("0x%08X", query->MainID); + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // Ctrl+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); + Checkbox("Hex-encode non-ASCII", &tool->OptHexEncodeNonAsciiChars); + SameLine(); + Checkbox("Ctrl+C: copy path", &tool->OptCopyToClipboardOnCtrlC); + PopStyleVar(); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.0f, 1.0f, 0.3f, 1.0f) : ImVec4(), "*COPIED*"); + if (tool->OptCopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + SetClipboardText(result_path); + } + + Text("- Path \"%s\"", query->Complete ? result_path : ""); +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("- Label \"%s\"", query->MainID ? ImGuiTestEngine_FindItemDebugLabel(&g, query->MainID) : ""); +#endif + Separator(); + + // Display decorated stack + if (query->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < query->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &query->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? query->Results[n - 1].ID : 0); + TableNextColumn(); + DebugItemPathQuery_FormatLevelInfo(query, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == query->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeFontGlyphsForSrcMask(ImFont*, ImFontBaked*, int) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = GetIO(); + ImFont* font_current = GetFont(); + if (BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + PushID((void*)font); + if (Selectable(font->GetDebugName(), font == font_current, ImGuiSelectableFlags_SelectOnNav)) + io.FontDefault = font; + if (font == font_current) + SetItemDefaultFocus(); + PopID(); + } + EndCombo(); + } + SameLine(); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- Read FAQ and docs/FONTS.md for more details."); + else + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- Legacy backend: if you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} +#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/tools/test/upstream/imgui.h b/tools/test/upstream/imgui.h new file mode 100644 index 0000000..14df7a4 --- /dev/null +++ b/tools/test/upstream/imgui.h @@ -0,0 +1,4680 @@ +// dear imgui, v1.93.0 WIP +// (headers) + +// Help: +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) +// - Web version of the Demo .... https://pthom.github.io/imgui_explorer (w/ source code browser) + +// For FIRST-TIME users having issues compiling/linking/running: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Since 1.92, we encourage font loading questions to also be posted in 'Issues'. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.93.0 WIP" +#define IMGUI_VERSION_NUM 19298 +#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000 +#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198 +#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch. +#define IMGUI_HAS_DOCK // In 'docking' WIP branch. + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawList, ImDrawData) +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.) +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_COUNTOF(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#define IM_STRINGIFY_HELPER(_EXPR) #_EXPR +#define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...), +// and only works when using Code Analysis, rather than just normal compiling). +// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Alternative to using a .natstepfilter file or other scripts in misc/debuggers/ to skip debug-stepping selected trivial functions. +// If you get a compiler error or warning related to use, please report it to us! +#if (defined(__clang__) && (__clang_major__ >= 7)) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))) +#define IM_NODEBUGSTEP [[gnu::artificial]] +#elif defined(_MSC_VER) && (_MSC_VER >= 1915) +#define IM_NODEBUGSTEP __declspec(non_user_code) +#else +#define IM_NODEBUGSTEP +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations: ImDrawList, ImFontAtlas layer +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas +struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +struct ImFontBaked; // Baked data for a ImFont at a given size. +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.). +struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui. +struct ImTextureRect; // Coordinates of a rectangle within a texture. +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) + +// Forward declarations: ImGui layer +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use! +typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4(), io.ConfigColorEditFlags etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiListClipperFlags; // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + IM_NODEBUGSTEP constexpr inline ImVec2() : x(0.0f), y(0.0f) { } + IM_NODEBUGSTEP constexpr inline ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + IM_NODEBUGSTEP constexpr inline ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + IM_NODEBUGSTEP constexpr inline ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) +//----------------------------------------------------------------------------- + +// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system. +// [Compile-time configurable type] +// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value. +// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; +// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). +// - User may submit their own textures to e.g. ImGui::Image() function by passing this value. +// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a +// ImTextureRef, which is stored inside a ImDrawCmd. +// - Compile-time type configuration: +// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ entry about textures for details. +// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various +// constructors if you like. You will need to implement ==/!= operators. +// History: +// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings. +// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that. +#endif + +// Define this if you need to change the invalid value for your backend. +// - If your backend is using ImTextureID to store an index/offset and you need 0 to be valid, You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file. +// - From 2026/03/12 to 2026/03/19 we experimented with changing to default to -1, but I worried it would cause too many issues in third-party code so it was reverted. +#ifndef ImTextureID_Invalid +#define ImTextureID_Invalid ((ImTextureID)0) +#endif + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImTextureRef +{ + ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; } + ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; } +#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID) + ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID +#endif + + inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file. + + // Members (either are set, never both!) + ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (font) + // - PushFont(font, 0.0f) // Change font and keep current size + // - PushFont(NULL, 20.0f) // Keep font and change current size + // - PushFont(font, 20.0f) // Change font and set size to 20.0f + // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. + // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. + // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. + // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. + // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. + // *IMPORTANT* global scale factors are applied over the provided size. + // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. + // - If you want to apply a factor to the _current_ font size: + // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing + // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger + // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size. + IMGUI_API void PopFont(); + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors. + IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize()) + + // Parameters stacks (shared) + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + // - Note that all functions taking format strings in the API may be passed ("%s", text) or ("%.*s", text_len, text): which will automatically bypass the formatter. + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Practically equivalent to 'Text("%s", text)' but doesn't require null terminated string if 'text_end' is specified. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Image() adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); + IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); // retrieve tree node open/close state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Note that MenuItem() keyboard shortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing Escape (call 'Shortcut(ImGuiKey_Escape)' to claim a higher-priority shortcut). + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open (unless one of the specified ImGuiPopupFlags prevent opening). + // - OpenPopupXXX() functions return true when the popup is toggled open, which allows you to capture local state if needed. + // You may also call IsWindowAppearing() inside the later BeginPopup() scope if you need to prepare/compute data for the popup. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + IMGUI_API bool OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API bool OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: Open+Begin popup combined functions helpers to create context menus. + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: + // - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature. + // - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight. + // - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). + // - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. + // - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, various other flags etc. + // (the trailing 'ImGuiID user_data', which used to be referred to as 'ImGuiID user_id', is merely user data that is blindly copied in ImGuiTableColumnSortSpecs). + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_data = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for) + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // - Read https://github.com/ocornut/imgui/wiki/Docking for details. + // - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // - You can use many Docking facilities without calling any API. + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // - DockSpaceOverViewport: + // - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it. + // - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen. + // e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport. + // or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent. + // - Dockspaces: + // - A dockspace is an explicit dock node within an existing window. + // - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame! + // - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + // - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos. + // - Programmatic docking: + // - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that! + // - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); // get dock id of current window, or 0 if not associated to any docking node. + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + IMGUI_API ImGuiItemFlags GetItemFlags(); // get generic flags of last item + IMGUI_API int GetItemClickedCountWithSingleClickDelay(ImGuiMouseButton mouse_button = 0, float delay = -1.0f); // [BETA] building block for disambiguation between single-click and double-click. Returns 1 on single-click but delayed by io.MouseSingleClickDelay after mouse release. Returns 2+ on double-click or repeated clicks. + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access + // - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check). + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? Repeat rate uses io.KeyRepeatDelay / KeyRepeatRate. + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing + // - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'. + // - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_! + // - Flags: Use ImGuiInputFlags_Repeat to support repeat. + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() + // -> the function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() + // -> the function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API bool SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Return true when ownership has been set. Roughly equivalent to 'if (TestKeyOwner(key, GetItemID()) && (IsItemHovered() || IsItemActive())) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay=-1.f);// delayed mouse release. Use sparingly. Prefer higher-level helper GetItemClickedCountWithSingleClickDelay(). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function. + // - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu. + // - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools. + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID viewport_id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame() + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.) +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all submitted items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // Default: + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing: keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls. + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. + ImGuiItemFlags_Disabled = 1 << 6, // false // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags(). + + //--------------------------------------------------------------------------------- + // LiveEdit refers to applying edits to backing variables _while_ typing a value using the keyboard. + // Widget: | Input: | w/ LiveEdit: | Output: + // InputText() | "123" | on(default) | "1" then "12" then "123" + // InputText() | "123" | off | "123" after validating or tabbing out or losing focus. + // DragFloat(), SliderInt(), etc. | "123" | on* | 1 then 12 then 123 + // DragFloat(), SliderInt(), etc. | "123" | off(default)* | 123 after validation or tabbing out or losing focus. + // (*) Since 1.92.9 (July 2026), ImGuiItemFlags_LiveEditOnInputScalar is OFF by default. In prior version it was ON for everything. + //--------------------------------------------------------------------------------- + ImGuiItemFlags_LiveEditOnInputText = 1 << 7, // true // InputText: apply keyboard edits to backing value while typing. Otherwise, edits are applied when validating, tabbing out or losing focus. + ImGuiItemFlags_LiveEditOnInputScalar = 1 << 8, // false // DragXXX, SliderXXX, InputScalar: apply keyboard edits to backing value while typing. Otherwise, edits are applied when validating, tabbing out or losing focus. + ImGuiItemFlags_LiveEditOnInput = ImGuiItemFlags_LiveEditOnInputText | ImGuiItemFlags_LiveEditOnInputScalar, + + //--------------------------------------------------------------------------------- + // [BETA] MixedValue mode used to represent a mixed/indeterminate state, typically for multi-selection. + // - Replace value display with "-" or a custom label. + // - Enter key validation apply an edit and return true even if value hasn't changed (in order to apply to all). + // - Supported by selected widgets: Checkbox, RadioButton, Sliders, Drags, Inputs, Combo. + // - Note: InputText-side Undo cannot be reliably combined with MixedValue + LiveEdit On: + // - Both the initial edit and subsequent undo/revert will typically make your app code write to all backing objects. + // - If you use MixedMode and the simplest solution is to ensure LiveEdit is off but widgets where this applies. + //--------------------------------------------------------------------------------- + ImGuiItemFlags_MixedValue = 1 << 9, // false // [BETA] Represent a mixed/indeterminate value. Replace value label with "-" and apply edits on validation. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider disabling LiveEdit! or using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode: validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). Note that Shift+Enter always enter a new line either way. + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + //ImGuiInputTextFlags_NoLiveEdit = 1 << 25, // Disable applying output to backing variable while typing. Same as setting ImGuiItemFlags_LiveEditOnInput to false. + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Multi-line Word-Wrapping [BETA] + // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237. + // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing. + // - Wrapping width needs to always account for the possibility of a vertical scrollbar. + // - It is much slower than regular text fields. + // Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build). + // The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less. + ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). Note: will always open a tree/id scope and return true. If you never use that scope, add ImGuiTreeNodeFlags_NoTreePushOnOpen. + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining. + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + + // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920. + // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls. + ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn + ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees). + ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees). + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0 + //ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7 + //ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 1 << 2, // For BeginPopupContext*(): open on Left Mouse release. Only one button allowed! + ImGuiPopupFlags_MouseButtonRight = 2 << 2, // For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default) + ImGuiPopupFlags_MouseButtonMiddle = 3 << 2, // For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed! + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, + ImGuiPopupFlags_MouseButtonShift_ = 2, // [Internal] + ImGuiPopupFlags_MouseButtonMask_ = 0x0C, // [Internal] + ImGuiPopupFlags_InvalidMask_ = 0x03, // [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function. +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + + // Fitting/Resize policy + ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling. Setting TabMinWidthShrink to FLT_MAX makes this behave like ImGuiTabBarFlags_FittingPolicyScroll. + ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2 +#endif +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below! + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + ImGuiKey_Oem102, // Non-US backslash. + + // Gamepad + // (analog values are 0.0f to 1.0f) + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + // // XBOX | SWITCH | PLAYSTA. | -> ACTION + ImGuiKey_GamepadStart, // Menu | + | Options | + ImGuiKey_GamepadBack, // View | - | Share | + ImGuiKey_GamepadFaceLeft, // X | Y | Square | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Open Context Menu + ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard). + ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog] + ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog] + ImGuiKey_GamepadL3, // L Stick | L3 | L3 | + ImGuiKey_GamepadR3, // R Stick | R3 | R3 | + ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // | | | [Analog] + ImGuiKey_GamepadRStickRight, // | | | [Analog] + ImGuiKey_GamepadRStickUp, // | | | [Analog] + ImGuiKey_GamepadRStickDown, // | | | [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_END, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S). + // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience, + // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + Space/Enter to activate. Note: some features such as basic Tabbing and CtrL+Tab are enabled by regardless of this flag (and may be disabled via other means, see #4828, #9218). + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + + // [Unused] User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 14, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 15, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend. + + // [BETA] Multi-Viewports + ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports. + ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_HasParentViewport = 1 << 13, // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relationship at the Platform level. Child windows always appear in front of their parent window. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_CheckboxSelectedBg, // Checkbox background when Selected, otherwise use FrameBg + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_InputTextCursor, // InputText cursor/caret + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, // Selected text inside an InputText + ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines + ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target + ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target + ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs) + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_ScrollbarPadding, // float ScrollbarPadding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_ImageRounding, // float ImageRounding + ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase + ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize + ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding + ImGuiStyleVar_MenuItemRounding, // float MenuItemRounding + ImGuiStyleVar_SelectableRounding, // float SelectableRounding + ImGuiStyleVar_DragDropTargetRounding, // float DragDropTargetRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorSize, // float SeparatorSize + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. + ImGuiButtonFlags_AllowOverlap = 1 << 12, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0. + + // Alpha preview + // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview. + // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + // - The new flags may be combined better and allow finer controls. + ImGuiColorEditFlags_AlphaOpaque = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. + ImGuiColorEditFlags_AlphaNoBg = 1 << 13, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. + + // User Options (right-click on widget to change some of them) + // Current settings are stored in style.ColorEditFlags. + ImGuiColorEditFlags_AlphaBar = 1 << 18, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_PickerNoRotate = 1 << 27, // [Picker] // ColorPicker: disable rotating Sat/Value triangle. Best set in io.ConfigColorEditFlags once. + ImGuiColorEditFlags_InputRGB = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 29, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options copied to io.ConfigColorEditFlags during initialization. + // The intent is that you probably don't want to override them in most of your calls. + // Let the user choose via the option menu and/or modify io.ConfigColorEditFlags directly during startup if you want. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set. + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +#endif +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_ColorMarkers = 1 << 12, // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + //ImGuiSliderFlags_LiveEditOnInput = 1 << 13, // Shortcut to enable LiveEdit for this field. + //ImGuiSliderFlags_NoLiveEditOnInput= 1 << 14, // Shortcut to disable LiveEdit for this field. + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Wait, // When waiting for something to process/load. + ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive. + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row. (Need calling TableSetupColumn() + TableHeadersRow() to display headers, or using ImGuiTableFlags_ContextMenuInBody to access context-menu without headers). + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width, visibility and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will also display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User data for the column (if specified by a TableSetupColumn() call in the 'ImGuiID user_data' field). FIXME: Should be called 'UserData'.. + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset((void*)this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + IM_NODEBUGSTEP inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + IM_NODEBUGSTEP inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + IM_NODEBUGSTEP inline T* begin() { return Data; } + IM_NODEBUGSTEP inline const T* begin() const { return Data; } + IM_NODEBUGSTEP inline T* end() { return Data + Size; } + IM_NODEBUGSTEP inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + // Font scaling + // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors) + float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user. + float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes). + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float ImageRounding; // Rounding of Image() calls. + float ImageBorderSize; // Thickness of border around Image() calls. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll. + float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line. + float MenuItemRounding; // Radius of MenuItem, BeginMenu rounding. + float SelectableRounding; // Radius of Selectable rounding. MODIFYING THIS IS DISCOURAGED. CONTIGUOUS SELECTIONS WILL NOT LOOK RIGHT. (#7589) + float DragDropTargetRounding; // Radius of the drag and drop target frame. When <0.0f: use FrameRounding. + float DragDropTargetBorderSize; // Thickness of the drag and drop target border. + float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size. + float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float InputTextCursorSize; // Thickness of cursor/caret in InputText(). + float SeparatorSize; // Thickness of border in Separator(). Must be >= 1.0f. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + bool DockingNodeHasCloseButton; // Docking node has their own CloseButton() to close all docked windows. + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + + // Rendering & Tessellation + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Used at the beginning of the frame to set ImDrawFlags_AALines in all draw-lists. + bool AntiAliasedLineEnds; // Enable anti-aliased lines/borders ends. Nicer for thick lines but more expensive. Used at the beginning of the frame to set ImDrawFlags_AALineEnds in all draw-lists. + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Used at the beginning of the frame to set ImDrawFlags_AAFill in all draw-lists. + float CurveTessellationMaxError; // Maximum error (in pixels) when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // [Internal] + float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW. + float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work. + + // Functions + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. See comments in definition. Consider not calling this if your initial scale factor if <1.0. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + bool AntiAliasedLinesUseTex; // [OBSOLETE] Enable anti-aliased lines/borders using textures for legacy strokes. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // [OBSOLETE] Old CurveTessellationTol = New CurveTessellationMaxError*CurveTessellationMaxError. // Changed in 1.93.0 + // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9. +#endif +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingNoDockingOver; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + // (sorry for the amount of "NoXXXX" flags, which may be harder to reason about! may rework someday) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = true // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass. + bool ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). + + // DPI/Scaling options + // This may keep evolving during 1.92.x releases. Expect some turbulence. + bool ConfigDpiScaleFonts; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + bool ConfigDpiScaleViewports; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + + // Widget options + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only). Ctrl+Enter or Shift+Enter will deactivate normally. + ImGuiColorEditFlags ConfigColorEditFlags; // = // Current settings for ColorEdit/ColorPicker widgets. Must have one bit of ImGuiColorEditFlags_DisplayMask_, one bit of ImGuiColorEditFlags_DataTypeMask_, one bit of ImGuiColorEditFlags_PickerMask_, one bit of ImGuiColorEditFlags_InputMask_. Defaults to ImGuiColorEditFlags_DefaultOptions_. May be further edited by users, unless you also set ImGuiColorEditFlags_NoOptions. + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + + // Ini Settings options + bool ConfigIniSettingsSaveLastUsedDate;// = true // Enable loading/saving last used day (YYYYMMDD) in some .ini struct, making things easier to audit and allowing custom tools to cleanup old data. + int ConfigIniSettingsAutoDiscardMonths; // = 0 // [BETA] Set number of months after which unused .ini entries are discarded on load. Require platform_io.Platform_SessionDate to be set. For systems supporting the feature, .ini entries without a LastUsed field will always be discarded! Please report if you are using this. + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for consecutive clicks to account as a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click or multiple clicks, in pixels. + float MouseSingleClickDelay; // = 0.60f // Time for a delayed click when using GetItemClickedCountWithSingleClickDelay() or IsMouseReleasedWithDelay(), in seconds. Must be > io.MouseDoubleClickTime. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version. + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to compare < 1.93.0 rendering details vs 1.93.0 rendering details. (#9504) + // - Equivalent to calling PushDrawFlag(ImDrawList_StrokeLegacy,true) on every draw list instances. + // - Suggested use, e.g. io.ConfigDebugDrawListDefaultsToStrokeLegacy = io.KeyShift; // Map to SHIFT modifier + bool ConfigDebugDrawListDefaultsToStrokeLegacy; // false // Default all ImDrawList to ImDrawList_StrokeLegacy mode, mimicking pre-1.93.0 rendering. + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92.0 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + ImGuiID ID; // Widget ID // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + bool EventActivated; // Input field just got activated // Read-only // [Always] + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + int CursorPos; // // Read-write // [Completion,History,Always,CharFilter] + int SelectionStart; // // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection + int SelectionEnd; // // Read-write // [Completion,History,Always,CharFilter] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; CursorPos = SelectionEnd = BufTextLen; } + void SetSelection(int s, int e) { IM_ASSERT(s >= 0 && s <= BufTextLen); IM_ASSERT(e >= 0 && e <= BufTextLen); SelectionStart = s; CursorPos = SelectionEnd = e; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent) +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + void* PlatformIconData; // [EXPERIMENTAL] Pass opaque data for Platform backend to handle. + + ImGuiWindowClass() { memset((void*)this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters e.g. 'aaa bbb' (all), 'aaa,bbb' (any), '-aaa' (exclude), '"Hello, world"' (exact sequence) +struct ImGuiTextFilterItem; +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); // Update internal data when filter changes + inline void Clear() { InputBuf[0] = 0; Build(); } // Clear filter + inline bool IsActive() const { return _Items.Size != 0; } // Useful if you need e.g. an alternative code-path when there are no filters + + // Helper to call InputText() + Build() when buffer is changed. + IMGUI_API bool Draw(const char* label = "Filter"); + IMGUI_API bool DrawWithHint(const char* label = "Filter", const char* hint = "incl -excl"); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline bool Draw(const char* label, float width) { if (width != 0.0f) ImGui::SetNextItemWidth(width); return Draw(label); } +#endif + + // Members + char InputBuf[256]; // User input buffer + int _CountExclude; // [Internal] >= 0 count of leading exclude + ImVector _Items; // [Internal] Pre-parsed, trimmed, reordered items +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer. + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// [Internal] Used for small stacks. Do not use. +template +struct ImSmallStack_ +{ + T LocalData[Capacity]; // FIXME: should evolve into using heap, e.g union {} with T* HeapData + add SZ_T Capacity. + SZ_T Size = 0; + + inline void clear() { Size = 0; } + inline T& back() { IM_ASSERT(Size > 0); return LocalData[Size - 1]; } + inline void push_back(const T& v) { IM_ASSERT(Size < Capacity); memcpy(&LocalData[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline int capacity() const { return Capacity; } +}; + +// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent) +enum ImGuiListClipperFlags_ +{ + ImGuiListClipperFlags_None = 0, + ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0, // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row. +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int UserIndex; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it. + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + ImGuiListClipperFlags Flags; // [Internal] Flags, currently not yet well exposed. + double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + ImGuiContext* Ctx; // [Internal] Parent UI context + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset((void*)this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +// ImVec2 operators +IM_NODEBUGSTEP inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +IM_NODEBUGSTEP inline ImVec2 operator*(const float lhs, const ImVec2& rhs) { return ImVec2(lhs * rhs.x, lhs * rhs.y); } +IM_NODEBUGSTEP inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +IM_NODEBUGSTEP inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +IM_NODEBUGSTEP inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +IM_NODEBUGSTEP inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +IM_NODEBUGSTEP inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +IM_NODEBUGSTEP inline ImVec2 operator+(const ImVec2& lhs) { return lhs; } +IM_NODEBUGSTEP inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +IM_NODEBUGSTEP inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +IM_NODEBUGSTEP inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +IM_NODEBUGSTEP inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +IM_NODEBUGSTEP inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +IM_NODEBUGSTEP inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +IM_NODEBUGSTEP inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +IM_NODEBUGSTEP inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +IM_NODEBUGSTEP inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +// ImVec4 operators +IM_NODEBUGSTEP inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); } +IM_NODEBUGSTEP inline ImVec4 operator*(const float lhs, const ImVec4& rhs) { return ImVec4(lhs * rhs.x, lhs * rhs.y, lhs * rhs.z, lhs * rhs.w); } +IM_NODEBUGSTEP inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); } +IM_NODEBUGSTEP inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +IM_NODEBUGSTEP inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +IM_NODEBUGSTEP inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +IM_NODEBUGSTEP inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); } +IM_NODEBUGSTEP inline ImVec4 operator+(const ImVec4& lhs) { return lhs; } +IM_NODEBUGSTEP inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); } +IM_NODEBUGSTEP inline ImVec4& operator*=(ImVec4& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; lhs.z *= rhs; lhs.w *= rhs; return lhs; } +IM_NODEBUGSTEP inline ImVec4& operator/=(ImVec4& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; lhs.z /= rhs; lhs.w /= rhs; return lhs; } +IM_NODEBUGSTEP inline ImVec4& operator+=(ImVec4& lhs, const ImVec4& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; lhs.z += rhs.z; lhs.w += rhs.w; return lhs; } +IM_NODEBUGSTEP inline ImVec4& operator-=(ImVec4& lhs, const ImVec4& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; lhs.z -= rhs.z; lhs.w -= rhs.w; return lhs; } +IM_NODEBUGSTEP inline ImVec4& operator*=(ImVec4& lhs, const ImVec4& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; lhs.z *= rhs.z; lhs.w *= rhs.w; return lhs; } +IM_NODEBUGSTEP inline ImVec4& operator/=(ImVec4& lhs, const ImVec4& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; lhs.z /= rhs.z; lhs.w /= rhs.w; return lhs; } +IM_NODEBUGSTEP inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +IM_NODEBUGSTEP inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting and moving mouse near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnAuto = 1 << 13, // Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickAlways = 1 << 14, // Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 15, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. + ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus. + ImGuiMultiSelectFlags_SelectOnMask_ = ImGuiMultiSelectFlags_SelectOnAuto | ImGuiMultiSelectFlags_SelectOnClickAlways | ImGuiMultiSelectFlags_SelectOnClickRelease, + ImGuiMultiSelectFlags_CheckboxMode_ = 1 << 20, // [Internal] + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiMultiSelectFlags_SelectOnClick = ImGuiMultiSelectFlags_SelectOnAuto, // RENAMED in 1.92.6 +#endif +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset((void*)this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used! + inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID) +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureRef TexRef; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset((void*)this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + //ImDrawFlags_Closed = 1, // -> FLAG MOVED BELOW. Prior to 1.92.8 (May 2026): ImDrawFlags_Closed was guaranteed to be == (1<<0) == 1, for legacy compatibility reason. Hardcoded use of 1 or true should be replaced with 'ImDrawFlags_Closed'. + + // About usage of flags: + // - "Prim" column: 'OK' = flag can be used to configure an individual AddXXX() call. + // - "Scope" column: 'OK' = initialized by ImGui based on Style options (e.g. whether anti-aliased is enabled) + may be modified using ImDrawList::PushDrawFlag(). + // OK(0)/OK(1) indicates whether this flag is set in the default ImGui Style settings. + + // - Rounding default to ImDrawFlags_RoundAll when 'rounding > 0'. + // - So you only need to use the ImDrawFlags_RoundXXX flags if you want a special configuration (e.g. a rectangle with one rounded corner). + // Rounding for AddRectXXX(), PathRect() ------ // Prim/Scope? + ImDrawFlags_RoundTopLeft = 1 << 4, // OK -- // Round top-left corner only (when 'rounding > 0.0f', we default to all corners). + ImDrawFlags_RoundTopRight = 1 << 5, // OK -- // Round top-right corner only (when 'rounding > 0.0f', we default to all corners). + ImDrawFlags_RoundBottomLeft = 1 << 6, // OK -- // Round bottom-left corner only (when 'rounding > 0.0f', we default to all corners). + ImDrawFlags_RoundBottomRight = 1 << 7, // OK -- // Round bottom-right corner only (when 'rounding > 0.0f', we default to all corners). + ImDrawFlags_RoundNone = 1 << 8, // OK -- // Disable rounding even when 'rounding > 0.0f'. This value is NOT zero, it is NOT an implicit flag! + ImDrawFlags_RoundAll = ImDrawFlags_RoundTopLeft | ImDrawFlags_RoundTopRight | ImDrawFlags_RoundBottomLeft | ImDrawFlags_RoundBottomRight, // (Default!!) + ImDrawFlags_RoundTop = ImDrawFlags_RoundTopLeft | ImDrawFlags_RoundTopRight, + ImDrawFlags_RoundBottom = ImDrawFlags_RoundBottomLeft | ImDrawFlags_RoundBottomRight, + ImDrawFlags_RoundLeft = ImDrawFlags_RoundBottomLeft | ImDrawFlags_RoundTopLeft, + ImDrawFlags_RoundRight = ImDrawFlags_RoundBottomRight | ImDrawFlags_RoundTopRight, + + // Stroke Options ----------------------------- // Prim/Scope? + ImDrawFlags_Closed = 1 << 9, // OK -- // PathStroke(), AddPolyline(): specify that shape should be closed. + ImDrawFlags_JoinMiter = 1 << 10, // OK -- // PathStroke(), AddPolyline(): use miter joins/corners only. This assumes that the input polyline does not have corners sharper than 90 degrees. Slightly faster. + ImDrawFlags_CapSquare = 1 << 11, // OK -- // PathStroke(), AddPolyline(): use square cap line ends. + + // About Stroke Ends: + // - Rendering is optimized for fast pixel-perfect UI, so line ends are not anti-aliased by default. It's cheaper (we can emit less vertices). + // - For more free-form drawings, light graphs and markers, or when using thick strokes: you can turn them on using the ImDrawFlags_AALineEnds flag. + // - See 'Demo->Examples->Custom Rendering' to interactively toy with those flags. + // - 'OK*' indicates using this at the AddXXX() call site is unlikely: it would only makes sense if (1) the option is disabled in style/scope and (2) you want to forcefully enable it for a single primitives. Possible but unlikely! Only supported for functions taking flags inputs. + // Stroke/Fill Anti-aliasing ------------------ // Prim/Scope? + ImDrawFlags_AAFill = 1 << 12, // OK* OK(1) // Enable anti-aliasing for Filled shapes. + ImDrawFlags_AALines = 1 << 13, // OK* OK(1) // Enable anti-aliasing for Strokes (lines, borders). + ImDrawFlags_AALineEnds = 1 << 14, // OK OK(0) // Enable anti-aliasing for Strokes Ends. Requires AALines to also be enabled. Useful on thick strokes or for precise continuity of multiple lines. A little more costly. + //ImDrawFlags_NoAA = 1 << 15, // OK -- // Disable anti-aliasing for a given primitive. + //ImDrawFlags_NoAALineEnds = 1 << 16, // OK -- // Disable anti-aliasing ends for a given primitive. + + // About Stroke Position: + // - Read https://github.com/ocornut/imgui/wiki/Draw-List (this guide includes a precise list of differences between 1.92.9 and 1.93.0) + // - Read https://github.com/ocornut/imgui/wiki/Pixel-Perfect-Rendering + // Stroke Position relative to shape outline -- // Prim/Scope? + ImDrawFlags_StrokeInside = 1 << 17, // OK -- // Draw stroke inside of the shape outline (default for closed shapes and AddLineH, AddLineV functions) + ImDrawFlags_StrokeCenter = 2 << 17, // OK -- // Draw stroke at the center of the shape outline (default for paths, bezier, and AddLine functions) + ImDrawFlags_StrokeCenterBiased = 3 << 17, // OK -- // Draw stroke at the center of the shape outline, so that half thickness rounded down will be outside, and the rest inside the shape outline. Useful for axis-aligned shapes: AddLineH, AddLineV, AddRect. Does not animate well! + ImDrawFlags_StrokeOutside = 4 << 17, // OK -- // Draw stroke outside of the shape outline + ImDrawFlags_StrokeLegacy = 7 << 17, // OK OK(0) // Use legacy positioning + enable JoinMiter + disable AALineEnds. Must be all bits set. + + // Other Options ------------------------------ // Prim/Scope? + ImDrawFlags_TextNoPixelSnap = 1 << 20, // OK OK(0) // Disable automatically snapping AddText() calls to pixel boundaries. + ImDrawFlags_UseTexForRoundCorners = 1 << 21, // -- OK(1) // Enable using textures instead of strokes to draw rounded corners/circles where possible (faster). Used by default unless 'ImFontAtlasFlags_NoBakedRoundCorners' is enabled in the font atlas. + ImDrawFlags_UseVtxOffset = 1 << 22, // -- OK(1) // Can emit 'VtxOffset > 0' to allow large meshes with 16-bit ImDrawIdx. Used by default when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled by the backend. + ImDrawFlags_AllowTexForRoundCorners_= 1 << 23, // -- OK(1) // [Internal] + + // [Internal] + ImDrawFlags_RoundMask_ = ImDrawFlags_RoundAll | ImDrawFlags_RoundNone, // [Internal] + ImDrawFlags_AllowInPushScope_ = ImDrawFlags_AAFill | ImDrawFlags_AALines | ImDrawFlags_AALineEnds | ImDrawFlags_StrokeLegacy | ImDrawFlags_TextNoPixelSnap | ImDrawFlags_UseTexForRoundCorners | ImDrawFlags_UseVtxOffset | ImDrawFlags_RoundMask_, // [Internal] Values allowed in PushDrawFlag() scope. + ImDrawFlags_AllowInFrameScope_ = ImDrawFlags_AllowInPushScope_ | ImDrawFlags_AllowTexForRoundCorners_, + ImDrawFlags_StrokeMask_ = 0x07 << 17, // [Internal] + ImDrawFlags_InvalidMask_ = ~0x7FFFFFF0, // [Internal] == 0x8000000F. Reserved to detect misuses. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // RENAMED in 1.93.0 (Oct 2026): ImDrawFlags_RoundCornersXXXX -> ImDrawFlags_RoundXXXX. + ImDrawFlags_RoundCornersTopLeft = ImDrawFlags_RoundTopLeft, + ImDrawFlags_RoundCornersTopRight = ImDrawFlags_RoundTopRight, + ImDrawFlags_RoundCornersBottomLeft = ImDrawFlags_RoundBottomLeft, + ImDrawFlags_RoundCornersBottomRight = ImDrawFlags_RoundBottomRight, + ImDrawFlags_RoundCornersNone = ImDrawFlags_RoundNone, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundAll, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundTop, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundBottom, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundRight, +#endif +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawFlags Flags; // Current flags for drawing primitives. Alter with PushDrawFlag()/PopDrawFlags() to adjust defaults to a given scope. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + ImSmallStack_ _DrawFlagsStack;// [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + float _InvFringeScale; // [internal] 1.0 / _FringeScale // FIXME: Consider renaming to _PixelDensity. + bool _FringeScaleIsInteger; // [Internal] true if 1/_FringeScale is a whole number, used to select fast path for rendering + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTexture(ImTextureRef tex_ref); + IMGUI_API void PopTexture(); + IMGUI_API void PushDrawFlag(ImDrawFlags flags, bool enabled); // [BETA] Please notify me if you are using this. + IMGUI_API void PopDrawFlag(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f, ImDrawFlags flags = 0); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0, ImDrawFlags flags = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0, ImDrawFlags flags = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + inline void AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0) { _AddPolyline(points, num_points, col, thickness, flags, FLT_MAX); } + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags = 0); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID/ImTextureRef are. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col, ImDrawFlags flags = 0) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, flags); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0) { _AddPolyline(_Path.Data, _Path.Size, col, thickness, flags, FLT_MAX); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata = NULL, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { AddRect(p_min, p_max, col, rounding, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED. + inline void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) { AddPolyline(points, num_points, col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED. + inline void PathStroke(ImU32 col, ImDrawFlags flags, float thickness) { PathStroke(col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED. + inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0 + inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0 +#else + void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding /*= 0.0f*/, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete; + void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) = delete; + inline void PathStroke(ImU32 col, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete; +#endif + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data); + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _SetPixelDensity(float pixel_density); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTexture(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTexture(ImTextureRef tex_ref); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); + IMGUI_API void _AddRectFilledBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, const ImVec4& tex_uvs, ImDrawFlags flags); + IMGUI_API void _AddRectBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, float t, const ImVec4& tex_uvs, ImDrawFlags flags); + IMGUI_API void _AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness, ImDrawFlags flags); + IMGUI_API void _AddRectTinyRounding(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, float thickness, ImDrawFlags flags); + IMGUI_API void _SelectLineTexture(float screen_thickness, ImVec2* out_uv0, ImVec2* out_uv1, float* out_fringe, ImDrawFlags flags); + IMGUI_API float _CalculateCenterBiasedOffset(float thickness); + IMGUI_API void _AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags, float max_inner_offset); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int FrameCount; // Frame counter of the emitter context. Mostly for debugging purpose. + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int CmdListsCount; // Use CmdLists.Size instead. Number of ImDrawList* to render. +#endif + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +//----------------------------------------------------------------------------- +// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'. +// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID. +// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM. +//----------------------------------------------------------------------------- + +#undef Status // X11 headers are leaking this. + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +enum ImTextureFormat +{ + ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight +}; + +// Status of a texture to communicate with Renderer Backend. +enum ImTextureStatus +{ + ImTextureStatus_OK, + ImTextureStatus_Destroyed, // Backend destroyed the texture. + ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done. + ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done. + ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done. +}; + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +struct ImTextureRect +{ + unsigned short x, y; // Upper-left coordinates of rectangle to update, within the parent Pixels[] array. + unsigned short w, h; // Size of rectangle to update (in pixels) +}; + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. +// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +struct ImTextureData +{ + //------------------------------------------ core / backend --------------------------------------- + int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + void* QueueUserData; // r - // Convenience storage for a staged/multi-threaded rendering texture queue (e.g. imgui_threaded_rendering.h. See #8597). When != NULL, core assumes the texture is referenced by the queue. + ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + int Width; // w r // Texture width + int Height; // w r // Texture height + int BytesPerPixel; // w r // 4 or 1 + unsigned char* Pixels; // w r // Pointer to whole texture buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[]. + ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[]. + ImVector Updates; // w r // Array of individual updates. + int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown. + bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + // Functions + // - If GetPixels() functions asserts while being called by your render loop, it could be caused by calling ImFontAtlas::Clear()/ClearFonts()? + ImTextureData() { memset((void*)this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; } + ~ImTextureData() { DestroyPixels(); } + IMGUI_API void Create(ImTextureFormat format, int w, int h); + IMGUI_API void DestroyPixels(); + void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; } + void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; } + int GetSizeInBytes() const { return Width * Height * BytesPerPixel; } + int GetPitch() const { return Width * BytesPerPixel; } + ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; } + ImTextureID GetTexID() const { return TexID; } + + // Called by Renderer backend + // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly! + // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode. + void SetTexID(ImTextureID tex_id) { TexID = tex_id; } + void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame && Pixels != nullptr) Status = ImTextureStatus_WantCreate; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +// A font input/source (we may rename this to ImFontSource in the future) +struct ImFontConfig +{ + // Data Source + char Name[40]; // // Name (strictly to ease debugging, hence limited size buffer) + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS. + + // Options + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1. + ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + float SizePixels; // // Output size in pixels for rasterizer (more or less maps to the resulting font height). + const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + ImU32 FontNo; // 0 // Index of font within TTF/OTF file + unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Use FontLoaderFlags. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + float ExtraSizeScale; // 1.0f // Extra rasterizer scale over SizePixels. + + // [Internal] + ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + void* FontLoaderData; // Font loader opaque storage (per font config) + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + bool PixelSnapV; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries. +#endif + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int SourceIdx : 4; // Index of source in parent font + unsigned int Codepoint : 26; // 0x0000..0x10FFFF + float AdvanceX; // Horizontal distance to advance cursor/layout position. + float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position. + float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) + + ImFontGlyph() { memset((void*)this, 0, sizeof(*this)); PackId = -1; } +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +typedef int ImFontAtlasRectId; +#define ImFontAtlasRectId_Invalid -1 + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +struct ImFontAtlasRect +{ + unsigned short x, y; // Position (in current texture) + unsigned short w, h; // Size + ImVec2 uv0, uv1; // UV coordinates (in current texture) + + ImFontAtlasRect() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build anti-aliased line textures into the atlas (save a little texture memory). SINCE 1.93.0 THIS PREVENTS ANTI-ALIASED LINES FROM WORKING AND WILL DISABLE THEM. + ImFontAtlasFlags_NoBakedRoundCorners= 1 << 3, // Don't build round corners into the atlas. +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Selects between AddFontDefaultVector() and AddFontDefaultBitmap(). + IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size. + IMGUI_API ImFont* AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling. + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void RemoveFont(ImFont* font); // Remove a font + IMGUI_API void CompactCache(); // Compact cached glyphs and texture. + IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime. + + // Clearing the atlas/fonts has little use nowadays, unless you want to batch remove all fonts. + // - Since 1.92, you can call ClearFonts() mid-frame, if you load new fonts afterwards. + // - As we are transitioning toward our new font system the semantic for those functions gets increasingly misleading and are often a source of issues. + // TL;DR; most likely, don't use any of those functions. We expect to obsolete/rework them. + IMGUI_API void Clear(); // Clear everything (fonts + textures). Don't call mid-frame! + IMGUI_API void ClearFonts(); // Clear input+output font data/glyphs. New fonts and textures will be recreated afterwards. + IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste). + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation. + void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends. + bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent.. +#endif + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters +#endif + + //------------------------------------------- + // [ALPHA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error. + IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected. + IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)! + + //------------------------------------------- + // Members + //------------------------------------------- + + // Input + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method never relies on bilinear filtering you may set this to 0. + int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512. + int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128. + int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192. + int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // Output + // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame. + // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef. +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef(). +#else + union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. +#endif + ImTextureData* TexData; // Latest texture. + + // [Internal] + ImVector TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created. + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector Sources; // Source/configuration data + int TexNextUniqueID; // Next value to be stored in TexData->UniqueID + int FontNextUniqueID; // Next value to be stored in ImFont->FontID + ImVector DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context. + ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name + void* FontLoaderData; // Font backend opaque storage + unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + int RefCount; // Number of contexts using this atlas + ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it. + + // [Obsolete] +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader. + ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API + inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0 + inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0 + inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0 + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0 +#endif + //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags. + //int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0 + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +struct ImFontBaked +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + float RasterizerDensity; // 4 // in // Density this is baked at + + // [Internal] Members: Hot ~28/36 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // All glyphs. + int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar + + // [Internal] Members: Cold + float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + unsigned int WantDestroy:1; // 0 // // Queued for destroy + unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls. + unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw. + int LastUsedFrame; // 4 // // Record of that time this was bounds + ImGuiID BakedId; // 4 // // Unique ID for this baked storage + ImFont* OwnerFont; // 4-8 // in // Parent font + void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + IMGUI_API ImFontBaked(); + IMGUI_API void ClearOutputData(); + IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists. + IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist + IMGUI_API float GetCharAdvance(ImWchar c); + IMGUI_API bool IsGlyphLoaded(ImWchar c); +}; + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +enum ImFontFlags_ +{ + ImFontFlags_None = 0, + ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value. + ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs. + ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display. + ImFontFlags_ImplicitRefSize = 1 << 4, // [Internal] Reference size was not set explicitly. +}; + +// Font runtime data and rendering +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). +struct ImFont +{ + // [Internal] Members: Hot ~12-20 bytes + ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into. + ImFontFlags Flags; // 4 // Font flags. + float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font. + + // [Internal] Members: Cold ~24-52 bytes + // Conceptually Sources[] is the list of font sources merged to create this font. + ImGuiID FontId; // Unique identifier for the font + float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + ImVector Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] + ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake. + ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'. + ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapCodepointXXX(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() +#endif + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API bool IsGlyphInFont(ImWchar c); + bool IsLoaded() const { return OwnerAtlas != NULL; } + const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : ""; } // Fill ImFontConfig::Name. + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL); + IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, ImDrawTextFlags flags = 0); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); } // Obsoleted old name in 1.92.0. Note how `scale` was to `size`. +#endif + + // [Internal] Don't use! + IMGUI_API void ClearOutputData(); + IMGUI_API void AddRemapCodepoint(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph. + IMGUI_API void AddRemapCodepointToGlyphIndex(ImWchar from_codepoint, int font_src_idx, int glyph_idx); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); + //inline void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint) { AddRemapCodepoint(from_codepoint, to_codepoint); } // Renamed in 1.93.0 (Sep 2026) +}; + +// This is provided for consistency (but we don't actually use this) +inline ImTextureID ImTextureRef::GetTexID() const +{ + IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid)); + return _TexData ? _TexData->TexID : _TexID; +} + +// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too) +inline ImTextureID ImDrawCmd::GetTexID() const +{ + // If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index or an offset: + // - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file. + // If you are getting this assert with a renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92+): + // - You must correctly iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. See docs/BACKENDS.md. + ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above. + if (TexRef._TexData != NULL) + IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!"); + return tex_id; +} + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImGuiViewport* ParentViewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformIconData; // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset((void*)this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } + IMGUI_API const char* GetDebugName() const; +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Input - Interface with OS and Platform backend (most common stuff) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); // Should return NULL on failure (e.g. clipboard data is not text). + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + // Optional: Platform time/date + // This is automatically filled on startup. Used to store a "last used date" in some .ini structures. Facilitate creating tools to clean up old/unused data. + int Platform_SessionDate; // Integer storing YYYYMMDD e.g. 20261231 corresponding to the beginning of application session. + + //------------------------------------------------------------------ + // Input - Interface with Renderer Backend + //------------------------------------------------------------------ + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + int Renderer_TextureMaxWidth; + int Renderer_TextureMaxHeight; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + // Standard draw callbacks provided by renderer backend. + ImDrawCallback DrawCallback_ResetRenderState; // Request to reset the graphics/render state. + ImDrawCallback DrawCallback_SetSamplerLinear; // Request backend to set texture sampling to Linear. + ImDrawCallback DrawCallback_SetSamplerNearest; // Request backend to set texture sampling to Nearest/Point. + ImDrawCallback DrawCallback_SetSamplerFromTex; // Request backend to use sampler associated to texture - only available in some backends: OpenGL2/3 and SDLRenderer3. + //ImDrawCallback DrawCallback_SetSamplerCustom; // Request backend to set texture sampling using Backend Specific data. + + //------------------------------------------------------------------ + // Input - Interface with Platform & Renderer backends for Multi-Viewport support + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + ImVec2 (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp); // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output + //------------------------------------------------------------------ + + // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown. + ImVector Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + + IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown. + IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible. + bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + ImVec2 InputPos; // Position of input cursor (for IME). + float InputLineHeight; // Line height (for IME). + ImGuiID ViewportId; // ID of platform window/viewport. + + ImGuiPlatformImeData() { memset((void*)this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.92.9 (from July 2026) + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // set current options for if you want to select a default format, picker type, etc. User will be able to change those settings, unless you pass the _NoOptions flag to your calls. + // OBSOLETED in 1.92.0 (from June 2025) + inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f); } + IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows. + // OBSOLETED in 1.91.9 (from February 2025) + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead. + // OBSOLETED in 1.91.0 (from July 2024) + inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + inline void PopButtonRepeat() { PopItemFlag(); } + inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + inline void PopTabStop() { PopItemFlag(); } + // You do not need those functions! See #7838 on GitHub for more info. + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + // OBSOLETED in 1.90.0 (from September 2023) + //IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits. + //IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits. + //inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, flags); } + //inline void EndChildFrame() { EndChild(); } + //inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + // OBSOLETED in 1.89.7 (from June 2023) + //IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item. + //-- OBSOLETED in 1.89.4 (from March 2023) + //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + //static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // OBSOLETED in 1.92.8: Use ImGui::GetPlatformIO().DrawCallback_ResetRenderState + +// -- RENAMED in 1.93.0: Merged ImDrawListFlags into ImDrawFlags. +typedef ImDrawFlags ImDrawListFlags; +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = ImDrawFlags_None, + ImDrawListFlags_AntiAliasedFill = ImDrawFlags_AAFill, + ImDrawListFlags_AntiAliasedLines = ImDrawFlags_AALines, + ImDrawListFlags_AntiAliasedLinesUseTex = ImDrawFlags_AALines, // No effect, anti-aliased rendering always uses textures from 1.93+ + ImDrawListFlags_AllowVtxOffset = ImDrawFlags_UseVtxOffset, + ImDrawListFlags_TextNoPixelSnap = ImDrawFlags_TextNoPixelSnap, +}; + +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +typedef ImFontAtlasRect ImFontAtlasCustomRect; +/*struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension + unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset + ImFont* Font; // Input // [Internal] For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +};*/ + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawFlags_RoundTopLeft | ImDrawFlags_RoundTopRight, +// ImDrawCornerFlags_Bot = ImDrawFlags_RoundBottomLeft | ImDrawFlags_RoundBottomRight, +// ImDrawCornerFlags_Left = ImDrawFlags_RoundTopLeft | ImDrawFlags_RoundBottomLeft, +// ImDrawCornerFlags_Right = ImDrawFlags_RoundTopRight | ImDrawFlags_RoundBottomRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +//#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +#define IM_ARRAYSIZE IM_COUNTOF // RENAMED IN 1.92.6: IM_ARRAYSIZE -> IM_COUNTOF + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/tools/test/upstream/imgui_demo.cpp b/tools/test/upstream/imgui_demo.cpp new file mode 100644 index 0000000..e46ec8a --- /dev/null +++ b/tools/test/upstream/imgui_demo.cpp @@ -0,0 +1,11877 @@ +// dear imgui, v1.93.0 WIP +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse pthom's online imgui_explorer: web version the demo w/ source code browser: https://pthom.github.io/imgui_explorer +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] DemoWindowMenuBar() +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] Helpers: ExampleImageViewer +// [SECTION] DemoWindowWidgetsBasic() +// [SECTION] DemoWindowWidgetsBullets() +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +// [SECTION] DemoWindowWidgetsComboBoxes() +// [SECTION] DemoWindowWidgetsColorAndPickers() +// [SECTION] DemoWindowWidgetsDataTypes() +// [SECTION] DemoWindowWidgetsDisableBlocks() +// [SECTION] DemoWindowWidgetsDragAndDrop() +// [SECTION] DemoWindowWidgetsDragsAndSliders() +// [SECTION] DemoWindowWidgetsFonts() +// [SECTION] DemoWindowWidgetsImages() +// [SECTION] DemoWindowWidgetsListBoxes() +// [SECTION] DemoWindowWidgetsLiveEdit() +// [SECTION] DemoWindowWidgetsMixedValues() +// [SECTION] DemoWindowWidgetsMultiComponents() +// [SECTION] DemoWindowWidgetsPlotting() +// [SECTION] DemoWindowWidgetsProgressBars() +// [SECTION] DemoWindowWidgetsQueryingStatuses() +// [SECTION] DemoWindowWidgetsSelectables() +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +// [SECTION] DemoWindowWidgetsTabs() +// [SECTION] DemoWindowWidgetsText() +// [SECTION] DemoWindowWidgetsTextFilter() +// [SECTION] DemoWindowWidgetsTextInput() +// [SECTION] DemoWindowWidgetsTooltips() +// [SECTION] DemoWindowWidgetsTreeNodes() +// [SECTION] DemoWindowWidgetsVerticalSliders() +// [SECTION] DemoWindowWidgets() +// [SECTION] DemoWindowLayout() +// [SECTION] DemoWindowPopups() +// [SECTION] DemoWindowTables() +// [SECTION] DemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_MAJOR__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppImageViewer(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void DemoWindowLayout(); +static void DemoWindowPopups(); +static void DemoWindowTables(); +static void DemoWindowColumns(); +static void DemoWindowInputs(); + +// Helper tree functions used by Property Editor & Multi-Select demos +struct ExampleTreeNode; +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); +static void ExampleTree_DestroyNode(ExampleTreeNode* node); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser (e.g. https://pthom.github.io/imgui_explorer) +#if IMGUI_VERSION_NUM >= 19263 +namespace ImGui { extern IMGUI_API void DemoMarker(const char* file, int line, const char* section); } +#define IMGUI_DEMO_MARKER(section) do { ImGui::DemoMarker("imgui_demo.cpp", __LINE__, section); } while (0) +#endif + +// Sneakily forward declare functions which aren't worth putting in public API yet +namespace ImGui +{ + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool is_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppImageViewer = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + bool DisableSections = false; + bool LiveEditOverride = false; + ImGuiItemFlags LiveEditFlags = ImGuiItemFlags_LiveEditOnInputText; + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppImageViewer) { ShowExampleAppImageViewer(&demo_data.ShowAppImageViewer); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most framed widgets share a common width settings. Remaining width is used for the label. + // The width of the frame may be changed with PushItemWidth() or SetNextItemWidth(). + // - Positive value for absolute size, negative value for right-alignment. + // - The default value is about GetWindowWidth() * 0.65f. + // - See 'Demo->Layout->Widgets Width' for details. + // Here we change the frame width based on how much width we want to give to the label. + const float label_width_base = ImGui::GetFontSize() * 12; // Some amount of width for label, based on font size. + const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets. + const float label_width = IM_MIN(label_width_base, label_width_max); + ImGui::PushItemWidth(-label_width); // Right-align: framed items will leave 'label_width' available for the label. + //ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for framed widgets, leaving 60% width for labels. + //ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for labels, leaving 60% width for framed widgets. + //ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Use XXX width for labels, leaving the rest for framed widgets. + + // Menu Bar + DemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + if (ImGui::CollapsingHeader("Help")) + { + IMGUI_DEMO_MARKER("Help"); + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + ImGui::BulletText("Web demo (w/ source code browser): "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://pthom.github.io/imgui_explorer"); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + IMGUI_DEMO_MARKER("Configuration"); + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingNoDockingOver", &io.ConfigDockingNoDockingOver); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); + ImGui::Checkbox("io.ConfigViewportsPlatformFocusSetsImGuiFocus", &io.ConfigViewportsPlatformFocusSetsImGuiFocus); + ImGui::SameLine(); HelpMarker("When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change)."); + ImGui::Unindent(); + } + + //ImGui::SeparatorText("DPI/Scaling"); + //ImGui::Checkbox("io.ConfigDpiScaleFonts", &io.ConfigDpiScaleFonts); + //ImGui::SameLine(); HelpMarker("Experimental: Automatically update style.FontScaleDpi when Monitor DPI changes. This will scale fonts but NOT style sizes/padding for now."); + //ImGui::Checkbox("io.ConfigDpiScaleViewports", &io.ConfigDpiScaleViewports); + //ImGui::SameLine(); HelpMarker("Experimental: Scale Dear ImGui and Platform Windows when Monitor DPI changes."); + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will reactivate item and select all text (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + ImGui::SeparatorText("Settings"); + ImGui::Checkbox("io.ConfigIniSettingsSaveLastUsedDate", &io.ConfigIniSettingsSaveLastUsedDate); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugDrawListDefaultsToStrokeLegacy", &io.ConfigDebugDrawListDefaultsToStrokeLegacy); + ImGui::SameLine(); HelpMarker("Option to default all ImDrawList to ImDrawFlags_StrokeLegacy mode, mimicking pre-1.93.0 rendering."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + if (ImGui::TreeNode("Backend Flags")) + { + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: HasParentViewport", &io.BackendFlags, ImGuiBackendFlags_HasParentViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + if (ImGui::TreeNode("Style, Fonts")) + { + IMGUI_DEMO_MARKER("Configuration/Style, Fonts"); + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + if (ImGui::TreeNode("Capture/Logging")) + { + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + if (ImGui::CollapsingHeader("Window options")) + { + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + DemoWindowWidgets(&demo_data); + DemoWindowLayout(); + DemoWindowPopups(); + DemoWindowTables(); + DemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Image Viewer", NULL, &demo_data->ShowAppImageViewer); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + int IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_COUNTOF(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (warning: this can allocates MANY MANY more times than other code in all of Dear ImGui + demo combined) +// (a real application managing one million nodes would likely store its tree data differently) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + // 20 root nodes -> 211 total nodes, ~261 allocs. + // 1000 root nodes -> ~11K total nodes, ~14K allocs. + // 10000 root nodes -> ~123K total nodes, ~154K allocs. + // 100000 root nodes -> ~1338K total nodes, ~1666K allocs. + const int ROOT_ITEMS_COUNT = 20; + + static const char* category_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const int category_count = IM_COUNTOF(category_names); + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + for (int idx_L0 = 0; idx_L0 < ROOT_ITEMS_COUNT; idx_L0++) + { + snprintf(name_buf, IM_COUNTOF(name_buf), "%s %d", category_names[idx_L0 / (ROOT_ITEMS_COUNT / category_count)], idx_L0 % (ROOT_ITEMS_COUNT / category_count)); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_COUNTOF(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_COUNTOF(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleImageViewer +//----------------------------------------------------------------------------- + +struct ExampleImageViewerData +{ + ImU32 ImageBgColor = IM_COL32(100, 100, 100, 255); + ImU32 GridColor = IM_COL32(255, 255, 255, 100); + bool GridEnabled = true; + bool ViewReset = true; + ImVec2 ViewOffset; // in image space + float Zoom = 10.0f; + float ZoomMin = 1.0f; + float ZoomMax = 10000.0f; +}; + +static void ExampleImageViewer_DrawOptions(ExampleImageViewerData* data) +{ + ImGui::SetNextItemShortcut(ImGuiKey_G, ImGuiInputFlags_Tooltip); // | ImGuiInputFlags_RouteGlobal + ImGui::Checkbox("Grid", &data->GridEnabled); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 10.0f); + float zoom_100 = data->Zoom * 100.0f; + if (ImGui::DragFloat("##Zoom", &zoom_100, 5.0f, data->ZoomMin * 100.0f, data->ZoomMax * 100.0f, "%.0f%%", ImGuiSliderFlags_AlwaysClamp)) + data->Zoom = zoom_100 / 100.0f; +} + +static void ExampleImageViewer_DrawCanvas(ExampleImageViewerData* data, ImVec2 canvas_size, ImTextureRef image_tex_ref, int image_w, int image_h) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + IM_ASSERT(canvas_size.x >= 0.0f && canvas_size.y >= 0.0f); + + // Layout canvas + ImGui::InvisibleButton("##Canvas", canvas_size); + ImVec2 canvas_min = ImGui::GetItemRectMin(); + ImVec2 canvas_max = ImGui::GetItemRectMax(); + + if (data->ViewReset) + data->ViewOffset = ImVec2((canvas_size.x * 0.5f / data->Zoom) - 0.5f, (canvas_size.y * 0.5f / data->Zoom) - 0.5f); // Add half a pixel padding + data->ViewReset = false; + + // Handle inputs + if (ImGui::SetItemKeyOwner(ImGuiKey_MouseWheelY)) + if (io.MouseWheel != 0.0f) + data->Zoom = IM_CLAMP(data->Zoom * (1.0f + io.MouseWheel * 0.10f), data->ZoomMin, data->ZoomMax); + float zoom = data->Zoom; // (float)(int)ViewZoom; + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0)) + { + data->ViewOffset.x -= io.MouseDelta.x / zoom; + data->ViewOffset.y -= io.MouseDelta.y / zoom; + } + + // Display image + ImVec2 image_min, image_max; + image_min.x = (float)(int)((canvas_min.x - (data->ViewOffset.x * zoom)) + (canvas_size.x * 0.5f)); + image_min.y = (float)(int)((canvas_min.y - (data->ViewOffset.y * zoom)) + (canvas_size.y * 0.5f)); + image_max.x = (float)(int)(image_min.x + image_w * zoom); + image_max.y = (float)(int)(image_min.y + image_h * zoom); + draw_list->AddRect(ImVec2(canvas_min.x - 1.0f, canvas_min.y - 1.0f), ImVec2(canvas_max.x + 1.0f, canvas_max.y + 1.0f), IM_COL32(255, 255, 255, 255)); + draw_list->PushClipRect(canvas_min, canvas_max, true); + draw_list->AddRectFilled(image_min, image_max, data->ImageBgColor); + if (platform_io.DrawCallback_SetSamplerNearest != NULL) + draw_list->AddCallback(platform_io.DrawCallback_SetSamplerNearest); + draw_list->AddImage(image_tex_ref, image_min, image_max); + if (platform_io.DrawCallback_SetSamplerLinear != NULL) + draw_list->AddCallback(ImGui::GetPlatformIO().DrawCallback_SetSamplerLinear); + + // Display grid lines for visible pixels + if (data->GridEnabled && zoom > 6.0f) + { + const float step = (float)zoom; + for (int px = (int)((canvas_min.x - image_min.x) / step); px <= (int)((canvas_max.x - image_min.x) / step); px++) + draw_list->AddLineV(image_min.x + px * step, canvas_min.y, canvas_max.y, data->GridColor, 1.0f); + for (int py = (int)((canvas_min.y - image_min.y) / step); py <= (int)((canvas_max.y - image_min.y) / step); py++) + draw_list->AddLineH(canvas_min.x, canvas_max.x, image_min.y + py * step, data->GridColor, 1.0f); + } + draw_list->PopClipRect(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBasic() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBasic() +{ + if (ImGui::TreeNode("Basic")) + { + IMGUI_DEMO_MARKER("Widgets/Basic"); + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + ImGui::AlignTextToFramePadding(); + ImGui::TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling"); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_COUNTOF(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold Shift or use mouse to select text.\n" + "Ctrl+Left/Right to word jump.\n" + "Ctrl+A or Double-Click to select all.\n" + "Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n" + "Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n" + "Escape to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_COUNTOF(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold Shift/Alt for faster/slower edit.\n" + "Double-Click or Ctrl+Click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("Ctrl+Click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-Click on the color square to show options.\n" + "Ctrl+Click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_COUNTOF(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_COUNTOF(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBullets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBullets() +{ + if (ImGui::TreeNode("Bullets")) + { + IMGUI_DEMO_MARKER("Widgets/Bullets"); + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsCollapsingHeaders() +{ + if (ImGui::TreeNode("Collapsing Headers")) + { + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsColorAndPickers() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsColorAndPickers() +{ + if (ImGui::TreeNode("Color/Picker Widgets")) + { + IMGUI_DEMO_MARKER("Widgets/Color"); + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + static ImGuiColorEditFlags base_flags = ImGuiColorEditFlags_None; + + ImGui::SeparatorText("Options"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &base_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoColorMarkers", &base_flags, ImGuiColorEditFlags_NoColorMarkers); + ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Ctrl+Click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_COUNTOF(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, base_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, base_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_COUNTOF(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, base_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int picker_mode = 0; + static int display_mode = 0; + static ImGuiColorEditFlags color_picker_flags = ImGuiColorEditFlags_AlphaBar; + + ImGui::PushID("Color picker"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &color_picker_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaBar", &color_picker_flags, ImGuiColorEditFlags_AlphaBar); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", &color_picker_flags, ImGuiColorEditFlags_NoSidePreview); + if (color_picker_flags & ImGuiColorEditFlags_NoSidePreview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | base_flags); + } + } + ImGui::CheckboxFlags("ImGuiColorEditFlags_PickerNoRotate", &color_picker_flags, ImGuiColorEditFlags_PickerNoRotate); + + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0"); + ImGui::SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode."); + + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using io.ConfigColorEditFlags."); + + ImGuiColorEditFlags flags = base_flags | color_picker_flags; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "io.ConfigColorEditFlags is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Overwrite default: Uint8 + HSV + Hue Bar")) + ImGui::GetIO().ConfigColorEditFlags = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar; + if (ImGui::Button("Overwrite default: Float + HDR + Hue Wheel")) + ImGui::GetIO().ConfigColorEditFlags = ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel; + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::PopID(); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsComboBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsComboBoxes() +{ + if (ImGui::TreeNode("Combo")) + { + IMGUI_DEMO_MARKER("Widgets/Combo"); + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_COUNTOF(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. + // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. + if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) + { + static ImGuiTextFilter filter; + if (ImGui::IsWindowAppearing()) + { + ImGui::SetKeyboardFocusHere(); + filter.Clear(); + } + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); + ImGui::SetNextItemWidth(-FLT_MIN); + filter.DrawWithHint("##Filter", "Filter (incl -excl)"); + + for (int n = 0; n < IM_COUNTOF(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (filter.PassFilter(items[n])) + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_COUNTOF(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_COUNTOF(items)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDataTypes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDataTypes() +{ + if (ImGui::TreeNode("Data Types")) + { + IMGUI_DEMO_MARKER("Widgets/Data Types"); + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using Ctrl+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDisableBlocks() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data) +{ + if (ImGui::TreeNode("Disable Blocks")) + { + IMGUI_DEMO_MARKER("Widgets/Disable Blocks"); + ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections."); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragAndDrop() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragAndDrop() +{ + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_COUNTOF(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_COUNTOF(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.0f ? -1 : 1); + if (n_next >= 0 && n_next < IM_COUNTOF(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tooltip at target location")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragsAndSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragsAndSliders() +{ + if (ImGui::TreeNode("Drag/Slider Flags")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + ImGui::CheckboxFlags("ImGuiSliderFlags_ColorMarkers", &flags, ImGuiSliderFlags_ColorMarkers); + + // Drags + static float drag_f = 0.5f; + static float drag_f4[4]; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + ImGui::DragFloat4("DragFloat4 (0 -> 1)", drag_f4, 0.005f, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. + + // Sliders + static float slider_f = 0.5f; + static float slider_f4[4]; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = (flags & ~ImGuiSliderFlags_WrapAround); + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + ImGui::SliderFloat4("SliderFloat4 (0 -> 1)", slider_f4, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsFonts() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsFonts() +{ + if (ImGui::TreeNode("Fonts")) + { + IMGUI_DEMO_MARKER("Widgets/Fonts"); + ImFontAtlas* atlas = ImGui::GetIO().Fonts; + ImGui::ShowFontAtlas(atlas); + // FIXME-NEWATLAS: Provide a demo to add/create a procedural font? + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsImages() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsImages() +{ + if (ImGui::TreeNode("Images")) + { + IMGUI_DEMO_MARKER("Widgets/Images"); + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they are using as texture identifier, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID. + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + + // Grab the current texture identifier used by the font atlas. + ImFontAtlas* atlas = io.Fonts; + ImTextureRef my_tex_id = atlas->TexRef; + float my_tex_w = (float)atlas->TexData->Width; // Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it. + float my_tex_h = (float)atlas->TexData->Height; + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + + // Basic drawing + ImGui::SeparatorText("Image()/ImageWithBg() function"); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); + ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImGui::PopStyleVar(); + + // Fancy widget + ImGui::SeparatorText("Interactive Image Viewer"); + static ExampleImageViewerData image_viewer; + ImVec2 canvas_size(ImGui::GetContentRegionAvail().x, my_tex_h * 2.0f); + ExampleImageViewer_DrawOptions(&image_viewer); + ExampleImageViewer_DrawCanvas(&image_viewer, canvas_size, my_tex_id, (int)my_tex_w, (int)my_tex_h); + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::SeparatorText("Textured Buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsListBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsListBoxes() +{ + if (ImGui::TreeNode("List Boxes")) + { + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_COUNTOF(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_COUNTOF(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsLiveEdit() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsLiveEdit(ImGuiDemoWindowData* demo_data) +{ + if (ImGui::TreeNode("Live Edit Flags")) + { + IMGUI_DEMO_MARKER("Widgets/Live Edit Flags"); + + ImGui::TextWrapped("Select whether to apply keyboard edits to backing variables _while_ typing."); + + ImGui::Checkbox("Override Live Edit Flags in Demo Window", &demo_data->LiveEditOverride); + if (!demo_data->LiveEditOverride) + demo_data->LiveEditFlags = ImGui::GetItemFlags(); + + ImGui::BeginDisabled(demo_data->LiveEditOverride == false); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiItemFlags_LiveEditOnInputText", &demo_data->LiveEditFlags, ImGuiItemFlags_LiveEditOnInputText); + ImGui::CheckboxFlags("ImGuiItemFlags_LiveEditOnInputScalar", &demo_data->LiveEditFlags, ImGuiItemFlags_LiveEditOnInputScalar); + ImGui::Unindent(); + ImGui::EndDisabled(); + + ImGui::Text("Try typing '123' and seeing effect on backing value:"); + static char str[32] = ""; + ImGui::InputText("str", str, IM_COUNTOF(str)); + ImGui::Text("Backing value: \"%s\"", str); + static int i = 0; + ImGui::InputInt("int", &i, 0, 0); + ImGui::Text("Backing value: %d", i); + static float f = 0.0f; + ImGui::SliderFloat("float", &f, 0.0f, 100.0f); + ImGui::Text("Backing value: %f", f); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsMixedValues() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsMixedValues() +{ + if (ImGui::TreeNode("Mixed Values")) + { + // This is designed for advanced property editors which are generally reusable and data-driven. + HelpMarker("Using ImGuiItemFlags_MixedValue."); + + static bool use_liveedit = false; + static float items[3] = { 12.0f, 0.0f, 0.0f }; + float* item_ref = &items[0]; + ImGui::Checkbox("ImGuiItemFlags_LiveEditOnInput", &use_liveedit); + + ImGui::SeparatorText("Scalar/Text Widgets"); + const bool is_mixed = memcmp(&items[0], &items[1], sizeof(float)) != 0 || memcmp(&items[0], &items[2], sizeof(float)) != 0; + + // Demonstrate Drags, Sliders, Inputs + ImGui::PushItemFlag(ImGuiItemFlags_LiveEditOnInput, use_liveedit); + ImGui::PushItemFlag(ImGuiItemFlags_MixedValue, is_mixed); + bool edited = false; + edited |= ImGui::DragFloat("DragFloat", item_ref); + edited |= ImGui::SliderFloat("SliderFloat", item_ref, 0.0f, 100.0f); + edited |= ImGui::InputFloat("InputFloat", item_ref, 1.0f); + if (edited) + for (float& item : items) + if (&item != item_ref) + item = *item_ref; + ImGui::PopItemFlag(); + + ImGui::Text("Underlying data:"); + ImGui::InputFloat("item 0 (ref)", &items[0]); + ImGui::InputFloat("item 1", &items[1]); + ImGui::InputFloat("item 2", &items[2]); + ImGui::PopItemFlag(); + + // Demonstrate Checkbox(), RadioButton(), Combo(), ColorEdit4() + ImGui::SeparatorText("Others Widgets"); + ImGui::Text("(note: edits are not applied in this demo)"); // <-- Would need more state tracking. + bool b_on = true, b_off = false; + ImGui::Checkbox("Checkbox On", &b_on); + ImGui::Checkbox("Checkbox Off", &b_off); + ImGui::PushItemFlag(ImGuiItemFlags_MixedValue, true); + ImGui::Checkbox("Checkbox Mixed", &b_off); + ImGui::RadioButton("RadioButton Mixed", true); + ImGui::SameLine(); + ImGui::RadioButton("RadioButton Mixed##2", true); // Showing 2 radio buttons makes the example more clear + int combo_idx = 0; + ImGui::Combo("Combo", &combo_idx, "One\0Two\0Three\0"); + ImVec4 color(0.5f, 0.5f, 0.5f, 0.5f); + ImGui::ColorEdit4("ColorEdit4", &color.x); + ImGui::PopItemFlag(); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsMultiComponents() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsMultiComponents() +{ + if (ImGui::TreeNode("Multi-component Widgets")) + { + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + static ImGuiSliderFlags flags = 0; + ImGui::CheckboxFlags("ImGuiSliderFlags_ColorMarkers", &flags, ImGuiSliderFlags_ColorMarkers); // Only passing this to Drag/Sliders + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f, NULL, flags); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255, NULL, flags); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f, NULL, flags); + ImGui::SliderInt2("slider int2", vec4i, 0, 255, NULL, flags); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f, NULL, flags); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255, NULL, flags); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f, NULL, flags); + ImGui::SliderInt3("slider int3", vec4i, 0, 255, NULL, flags); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f, NULL, flags); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255, NULL, flags); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f, NULL, flags); + ImGui::SliderInt4("slider int4", vec4i, 0, 255, NULL, flags); + + ImGui::SeparatorText("Ranges"); + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsPlotting() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsPlotting() +{ + // Plot/Graph widgets are not very good. +// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot +// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + if (ImGui::TreeNode("Plotting")) + { + IMGUI_DEMO_MARKER("Widgets/Plotting"); + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_COUNTOF(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_COUNTOF(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_COUNTOF(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_COUNTOF(values); n++) + average += values[n]; + average /= (float)IM_COUNTOF(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_COUNTOF(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsProgressBars() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsProgressBars() +{ + if (ImGui::TreeNode("Progress Bars")) + { + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + // Animate a simple progress bar + static float progress_accum = 0.0f, progress_dir = 1.0f; + progress_accum += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress_accum >= +1.1f) { progress_accum = +1.1f; progress_dir *= -1.0f; } + if (progress_accum <= -0.1f) { progress_accum = -0.1f; progress_dir *= -1.0f; } + + const float progress = IM_CLAMP(progress_accum, 0.0f, 1.0f); + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsQueryingStatuses() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsQueryingStatuses() +{ + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + static bool item_mixedvalue = false; + static bool liveedit_flags_override = false; + static ImGuiItemFlags liveedit_flags = 0; + ImGui::Combo("Item Type", &item_type, item_names, IM_COUNTOF(item_names), IM_COUNTOF(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + ImGui::Checkbox("Item MixedValue", &item_mixedvalue); + ImGui::Checkbox("Override LiveEdit:", &liveedit_flags_override); + ImGui::SameLine(); + if (!liveedit_flags_override) + liveedit_flags = ImGui::GetItemFlags(); + ImGui::BeginDisabled(liveedit_flags_override == false); + ImGui::CheckboxFlags("_LiveEditOnInput", &liveedit_flags, ImGuiItemFlags_LiveEditOnInput); + ImGui::SameLine(); + ImGui::CheckboxFlags("_LiveEditOnInputText", &liveedit_flags, ImGuiItemFlags_LiveEditOnInputText); + ImGui::SameLine(); + ImGui::CheckboxFlags("_LiveEditOnInputScalar", &liveedit_flags, ImGuiItemFlags_LiveEditOnInputScalar); + ImGui::EndDisabled(); + if (liveedit_flags_override) + { + ImGui::PushItemFlag(ImGuiItemFlags_LiveEditOnInputText, (liveedit_flags & ImGuiItemFlags_LiveEditOnInputText) != 0); + ImGui::PushItemFlag(ImGuiItemFlags_LiveEditOnInputScalar, (liveedit_flags & ImGuiItemFlags_LiveEditOnInputScalar) != 0); + } + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_mixedvalue) + ImGui::PushItemFlag(ImGuiItemFlags_MixedValue, true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_COUNTOF(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_COUNTOF(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_COUNTOF(items)); } + if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_COUNTOF(items), IM_COUNTOF(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (liveedit_flags_override) + { + ImGui::PopItemFlag(); + ImGui::PopItemFlag(); + } + if (item_mixedvalue) + ImGui::PopItemFlag(); + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_COUNTOF(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectables() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsSelectables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables"); + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Multiple items on the same line")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple items on the same line"); + // - Using SetNextItemAllowOverlap() + // - Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + { + static bool selected[3] = {}; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + } + + // (2) + // - Using ImGuiSelectableFlags_AllowOverlap is a shortcut for calling SetNextItemAllowOverlap() + // - No visible label, display contents inside the selectable bounds. + // - We don't maintain actual selection in this example to keep things simple. + ImGui::Spacing(); + { + static bool checked[5] = {}; + static int selected_n = 0; + const float color_marker_w = ImGui::CalcTextSize("x").x; + for (int n = 0; n < 5; n++) + { + ImGui::PushID(n); + ImGui::AlignTextToFramePadding(); + if (ImGui::Selectable("##selectable", selected_n == n, ImGuiSelectableFlags_AllowOverlap)) + selected_n = n; + ImGui::SameLine(0, 0); + ImGui::Checkbox("##check", &checked[n]); + ImGui::SameLine(); + ImVec4 color((n & 1) ? 1.0f : 0.2f, (n & 2) ? 1.0f : 0.2f, 0.2f, 1.0f); + ImGui::ColorButton("##color", color, ImGuiColorEditFlags_NoTooltip, ImVec2(color_marker_w, 0)); + ImGui::SameLine(); + ImGui::Text("Some label"); + ImGui::PopID(); + } + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("In Tables")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Grid")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + const float size = ImGui::CalcTextSize("Sailor").x; + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(size, size))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + if (ImGui::TreeNode("Alignment")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + const float size = ImGui::CalcTextSize("(1.0,1.0)").x; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(size, size)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return *a - *b; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); } + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data) +{ + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + ImGui::BulletText("Wiki page:"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select"); + + // Without any fancy API: manage single-selection yourself. + if (ImGui::TreeNode("Single-Select")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the Shift modifier which requires BeginMultiSelect()! + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + HelpMarker("Hold Ctrl and Click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when Ctrl is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // Shift+Click w/ Ctrl and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + if (ImGui::TreeNode("Multi-Select")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("Ctrl+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_COUNTOF(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_COUNTOF(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter, ImVec2(0.0f, ImGui::GetFontSize() * 20))) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(n); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + ImGui::PopID(); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_COUNTOF(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + if (ImGui::TreeNode("Multi-Select (trees)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select, " + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || ImGui::TreeNodeGetOpen((ImGuiID)node->UID)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + ImGui::TreeNodeSetOpen((ImGuiID)node->UID, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || ImGui::TreeNodeGetOpen((ImGuiID)node->UID)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && ImGui::TreeNodeGetOpen((ImGuiID)curr_node->UID)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", &flags, ImGuiMultiSelectFlags_NoSelectOnRightClick); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnAuto", &flags, ImGuiMultiSelectFlags_SelectOnAuto)) + flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnAuto); + ImGui::SameLine(); HelpMarker("Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)"); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickAlways", &flags, ImGuiMultiSelectFlags_SelectOnClickAlways)) + flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnClickAlways); + ImGui::SameLine(); HelpMarker("Prevents Drag and Drop from being used on multi-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)"); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnClickRelease); + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_COUNTOF(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_COUNTOF(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("##NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTabs() +//----------------------------------------------------------------------------- + +static void EditTabBarFittingPolicyFlags(ImGuiTabBarFlags* p_flags) +{ + if ((*p_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + *p_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyMixed", p_flags, ImGuiTabBarFlags_FittingPolicyMixed)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyMixed); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyShrink", p_flags, ImGuiTabBarFlags_FittingPolicyShrink)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyShrink); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", p_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); +} + +static void DemoWindowWidgetsTabs() +{ + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Basic")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced & Close Button")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_COUNTOF(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_COUNTOF(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + static bool show_leading_trailing_tabs = false; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + ImGui::Checkbox("Show Leading+Trailing TabItem()", &show_leading_trailing_tabs); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyMixed; + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Leading/Trailing Tabs + if (show_leading_trailing_tabs) + { + if (ImGui::BeginTabItem("Leading", NULL, ImGuiTabItemFlags_Leading)) + ImGui::EndTabItem(); + if (ImGui::BeginTabItem("Trailing", NULL, ImGuiTabItemFlags_Trailing)) + ImGui::EndTabItem(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_COUNTOF(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsText() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsText() +{ + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Colorful Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Font Size")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Font Size"); + ImGuiStyle& style = ImGui::GetStyle(); + const float global_scale = style.FontScaleMain * style.FontScaleDpi; + ImGui::Text("style.FontScaleMain = %0.2f", style.FontScaleMain); + ImGui::Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi); + ImGui::Text("global_scale = ~%0.2f", global_scale); // This is not technically accurate as internal scales may apply, but conceptually let's pretend it is. + ImGui::Text("FontSize = %0.2f", ImGui::GetFontSize()); + + ImGui::SeparatorText(""); + static float custom_size = 16.0f; + ImGui::SliderFloat("custom_size", &custom_size, 10.0f, 100.0f, "%.0f"); + ImGui::Text("ImGui::PushFont(nullptr, custom_size);"); + ImGui::PushFont(NULL, custom_size); + ImGui::Text("FontSize = %.2f (== %.2f * global_scale)", ImGui::GetFontSize(), custom_size); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + static float custom_scale = 1.0f; + ImGui::SliderFloat("custom_scale", &custom_scale, 0.5f, 4.0f, "%.2f"); + ImGui::Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);"); + ImGui::PushFont(NULL, style.FontSizeBase * custom_scale); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), custom_scale); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + for (float scaling = 0.5f; scaling <= 4.0f; scaling += 0.5f) + { + ImGui::PushFont(NULL, style.FontSizeBase * scaling); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), scaling); + ImGui::PopFont(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Word Wrapping")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("UTF-8 Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_COUNTOF(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextFilter() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextFilter() +{ + if (ImGui::TreeNode("Text Filter")) + { + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " xxx display lines containing \"xxx\"\n" + " xxx yyy display lines containing \"xxx\" and \"yyy\"\n" + " \"xxx yyy\" display lines containing \"xxx yyy\"\n" + " xxx,yyy display lines containing \"xxx\" or \"yyy\"\n" + " -xxx hide lines containing \"xxx\""); + ImGui::SetNextItemWidth(-FLT_MIN); + filter.DrawWithHint("##Filter", "Filter (incl -excl)"); + if (ImGui::BeginChild("##items", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 15), ImGuiChildFlags_FrameStyle)) + { + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (const char* item : lines) + if (filter.PassFilter(item)) + ImGui::TextUnformatted(item); + for (const char* item : ExampleNames) + if (filter.PassFilter(item)) + ImGui::TextUnformatted(item); + } + ImGui::EndChild(); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextInput() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextInput() +{ + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + // WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE. + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap); + ImGui::SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_COUNTOF(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Filtered Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, IM_COUNTOF(buf1)); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, IM_COUNTOF(buf2), ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, IM_COUNTOF(buf3), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, IM_COUNTOF(buf4), ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, IM_COUNTOF(buf5), ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, IM_COUNTOF(buf6), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, IM_COUNTOF(buf7), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Password Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_COUNTOF(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_COUNTOF(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_COUNTOF(password)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, IM_COUNTOF(buf1), ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, IM_COUNTOF(buf2), ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, IM_COUNTOF(buf3), ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Resize Callback")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap); + + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Eliding, Alignment")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_COUNTOF(buf1), flags); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Miscellaneous")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_COUNTOF(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTooltips() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTooltips() +{ + if (ImGui::TreeNode("Tooltips")) + { + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_COUNTOF(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize " + "tooltip activation details across your application. You may however decide to use custom " + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTreeNodes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTreeNodes() +{ + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + // See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree. + if (ImGui::TreeNode("Basic Trees")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic Trees"); + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Hierarchy Lines")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy Lines"); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen; + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); + + if (ImGui::TreeNodeEx("Parent", base_flags)) + { + if (ImGui::TreeNodeEx("Child 1", base_flags)) + { + ImGui::Button("Button for Child 1"); + ImGui::TreePop(); + } + if (ImGui::TreeNodeEx("Child 2", base_flags)) + { + ImGui::Button("Button for Child 2"); + ImGui::TreePop(); + } + ImGui::Text("Remaining contents"); + ImGui::Text("Remaining contents"); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Clipping Large Trees")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Clipping Large Trees"); + ImGui::TextWrapped( + "- Using ImGuiListClipper with trees is a less easy than on arrays or grids.\n" + "- Refer to 'Demo->Examples->Property Editor' for an example of how to do that.\n" + "- Discuss in #3823"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Selectable Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Selectable Nodes"); + HelpMarker( + "Manually implemented selectable nodes.\n" + "Click to select, Ctrl+Click to toggle, click on arrows or double-click to open.\n\n" + "You may also use the multi-select API (see 'Demo->Widgets->Selection State & Multi-Select') for more advanced multi-selection features."); + + // Hold in 'selection_mask' a simple representation of what may be user-side selection state. + // - You may retain selection state inside or outside your objects in whatever format you see fit. + // You may use ImGuiSelectionBasicStorage which is conceptually close to a set<> of identifiers. + // - We record which node was clicked and then apply selection at the end of the loop. + // - This is a manual and simplified reimplementation of multi-selection, which the full + // BeginMultiSelect() API implements better, but which is not trivial to wire for trees. + static int selection_mask = 0x00; + int node_clicked_idx = -1; + for (int node_n = 0; node_n < 6; node_n++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use if 'IsItemClicked() && !IsItemToggledOpen()', so clicking on an arrow doesn't alter selection. + // In a BeginMultiSelect()/EndMultiSelect() we could use IsItemToggledSelection() but here we reimplement and use our own logic. + ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + if (selection_mask & (1 << node_n)) + flags |= ImGuiTreeNodeFlags_Selected; + + bool is_open = ImGui::TreeNodeEx((void*)(intptr_t)node_n, flags, "Selectable Node %d", node_n); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked_idx = node_n; + if (is_open) + { + ImGui::BulletText(""); + ImGui::TreePop(); + } + } + if (node_clicked_idx != -1) + { + // Update selection state (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked_idx); // Ctrl+Click to toggle + else //if (!(selection_mask & (1 << node_clicked_idx))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked_idx); // Click to single-select + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced"); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool use_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", &base_flags, ImGuiTreeNodeFlags_FramePadding); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent); + + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); + + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Make Tree Nodes as drag & drop sources", &use_drag_and_drop); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + for (int node_n = 0; node_n < 6; node_n++) + { + ImGuiTreeNodeFlags node_flags = base_flags; + if (node_n < 3) + { + // Items 0..2 are Tree Node + bool is_open = ImGui::TreeNodeEx((void*)(intptr_t)node_n, node_flags, "Selectable Node %d", node_n); + if (use_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (node_n == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (is_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)node_n, node_flags, "Selectable Leaf %d", node_n); + if (use_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsVerticalSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsVerticalSliders() +{ + if (ImGui::TreeNode("Vertical Sliders")) + { + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + // IMGUI_DEMO_MARKER("Widgets"); + + const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom + const bool override_liveedit = demo_data->LiveEditOverride; + if (disable_all) + ImGui::BeginDisabled(); + if (override_liveedit) + { + ImGui::PushItemFlag(ImGuiItemFlags_LiveEditOnInputText, (demo_data->LiveEditFlags & ImGuiItemFlags_LiveEditOnInputText) != 0); + ImGui::PushItemFlag(ImGuiItemFlags_LiveEditOnInputScalar, (demo_data->LiveEditFlags & ImGuiItemFlags_LiveEditOnInputScalar) != 0); + } + + DemoWindowWidgetsBasic(); + DemoWindowWidgetsBullets(); + DemoWindowWidgetsCollapsingHeaders(); + DemoWindowWidgetsComboBoxes(); + DemoWindowWidgetsColorAndPickers(); + DemoWindowWidgetsDataTypes(); + + if (disable_all) + ImGui::EndDisabled(); + DemoWindowWidgetsDisableBlocks(demo_data); + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsDragAndDrop(); + DemoWindowWidgetsDragsAndSliders(); + DemoWindowWidgetsFonts(); + DemoWindowWidgetsImages(); + DemoWindowWidgetsListBoxes(); + DemoWindowWidgetsLiveEdit(demo_data); + DemoWindowWidgetsMixedValues(); + DemoWindowWidgetsMultiComponents(); + DemoWindowWidgetsPlotting(); + DemoWindowWidgetsProgressBars(); + DemoWindowWidgetsQueryingStatuses(); + DemoWindowWidgetsSelectables(); + DemoWindowWidgetsSelectionAndMultiSelect(demo_data); + DemoWindowWidgetsTabs(); + DemoWindowWidgetsText(); + DemoWindowWidgetsTextFilter(); + DemoWindowWidgetsTextInput(); + DemoWindowWidgetsTooltips(); + DemoWindowWidgetsTreeNodes(); + DemoWindowWidgetsVerticalSliders(); + + if (override_liveedit) + { + ImGui::PopItemFlag(); + ImGui::PopItemFlag(); + } + if (disable_all) + ImGui::EndDisabled(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowLayout() +//----------------------------------------------------------------------------- + +static void DemoWindowLayout() +{ + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + if (ImGui::TreeNode("Child windows")) + { + IMGUI_DEMO_MARKER("Layout/Child windows"); + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Widgets Width")) + { + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))"); + ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f)); + ImGui::DragFloat("float##5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float6a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##6b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(ImGui::CalcTextSize("AAAAAAA").x); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_COUNTOF(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_COUNTOF(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Groups")) + { + IMGUI_DEMO_MARKER("Layout/Groups"); + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_COUNTOF(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text Baseline Alignment")) + { + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + // (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline) + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); // Will make line higher + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone)) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + const float padding = (float)(int)(ImGui::GetFontSize() * 1.20f); // Large padding + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, padding); + ImGui::Button("Button##2"); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNodeEx("Node##2", ImGuiTreeNodeFlags_DrawLinesNone)) + ImGui::TreePop(); + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents "inside" the node. + bool node_open = ImGui::TreeNode("Node##3"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##3"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##4"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##5"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Scrolling")) + { + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + // Vertical scroll functions + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + ImGui::SameLine(); + ImGui::Checkbox("Track", &enable_track); + + bool scroll_to_off = ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + ImGui::SameLine(); + scroll_to_off |= ImGui::Button("Scroll Offset"); + + bool scroll_to_pos = ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::SameLine(); + scroll_to_pos |= ImGui::Button("Scroll To Pos"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + const int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + const float base_w = ImGui::GetFontSize() * 3; + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(base_w + sinf((float)(line + n)) * base_w * 0.5f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::CalcTextSize("123456").x); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text Clipping")) + { + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Overlap Mode")) + { + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowPopups() +//----------------------------------------------------------------------------- + +static void DemoWindowPopups() +{ + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup")) { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + if (ImGui::TreeNode("Popups")) + { + IMGUI_DEMO_MARKER("Popups/Popups"); + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_COUNTOF(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_COUNTOF(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_COUNTOF(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Context menus")) + { + IMGUI_DEMO_MARKER("Popups/Context menus"); + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This is a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_COUNTOF(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Modals")) + { + IMGUI_DEMO_MARKER("Popups/Modals"); + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Menus inside a regular window")) + { + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "Ctrl+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differentiate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return a->ID - b->ID; + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_COUNTOF(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_COUNTOF(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_COUNTOF(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_COUNTOF(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowTables() +//----------------------------------------------------------------------------- + +static void DemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Basic")) + { + IMGUI_DEMO_MARKER("Tables/Basic"); + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Borders, background")) + { + IMGUI_DEMO_MARKER("Tables/Borders, background"); + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Resizable, stretch")) + { + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Resizable, fixed")) + { + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Resizable, mixed")) + { + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Padding")) + { + IMGUI_DEMO_MARKER("Tables/Padding"); + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_COUNTOF(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Sizing policies")) + { + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_COUNTOF(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Horizontal scrolling")) + { + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Columns flags")) + { + IMGUI_DEMO_MARKER("Tables/Columns flags"); + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Columns widths")) + { + IMGUI_DEMO_MARKER("Tables/Columns widths"); + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Nested tables")) + { + IMGUI_DEMO_MARKER("Tables/Nested tables"); + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = (TEXT_BASE_HEIGHT * 2.0f) + (ImGui::GetStyle().CellPadding.y * 2.0f); + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Row height")) + { + IMGUI_DEMO_MARKER("Tables/Row height"); + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row + ImGui::GetStyle().CellPadding.y * 2.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Outer size")) + { + IMGUI_DEMO_MARKER("Tables/Outer size"); + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + const float rows_height = TEXT_BASE_HEIGHT * 1.5f + ImGui::GetStyle().CellPadding.y * 2.0f; + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, rows_height); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Background color")) + { + IMGUI_DEMO_MARKER("Tables/Background color"); + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Tree view")) + { + IMGUI_DEMO_MARKER("Tables/Tree view"); + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_DrawLinesFull; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Item width")) + { + IMGUI_DEMO_MARKER("Tables/Item width"); + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Custom headers")) + { + IMGUI_DEMO_MARKER("Tables/Custom headers"); + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Angled headers")) + { + IMGUI_DEMO_MARKER("Tables/Angled headers"); + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_COUNTOF(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Context menus")) + { + IMGUI_DEMO_MARKER("Tables/Context menus"); + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-column context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Synced instances")) + { + IMGUI_DEMO_MARKER("Tables/Synced instances"); + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Sorting")) + { + IMGUI_DEMO_MARKER("Tables/Sorting"); + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_COUNTOF(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Advanced")) + { + IMGUI_DEMO_MARKER("Tables/Advanced"); + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_COUNTOF(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_COUNTOF(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_COUNTOF(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + DemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void DemoWindowColumns() +{ + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + if (ImGui::TreeNode("Basic")) + { + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Borders")) + { + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + if (ImGui::TreeNode("Mixed items")) + { + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + if (ImGui::TreeNode("Word-wrapping")) + { + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Horizontal Scrolling")) + { + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tree")) + { + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowInputs() +//----------------------------------------------------------------------------- + +static void DemoWindowInputs() +{ + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Mouse clicked count:"); + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) if (io.MouseClickedCount[i] > 0) { ImGui::SameLine(); ImGui::Text("b%d: %d", i, io.MouseClickedCount[i]); } + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + if (ImGui::TreeNode("Shortcuts")) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive##0", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press Ctrl+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for Ctrl+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active) + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press Ctrl+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_COUNTOF(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_COUNTOF(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + if (ImGui::TreeNode("Mouse Cursors")) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" }; + IM_ASSERT(IM_COUNTOF(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tabbing")) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + ImGui::Text("Use Tab/Shift+Tab to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_COUNTOF(buf)); + ImGui::InputText("2", buf, IM_COUNTOF(buf)); + ImGui::InputText("3", buf, IM_COUNTOF(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_COUNTOF(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_COUNTOF(buf)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Focus from code")) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_COUNTOF(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_COUNTOF(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_COUNTOF(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Dragging")) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2026 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("// (Copy from the next line. Keep the ``` markers for formatting.)\n"); + ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGui::Text("define: IMGUI_ENABLE_TEST_ENGINE"); +#endif +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); +#ifdef __EMSCRIPTEN_MAJOR__ + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_MAJOR__, __EMSCRIPTEN_MINOR__, __EMSCRIPTEN_TINY__); +#else + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif +#ifdef NDEBUG + ImGui::Text("define: NDEBUG"); +#endif + + // Heuristic to detect no-op IM_ASSERT() macros + // - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code. + // - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable. + int assert_runs_expression = 0; + IM_ASSERT(++assert_runs_expression); + int assert_expand_len = (int)strlen(IM_STRINGIFY((IM_ASSERT(true)))); + bool assert_maybe_disabled = (!assert_runs_expression || assert_expand_len <= 16); + ImGui::Text("IM_ASSERT: runs expression: %s. expand size: %s%s", + assert_runs_expression ? "OK" : "KO", (assert_expand_len > 16) ? "OK" : "KO", assert_maybe_disabled ? " (MAYBE DISABLED?!)" : ""); + if (assert_maybe_disabled) + { + ImGui::SameLine(); + HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!"); + } + + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigDpiScaleFonts) ImGui::Text("io.ConfigDpiScaleFonts"); + if (io.ConfigDpiScaleViewports) ImGui::Text("io.ConfigDpiScaleViewports"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingNoDockingOver) ImGui::Text("io.ConfigDockingNoDockingOver"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_HasParentViewport) ImGui::Text(" HasParentViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height); + ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL"); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +bool ImGui::ShowStyleSelector(const char* label) +{ + // FIXME: This is a bit tricky to get right as style are functions, they don't register a name nor the fact that one is active. + // So we keep track of last active one among our limited selection. + static int style_idx = -1; + const char* style_names[] = { "Dark", "Light", "Classic" }; + bool ret = false; + if (ImGui::BeginCombo(label, (style_idx >= 0 && style_idx < IM_COUNTOF(style_names)) ? style_names[style_idx] : "")) + { + for (int n = 0; n < IM_COUNTOF(style_names); n++) + { + if (ImGui::Selectable(style_names[n], style_idx == n, ImGuiSelectableFlags_SelectOnNav)) + { + style_idx = n; + ret = true; + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + } + else if (style_idx == n) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + return ret; +} + +static const char* GetTreeLinesFlagsName(ImGuiTreeNodeFlags flags) +{ + if (flags == ImGuiTreeNodeFlags_DrawLinesNone) return "DrawLinesNone"; + if (flags == ImGuiTreeNodeFlags_DrawLinesFull) return "DrawLinesFull"; + if (flags == ImGuiTreeNodeFlags_DrawLinesToNodes) return "DrawLinesToNodes"; + return ""; +} + +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + // The logic behind dynamically changing 'max_border_size' is to not encourage people to increase border size too much: it'll likely reveal lots of subtle rendering artifacts and this isn't a priority right now. + // Note that _MainScale is currently internal PLEASE DO NOT USE IN YOUR CODE. + const float default_border_size = (float)(int)style._MainScale; + const float max_border_size = IM_MAX(default_border_size, 2.0f); + + PushItemWidth(GetWindowWidth() * 0.50f); + + { + // General + SeparatorText("General"); + if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } + + if (ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ShowFontSelector("Fonts##Selector"); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + BeginDisabled(GetIO().ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + EndDisabled(); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? default_border_size : 0.0f; } } + SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? default_border_size : 0.0f; } } + SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? default_border_size : 0.0f; } } + } + + // Save/Revert button + if (Button("Save Ref")) + *ref = ref_saved_style = style; + SameLine(); + if (Button("Revert Ref")) + style = *ref; + SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + SeparatorText("Details"); + if (BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (BeginTabItem("Sizes")) + { + SeparatorText("Main"); + SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + SeparatorText("Borders"); + SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, max_border_size, "%.0f"); + + SeparatorText("Rounding"); + SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("MenuItemRounding", &style.MenuItemRounding, 0.0f, 12.0f, "%.0f"); + // NB: SelectableRounding is intentionally NOT made visible here. We don't want to encourage people using that. + + SeparatorText("Scrollbar"); + SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ScrollbarPadding", &style.ScrollbarPadding, 0.0f, 10.0f, "%.0f"); + + SeparatorText("Tabs"); + SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, IM_MAX(3.0f, max_border_size), "%.0f"); + SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + DragFloat("TabMinWidthBase", &style.TabMinWidthBase, 0.5f, 1.0f, 500.0f, "%.0f"); + DragFloat("TabMinWidthShrink", &style.TabMinWidthShrink, 0.5f, 1.0f, 500.0f, "%0.f"); + DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f"); + DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f"); + SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Tables"); + SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + SeparatorText("Trees"); + bool combo_open = BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags)); + SameLine(); + HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode."); + if (combo_open) + { + const ImGuiTreeNodeFlags options[] = { ImGuiTreeNodeFlags_DrawLinesNone, ImGuiTreeNodeFlags_DrawLinesFull, ImGuiTreeNodeFlags_DrawLinesToNodes }; + for (ImGuiTreeNodeFlags option : options) + if (Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option)) + style.TreeLinesFlags = option; + EndCombo(); + } + SliderFloat("TreeLinesSize", &style.TreeLinesSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("TreeLinesRounding", &style.TreeLinesRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Windows"); + SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + + SeparatorText("Widgets"); + SliderFloat("ColorMarkerSize", &style.ColorMarkerSize, 0.0f, 8.0f, "%.0f"); + Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + SliderFloat("SeparatorSize", &style.SeparatorSize, 0.0f, 10.0f, "%.0f"); + SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + SliderFloat("ImageRounding", &style.ImageRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, max_border_size, "%.0f"); + + SeparatorText("Docking"); + //SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight()); + Checkbox("DockingNodeHasCloseButton", &style.DockingNodeHasCloseButton); + SliderFloat("DockingSeparatorSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + TreePop(); + } + + SeparatorText("Misc"); + SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + EndTabItem(); + } + + if (BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (Button("Export")) + { + if (output_dest == 0) + LogToClipboard(); + else + LogToTTY(); + LogText("ImVec4* colors = GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + LogFinish(); + } + SameLine(); SetNextItemWidth(GetFontSize() * 10); Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + SameLine(); Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiColorEditFlags alpha_flags = 0; + if (RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque)) { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } SameLine(); + if (RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } SameLine(); + if (RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + static ImGuiTextFilter filter; + SetNextItemWidth(-FLT_MIN); + filter.DrawWithHint("##FilterColors", "Filter Colors (incl -excl)"); + + SetNextWindowSizeConstraints(ImVec2(0.0f, GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + PushItemWidth(GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (Button("?")) + DebugFlashStyleColor((ImGuiCol)i); + SetItemTooltip("Flash given color to identify places where it is used."); + SameLine(); +#endif + ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Save")) { ref->Colors[i] = style.Colors[i]; } + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + SameLine(0.0f, style.ItemInnerSpacing.x); + TextUnformatted(name); + PopID(); + } + PopItemWidth(); + EndChild(); + + EndTabItem(); + } + + if (BeginTabItem("Fonts")) + { + ImGuiIO& io = GetIO(); + ImFontAtlas* atlas = io.Fonts; + ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds). + /* + SeparatorText("Legacy Scaling"); + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + PushItemWidth(GetFontSize() * 8); + DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + //static float window_scale = 1.0f; + //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + // SetWindowFontScale(window_scale); + PopItemWidth(); + */ + + EndTabItem(); + } + + if (BeginTabItem("Rendering")) + { + Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + BeginDisabled(style.AntiAliasedLines == false); + Checkbox("Anti-aliased line ends", &style.AntiAliasedLineEnds); + EndDisabled(); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + BeginDisabled(); + Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + EndDisabled(); +#endif + + Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + Checkbox("Debug: DrawList Defaults to _StrokeLegacy", &ImGui::GetIO().ConfigDebugDrawListDefaultsToStrokeLegacy); + + PushItemWidth(GetFontSize() * 8); + DragFloat("Curve Tessellation Max Error", &style.CurveTessellationMaxError, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationMaxError < 0.10f) + style.CurveTessellationMaxError = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = IsItemActive(); + if (show_samples) + SetNextWindowPos(GetCursorScreenPos()); + if (show_samples && BeginTooltip()) + { + TextUnformatted("(R = radius, N = approx number of segments)"); + Spacing(); + ImDrawList* draw_list = GetWindowDrawList(); + const float min_widget_width = CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + EndGroup(); + SameLine(); + } + EndTooltip(); + } + SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically."); + + DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + PopItemWidth(); + + EndTabItem(); + } + + EndTabBar(); + } + PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = GetIO(); + BulletText("Double-click on title bar to collapse window."); + BulletText( + "Click and drag on lower corner or border to resize window.\n" + "(double-click to auto fit window to its contents)"); + BulletText("Ctrl+Click on a slider or drag box to input value as text."); + BulletText("Tab/Shift+Tab to cycle through keyboard editable fields."); + BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows."); + if (io.FontAllowUserScaling) + BulletText("Ctrl+Mouse Wheel to zoom window contents."); + BulletText("While inputting text:\n"); + Indent(); + BulletText("Ctrl+Left/Right to word jump."); + BulletText("Ctrl+A or double-click to select all."); + BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste."); + BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo."); + BulletText("Escape to revert."); + Unindent(); + BulletText("With Keyboard controls enabled:"); + Indent(); + BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate."); + BulletText("Space to activate a widget."); + BulletText("Return to input text into a widget."); + BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus."); + BulletText("Alt to jump to the menu layer of a window."); + BulletText("Menu or Shift+F10 to open a context menu."); + Unindent(); + BulletText("With Gamepad controls enabled:"); + Indent(); + BulletText("D-Pad: Navigate / Tweak / Resize (in Windowing mode)."); + BulletText("%s Face button: Activate / Open / Toggle. Hold: activate with text input.", io.ConfigNavSwapGamepadButtons ? "East" : "South"); + BulletText("%s Face button: Cancel / Close / Exit.", io.ConfigNavSwapGamepadButtons ? "South" : "East"); + BulletText("West Face button: Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)."); + BulletText("North Face button: Open Context Menu."); + BulletText("L1/R1: Tweak Slower/Faster, Focus Previous/Next (in Windowing Mode)."); + Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + IMGUI_DEMO_MARKER("Menu/Edit"); + if (ImGui::MenuItem("Undo", "Ctrl+Z")) {} + if (ImGui::MenuItem("Redo", "Ctrl+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "Ctrl+X")) {} + if (ImGui::MenuItem("Copy", "Ctrl+C")) {} + if (ImGui::MenuItem("Paste", "Ctrl+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + if (ImGui::BeginMenu("Options")) + { + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 5.0f), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Colors")) + { + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrimblanks(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_COUNTOF(buf), fmt, args); + buf[IM_COUNTOF(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Console"); + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::SetNextItemWidth(-FLT_MIN); + Filter.DrawWithHint("##Filter", "Filter (incl -excl)"); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + ImGuiStyle& style = ImGui::GetStyle(); + const float footer_height_to_reserve = style.SeparatorSize + style.ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_COUNTOF(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrimblanks(s); + if (s[0]) + ExecCommand(s); + s[0] = 0; + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer() +//----------------------------------------------------------------------------- + +static void ShowExampleAppImageViewer(bool* p_open) +{ + ImFontAtlas* atlas = ImGui::GetIO().Fonts; + ImTextureRef tex_ref = atlas->TexRef; // We don't have access to other textures in this demo! + int tex_w = atlas->TexData->Width; + int tex_h = atlas->TexData->Height; + if (ImGui::Begin("Example: Image Viewer", p_open)) + { + static ExampleImageViewerData image_viewer; + ExampleImageViewer_DrawOptions(&image_viewer); + ImVec2 canvas_size = ImGui::GetContentRegionAvail(); + ImVec2 canvas_min_size = ImGui::IsWindowAppearing() ? ImVec2(3.0f * tex_w, 4.0f * tex_h) : ImVec2(1.0f, 1.0f); + canvas_size = ImVec2(IM_MAX(canvas_size.x, canvas_min_size.x), IM_MAX(canvas_size.y, canvas_min_size.y)); + ExampleImageViewer_DrawCanvas(&image_viewer, canvas_size, tex_ref, tex_w, tex_h); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + ImGui::SetNextItemWidth(-FLT_MIN); + Filter.DrawWithHint("##Filter", "Filter (incl -excl)"); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_COUNTOF(categories)]; + const char* word = words[counter % IM_COUNTOF(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SelectOnNav)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* SelectedNode = NULL; + bool UseClipper = false; + + void Draw(ExampleTreeNode* root_node) + { + IMGUI_DEMO_MARKER("Examples/Property editor"); + + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + // - Our tree node are all of equal height, facilitating the use of a clipper. + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImGui::Checkbox("Use Clipper", &UseClipper); + ImGui::SameLine(); + ImGui::Text("(%d root nodes)", root_node->Childs.Size); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + if (ImGui::InputTextWithHint("##Filter", "incl -excl", Filter.InputBuf, IM_COUNTOF(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##list", 1, ImGuiTableFlags_RowBg)) + { + if (UseClipper) + DrawClippedTree(root_node); + else + DrawTree(root_node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = SelectedNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + // Custom search filter + // - Here we apply on root node only. + // - This does a case insensitive stristr which is pretty heavy. In a real large-scale app you would likely store a filtered list which in turns would be trivial to linearize. + inline bool IsNodePassingFilter(ExampleTreeNode* node) + { + return node->Parent->Parent != NULL || Filter.PassFilter(node->Name); + } + + // Basic version, recursive. This is how you would generally draw a tree. + // - Simple but going to be noticeably costly if you have a large amount of nodes as DrawTreeNode() is called for all of them. + // - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~1.2 ms + // - Unlike arrays or grids which are very easy to clip, trees are currently more difficult to clip. + void DrawTree(ExampleTreeNode* node) + { + for (ExampleTreeNode* child : node->Childs) + if (IsNodePassingFilter(child) && DrawTreeNode(child)) + { + DrawTree(child); + ImGui::TreePop(); + } + } + + // More advanced version. Use a alternative clipping technique: fast-forwarding through non-visible chunks. + // - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~0.1 ms + // (in ExampleTree_CreateDemoTree(), change 'int ROOT_ITEMS_COUNT = 10000' to try with this amount of root nodes). + // - 1. Use clipper with indeterminate count (items_count = INT_MAX): we need to call SeekCursorForItem() at the end once we know the count. + // - 2. Use SetNextItemStorageID() to specify ID used for open/close storage, making it easy to call TreeNodeGetOpen() on any arbitrary node. + // - 3. Linearize tree during traversal: our tree data structure makes it easy to access sibling and parents. + // - Unlike clipping for a regular array or grid which may be done using random access limited to visible areas, + // this technique requires traversing most accessible nodes. This could be made more optimal with extra work, + // but this is a decent simplicity<>speed trade-off. + // See https://github.com/ocornut/imgui/issues/3823 for discussions about this. + void DrawClippedTree(ExampleTreeNode* root_node) + { + ExampleTreeNode* node = root_node->Childs[0]; // First node + ImGuiListClipper clipper; + clipper.Begin(INT_MAX); + while (clipper.Step()) + while (clipper.UserIndex < clipper.DisplayEnd && node != NULL) + node = DrawClippedTreeNodeAndAdvanceToNext(&clipper, node); + + // Keep going to count nodes and submit final count so we have a reliable scrollbar. + // - One could consider caching this value and only refreshing it occasionally e.g. window is focused and an action occurs. + // - Incorrect but cheap approximation would be to use 'clipper_current_idx = IM_MAX(clipper_current_idx, root_node->Childs.Size)' instead. + // - If either of those is implemented, the general cost will approach zero when scrolling is at the top of the tree. + while (node != NULL) + node = DrawClippedTreeNodeAndAdvanceToNext(&clipper, node); + //clipper.UserIndex = IM_MAX(clipper.UserIndex, root_node->Childs.Size); // <-- Cheap approximation instead of while() loop above. + clipper.SeekCursorForItem(clipper.UserIndex); + } + + ExampleTreeNode* DrawClippedTreeNodeAndAdvanceToNext(ImGuiListClipper* clipper, ExampleTreeNode* node) + { + if (IsNodePassingFilter(node)) + { + // Draw node if within visible range + bool is_open = false; + if (clipper->UserIndex >= clipper->DisplayStart && clipper->UserIndex < clipper->DisplayEnd) + { + is_open = DrawTreeNode(node); + } + else + { + is_open = (node->Childs.Size > 0 && ImGui::TreeNodeGetOpen((ImGuiID)node->UID)); + if (is_open) + ImGui::TreePush(node->Name); + } + clipper->UserIndex++; + + // Next node: recurse into childs + if (is_open) + return node->Childs[0]; + } + + // Next node: next sibling, otherwise move back to parent + while (node != NULL) + { + if (node->IndexInParent + 1 < node->Parent->Childs.Size) + return node->Parent->Childs[node->IndexInParent + 1]; + node = node->Parent; + if (node->Parent == NULL) + break; + ImGui::TreePop(); + } + return NULL; + } + + // To support node with same name we incorporate node->UID into the item ID. + // (this would more naturally be done using PushID(node->UID) + TreeNodeEx(node->Name, tree_flags), + // but it would require in DrawClippedTreeNodeAndAdvanceToNext() to add PushID() before TreePush(), and PopID() after TreePop(), + // so instead we use TreeNodeEx(node->UID, tree_flags, "%s", node->Name) here) + bool DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Left arrow support + tree_flags |= ImGuiTreeNodeFlags_SpanFullWidth; // Span full width for easier mouse reach + tree_flags |= ImGuiTreeNodeFlags_DrawLinesToNodes; // Always draw hierarchy outlines + if (node == SelectedNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; // Draw selection highlight + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen; // Use _NoTreePushOnOpen + set is_open=false to avoid unnecessarily push/pop on leaves. + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); // Use node->UID as storage id + bool is_open = ImGui::TreeNodeEx((void*)(intptr_t)node->UID, tree_flags, "%s", node->Name); + if (node->Childs.Size == 0) + is_open = false; + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + SelectedNode = node; + return is_open; + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (window_open) + { + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture) + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold Shift to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_COUNTOF(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple overlay"); // Scroll up to the beginning of this function to see overlay flags + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + IMGUI_DEMO_MARKER("Examples/Fullscreen window"); + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles##1"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles##3"); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// See our Wiki guides: +// - ImDrawList Vector Rendering Reference: https://github.com/ocornut/imgui/wiki/Draw-List +// - Pixel Perfect Anti-aliased Rendering: https://github.com/ocornut/imgui/wiki/Pixel-Perfect-Rendering +// - How Anti-aliased Polyline Rendering is Implemented: https://github.com/ocornut/imgui/wiki/Polyline-Rendering + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + IMGUI_DEMO_MARKER("Examples/Custom rendering/Primitives"); + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImGui::PushItemFlag(ImGuiItemFlags_LiveEditOnInput, true); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImGui::InvisibleButton("##gradient1", gradient_size); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), col_a, col_b, col_b, col_a); + } + { + ImGui::InvisibleButton("##gradient2", gradient_size); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), col_a, col_b, col_b, col_a); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 42.0f; + static float base_rounding = 8.0f; + static float base_thickness = 3.0f; + static bool animate_rounding = false; + static bool animate_thickness = false; + static int ngon_segments = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf_stroke = ImVec4(1.000f, 0.384f, 0.169f, 1.000f); + static ImVec4 colf_fill = ImVec4(0.416f, 0.378f, 0.420f, 1.000f); + + ImGui::DragFloat("Size", &sz, 0.2f, 0.2f, 100.0f, "%.0f"); + + const float rounding_anim_period = 3.0f; + const float rounding_wave = 1.0f - fabsf(fmodf((float)ImGui::GetTime(), rounding_anim_period) * (2.0f / rounding_anim_period) - 1.0f); + const float rounding = animate_rounding ? (float)(int)(rounding_wave * base_rounding * 10.0f) / 10.0f : base_rounding; // Sub-integer rounding works but has discontinuities in small values, so best disable we + ImGui::DragFloat("Rounding", &base_rounding, 0.02f, 0.0f, 32.0f, "%.1f"); ImGui::SameLine(); + ImGui::Checkbox("Animate##rounding", &animate_rounding); ImGui::SameLine(); + ImGui::Text("%.2f", rounding); + + const float thickness_anim_period = 5.0f; + const float thickness_wave = 1.0f - fabsf(fmodf((float)ImGui::GetTime(), thickness_anim_period) * (2.0f / thickness_anim_period) - 1.0f); + const float thickness = animate_thickness ? thickness_wave * base_thickness : base_thickness; + ImGui::DragFloat("Thickness", &base_thickness, 0.02f, 0.0f, 32.0f, "%.02f"); ImGui::SameLine(); + ImGui::Checkbox("Animate##thickness", &animate_thickness); ImGui::SameLine(); + ImGui::Text("%.2f", thickness); + + ImGui::SliderInt("N-gon sides", &ngon_segments, 3, 12); + ImGui::Checkbox("##CircleSegmentOverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 30); + ImGui::Checkbox("##CurvesSegmentOverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 30); + ImGui::ColorEdit4("Stroke Color", &colf_stroke.x); + ImGui::ColorEdit4("Fill Color", &colf_fill.x); + + static ImDrawFlags prim_stroke_flags = ImDrawFlags_None; + static ImDrawFlags prim_other_flags = ImDrawFlags_AALineEnds; + ImGui::SeparatorText("Per primitive flags (AddXXX functions)"); + ImGui::RadioButton("Default", &prim_stroke_flags, ImDrawFlags_None); ImGui::SameLine(); + ImGui::RadioButton("Inside", &prim_stroke_flags, ImDrawFlags_StrokeInside); ImGui::SameLine(); + ImGui::RadioButton("Center", &prim_stroke_flags, ImDrawFlags_StrokeCenter); ImGui::SameLine(); + ImGui::RadioButton("CenterBiased", &prim_stroke_flags, ImDrawFlags_StrokeCenterBiased); ImGui::SameLine(); + ImGui::RadioButton("Outside", &prim_stroke_flags, ImDrawFlags_StrokeOutside); ImGui::SameLine(); + ImGui::RadioButton("Legacy", &prim_stroke_flags, ImDrawFlags_StrokeLegacy); + ImGui::CheckboxFlags("AAFill", &prim_other_flags, ImDrawFlags_AAFill); ImGui::SameLine(); // Note: Only for functions taking flags. + ImGui::CheckboxFlags("AALines", &prim_other_flags, ImDrawFlags_AALines); ImGui::SameLine(); // Note: Only for functions taking flags. + ImGui::CheckboxFlags("AALineEnds", &prim_other_flags, ImDrawFlags_AALineEnds); ImGui::SameLine(); + ImGui::CheckboxFlags("JoinMiter", &prim_other_flags, ImDrawFlags_JoinMiter); ImGui::SameLine(); + ImGui::CheckboxFlags("CapSquare", &prim_other_flags, ImDrawFlags_CapSquare); + //ImGui::CheckboxFlags("UseTexForRoundCorners", &prim_other_flags, ImDrawFlags_UseTexForRoundCorners); + + static ImDrawFlags scope_flags = draw_list->Flags & ImDrawFlags_AllowInPushScope_; // First init copy current state. + ImGui::SeparatorText("Current ImDrawList flags (e.g. PushDrawFlag function)"); + ImGui::PushID("ScopeFlags"); + ImGui::CheckboxFlags("AAFill", &scope_flags, ImDrawFlags_AAFill); ImGui::SameLine(); + ImGui::CheckboxFlags("AALines", &scope_flags, ImDrawFlags_AALines); ImGui::SameLine(); + ImGui::CheckboxFlags("AALineEnds", &scope_flags, ImDrawFlags_AALineEnds); ImGui::SameLine(); + ImGui::CheckboxFlags("StrokeLegacy", &scope_flags, ImDrawFlags_StrokeLegacy); + //ImGui::CheckboxFlags("UseTexForRoundCorners", &scope_flags, ImDrawFlags_UseTexForRoundCorners); + ImGui::PopID(); + ImGui::Spacing(); + + draw_list->PushDrawFlag(ImDrawFlags_AllowInPushScope_, false); // Reset all existing (very unusual: done for this demo) + draw_list->PushDrawFlag(scope_flags, true); + const ImDrawFlags flags = prim_stroke_flags | prim_other_flags; + + const ImVec2 start_pos = ImGui::GetCursorScreenPos(); + const float pi = 3.141592f; + const float step = sz + 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundTopLeft | ImDrawFlags_RoundBottomRight; + const float half_sz = sz * 0.5f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { { 0.0f, sz * 0.6f }, { sz * 0.5f, -sz * 0.4f }, { sz, sz } }; // Control points for curves + const ImVec2 cp4[4] = { { 0.0f, 0.0f }, { sz * 1.3f, sz * 0.3f }, { sz - sz * 1.3f, sz - sz * 0.3f }, { sz, sz } }; + const ImVec2 concave_shape[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; // |_| looking shape. Normalized. + const ImVec2 zigzag_shape[] = { { 0.0f, 0.0f }, { 0.9f, 0.0f }, { 1.0f, 0.1f }, { 1.0f, 0.9f }, { 0.9f, 1.0f }, { 0.3f, 1.0f }, { 0.3f, 0.4f }, { 0.9f, 0.4f } }; + ImVec2 rotating_square[4]; + for (int side = 0; side < 4; side++) + { + float t = (float)ImGui::GetTime() * 0.1f + side * pi * 0.5f; + rotating_square[side] = { (float)cosf(t) * half_sz, (float)sinf(t) * half_sz }; + } + + float x = start_pos.x; + float y = start_pos.y; + for (int row = 0; row < 4; row++) + { + x = start_pos.x; + bool draw_fill = (row == 2 || row == 3); + bool draw_strokes = (row == 0 || row == 1 || row == 3); + if (draw_fill) + { + // FILLED SHAPES + const ImU32 col = ImColor(colf_fill); + draw_list->AddNgonFilled({ x + half_sz, y + half_sz }, half_sz, col, ngon_segments); x += step; // N-gon + draw_list->AddCircleFilled({ x + half_sz, y + half_sz }, half_sz, col, circle_segments); x += step; // Circle + draw_list->AddEllipseFilled({ x + half_sz, y + half_sz }, { half_sz, sz * 0.3f }, col, -0.3f, circle_segments); x += step;// Ellipse + draw_list->AddRectFilled({ x, y }, { x + sz, y + sz }, col, 0.0f, flags); x += step; // Square + draw_list->AddRectFilled({ x, y }, { x + sz, y + sz }, col, rounding, flags); x += step; // Square with all rounded corners + draw_list->AddRectFilled({ x, y }, { x + sz, y + sz }, col, rounding, flags | corners_tl_br); x += step; // Square with two rounded corners + draw_list->AddTriangleFilled({ x + sz * 0.5f, y }, { x + sz, y + sz }, { x, y + sz }, col); x += step; // Triangle + draw_list->AddTriangleFilled({ x + sz * 0.2f, y }, { x + sz * 0.4f, y + sz }, { x, y + sz }, col); x += step - (float)(int)(sz * 0.6f); // Thin triangle + + // Concave shape: U + for (const ImVec2& p : concave_shape) + draw_list->PathLineTo({ x + (int)(sz * p.x), y + (int)(sz * p.y) }); + draw_list->PathFillConcave(col); + x += step; + + // Concave shape: Zig-Zag with sharp angles (see difference with/without JoinMiter) + for (const ImVec2& p : zigzag_shape) + draw_list->PathLineTo({ x + (int)(sz * p.x), y + (int)(sz * p.y) }); + draw_list->PathFillConcave(col); + x += step; + + // Horizontal/Vertical lines + // (here for consistency with the strokes section. AddRectFilled() is roughly close to AddLineH(), AddLineV() + draw_list->AddRectFilled({ x, y }, { x + sz, y + thickness }, col); x += step; + draw_list->AddRectFilled({ x, y }, { x + thickness, y + sz }, col); x += step - (float)(int)half_sz; + if (!(draw_fill && draw_strokes)) //-V560 + for (int block_sz = 1, off = 0; block_sz < 16 && off + block_sz <= sz; off += block_sz + 1, block_sz++) + draw_list->AddRectFilled({ x, y + off }, { x + block_sz, y + off + block_sz }, col); + x += step - (float)(int)half_sz; + + // Rotating square + for (int n = 0; n < 4; n++) + draw_list->PathLineTo({ x + half_sz + rotating_square[n].x, y + half_sz + rotating_square[n].y }); + draw_list->PathFillConvex(col, flags); + x += step; + + // Path + draw_list->PathArcTo({ x + half_sz, y + half_sz }, half_sz, pi * -0.5f, pi * 1.1f); + draw_list->PathFillConvex(col); + x += step; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo({ x + cp3[0].x, y + cp3[0].y }); + draw_list->PathBezierQuadraticCurveTo({ x + cp3[1].x, y + cp3[1].y }, { x + cp3[2].x, y + cp3[2].y }, curve_segments); + draw_list->PathFillConvex(col); + x += step; + + if (!(draw_fill && draw_strokes)) //-V560 + { + draw_list->AddRectFilledMultiColor({ x, y }, { x + sz, y + sz }, IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += step; + } + } + if (draw_fill && draw_strokes) + x = start_pos.x; + if (draw_strokes) + { + // STROKES + // First row uses a thickness of 1.0f, second row uses the configurable thickness + const ImU32 col = ImColor(colf_stroke); + float th = (row == 0) ? 1.0f : thickness; + draw_list->AddNgon({ x + half_sz, y + half_sz }, half_sz, col, ngon_segments, th, flags); x += step; // N-gon + draw_list->AddCircle({ x + half_sz, y + half_sz }, half_sz, col, circle_segments, th, flags); x += step; // Circle + draw_list->AddEllipse({ x + half_sz, y + half_sz }, { half_sz, sz * 0.3f }, col, -0.3f, circle_segments, th, flags); x += step; // Ellipse + draw_list->AddRect({ x, y }, { x + sz, y + sz }, col, 0.0f, th, flags); x += step; // Square + draw_list->AddRect({ x, y }, { x + sz, y + sz }, col, rounding, th, flags); x += step; // Square with all rounded corners + draw_list->AddRect({ x, y }, { x + sz, y + sz }, col, rounding, th, flags | corners_tl_br); x += step; // Square with two rounded corners + draw_list->AddTriangle({ x + sz * 0.5f, y }, { x + sz, y + sz }, { x, y + sz }, col, th, flags); x += step; // Triangle + draw_list->AddTriangle({ x + sz * 0.2f, y }, { x + sz * 0.4f, y + sz }, { x, y + sz }, col, th, flags); x += step - (float)(int)(sz * 0.6f); // Thin triangle + + // Concave shape: U + for (const ImVec2& p : concave_shape) + draw_list->PathLineTo({ x + (int)(sz * p.x), y + (int)(sz * p.y) }); + draw_list->PathStroke(col, th, flags | ImDrawFlags_Closed); + x += step; + + // Concave shape: Zig-Zag with sharp angles (see difference with/without JoinMiter) + for (const ImVec2& p : zigzag_shape) + draw_list->PathLineTo({ x + (int)(sz * p.x), y + (int)(sz * p.y) }); + draw_list->PathStroke(col, th, flags | ImDrawFlags_Closed); + x += step; + + // Horizontal/Vertical/Diagonal lines + const float off = (float)(int)(sz * 0.4f); + draw_list->AddLineH(x, x + sz, y, col, th, flags); + draw_list->AddLine({ x, y + off }, { x + sz, y + off }, col, th, flags); + x += step; + draw_list->AddLineV(x, y, y + sz, col, th, flags); + draw_list->AddLine({ x + off, y + sz }, { x + off, y }, col, th, flags); + x += step - (float)(int)half_sz; + if (!(draw_fill && draw_strokes)) //-V560 + { + draw_list->AddLine({ x, y }, { x + half_sz, y + sz }, col, th, flags); + draw_list->AddLine({ x, y + sz }, { x + half_sz, y }, col, th, flags); + } + x += step - (float)(int)half_sz; + + // Rotating square + for (int n = 0; n < 4; n++) + draw_list->PathLineTo({ x + half_sz + rotating_square[n].x, y + half_sz + rotating_square[n].y }); + draw_list->PathStroke(col, th, flags | ImDrawFlags_Closed); + //for (int n = 0; n < 4; n++) // ...made of individual line + // draw_list->AddLine({ x + half_sz + rotating_square[n].x, y + half_sz + rotating_square[n].y }, { x + half_sz + rotating_square[(n + 1) & 3].x, y + half_sz + rotating_square[(n + 1) & 3].y }, col, th, flags); + x += step; + + // Path + draw_list->PathArcTo({ x + half_sz, y + half_sz }, half_sz, pi * -0.5f, pi * 1.1f); + draw_list->PathStroke(col, th, flags); + x += step; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic({ x + cp3[0].x, y + cp3[0].y }, { x + cp3[1].x, y + cp3[1].y }, { x + cp3[2].x, y + cp3[2].y }, col, th, curve_segments, flags); + x += step; + + // Cubic Bezier Curve (4 control points) + if (!(draw_fill && draw_strokes)) //-V560 + { + draw_list->AddBezierCubic({ x + cp4[0].x, y + cp4[0].y }, { x + cp4[1].x, y + cp4[1].y }, { x + cp4[2].x, y + cp4[2].y }, { x + cp4[3].x, y + cp4[3].y }, col, th, curve_segments, flags); + x += step; + } + } + y += step; + } + + ImGui::Dummy(ImVec2(step * 15.5f, step * 4.0f)); + draw_list->PopDrawFlag(); + draw_list->PopDrawFlag(); + + ImGui::Text("ImDrawList Vector Rendering Reference:"); + ImGui::TextLinkOpenURL("https://github.com/ocornut/imgui/wiki/Draw-List"); + + ImGui::PopItemFlag(); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + IMGUI_DEMO_MARKER("Examples/Custom rendering/Canvas"); + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLineV(canvas_p0.x + x, canvas_p0.y, canvas_p1.y, IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLineH(canvas_p0.x, canvas_p1.x, canvas_p0.y + y, IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + IMGUI_DEMO_MARKER("Examples/Custom rendering/BG & FG draw lists"); + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + IMGUI_DEMO_MARKER("Examples/Custom rendering/Draw Channels"); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled({ p0.x, p0.y }, { p0.x + 50, p0.y + 50 }, IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled({ p0.x + 25, p0.y + 25 }, { p0.x + 75, p0.y + 75 }, IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy({ 75, 75 }); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled({ p1.x, p1.y }, { p1.x + 50, p1.y + 50 }, IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled({ p1.x + 25, p1.y + 25 }, { p1.x + 75, p1.y + 75 }, IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy({ 75, 75 }); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +struct ImGuiDemoDockspaceArgs +{ + bool IsFullscreen = true; + bool KeepWindowPadding = false; // Keep WindowPadding to help understand that DockSpace() is a widget inside the window. + ImGuiDockNodeFlags DockSpaceFlags = ImGuiDockNodeFlags_None; +}; + +// THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace(). +// MOST REGULAR APPLICATIONS WANTING TO ALLOW DOCKING WINDOWS ON THE EDGE OF YOUR SCREEN CAN SIMPLY USE: +// ImGui::NewFrame(); + ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport +// OR: +// ImGui::NewFrame(); + ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, where central node is transparent. +// Demonstrate using DockSpace() to create an explicit docking node within an existing window, with various options. +// Read https://github.com/ocornut/imgui/wiki/Docking for details. +// The reasons we do not use DockSpaceOverViewport() in this demo is because: +// - (1) we allow the host window to be floating/moveable instead of filling the viewport (when args->IsFullscreen == false) +// which is mostly to showcase the idea that DockSpace() may be submitted anywhere. +// Also see 'Demo->Examples->Documents' for a less abstract version of this. +// - (2) we allow the host window to have padding (when args->UsePadding == true) +// - (3) we expose variety of other flags. +static void ShowExampleAppDockSpaceAdvanced(ImGuiDemoDockspaceArgs* args, bool* p_open) +{ + ImGuiDockNodeFlags dockspace_flags = args->DockSpaceFlags; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking; + if (args->IsFullscreen) + { + // Fullscreen dockspace: practically the same as calling DockSpaceOverViewport(); + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + window_flags |= ImGuiWindowFlags_NoBackground; + } + else + { + // Floating dockspace + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!args->KeepWindowPadding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("Window with a DockSpace", p_open, window_flags); + if (!args->KeepWindowPadding) + ImGui::PopStyleVar(); + + if (args->IsFullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace widget inside our window + // - Note that the id here is different from the one used by DockSpaceOverViewport(), so docking state won't get transfered between "Basic" and "Advanced" demos. + // - If we made the ShowExampleAppDockSpaceBasic() calculate its own ID and pass it to DockSpaceOverViewport() the ID could easily match. + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + + ImGui::End(); +} + +static void ShowExampleAppDockSpaceBasic(ImGuiDockNodeFlags flags) +{ + // Basic version which you can use in many apps: + // e.g: + // ImGui::DockSpaceOverViewport(); + // or: + // ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Central node will be transparent + // or: + // ImGuiViewport* viewport = ImGui::GetMainViewport(); + // ImGui::DockSpaceOverViewport(0, viewport, ImGuiDockNodeFlags_None); + + ImGui::DockSpaceOverViewport(0, nullptr, flags); +} + +void ShowExampleAppDockSpace(bool* p_open) +{ + static int opt_demo_mode = 0; + static bool opt_demo_mode_changed = false; + static ImGuiDemoDockspaceArgs args; + + if (opt_demo_mode == 0) + ShowExampleAppDockSpaceBasic(args.DockSpaceFlags); + else + ShowExampleAppDockSpaceAdvanced(&args, p_open); + + // Refocus our window to minimize perceived loss of focus when changing mode (caused by the fact that each use a different window, which would not happen in a real app) + if (opt_demo_mode_changed) + ImGui::SetNextWindowFocus(); + ImGui::Begin("Examples: Dockspace", p_open, ImGuiWindowFlags_MenuBar); + opt_demo_mode_changed = false; + opt_demo_mode_changed |= ImGui::RadioButton("Basic demo mode", &opt_demo_mode, 0); + opt_demo_mode_changed |= ImGui::RadioButton("Advanced demo mode", &opt_demo_mode, 1); + + ImGui::SeparatorText("Options"); + + if ((ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) == 0) + { + ShowDockingDisabledMessage(); + } + else if (opt_demo_mode == 0) + { + args.DockSpaceFlags &= ImGuiDockNodeFlags_PassthruCentralNode; // Allowed flags + ImGui::CheckboxFlags("Flag: PassthruCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_PassthruCentralNode); + } + else if (opt_demo_mode == 1) + { + ImGui::Checkbox("Fullscreen", &args.IsFullscreen); + ImGui::Checkbox("Keep Window Padding", &args.KeepWindowPadding); + ImGui::SameLine(); + HelpMarker("This is mostly exposed to facilitate understanding that a DockSpace() is _inside_ a window."); + ImGui::BeginDisabled(args.IsFullscreen == false); + ImGui::CheckboxFlags("Flag: PassthruCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_PassthruCentralNode); + ImGui::EndDisabled(); + ImGui::CheckboxFlags("Flag: NoDockingOverCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoDockingOverCentralNode); + ImGui::CheckboxFlags("Flag: NoDockingSplit", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoDockingSplit); + ImGui::CheckboxFlags("Flag: NoUndocking", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoUndocking); + ImGui::CheckboxFlags("Flag: NoResize", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoResize); + ImGui::CheckboxFlags("Flag: AutoHideTabBar", &args.DockSpaceFlags, ImGuiDockNodeFlags_AutoHideTabBar); + } + + // Show demo options and help + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Help")) + { + ImGui::TextUnformatted( + "This demonstrates the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window." "\n" + "The \"Basic\" version uses the ImGui::DockSpaceOverViewport() helper. Most applications can probably use this."); + ImGui::Separator(); + ImGui::TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)"); + ImGui::Separator(); + ImGui::TextUnformatted("More details:"); ImGui::Bullet(); ImGui::SameLine(); ImGui::TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking"); + ImGui::BulletText("Read comments in ShowExampleAppDockSpace()"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Documents"); + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_COUNTOF(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return (int)a->ID - (int)b->ID; + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowBoxSelect = true; // Will set ImGuiMultiSelectFlags_BoxSelect2d + bool AllowBoxSelectInsideSelection = false; // Will set ImGuiMultiSelectFlags_SelectOnClickAlways + bool AllowDragUnselected = false; // Will set ImGuiMultiSelectFlags_SelectOnClickRelease + float IconSize = 0; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + bool UseScrollX = false; // Debug: submit twice the number of items per line (overflow horizontally to exercise ScrollX + box-select) + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputting to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + if (UseScrollX) + LayoutColumnCount *= 2; + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + if (IconSize <= 0.0f) + IconSize = ImGui::CalcTextSize("99999").x; + + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + if (ImGui::Checkbox("Allow box-selection from selected items", &AllowBoxSelectInsideSelection) && AllowBoxSelectInsideSelection) + AllowDragUnselected = false; + if (ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected) && AllowDragUnselected) + AllowBoxSelectInsideSelection = false; + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use Ctrl+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::Checkbox("Use ScrollX", &UseScrollX); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_HorizontalScrollbar)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - Selection mode + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; // Rarely used: Allows dragging an unselected item without selecting it(rarely used) + else if (AllowBoxSelectInsideSelection) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickAlways; // Rarely used: Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_COUNTOF(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + if (Items.Size == 0) + ImGui::Dummy(ImVec2(0, 0)); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with Ctrl+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char*) { return false; } + +#endif // #ifndef IMGUI_DISABLE_DEMO_WINDOWS + +#endif // #ifndef IMGUI_DISABLE diff --git a/tools/test/upstream/imgui_draw.cpp b/tools/test/upstream/imgui_draw.cpp new file mode 100644 index 0000000..17d8144 --- /dev/null +++ b/tools/test/upstream/imgui_draw.cpp @@ -0,0 +1,8361 @@ +// dear imgui, v1.93.0 WIP +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +// [SECTION] ImFontAtlas: backend for stb_truetype +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFontBaked, ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) +// [SECTION] Default font data (ProggyForever.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 5262) // (stb_truetype) implicit fall-through occurs here; are you missing a break statement? +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_strlen(x) ImStrlen(x) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_CheckboxSelectedBg] = ImLerp(colors[ImGuiCol_FrameBg], colors[ImGuiCol_FrameBgHovered], 0.65f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_CheckboxSelectedBg] = ImLerp(colors[ImGuiCol_FrameBg], colors[ImGuiCol_FrameBgActive], 0.65f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.43f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_CheckboxSelectedBg] = ImVec4(0.95f, 0.97f, 1.00f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.68f, 0.69f, 0.73f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset((void*)this, 0, sizeof(*this)); + for (int i = 0; i < IM_COUNTOF(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_COUNTOF(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } +} + +ImDrawListSharedData::~ImDrawListSharedData() +{ + IM_ASSERT(DrawLists.Size == 0); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleTessellationMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleTessellationMaxError = max_error; + for (int i = 0; i < IM_COUNTOF(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleTessellationMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleTessellationMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset((void*)this, 0, sizeof(*this)); + _SetDrawListSharedData(shared_data); +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); + _SetDrawListSharedData(NULL); +} + +void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data) +{ + if (_Data != NULL) + _Data->DrawLists.find_erase_unsorted(this); + _Data = data; + if (_Data != NULL) + _Data->DrawLists.push_back(this); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory to match ImDrawCmdHeader. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == offsetof(ImDrawCmdHeader, ClipRect)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == offsetof(ImDrawCmdHeader, TexRef)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == offsetof(ImDrawCmdHeader, VtxOffset)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialDrawFlags; + IM_ASSERT((Flags & ~ImDrawFlags_AllowInFrameScope_) == 0); + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureStack.resize(0); + _CallbacksDataBuf.resize(0); + _DrawFlagsStack.clear(); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + // Caller needs to bet _SetPixelDensity() as well. +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureStack.clear(); + _CallbacksDataBuf.clear(); + _DrawFlagsStack.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +// Note: For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TexRef = _CmdHeader.TexRef; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT(callback != NULL); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (callback == ImDrawCallback_ResetRenderState && _Data->Context != NULL && _Data->Context->PlatformIO.DrawCallback_ResetRenderState != NULL) + callback = _Data->Context->PlatformIO.DrawCallback_ResetRenderState; // == ImGui::GetPlatformIO().DrawCallback_ResetRenderState +#endif + + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TexRef and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TexRef, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TexRef, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTexture() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef) + { + AddDrawCmd(); + return; + } + + // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case. + if (curr_cmd->UserCallback != NULL) + return; + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TexRef = _CmdHeader.TexRef; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + radius *= _InvFringeScale; + const int radius_idx = (int)(radius + 0.999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_COUNTOF(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleTessellationMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; // = ClipWith(). Note that passing inverted range wouldn't be fixed here. + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTexture(ImTextureRef tex_ref) +{ + _TextureStack.push_back(tex_ref); + _CmdHeader.TexRef = tex_ref; + if (tex_ref._TexData != NULL) + IM_ASSERT(tex_ref._TexData->Status != ImTextureStatus_WantDestroy && tex_ref._TexData->Status != ImTextureStatus_Destroyed); + _OnChangedTexture(); +} + +void ImDrawList::PopTexture() +{ + _TextureStack.pop_back(); + _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1]; + _OnChangedTexture(); +} + +// IMPORTANT: currently limited to 3 deep +void ImDrawList::PushDrawFlag(ImDrawFlags flags, bool enabled) +{ + IM_ASSERT((flags & ~ImDrawFlags_AllowInPushScope_) == 0); + IM_ASSERT((flags & ImDrawFlags_StrokeMask_) == 0 || (flags & ImDrawFlags_StrokeMask_) == ImDrawFlags_StrokeLegacy); + IM_ASSERT_USER_ERROR_RET(_DrawFlagsStack.Size < _DrawFlagsStack.capacity(), "PushDrawFlag() has a depth limit. Contact us."); + _DrawFlagsStack.push_back(Flags); + if (enabled) + Flags |= flags; + else + Flags &= ~flags; +} + +void ImDrawList::PopDrawFlag() +{ + IM_ASSERT_USER_ERROR_RET(_DrawFlagsStack.Size > 0, "Calling PopDrawFlag() too many times!"); + Flags = _DrawFlagsStack.back(); + _DrawFlagsStack.pop_back(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture(). +void ImDrawList::_SetTexture(ImTextureRef tex_ref) +{ + if (_CmdHeader.TexRef == tex_ref) + return; + _CmdHeader.TexRef = tex_ref; + _TextureStack.back() = tex_ref; + _OnChangedTexture(); +} + +void ImDrawList::_SetPixelDensity(float pixel_density) +{ + IM_ASSERT(pixel_density > 0.0f); + _FringeScale = 1.0f / pixel_density; + _InvFringeScale = pixel_density; + _FringeScaleIsInteger = ImIsTruncated(_InvFringeScale); +} + +IM_MSVC_RUNTIME_CHECKS_OFF +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawFlags_UseVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +// We avoid using the 'do { } while (false)` idiom in those macros as they typically have overhead in debug builds. +#define IM_APPEND_VTX(PX, PY, UV, COL) \ + { \ + _VtxWritePtr->pos.x = PX; \ + _VtxWritePtr->pos.y = PY; \ + _VtxWritePtr->uv = UV; \ + _VtxWritePtr->col = COL; \ + _VtxWritePtr++; \ + _VtxCurrentIdx++; \ + } (void)0 + +#define IM_APPEND_TRI(a, b, c) \ + { \ + _IdxWritePtr[0] = (ImDrawIdx)(a); \ + _IdxWritePtr[1] = (ImDrawIdx)(b); \ + _IdxWritePtr[2] = (ImDrawIdx)(c); \ + _IdxWritePtr += 3; \ + } (void)0 + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +float ImDrawList::_CalculateCenterBiasedOffset(float thickness) +{ + // Old jumpy one. + // return IM_TRUNC(thickness * 0.5f / _FringeScale) * _FringeScale; + + // Calculate outside offset for stroke position ImDrawFlags_StrokeCenterBiased + // so that one side the of the line is always at pixel boundary. + // On integer thickness both sides of the line are on pixel boundary. + const float screen_thickness = thickness * _InvFringeScale; + const int s_thickness = (int)screen_thickness; + return ((float)(s_thickness / 2) + (s_thickness & 1) * (screen_thickness - s_thickness)) * _FringeScale; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Check if R is considered to be worthy rounding. Can be only used within ImDrawList due to use of _FringeScale. +// FIXME-OPT: Given unused padding space in ImDrawList would it make sense to store 0.25f * _FringeScale? +#define IM_HAS_ROUNDING(RAD) ((RAD) >= (0.25f * _FringeScale)) + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// - The miter limit describes how much the miter cross section can be scaled before we turn it into a bevel instead. +// The minimum value of miter limit is 1.0, which translates to 180 (all corners are bevels), the higher the number, +// the closer to zero the angle is (never bevel a corner). The miter limit angle can be calculated as: +// miter_limit_angle = 2 * acos(1 / miter_limit) +// - We can use the miter limit angle to figure maximum number of beveled corners in a convex polygon, +// to prevent having allocate much extra memory (for a reasonable miter limit). +// (n - 2) * 360 > k * miter_limit_angle + (n - k) * 360 +// Where, n = number of corners in a polygon, k = beveled corners. Solved for k, simplifies to: +// k < 360 / (180 - miter_limit_angle) +// To find value strictly less than: +// max_bevels = k = floor(360/(180-miter_limit_angle)) +#define IM_POLYLINE_MITER_ANGLE_LIMIT (-0.9999619f) // Safeguard for miter corner calculation to avoid div by zero. cos(179.5) +#define IM_POLYLINE_MITER_LIMIT (4.0f) // (~29 deg corner) +#define IM_POLYLINE_CONVEX_POLY_MAX_BEVELS (2) // For miter value 4.0 + +// In debug builds the functions are likely not inlined, so inlined check is cheaper. +#if defined(DEBUG) || defined(_DEBUG) +#define IM_IS_TRUNCATED4(a, b, c, d) ((float)(int)(a) == (a)) && ((float)(int)(b) == (b)) && ((float)(int)(c) == (c)) && ((float)(int)(d) == (d)) +#define IM_IS_TRUNCATED(a) ((float)(int)(a) == (a)) +#else +#define IM_IS_TRUNCATED4(a, b, c, d) ImIsTruncated4(a, b, c, d) +#define IM_IS_TRUNCATED(a) ImIsTruncated(a) +#endif + +IM_MSVC_RUNTIME_CHECKS_OFF +static ImU32 ImAlphaMultiply(ImU32 col, float alpha_mul) +{ + IM_ASSERT_PARANOID(alpha_mul >= 0.0f && alpha_mul < 1.0f); // We don't clamp! + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// Select texture and adjust fringe size for specified line thickness. +void ImDrawList::_SelectLineTexture(float screen_thickness, ImVec2* out_uv0, ImVec2* out_uv1, float* out_fringe, ImDrawFlags flags) +{ + // We assume that the screen_thickness has been clamped to 1.0 by the caller. + IM_ASSERT_PARANOID(screen_thickness >= 1.0f); + + if (flags & ImDrawFlags_AALines) + { + // Handle the thickness between 1.0 - IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH]. + // We use super sampled textures in this range to make texture changes less noticeable. + // There are IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH_COUNT textures, where 0 maps to 1.0 and IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH_COUNT-1 maps to IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH (4.0). + int texture_idx; + if (screen_thickness <= IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH) IM_LIKELY + texture_idx = (int)((screen_thickness - 1.0f) * IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT + 0.5f) + (IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + else if (screen_thickness < (float)IM_DRAWLIST_TEX_LINES_WIDTH_MAX - 1.5f) IM_LIKELY + texture_idx = (int)(screen_thickness + 0.5f); + else + texture_idx = IM_DRAWLIST_TEX_LINES_WIDTH_MAX - 1; // Catches large values of screen_thickness (and +inf/NaN) that a ImMin() wouldn't. + + // Scale the fringe so that the texture matches the line thickness. + ImVec4 tex_uvs = _Data->TexUvLines[texture_idx]; + out_uv0->x = tex_uvs.x; + out_uv1->x = tex_uvs.y; + out_uv0->y = out_uv1->y = tex_uvs.z; + *out_fringe = _FringeScale * screen_thickness * tex_uvs.w; // tex_uvs.w = 1 / thickness + } + else + { + // For no anti-alias we use fully opaque texture, and no fringe expansion. + *out_uv0 = *out_uv1 = _Data->TexUvWhitePixel; + *out_fringe = 0.0f; + } +} + +#define _GetStrokePos(_FLAGS, _DEFAULT_STROKE_POS) (((_FLAGS) & ImDrawFlags_StrokeMask_) ? ((_FLAGS) & ImDrawFlags_StrokeMask_) : _DEFAULT_STROKE_POS) + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +void ImDrawList::_AddPolyline(const ImVec2* points, const int points_count, ImU32 col, float thickness, ImDrawFlags flags, float max_inner_offset) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + float screen_thickness = thickness * _InvFringeScale; + if (screen_thickness < 1.0f) IM_UNLIKELY + { + if (screen_thickness < 1.0f / 255.0f) IM_UNLIKELY + return; + col = ImAlphaMultiply(col, screen_thickness); + screen_thickness = 1.0f; + thickness = _FringeScale; + } + + // If this assert triggers on legacy code: + // - 1.92.8 (2025/05): swapped two last parameters order: flags, thickness --> thickness, flags. This should normally be caught by compile-time type-checking. + // - 1.92.8 (2025/05): changed value of ImDrawList_Closed which was previously guaranteed to be == 1. Hardcoded use of 1 or true should be replaced. + // Read more details near AddRect() + see "API BREAKING CHANGES" section for 1.82, 1.90 and 1.92.8. + flags |= Flags; + IM_ASSERT_USER_ERROR_RET((flags & ImDrawFlags_InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?"); + + // Allocate data for temp buffers + _Data->TempBuffer.reserve_discard(points_count * 2); + ImVec2* normals = _Data->TempBuffer.Data; + float* sqr_lengths = (float*)(normals + points_count); + + // Calculate normals for each line segment + for (int i = 0; i < points_count - 1; i++) + { + float dx = points[i + 1].x - points[i].x; + float dy = points[i + 1].y - points[i].y; + const float d2 = dx * dx + dy * dy; + const float inv_len = (d2 > 0.0f) ? ImRsqrtPrecise(d2) : 0.0f; + normals[i].x = -dy * inv_len; + normals[i].y = dx * inv_len; + sqr_lengths[i] = d2; + } + if ((flags & ImDrawFlags_Closed) != 0) + { + const float dx = points[0].x - points[points_count - 1].x; + const float dy = points[0].y - points[points_count - 1].y; + const float d2 = dx * dx + dy * dy; + const float inv_len = (d2 > 0.0f) ? ImRsqrtPrecise(d2) : 0.0f; + normals[points_count - 1].x = -dy * inv_len; + normals[points_count - 1].y = dx * inv_len; + sqr_lengths[points_count - 1] = d2; + } + else + { + normals[points_count - 1] = normals[points_count - 2]; + sqr_lengths[points_count - 1] = 0.0f; + } + + ImVec2 uv0, uv1; + float fringe; + _SelectLineTexture(screen_thickness, &uv0, &uv1, &fringe, flags); + + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + const ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeCenter); + if (stroke_pos == ImDrawFlags_StrokeLegacy) + flags = (flags | ImDrawFlags_JoinMiter) & ~ImDrawFlags_AALineEnds; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const bool miters_only = (flags & ImDrawFlags_JoinMiter) != 0; + const float miter_distance_limit_sqr = IM_POLYLINE_MITER_LIMIT * IM_POLYLINE_MITER_LIMIT; + + float thickness0 = (thickness + fringe) * 0.5f; // Center (or legacy) + if (stroke_pos == ImDrawFlags_StrokeOutside) + thickness0 = thickness + fringe * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeCenterBiased) + thickness0 = _CalculateCenterBiasedOffset(thickness) + fringe * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeInside) + thickness0 = fringe * 0.5f; + float thickness1 = (thickness + fringe) - thickness0; + + int idx_count = 0; + int vtx_count = 0; + const int max_verts_per_point = miters_only ? 2 : 4; + const int max_tris_per_point = miters_only ? 2 : 5; + if (closed) + { + vtx_count = /*body*/points_count * max_verts_per_point + /*closing*/2; + idx_count = (/*body*/points_count * max_tris_per_point + /*closing*/2) * 3; + } + else + { + vtx_count = /*body*/(points_count - 2) * max_verts_per_point + /*caps*/(4 * 2); + idx_count = (/*body*/(points_count - 2) * max_tris_per_point + /*last seg*/2 + /*caps*/(2 * 2)) * 3; + } + PrimReserve(idx_count, vtx_count); + + const float ratio = thickness0 / (thickness0 + thickness1); // The points that use uv2 are placed directly on the path (offset = 0), calculate the texture position from stroke offsets. + const ImVec2 uv2(uv0.x + (uv1.x - uv0.x) * ratio, uv0.y); + + // Clamp inner offset and adjust texture coordinates to match the change. + // This is used by some of the convex shape rendering to avoid rendering artifacts when thickness is about to fill the whole shape. + if (thickness1 > max_inner_offset) + { + thickness1 = max_inner_offset; + const float s = (thickness0 + thickness1) / (thickness + fringe); + const float du = uv1.x - uv0.x; + uv1.x = uv0.x + du * s; + } + + const float half_aa = _FringeScale * 0.5f; // Used for end caps, does not use "fringe" since end cap AA is not using the texture. + const bool use_aa_ends = (flags & (ImDrawFlags_AALines | ImDrawFlags_AALineEnds)) == (ImDrawFlags_AALines | ImDrawFlags_AALineEnds); + + const int first_vtx_offset = (int)(_VtxWritePtr - VtxBuffer.Data); + int base_idx = (int)_VtxCurrentIdx; + + ImVec2 pa, pb, dir; + ImVec2 p1; + ImVec2 n1; + float len_sqr1; + + int point_idx = 0; + int point_end = points_count; + if (!closed) + { + // Start cap + point_idx++; + point_end--; + p1 = points[0]; + n1 = normals[0]; + len_sqr1 = sqr_lengths[0]; + + dir.x = n1.y; + dir.y = -n1.x; + if (flags & ImDrawFlags_CapSquare) + { + p1.x -= dir.x * thickness * 0.5f; + p1.y -= dir.y * thickness * 0.5f; + } + + if (!use_aa_ends) + { + base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(p1.x - n1.x * thickness0, p1.y - n1.y * thickness0, uv0, col); + IM_APPEND_VTX(p1.x + n1.x * thickness1, p1.y + n1.y * thickness1, uv1, col); + } + else + { + pa.x = p1.x - dir.x * half_aa; + pa.y = p1.y - dir.y * half_aa; + pb.x = p1.x + dir.x * half_aa; + pb.y = p1.y + dir.y * half_aa; + + base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(pa.x - n1.x * thickness0, pa.y - n1.y * thickness0, uv0, col_trans); + IM_APPEND_VTX(pa.x + n1.x * thickness1, pa.y + n1.y * thickness1, uv1, col_trans); + + int next_base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(pb.x - n1.x * thickness0, pb.y - n1.y * thickness0, uv0, col); + IM_APPEND_VTX(pb.x + n1.x * thickness1, pb.y + n1.y * thickness1, uv1, col); + + // AA cap + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + base_idx = next_base_idx; + } + } + else + { + // Wrap around segment + p1 = points[points_count - 1]; + n1 = normals[points_count - 1]; + len_sqr1 = sqr_lengths[points_count - 1]; + + // This will be filled later, allocate space. + base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(0, 0, uv0, col); + IM_APPEND_VTX(0, 0, uv1, col); + } + + if (miters_only) + { + while (point_idx < point_end) + { + ImVec2 n0 = n1; + p1 = points[point_idx]; + n1 = normals[point_idx]; + + // theta is the angle between two segments + const float cos_theta = n0.x * n1.x + n0.y * n1.y; + + // miter offset formula is derived here: https://www.angusj.com/clipper2/Docs/Trigonometry.htm + const float cos_theta_clamped = ImMax(IM_POLYLINE_MITER_ANGLE_LIMIT, cos_theta); // Avoid div by 0. + const float miter_scale_factor = ImMin(1000.0f, 1.0f / (1.0f + cos_theta_clamped)); + const float miter_offset_x = (n0.x + n1.x) * miter_scale_factor; + const float miter_offset_y = (n0.y + n1.y) * miter_scale_factor; + + // Miter + const int next_base_idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p1.x - miter_offset_x * thickness0, p1.y - miter_offset_y * thickness0, uv0, col); // 2 + IM_APPEND_VTX(p1.x + miter_offset_x * thickness1, p1.y + miter_offset_y * thickness1, uv1, col); // 3 + + // Connect prev to next + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + + base_idx = next_base_idx; + + point_idx++; + } + } + else + { + while (point_idx < point_end) + { + ImVec2 n0 = n1; + float len_sqr0 = len_sqr1; + p1 = points[point_idx]; + n1 = normals[point_idx]; + len_sqr1 = sqr_lengths[point_idx]; + + // theta is the angle between two segments + const float cos_theta = n0.x * n1.x + n0.y * n1.y; + const float sin_theta = n0.y * n1.x - n0.x * n1.y; + + // miter offset formula is derived here: https://www.angusj.com/clipper2/Docs/Trigonometry.htm + const float cos_theta_clamped = ImMax(IM_POLYLINE_MITER_ANGLE_LIMIT, cos_theta); // Avoid div by 0. + const float miter_scale_factor = ImMin(1000.0f, 1.0f / (1.0f + cos_theta_clamped)); + float miter_offset_x = (n0.x + n1.x) * miter_scale_factor; + float miter_offset_y = (n0.y + n1.y) * miter_scale_factor; + + const float miter_distance_sqr = miter_offset_x * miter_offset_x + miter_offset_y * miter_offset_y; + + if (miter_distance_sqr > miter_distance_limit_sqr) + { + // Clipped bevel + + // Limit the inner miter offset to avoid overshooting. + const float ref_thickness = (sin_theta < 0.0f) ? thickness1 : thickness0; + const float ref_thickness_sqr = ref_thickness * ref_thickness; + const float limit_sqr = ImMax(ImMax(len_sqr0, len_sqr1), ref_thickness_sqr); + const float ref_miter_dist_sqr = miter_distance_sqr * ref_thickness_sqr; + if (ref_miter_dist_sqr > limit_sqr) + { + const float scale = ImSqrt(limit_sqr / ref_miter_dist_sqr); + miter_offset_x *= scale; + miter_offset_y *= scale; + } + + float bn_x = n0.x + n1.x; + float bn_y = n0.y + n1.y; + IM_NORMALIZE2F_OVER_ZERO(bn_x, bn_y); + + const float side_offset = ((n0.x * bn_x + n0.y * bn_y) - 1.0f) / (n0.y * bn_x - n0.x * bn_y); + const float sd_x = bn_y * side_offset; + const float sd_y = -bn_x * side_offset; + + // Bevel + if (sin_theta < 0.0f) + { + IM_APPEND_VTX(p1.x - (bn_x + sd_x) * thickness0, p1.y - (bn_y + sd_y) * thickness0, uv0, col); // 2 + IM_APPEND_VTX(p1.x, p1.y, uv2, col); // 3 + const int next_base_idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p1.x - (bn_x - sd_x) * thickness0, p1.y - (bn_y - sd_y) * thickness0, uv0, col); // 4 + IM_APPEND_VTX(p1.x + miter_offset_x * thickness1, p1.y + miter_offset_y * thickness1, uv1, col); // 5 + + // Connect prev to next + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 5); + IM_APPEND_TRI(base_idx + 0, base_idx + 5, base_idx + 1); + // Bevel + IM_APPEND_TRI(base_idx + 3, base_idx + 5, base_idx + 2); + IM_APPEND_TRI(base_idx + 3, base_idx + 2, base_idx + 4); + IM_APPEND_TRI(base_idx + 3, base_idx + 4, base_idx + 5); + base_idx = next_base_idx; + } + else + { + IM_APPEND_VTX(p1.x + (bn_x + sd_x) * thickness1, p1.y + (bn_y + sd_y) * thickness1, uv1, col); // 2 + IM_APPEND_VTX(p1.x, p1.y, uv2, col); // 3 + const int next_base_idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p1.x - miter_offset_x * thickness0, p1.y - miter_offset_y * thickness0, uv0, col); // 4 + IM_APPEND_VTX(p1.x + (bn_x - sd_x) * thickness1, p1.y + (bn_y - sd_y) * thickness1, uv1, col); // 5 + + // Connect prev to next + IM_APPEND_TRI(base_idx + 0, base_idx + 4, base_idx + 2); + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 1); + // Bevel + IM_APPEND_TRI(base_idx + 3, base_idx + 2, base_idx + 4); + IM_APPEND_TRI(base_idx + 3, base_idx + 4, base_idx + 5); + IM_APPEND_TRI(base_idx + 3, base_idx + 5, base_idx + 2); + base_idx = next_base_idx; + } + } + else + { + // Miter + const int next_base_idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p1.x - miter_offset_x * thickness0, p1.y - miter_offset_y * thickness0, uv0, col); // 2 + IM_APPEND_VTX(p1.x + miter_offset_x * thickness1, p1.y + miter_offset_y * thickness1, uv1, col); // 3 + + // Connect prev to next + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + base_idx = next_base_idx; + } + + point_idx++; + } + } + + // End cap + if (!closed) + { + p1 = points[points_count - 1]; + n1 = normals[points_count - 1]; + + // End cap + dir.x = n1.y; + dir.y = -n1.x; + if (flags & ImDrawFlags_CapSquare) + { + p1.x += dir.x * thickness * 0.5f; + p1.y += dir.y * thickness * 0.5f; + } + + if (!use_aa_ends) + { + IM_APPEND_VTX(p1.x - n1.x * thickness0, p1.y - n1.y * thickness0, uv0, col); + IM_APPEND_VTX(p1.x + n1.x * thickness1, p1.y + n1.y * thickness1, uv1, col); + + // Connect + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + } + else + { + pa.x = p1.x - dir.x * half_aa; + pa.y = p1.y - dir.y * half_aa; + pb.x = p1.x + dir.x * half_aa; + pb.y = p1.y + dir.y * half_aa; + + int next_base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(pa.x - n1.x * thickness0, pa.y - n1.y * thickness0, uv0, col); + IM_APPEND_VTX(pa.x + n1.x * thickness1, pa.y + n1.y * thickness1, uv1, col); + + IM_APPEND_VTX(pb.x - n1.x * thickness0, pb.y - n1.y * thickness0, uv0, col_trans); + IM_APPEND_VTX(pb.x + n1.x * thickness1, pb.y + n1.y * thickness1, uv1, col_trans); + + // Connect + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + base_idx = next_base_idx; + + // AA cap + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + } + } + else + { + // Connect the path. + VtxBuffer.Data[first_vtx_offset + 0] = VtxBuffer.Data[_CmdHeader.VtxOffset + base_idx + 0]; + VtxBuffer.Data[first_vtx_offset + 1] = VtxBuffer.Data[_CmdHeader.VtxOffset + base_idx + 1]; + } + + // Restore unused memory + const int cur_idx_offset = (int)(_IdxWritePtr - IdxBuffer.Data); + const int cur_vtx_offset = (int)(_VtxWritePtr - VtxBuffer.Data); + const int remaining_idx_count = IdxBuffer.Size - cur_idx_offset; + const int remaining_vtx_count = VtxBuffer.Size - cur_vtx_offset; + IM_ASSERT_PARANOID(remaining_idx_count >= 0 && remaining_vtx_count >= 0); + PrimUnreserve(remaining_idx_count, remaining_vtx_count); +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + flags |= Flags; + if (flags & ImDrawFlags_AAFill) + { + const float half_aa = _FringeScale * 0.5f; + ImU32 col_trans = col & ~IM_COL32_A_MASK; + const bool miters_only = (flags & ImDrawFlags_JoinMiter) != 0; + const float miter_distance_limit_sqr = IM_POLYLINE_MITER_LIMIT * IM_POLYLINE_MITER_LIMIT; + + const int idx_count = ((points_count - 2) + points_count * 2 + IM_POLYLINE_CONVEX_POLY_MAX_BEVELS) * 3; + const int vtx_count = points_count * 2 + IM_POLYLINE_CONVEX_POLY_MAX_BEVELS; + PrimReserve(idx_count, vtx_count); + ImDrawVert* start_vtx_ptr = _VtxWritePtr; + ImDrawIdx* start_idx_ptr = _IdxWritePtr; + + // Compute normals and segment lengths + _Data->TempBuffer.reserve_discard(points_count * 2); + ImVec2* temp_normals = _Data->TempBuffer.Data; + float* temp_sqr_lengths = (float*)(_Data->TempBuffer.Data + points_count); + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + float d2 = dx * dx + dy * dy; + if (d2 > 0.0f) + { + const float inv_len = ImRsqrtPrecise(d2); + dx *= inv_len; + dy *= inv_len; + } + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + temp_sqr_lengths[i0] = d2; + } + + unsigned int vtx_inner_idx = _VtxCurrentIdx; + ImDrawVert* inner_vtx_ptr = _VtxWritePtr; + _VtxWritePtr += points_count; + _VtxCurrentIdx += points_count; + + unsigned int prev_outer_idx = 0; // This should be the index of the last vertex, but we don't know it yet. Will need to patch once we're done. + if (miters_only) + { + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2 p1 = points[i1]; + const ImVec2 n0 = temp_normals[i0]; + const ImVec2 n1 = temp_normals[i1]; + + // theta is the angle between two segments + const float cos_theta = n0.x * n1.x + n0.y * n1.y; + // miter offset formula is derived here: https://www.angusj.com/clipper2/Docs/Trigonometry.htm + const float cos_theta_clamped = ImMax(IM_POLYLINE_MITER_ANGLE_LIMIT, cos_theta); // Avoid div by 0. + const float miter_scale_factor = ImMin(1000.0f, 1.0f / (1.0f + cos_theta_clamped)); + const float miter_offset_x = (n0.x + n1.x) * miter_scale_factor * half_aa; + const float miter_offset_y = (n0.y + n1.y) * miter_scale_factor * half_aa; + + // Inner + inner_vtx_ptr->pos.x = p1.x - miter_offset_x; + inner_vtx_ptr->pos.y = p1.y - miter_offset_y; + inner_vtx_ptr->uv = uv; inner_vtx_ptr->col = col; + inner_vtx_ptr++; + + const unsigned int prev_inner_idx = vtx_inner_idx + i0; + const unsigned int inner_idx = vtx_inner_idx + i1; + const unsigned int outer_idx = _VtxCurrentIdx; + + // Outer + IM_APPEND_VTX(p1.x + miter_offset_x, p1.y + miter_offset_y, uv, col_trans); + // Connect with previous + IM_APPEND_TRI(prev_outer_idx, outer_idx, inner_idx); + IM_APPEND_TRI(prev_outer_idx, inner_idx, prev_inner_idx); + + prev_outer_idx = outer_idx; + } + } + else + { + int bevel_count = 0; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2 p1 = points[i1]; + const ImVec2 n0 = temp_normals[i0]; + const ImVec2 n1 = temp_normals[i1]; + + // theta is the angle between two segments + const float cos_theta = n0.x * n1.x + n0.y * n1.y; + // miter offset formula is derived here: https://www.angusj.com/clipper2/Docs/Trigonometry.htm + const float cos_theta_clamped = ImMax(IM_POLYLINE_MITER_ANGLE_LIMIT, cos_theta); // Avoid div by 0. + const float miter_scale_factor = ImMin(1000.0f, 1.0f / (1.0f + cos_theta_clamped)); + float miter_offset_x = (n0.x + n1.x) * miter_scale_factor; + float miter_offset_y = (n0.y + n1.y) * miter_scale_factor; + + const float miter_distance_sqr = miter_offset_x * miter_offset_x + miter_offset_y * miter_offset_y; + const bool bevel = miter_distance_sqr > miter_distance_limit_sqr; + if (bevel) + { + // Limit inner bevel so that it is does not shoot out outside the polygon. + // (using ImMax is intentional: using min limited too much in Mikko's tests when you have short edge next to long one. + // The idea of that check is to keep that worst case overshoot no bigger than the polygon) + const float ref_thickness_sqr = half_aa * half_aa; + const float limit_sqr = ImMax(temp_sqr_lengths[i0], temp_sqr_lengths[i1]); + const float ref_miter_dist_sqr = miter_distance_sqr * ref_thickness_sqr; + if (ref_miter_dist_sqr > limit_sqr) + { + const float scale = ImSqrt(limit_sqr / ref_miter_dist_sqr); + miter_offset_x *= scale; + miter_offset_y *= scale; + } + } + + miter_offset_x *= half_aa; + miter_offset_y *= half_aa; + + // Inner + inner_vtx_ptr->pos.x = p1.x - miter_offset_x; + inner_vtx_ptr->pos.y = p1.y - miter_offset_y; + inner_vtx_ptr->uv = uv; inner_vtx_ptr->col = col; + inner_vtx_ptr++; + + const unsigned int prev_inner_idx = vtx_inner_idx + i0; + const unsigned int inner_idx = vtx_inner_idx + i1; + unsigned int outer_idx = _VtxCurrentIdx; + + // Outer + if (bevel && bevel_count < IM_POLYLINE_CONVEX_POLY_MAX_BEVELS) IM_UNLIKELY + { + // Because the polygon is convex, we know the maximum number of bevel corners we can hit (which is very small number). + // We keep track of them just in case the calculations disagree. + bevel_count++; + + IM_APPEND_VTX(p1.x + n0.x * half_aa, p1.y + n0.y * half_aa, uv, col_trans); + IM_APPEND_VTX(p1.x + n1.x * half_aa, p1.y + n1.y * half_aa, uv, col_trans); + // Connect with previous + IM_APPEND_TRI(prev_outer_idx, outer_idx, inner_idx); + IM_APPEND_TRI(prev_outer_idx, inner_idx, prev_inner_idx); + // Fill bevel + IM_APPEND_TRI(outer_idx, outer_idx + 1, inner_idx); + outer_idx++; + } + else + { + IM_APPEND_VTX(p1.x + miter_offset_x, p1.y + miter_offset_y, uv, col_trans); + // Connect with previous + IM_APPEND_TRI(prev_outer_idx, outer_idx, inner_idx); + IM_APPEND_TRI(prev_outer_idx, inner_idx, prev_inner_idx); + } + + prev_outer_idx = outer_idx; + } + } + + // Patch first segment to wrap around + start_idx_ptr[0] = (ImDrawIdx)prev_outer_idx; + start_idx_ptr[3] = (ImDrawIdx)prev_outer_idx; + + // Add indices for fill + for (int i = 2; i < points_count; i++) + IM_APPEND_TRI(vtx_inner_idx, vtx_inner_idx + i - 1, vtx_inner_idx + i); + + const int idx_used = (int)(_IdxWritePtr - start_idx_ptr); + const int vtx_used = (int)(_VtxWritePtr - start_vtx_ptr); + IM_ASSERT(idx_used <= idx_count && vtx_used <= vtx_count); + if (idx_used < idx_count || vtx_used < vtx_count) + PrimUnreserve(idx_count - idx_used, vtx_count - vtx_used); + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + int base_idx = _VtxCurrentIdx; + for (int i = 0; i < vtx_count; i++) + IM_APPEND_VTX(points[i].x, points[i].y, uv, col); + for (int i = 2; i < points_count; i++) + IM_APPEND_TRI(base_idx, base_idx + i - 1, base_idx + i); + } +} + +// Calculates arc step and step count for 90 degree arc. The calculated arc step will complete a 90 degree arc when stepped arc_step_count times. +IM_MSVC_RUNTIME_CHECKS_OFF +static void CalcCornerArcStepAndCount(int segment_count, int& arc_step, int& arc_step_count) +{ + arc_step = ImClamp(IM_DRAWLIST_ARCFAST_SAMPLE_MAX / segment_count, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + arc_step_count = (IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4) / arc_step; + if ((arc_step * arc_step_count) != (IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4)) // Make sure that the arc step can iterate 90 degree arc. + arc_step = (IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4) / arc_step_count; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (!IM_HAS_ROUNDING(radius)) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + { + // Calculate step size using the common function. No need to clamp, the step is already in range. + const int auto_seg_count = _CalcCircleAutoSegmentCount(radius); + int arc_step_count; + CalcCornerArcStepAndCount(auto_seg_count, a_step, arc_step_count); + } + else + { + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + } + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (!IM_HAS_ROUNDING(radius)) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (!IM_HAS_ROUNDING(radius)) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (!IM_HAS_ROUNDING(radius)) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // Calculate number of segments per circle. + // First we calculate the step count as usual, then match to the precomputed directions. + // This will give us the spacing between the samples (step), and how many segments to use in total for a full circle. + const int auto_seg_count = _CalcCircleAutoSegmentCount(radius); + int arc_step, arc_step_count; + CalcCornerArcStepAndCount(auto_seg_count, arc_step, arc_step_count); + const int arc_seg_count = arc_step_count * 4; // Seg count for full circle. + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + // In first step we use the coarser segment count, and after rounding, convert back to the precomputed array index. + const float a_min_sample_f = arc_seg_count * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = arc_seg_count * a_max / (IM_PI * 2.0f); + + const int a_min_sample = (a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f)) * arc_step; + const int a_max_sample = (a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f)) * arc_step; + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, arc_step); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), 1); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float max_error_sqr, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < max_error_sqr * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, max_error_sqr, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, max_error_sqr, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float max_error_sqr, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < max_error_sqr * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, max_error_sqr, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, max_error_sqr, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationMaxError > 0.0f); + float max_error_sqr = (_Data->CurveTessellationMaxError * _FringeScale) * (_Data->CurveTessellationMaxError * _FringeScale); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, max_error_sqr, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationMaxError > 0.0f); + float max_error_sqr = (_Data->CurveTessellationMaxError * _FringeScale) * (_Data->CurveTessellationMaxError * _FringeScale); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, max_error_sqr, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + const bool has_rounding = IM_HAS_ROUNDING(rounding); + if (has_rounding) + { + if ((flags & ImDrawFlags_RoundMask_) == 0) + flags |= ImDrawFlags_RoundAll; + + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundTop) == ImDrawFlags_RoundTop) || ((flags & ImDrawFlags_RoundBottom) == ImDrawFlags_RoundBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundLeft) == ImDrawFlags_RoundLeft) || ((flags & ImDrawFlags_RoundRight) == ImDrawFlags_RoundRight) ? 0.5f : 1.0f) - 1.0f); + } + if (!has_rounding || (flags & ImDrawFlags_RoundMask_) == ImDrawFlags_RoundNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::_AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) IM_UNLIKELY + return; + + float screen_thickness = thickness * _InvFringeScale; + if (screen_thickness < 1.0f) IM_UNLIKELY + { + if (screen_thickness < 1.0f / 255.0f) IM_UNLIKELY + return; + col = ImAlphaMultiply(col, screen_thickness); + screen_thickness = 1.0f; + thickness = _FringeScale; + } + + flags |= Flags; + ImVec2 uv0, uv1; + float fringe; + _SelectLineTexture(screen_thickness, &uv0, &uv1, &fringe, flags); + + float dir_x = p2.x - p1.x; + float dir_y = p2.y - p1.y; + const float d2 = dir_x * dir_x + dir_y * dir_y; + const float inv_len = (d2 > 0.0f) ? ImRsqrtPrecise(d2) : 0.0f; + dir_x *= inv_len; + dir_y *= inv_len; + const float norm_x = -dir_y; + const float norm_y = dir_x; + + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + const ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeCenter); + if (stroke_pos == ImDrawFlags_StrokeLegacy) + flags = (flags | ImDrawFlags_JoinMiter) & ~ImDrawFlags_AALineEnds; + + float thickness0 = (thickness + fringe) * 0.5f; // Center (or legacy) + if (stroke_pos == ImDrawFlags_StrokeOutside) + thickness0 = thickness + fringe * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeCenterBiased) + thickness0 = _CalculateCenterBiasedOffset(thickness) + fringe * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeInside) + thickness0 = fringe * 0.5f; + const float thickness1 = (thickness + fringe) - thickness0; + + const float ratio = thickness0 / (thickness0 + thickness1); // The points using uv2 are placed on the path, calculate the position from stroke offsets. + const ImVec2 uv2(uv0.x + (uv1.x - uv0.x) * ratio, uv0.y); + + const float half_aa = _FringeScale * 0.5f; // Used for end caps, does not use "fringe" since end cap AA is not using the texture. + const bool use_aa_ends = (flags & (ImDrawFlags_AALines | ImDrawFlags_AALineEnds)) == (ImDrawFlags_AALines | ImDrawFlags_AALineEnds); + + if (!use_aa_ends) + PrimReserve(2*3, 4); + else + PrimReserve(6*3, 8); + + int base_idx = (int)_VtxCurrentIdx; + + float p1_x = p1.x; + float p1_y = p1.y; + float p2_x = p2.x; + float p2_y = p2.y; + if (flags & ImDrawFlags_CapSquare) + { + const float half_thickness = thickness * 0.5f; + p1_x -= dir_x * half_thickness; + p1_y -= dir_y * half_thickness; + p2_x += dir_x * half_thickness; + p2_y += dir_y * half_thickness; + } + + // Start cap + if (!use_aa_ends) + { + base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(p1_x - norm_x * thickness0, p1_y - norm_y * thickness0, uv0, col); + IM_APPEND_VTX(p1_x + norm_x * thickness1, p1_y + norm_y * thickness1, uv1, col); + IM_APPEND_VTX(p2_x - norm_x * thickness0, p2_y - norm_y * thickness0, uv0, col); + IM_APPEND_VTX(p2_x + norm_x * thickness1, p2_y + norm_y * thickness1, uv1, col); + + // Connect + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + } + else + { + // Start + float pa_x = p1_x - dir_x * half_aa; + float pa_y = p1_y - dir_y * half_aa; + float pb_x = p1_x + dir_x * half_aa; + float pb_y = p1_y + dir_y * half_aa; + + base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(pa_x - norm_x * thickness0, pa_y - norm_y * thickness0, uv0, col_trans); + IM_APPEND_VTX(pa_x + norm_x * thickness1, pa_y + norm_y * thickness1, uv1, col_trans); + + int next_base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(pb_x - norm_x * thickness0, pb_y - norm_y * thickness0, uv0, col); + IM_APPEND_VTX(pb_x + norm_x * thickness1, pb_y + norm_y * thickness1, uv1, col); + + // AA cap + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + base_idx = next_base_idx; + + // End + pa_x = p2_x - dir_x * half_aa; + pa_y = p2_y - dir_y * half_aa; + pb_x = p2_x + dir_x * half_aa; + pb_y = p2_y + dir_y * half_aa; + + next_base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(pa_x - norm_x * thickness0, pa_y - norm_y * thickness0, uv0, col); + IM_APPEND_VTX(pa_x + norm_x * thickness1, pa_y + norm_y * thickness1, uv1, col); + IM_APPEND_VTX(pb_x - norm_x * thickness0, pb_y - norm_y * thickness0, uv0, col_trans); + IM_APPEND_VTX(pb_x + norm_x * thickness1, pb_y + norm_y * thickness1, uv1, col_trans); + + // Connect + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + base_idx = next_base_idx; + + // AA cap + IM_APPEND_TRI(base_idx + 0, base_idx + 2, base_idx + 3); + IM_APPEND_TRI(base_idx + 0, base_idx + 3, base_idx + 1); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags |= Flags; + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeCenter); + if (stroke_pos == ImDrawFlags_StrokeLegacy) + { + _AddLine(ImVec2(p1.x + 0.5f, p1.y + 0.5f), ImVec2(p2.x + 0.5f, p2.y + 0.5f), col, thickness, flags); + return; + } + + _AddLine(p1, p2, col, thickness, flags); +} + +// AddLineH(10, 20, 5, col, 1.0f) == AddLine( {10,5.5}, {20,5.5}, col, 1.0f) +// == AddLine( {10,5}, {20,5}, col, 1.0f, ImDrawFlags_StrokeLegacy); // or before 1.93.0 +// Thickness extend inside/bottom by default. Faster than equivalent AddLine() call. +void ImDrawList::AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags |= Flags; + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + if (stroke_pos == ImDrawFlags_StrokeLegacy) + { + _AddLine(ImVec2(min_x + 0.5f, y + 0.5f), ImVec2(max_x + 0.5f, y + 0.5f), col, thickness, flags); + return; + } + + float top_y = y; // Inside + if (stroke_pos == ImDrawFlags_StrokeCenter) + top_y -= thickness * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeCenterBiased) + top_y -= _CalculateCenterBiasedOffset(thickness); + else if (stroke_pos == ImDrawFlags_StrokeOutside) + top_y -= thickness; + + const bool is_truncated = IM_IS_TRUNCATED4(min_x, max_x, top_y, thickness); + if (_FringeScaleIsInteger && is_truncated && (flags & ImDrawFlags_CapSquare) == 0) + { + if (thickness < _FringeScale) IM_UNLIKELY + { + if (thickness < (1.0f / 255.0f) * _FringeScale) + return; + col = ImAlphaMultiply(col, thickness * _InvFringeScale); + thickness = _FringeScale; + } + + // For pixel aligned case, use simple rectangle. + PrimReserve(6, 4); + PrimRect(ImVec2(min_x, top_y), ImVec2(max_x, top_y + thickness), col); + } + else + { + // Replace stroke pos with the already calculated one, as AddPolyline() default is different. + flags = (flags & ~ImDrawFlags_StrokeMask_) | stroke_pos; + + // For generic case use line, since it needs less triangles than AA rectangle. + _AddLine(ImVec2(min_x, y), ImVec2(max_x, y), col, thickness, flags); + } +} + +// AddLineV(5, 10, 20, col, 1.0f) == AddLine( {5.5,10}, {5.5,20}, col, 1.0f) +// == AddLine( {5,10}, {5,20}, col, 1.0f, ImDrawFlags_StrokeLegacy); // or before 1.93.0 +// Thickness extend inside/right by default. Faster than equivalent AddLine() call. +void ImDrawList::AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags |= Flags; + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + if (stroke_pos == ImDrawFlags_StrokeLegacy) + { + _AddLine(ImVec2(x + 0.5f, min_y + 0.5f), ImVec2(x + 0.5f, max_y + 0.5f), col, thickness, flags); + return; + } + + float left_x = x; // Inside + if (stroke_pos == ImDrawFlags_StrokeCenter) + left_x -= thickness * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeCenterBiased) + left_x -= _CalculateCenterBiasedOffset(thickness); + else if (stroke_pos == ImDrawFlags_StrokeOutside) + left_x -= thickness; + + const bool is_truncated = IM_IS_TRUNCATED4(left_x, min_y, max_y, thickness); + if (_FringeScaleIsInteger && is_truncated && (flags & ImDrawFlags_CapSquare) == 0) + { + if (thickness < _FringeScale) IM_UNLIKELY + { + if (thickness < (1.0f / 255.0f) * _FringeScale) + return; + col = ImAlphaMultiply(col, thickness * _InvFringeScale); + thickness = _FringeScale; + } + + // For pixel aligned case, use simple rectangle. + PrimReserve(6, 4); + PrimRect(ImVec2(left_x, min_y), ImVec2(left_x + thickness, max_y), col); + } + else + { + // Replace stroke pos with the already calculated one, as AddPolyline() default is different. + flags = (flags & ~ImDrawFlags_StrokeMask_) | stroke_pos; + + // For generic case use line, since it needs less triangles than AA rectangle. + // Drawing for bottom to top, so that the inside stroke pos expands to right. + _AddLine(ImVec2(x, max_y), ImVec2(x, min_y), col, thickness, flags); + } +} + +void ImDrawList::_AddRectBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, float t, const ImVec4& tex_uvs, ImDrawFlags flags) +{ + const ImVec2 uv_tl(tex_uvs.x, tex_uvs.y); + const ImVec2 uv_tr(tex_uvs.z, tex_uvs.y); + const ImVec2 uv_br(tex_uvs.z, tex_uvs.w); + const ImVec2 uv_bl(tex_uvs.x, tex_uvs.w); + + const int idx_allocated = 8 * 2 * 3; + const int vtx_allocated = 8 * 4; + PrimReserve(idx_allocated, vtx_allocated); + ImDrawVert* start_vtx_ptr = _VtxWritePtr; + ImDrawIdx* start_idx_ptr = _IdxWritePtr; + + if (flags & ImDrawFlags_RoundTopLeft) + { + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p_min.x, p_min.y, uv_tl, col); + IM_APPEND_VTX(p_min.x + r, p_min.y, uv_tr, col); + IM_APPEND_VTX(p_min.x + r, p_min.y + r, uv_br, col); + IM_APPEND_VTX(p_min.x, p_min.y + r, uv_bl, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + + if (flags & ImDrawFlags_RoundTopRight) + { + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p_max.x - r, p_min.y, uv_tr, col); + IM_APPEND_VTX(p_max.x, p_min.y, uv_tl, col); + IM_APPEND_VTX(p_max.x, p_min.y + r, uv_bl, col); + IM_APPEND_VTX(p_max.x - r, p_min.y + r, uv_br, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + + if (flags & ImDrawFlags_RoundBottomRight) + { + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p_max.x - r, p_max.y - r, uv_br, col); + IM_APPEND_VTX(p_max.x, p_max.y - r, uv_bl, col); + IM_APPEND_VTX(p_max.x, p_max.y, uv_tl, col); + IM_APPEND_VTX(p_max.x - r, p_max.y, uv_tr, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + + if (flags & ImDrawFlags_RoundBottomLeft) + { + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p_min.x, p_max.y - r, uv_bl, col); + IM_APPEND_VTX(p_min.x + r, p_max.y - r, uv_br, col); + IM_APPEND_VTX(p_min.x + r, p_max.y, uv_tr, col); + IM_APPEND_VTX(p_min.x, p_max.y, uv_tl, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + + const float r_tl = (flags & ImDrawFlags_RoundTopLeft) ? r : 0; + const float r_tr = (flags & ImDrawFlags_RoundTopRight) ? r : 0; + const float r_br = (flags & ImDrawFlags_RoundBottomRight) ? r : 0; + const float r_bl = (flags & ImDrawFlags_RoundBottomLeft) ? r : 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + + { + // Top + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + const float x0 = p_min.x + r_tl; + const float x1 = p_max.x - r_tr; + IM_APPEND_VTX(x0, p_min.y, opaque_uv, col); + IM_APPEND_VTX(x1, p_min.y, opaque_uv, col); + IM_APPEND_VTX(x1, p_min.y + t, opaque_uv, col); + IM_APPEND_VTX(x0, p_min.y + t, opaque_uv, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + { + // Left + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + const float y0 = p_min.y + ImMax(r_tl, t); + const float y1 = p_max.y - ImMax(r_bl, t); + IM_APPEND_VTX(p_min.x, y0, opaque_uv, col); + IM_APPEND_VTX(p_min.x + t, y0, opaque_uv, col); + IM_APPEND_VTX(p_min.x + t, y1, opaque_uv, col); + IM_APPEND_VTX(p_min.x, y1, opaque_uv, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + { + // Right + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + const float y0 = p_min.y + ImMax(r_tr, t); + const float y1 = p_max.y - ImMax(r_br, t); + IM_APPEND_VTX(p_max.x - t, y0, opaque_uv, col); + IM_APPEND_VTX(p_max.x, y0, opaque_uv, col); + IM_APPEND_VTX(p_max.x, y1, opaque_uv, col); + IM_APPEND_VTX(p_max.x - t, y1, opaque_uv, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + { + // Bottom + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + const float x0 = p_min.x + r_bl; + const float x1 = p_max.x - r_br; + IM_APPEND_VTX(x0, p_max.y - t, opaque_uv, col); + IM_APPEND_VTX(x1, p_max.y - t, opaque_uv, col); + IM_APPEND_VTX(x1, p_max.y, opaque_uv, col); + IM_APPEND_VTX(x0, p_max.y, opaque_uv, col); + IM_APPEND_TRI(idx + 0, idx + 1, idx + 2); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + } + + const int idx_used = (int)(_IdxWritePtr - start_idx_ptr); + const int vtx_used = (int)(_VtxWritePtr - start_vtx_ptr); + IM_ASSERT_PARANOID(idx_used <= idx_allocated && vtx_used <= vtx_allocated); + if (idx_used < idx_allocated || vtx_used < vtx_allocated) + PrimUnreserve(idx_allocated - idx_used, vtx_allocated - vtx_used); +} + +// Draws rounded rectangle where thickness > rounding. If rendered using the regular polyline, the stroke will fold and leave artifacts on the corners if rendered with transparency. +// The stroke is positioned inside the rectangle. +void ImDrawList::_AddRectTinyRounding(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, float thickness, ImDrawFlags flags) +{ + float screen_thickness = thickness * _InvFringeScale; + if (screen_thickness < 1.0f) IM_UNLIKELY + { + if (screen_thickness < 1.0f / 255.0f) IM_UNLIKELY + return; + col = ImAlphaMultiply(col, screen_thickness); + screen_thickness = 1.0f; + thickness = _FringeScale; + } + + flags |= Flags; + ImVec2 outer_uv, inner_uv; + float fringe; + _SelectLineTexture(screen_thickness, &outer_uv, &inner_uv, &fringe, flags); + + const int auto_seg_count = _CalcCircleAutoSegmentCount(rounding); + int arc_step, arc_step_count; + CalcCornerArcStepAndCount(auto_seg_count, arc_step, arc_step_count); + const int arc_point_count = arc_step_count + 1; + + int vtx_count = (2 + arc_point_count) * 4 + 3; + int idx_count = (4 + arc_point_count - 1) * 4 * 3; + + PrimReserve(idx_count, vtx_count); + ImDrawVert* start_vtx_ptr = _VtxWritePtr; + ImDrawIdx* start_idx_ptr = _IdxWritePtr; + + static const ImVec2 corner_offset[4] = { {1,1}, {-1,1}, {-1,-1}, {1,-1} }; + static const ImDrawFlags corner_flags[4] = { ImDrawFlags_RoundTopLeft, ImDrawFlags_RoundTopRight, ImDrawFlags_RoundBottomRight, ImDrawFlags_RoundBottomLeft }; + const float half_fringe = fringe * 0.5f; + const ImVec2 corner_pos[4] = + { + ImVec2(p_min.x - half_fringe, p_min.y - half_fringe), + ImVec2(p_max.x + half_fringe, p_min.y - half_fringe), + ImVec2(p_max.x + half_fringe, p_max.y + half_fringe), + ImVec2(p_min.x - half_fringe, p_max.y + half_fringe) + }; + thickness += fringe; + rounding += half_fringe; + + const float stem_offset = ImMin(rounding, thickness); // The function might get called with rounding slightly bigger than thickness, which is ok, but we should keep the stem inside the shape. + const float ratio = stem_offset / thickness; + const ImVec2 stem_uv(outer_uv.x + (inner_uv.x - outer_uv.x) * ratio, outer_uv.y); + + // Previous vertices, copied from the last vertices. + int base_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(0, 0, inner_uv, col); + IM_APPEND_VTX(0, 0, stem_uv, col); + IM_APPEND_VTX(0, 0, outer_uv, col); + + for (int corner = 0; corner < 4; corner++) + { + const float outer_x = corner_pos[corner].x; + const float outer_y = corner_pos[corner].y; + const float stem_x = outer_x + corner_offset[corner].x * stem_offset; + const float stem_y = outer_y + corner_offset[corner].y * stem_offset; + const float inner_x = outer_x + corner_offset[corner].x * thickness; + const float inner_y = outer_y + corner_offset[corner].y * thickness; + const bool is_rounded = (flags & corner_flags[corner]); + + const int arc_idx = (int)_VtxCurrentIdx; + if (is_rounded) + { + const float center_x = outer_x + corner_offset[corner].x * rounding; + const float center_y = outer_y + corner_offset[corner].y * rounding; + int a = (IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4) * corner; + for (int i = 0; i < arc_point_count; i++) + { + IM_APPEND_VTX(center_x - _Data->ArcFastVtx[a].x * rounding, center_y - _Data->ArcFastVtx[a].y * rounding, outer_uv, col); + a = (a + arc_step) % IM_DRAWLIST_ARCFAST_TABLE_SIZE; + } + } + else + { + IM_APPEND_VTX(outer_x, outer_y, outer_uv, col); + } + + const int stem_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(stem_x, stem_y, stem_uv, col); + const int inner_idx = (int)_VtxCurrentIdx; + IM_APPEND_VTX(inner_x, inner_y, inner_uv, col); + + // Arc + if (is_rounded) + for (int i = 0; i < arc_point_count - 1; i++) + { + IM_APPEND_TRI(stem_idx, arc_idx + i, arc_idx + i + 1); + } + + // Connect with previous + IM_APPEND_TRI(base_idx + 0, arc_idx, stem_idx); + IM_APPEND_TRI(base_idx + 0, stem_idx, base_idx + 1); + IM_APPEND_TRI(base_idx + 1, stem_idx, inner_idx); + IM_APPEND_TRI(base_idx + 1, inner_idx, base_idx + 2); + + base_idx = stem_idx - 1; + } + + // Close + start_vtx_ptr[0] = VtxBuffer.Data[_CmdHeader.VtxOffset + base_idx + 0]; + start_vtx_ptr[1] = VtxBuffer.Data[_CmdHeader.VtxOffset + base_idx + 1]; + start_vtx_ptr[2] = VtxBuffer.Data[_CmdHeader.VtxOffset + base_idx + 2]; + + const int idx_used = (int)(_IdxWritePtr - start_idx_ptr); + const int vtx_used = (int)(_VtxWritePtr - start_vtx_ptr); + IM_ASSERT_PARANOID(idx_used <= idx_count && vtx_used <= vtx_count); + if (idx_used < idx_count || vtx_used < vtx_count) + PrimUnreserve(idx_count - idx_used, vtx_count - vtx_used); +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, float thickness, ImDrawFlags flags) +{ + // If this assert triggers on legacy code: + // - 1.92.8 (2025/05): swapped two last parameters order: flags, thickness --> thickness, flags. This should normally be caught by compile-time type-checking. + // - 1.92.8 (2025/05): changed value of ImDrawList_Closed which was previously guaranteed to be == 1. Hardcoded use of 1 or true should be replaced. + // - 1.82.0 (2021/03): changed ImDrawCornerFlags to ImDrawFlags_RoundXXX values. + // If you used hard-coded 1 to 15 or ~0 in flags to configure corner rounding use the new flags! + // - Hard coded support for ~0 == ImDrawFlags_RoundAll. + // - Hard coded support for values 0x01 to 0x0F (matching 15 out of 16 old flags combinations) --> see FixRectCornerFlags() in <1.90 code. + // - Hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundNone or use 'float rounding = 0.0f'. + // See "API BREAKING CHANGES" section for 1.82, 1.90 and 1.92.8. + IM_ASSERT_USER_ERROR_RET((flags & ImDrawFlags_InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?"); // Or misuse of legacy hard-coded ImDrawCornerFlags values + + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags |= Flags; + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + if (stroke_pos == ImDrawFlags_StrokeLegacy) IM_UNLIKELY + { + if (flags & ImDrawFlags_AALines) + PathRect(ImVec2(p_min.x + 0.50f, p_min.y + 0.50f), ImVec2(p_max.x - 0.50f, p_max.y - 0.50f), rounding, flags); + else + PathRect(ImVec2(p_min.x + 0.50f, p_min.y + 0.50f), ImVec2(p_max.x - 0.49f, p_max.y - 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, thickness, ImDrawFlags_Closed | ImDrawFlags_JoinMiter | ImDrawFlags_StrokeCenter | (flags & ~ImDrawFlags_StrokeMask_)); + return; + } + + const bool has_rounding = IM_HAS_ROUNDING(rounding); + + // Calculate the outer boundary of the rectangle based on the stroke position. + ImVec2 outer_min = p_min; + ImVec2 outer_max = p_max; + float outer_rounding = rounding; + + float offset = 0.0f; // Inside + if (stroke_pos == ImDrawFlags_StrokeCenter) + offset = thickness * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeCenterBiased) + offset = _CalculateCenterBiasedOffset(thickness); + else if (stroke_pos == ImDrawFlags_StrokeOutside) + offset = thickness; + outer_min.x -= offset; + outer_min.y -= offset; + outer_max.x += offset; + outer_max.y += offset; + outer_rounding += has_rounding ? offset : 0.0f; + + const float width = outer_max.x - outer_min.x; + const float height = outer_max.y - outer_min.y; + const float half_min_dim = ImMin(width, height) * 0.5f; + if (half_min_dim <= thickness) IM_UNLIKELY + { + // Rectangle has collapsed into filled rectangle. + AddRectFilled(outer_min, outer_max, col, outer_rounding, flags); + return; + } + + if ((flags & ImDrawFlags_RoundMask_) == 0) + flags |= ImDrawFlags_RoundAll; + if (has_rounding) + { + // Constrain rounding to rect dimensions + outer_rounding = ImMin(outer_rounding, ImFabs(width) * (((flags & ImDrawFlags_RoundTop) == ImDrawFlags_RoundTop) || ((flags & ImDrawFlags_RoundBottom) == ImDrawFlags_RoundBottom) ? 0.5f : 1.0f) - 1.0f); + outer_rounding = ImMin(outer_rounding, ImFabs(height) * (((flags & ImDrawFlags_RoundLeft) == ImDrawFlags_RoundLeft) || ((flags & ImDrawFlags_RoundRight) == ImDrawFlags_RoundRight) ? 0.5f : 1.0f) - 1.0f); + } + + const bool is_truncated = IM_IS_TRUNCATED4(outer_min.x, outer_min.y, outer_max.x, outer_max.y) && IM_IS_TRUNCATED4(outer_rounding, thickness, 0.0f, 0.0f); //-V501 + if (_FringeScaleIsInteger && is_truncated) + { + int s_rounding = (int)(outer_rounding * _InvFringeScale); + int s_thickness = (int)(thickness * _InvFringeScale); + if (s_thickness <= 0) + return; + + if (s_rounding <= 0 || (flags & ImDrawFlags_RoundMask_) == ImDrawFlags_RoundNone) + { + // Pixel aligned non-rounded rect. + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const float t = (float)s_thickness * _FringeScale; + + PrimReserve(8*3, 8); + const ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(outer_min.x, outer_min.y, opaque_uv, col); + IM_APPEND_VTX(outer_min.x + t, outer_min.y + t, opaque_uv, col); + IM_APPEND_VTX(outer_max.x, outer_min.y, opaque_uv, col); + IM_APPEND_VTX(outer_max.x - t, outer_min.y + t, opaque_uv, col); + IM_APPEND_VTX(outer_max.x, outer_max.y, opaque_uv, col); + IM_APPEND_VTX(outer_max.x - t, outer_max.y - t, opaque_uv, col); + IM_APPEND_VTX(outer_min.x, outer_max.y, opaque_uv, col); + IM_APPEND_VTX(outer_min.x + t, outer_max.y - t, opaque_uv, col); + + IM_APPEND_TRI(idx + 0, idx + 3, idx + 1); + IM_APPEND_TRI(idx + 0, idx + 2, idx + 3); + + IM_APPEND_TRI(idx + 2, idx + 5, idx + 3); + IM_APPEND_TRI(idx + 2, idx + 4, idx + 5); + + IM_APPEND_TRI(idx + 4, idx + 7, idx + 5); + IM_APPEND_TRI(idx + 4, idx + 6, idx + 7); + + IM_APPEND_TRI(idx + 6, idx + 1, idx + 7); + IM_APPEND_TRI(idx + 6, idx + 0, idx + 1); + + return; + } + // Textured corners are baked with AA, do not use them if no-AA is requested. + const bool allow_tex_corners = (flags & (ImDrawFlags_AALines | ImDrawFlags_UseTexForRoundCorners | ImDrawFlags_AllowTexForRoundCorners_)) == (ImDrawFlags_AALines | ImDrawFlags_UseTexForRoundCorners | ImDrawFlags_AllowTexForRoundCorners_); + if (allow_tex_corners && s_thickness < IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX && s_rounding <= IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX) + { + // Pixel aligned rect with round corners rendered using baked textures. + IM_ASSERT_PARANOID(s_thickness > 0 && s_rounding > 0); + const int size = ImMax(s_rounding, s_thickness); // This is matching the baking calculations. + const int idx = (s_thickness * IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX) + s_rounding - 1; + IM_ASSERT_PARANOID((_Data->Font->OwnerAtlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners) == 0); + IM_ASSERT_PARANOID(idx >= 0 && idx < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX * IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX); + _AddRectBaked(outer_min, outer_max, col, (float)size * _FringeScale, (float)thickness, _Data->TexUvCorners[idx], flags); + return; + } + } + + if (!has_rounding || (flags & ImDrawFlags_RoundMask_) == ImDrawFlags_RoundNone) + { + const ImVec2 points[4] = { outer_min, ImVec2(outer_max.x, outer_min.y), outer_max, ImVec2(outer_min.x, outer_max.y) }; + _AddPolyline(points, 4, col, thickness, ImDrawFlags_Closed | ImDrawFlags_JoinMiter | ImDrawFlags_StrokeInside, half_min_dim); + _Path.Size = 0; + } + else + { + // Switch to specialized rendering a bit early to avoid overdraw visible in transparent shapes. + if (thickness + (0.75f * _FringeScale) > outer_rounding) + { + // Special case rendering to avoid rendering artifacts at the corners. + // If rendered using the regular polyline, the stroke will fold and leave artifacts on the corners if rendered with transparency. + _AddRectTinyRounding(outer_min, outer_max, col, outer_rounding, thickness, flags); + return; + } + const float rounding_tl = (flags & ImDrawFlags_RoundTopLeft) ? outer_rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundTopRight) ? outer_rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundBottomRight) ? outer_rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundBottomLeft) ? outer_rounding : 0.0f; + PathArcToFast(ImVec2(outer_min.x + rounding_tl, outer_min.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(outer_max.x - rounding_tr, outer_min.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(outer_max.x - rounding_br, outer_max.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(outer_min.x + rounding_bl, outer_max.y - rounding_bl), rounding_bl, 3, 6); + + _AddPolyline(_Path.Data, _Path.Size, col, thickness, ImDrawFlags_Closed | ImDrawFlags_JoinMiter | ImDrawFlags_StrokeInside | (flags & ~ImDrawFlags_StrokeMask_), half_min_dim); + _Path.Size = 0; + } +} + +void ImDrawList::_AddRectFilledBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, const ImVec4& tex_uvs, ImDrawFlags flags) +{ + // 9-slice with corner mirroring + const ImVec2 uv_tl(tex_uvs.x, tex_uvs.y); + const ImVec2 uv_tr(tex_uvs.z, tex_uvs.y); + const ImVec2 uv_br(tex_uvs.z, tex_uvs.w); + const ImVec2 uv_bl(tex_uvs.x, tex_uvs.w); + + PrimReserve(9 * 2 * 3, 4 * 4); + + const float r_tl = (flags & ImDrawFlags_RoundTopLeft) ? r : 0.0f; + const float r_tr = (flags & ImDrawFlags_RoundTopRight) ? r : 0.0f; + const float r_br = (flags & ImDrawFlags_RoundBottomRight) ? r : 0.0f; + const float r_bl = (flags & ImDrawFlags_RoundBottomLeft) ? r : 0.0f; + + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + IM_APPEND_VTX(p_min.x, p_min.y, uv_tl, col); + IM_APPEND_VTX(p_min.x + r_tl, p_min.y, uv_tr, col); + IM_APPEND_VTX(p_max.x - r_tr, p_min.y, uv_tr, col); + IM_APPEND_VTX(p_max.x, p_min.y, uv_tl, col); + + IM_APPEND_VTX(p_min.x, p_min.y + r_tl, uv_bl, col); + IM_APPEND_VTX(p_min.x + r_tl, p_min.y + r_tl, uv_br, col); + IM_APPEND_VTX(p_max.x - r_tr, p_min.y + r_tr, uv_br, col); + IM_APPEND_VTX(p_max.x, p_min.y + r_tr, uv_bl, col); + + IM_APPEND_VTX(p_min.x, p_max.y - r_bl, uv_bl, col); + IM_APPEND_VTX(p_min.x + r_bl, p_max.y - r_bl, uv_br, col); + IM_APPEND_VTX(p_max.x - r_br, p_max.y - r_br, uv_br, col); + IM_APPEND_VTX(p_max.x, p_max.y - r_br, uv_bl, col); + + IM_APPEND_VTX(p_min.x, p_max.y, uv_tl, col); + IM_APPEND_VTX(p_min.x + r_bl, p_max.y, uv_tr, col); + IM_APPEND_VTX(p_max.x - r_br, p_max.y, uv_tr, col); + IM_APPEND_VTX(p_max.x, p_max.y, uv_tl, col); + + for (int i = 0; i < 3; i++) + { + for (int j = 0; j < 3; j++) + { + IM_APPEND_TRI(idx + 4, idx + 0, idx + 1); + IM_APPEND_TRI(idx + 4, idx + 1, idx + 5); + idx++; + } + idx++; + } +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + float width = p_max.x - p_min.x; + float height = p_max.y - p_min.y; + const float min_dim = ImMin(width, height); + flags |= Flags; + + if ((flags & ImDrawFlags_StrokeMask_) == ImDrawFlags_StrokeLegacy && rounding < 0.5f) IM_UNLIKELY + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + return; + } + + // The rect is smaller than pixel in one dimension. + if (min_dim < _FringeScale) IM_UNLIKELY + { + if (min_dim < (1.0f / 255.0f) * _FringeScale) IM_UNLIKELY + return; + if (width < _FringeScale) + { + col = ImAlphaMultiply(col, width * _InvFringeScale); + width = _FringeScale; + } + if (height < _FringeScale) + { + col = ImAlphaMultiply(col, height * _InvFringeScale); + height = _FringeScale; + } + const ImVec2 points[4] = { p_min, ImVec2(p_min.x + width, p_min.y), ImVec2(p_min.x + width, p_min.y + height), ImVec2(p_min.x, p_min.y + height) }; + AddConvexPolyFilled(points, 4, col, ImDrawFlags_JoinMiter); + return; + } + + // When rounding non-integer and under threshold, has_rounding may be false but still affect is_truncated. Likely not worth catering for. + const bool has_rounding = (flags & ImDrawFlags_RoundMask_) != ImDrawFlags_RoundNone && IM_HAS_ROUNDING(rounding); + const bool is_truncated = IM_IS_TRUNCATED4(p_min.x, p_min.y, p_max.x, p_max.y) && IM_IS_TRUNCATED(rounding); + + if (_FringeScaleIsInteger && is_truncated) + { + // Fast path for the non-AA non-rounded rect. + if (!has_rounding) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + return; + } + + if ((flags & ImDrawFlags_RoundMask_) == 0) + flags |= ImDrawFlags_RoundAll; + + rounding = ImMin(rounding, ImFabs(width) * (((flags & ImDrawFlags_RoundTop) == ImDrawFlags_RoundTop) || ((flags & ImDrawFlags_RoundBottom) == ImDrawFlags_RoundBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(height) * (((flags & ImDrawFlags_RoundLeft) == ImDrawFlags_RoundLeft) || ((flags & ImDrawFlags_RoundRight) == ImDrawFlags_RoundRight) ? 0.5f : 1.0f) - 1.0f); + + const int s_rounding = (int)(rounding * _InvFringeScale); + if (s_rounding <= 0) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + return; + } + // Textured corners are baked with AA, do not use them if no-AA is requested. + const bool allow_tex_corners = (flags & (ImDrawFlags_AAFill | ImDrawFlags_UseTexForRoundCorners | ImDrawFlags_AllowTexForRoundCorners_)) == (ImDrawFlags_AAFill | ImDrawFlags_UseTexForRoundCorners | ImDrawFlags_AllowTexForRoundCorners_); + if (allow_tex_corners && s_rounding <= IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX) + { + IM_ASSERT_PARANOID(!(_Data->Font->OwnerAtlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners)); + // This is matching the baking calculations. The rounding clamping above makes sure that there's enough space for the extra pixel. + const int corner_size = s_rounding + 1; + // Check that the baked corners do not overlap (this could be made more accurate if tested for x and y separately). + if ((float)corner_size * 2.0f * _FringeScale < min_dim) + { + const int idx = (s_rounding - 1); + IM_ASSERT_PARANOID(idx >= 0 && idx < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX); + _AddRectFilledBaked(p_min, p_max, col, (float)corner_size * _FringeScale, _Data->TexUvCorners[idx], flags); + return; + } + } + } + + if (!has_rounding) + { + const ImVec2 points[4] = { p_min, ImVec2(p_max.x, p_min.y), p_max, ImVec2(p_min.x, p_max.y) }; + AddConvexPolyFilled(points, 4, col, ImDrawFlags_JoinMiter); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col, ImDrawFlags_JoinMiter); + } +} + +// p_min = upper-left, p_max = lower-right +// Note: this does not support anti-aliasing when provided non-integer vertices. +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + //flags |= Flags; // Not needed. + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + flags = (flags & ~ImDrawFlags_StrokeMask_) | stroke_pos; // As AddPolyline() default is different + + const ImVec2 points[4] = { p1, p2, p3, p4 }; + _AddPolyline(points, 4, col, thickness, flags | ImDrawFlags_Closed, FLT_MAX); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 points[4] = { p1, p2, p3, p4 }; + AddConvexPolyFilled(points, 4, col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + //flags |= Flags; // Not needed. + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + flags = (flags & ~ImDrawFlags_StrokeMask_) | stroke_pos; // As AddPolyline() default is different + + const ImVec2 points[3] = { p1, p2, p3 }; + _AddPolyline(points, 3, col, thickness, flags | ImDrawFlags_Closed, FLT_MAX); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 points[3] = { p1, p2, p3 }; + AddConvexPolyFilled(points, 3, col); +} + +static float ApproxApothem(int num_segments) +{ + // Calculates approximation (within 0.001%) distance from the center of the circumscribed circle to the edge of the polygon, cos(pi / n) + IM_ASSERT_PARANOID(num_segments >= 3); + const float u = 1.0f / num_segments; + return ((4.058712f * u * u) - 4.934802f) * u * u + 1.0f; +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags |= Flags; + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + if (stroke_pos == ImDrawFlags_StrokeLegacy) IM_UNLIKELY + { + radius -= 0.5f; + stroke_pos = ImDrawFlags_StrokeCenter; + } + radius = ImMax(0.01f, radius); + + float outer_radius = radius; + if (stroke_pos == ImDrawFlags_StrokeCenter) + outer_radius = radius + thickness * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeCenterBiased) + outer_radius = radius + _CalculateCenterBiasedOffset(thickness); + else if (stroke_pos == ImDrawFlags_StrokeInside) + outer_radius = radius; + else if (stroke_pos == ImDrawFlags_StrokeOutside) + outer_radius = radius + thickness; + + if (outer_radius <= thickness) IM_UNLIKELY + { + // The circle has collapsed into a filled circle. + AddCircleFilled(center, outer_radius, col, num_segments); + return; + } + + if (num_segments <= 0 && outer_radius <= _Data->ArcFastRadiusCutoff) + { + // Use arc with automatic segment count + const int a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(outer_radius); // Use outer_radius for segment count to be consistent with rounded rect. + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, a_step); + _Path.Size--; + } + else + { + // Explicit segment count or above fast arc cutoff (still clamp to avoid drawing insanely tessellated shapes) + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(outer_radius); + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + if (_Path.Size >= 3) + { + // Calculate distance to the edge of the polygon describing the circle. + // This will be used by _AddPolyline() to clamp the inner stroke expansion, to avoid creating rendering artifacts. + const float unit_apothem = ApproxApothem(_Path.Size); + const float edge_dist = radius * unit_apothem; + _AddPolyline(_Path.Data, _Path.Size, col, thickness, ImDrawFlags_Closed | ImDrawFlags_JoinMiter | stroke_pos, edge_dist); + } + _Path.Size = 0; +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const float diameter = radius * 2.0f; + if (diameter < _FringeScale) IM_UNLIKELY + { + if (diameter < (1.0f / 255.0f) * _FringeScale) + return; + col = ImAlphaMultiply(col, diameter * _InvFringeScale); + radius = _FringeScale * 0.5f; + } + + if (num_segments <= 0 && radius <= _Data->ArcFastRadiusCutoff) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count or above cutoff (still clamp to avoid drawing insanely tessellated shapes) + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(radius); + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col, ImDrawFlags_JoinMiter); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + flags |= Flags; + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + if (stroke_pos == ImDrawFlags_StrokeLegacy) IM_UNLIKELY + { + radius -= 0.5f; + stroke_pos = ImDrawFlags_StrokeCenter; + } + radius = ImMax(0.01f, radius); + + // Calculate distance to the edge of the polygon describing the circle. + // This will be used by _AddPolyline() to clamp the inner stroke expansion, to avoid creating rendering artifacts. + const float unit_apothem = ApproxApothem(num_segments); + const float edge_dist = radius * unit_apothem; + + // Check overestimate first before testing details. + if (radius < thickness * 2.0f) + { + float outer_radius = radius; + if (stroke_pos == ImDrawFlags_StrokeCenter) + outer_radius = radius + thickness * 0.5f; + else if (stroke_pos == ImDrawFlags_StrokeCenterBiased) + outer_radius = radius + _CalculateCenterBiasedOffset(thickness); + else if (stroke_pos == ImDrawFlags_StrokeInside) + outer_radius = radius; + else if (stroke_pos == ImDrawFlags_StrokeOutside) + outer_radius = radius + thickness; + if (outer_radius * unit_apothem <= thickness) IM_UNLIKELY + { + // The polygon has collapsed into a filled polygon. + AddNgonFilled(center, outer_radius, col, num_segments); + return; + } + } + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + _AddPolyline(_Path.Data, _Path.Size, col, thickness, ImDrawFlags_Closed | ImDrawFlags_JoinMiter | stroke_pos, edge_dist); + _Path.Size = 0; +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + const float diameter = radius * 2.0f; + if (diameter < _FringeScale) IM_UNLIKELY + { + if (diameter < (1.0f / 255.0f) * _FringeScale) IM_UNLIKELY + return; + col = ImAlphaMultiply(col, diameter * _InvFringeScale); + radius = _FringeScale * 0.5f; + } + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col, ImDrawFlags_JoinMiter); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeInside); + if (stroke_pos == ImDrawFlags_StrokeLegacy) + stroke_pos = ImDrawFlags_StrokeCenter; + + ImVec2 rad = radius; + rad.x = ImMax(0.01f, rad.x); + rad.y = ImMax(0.01f, rad.y); + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(rad.x, rad.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, rad, rot, 0.0f, a_max, num_segments - 1); + + // Prevent the inside part of the stroke to be expanded too much to prevent some rendering artifacts. + const float max_inner_offset = ImMin(rad.x, rad.y); + _AddPolyline(_Path.Data, _Path.Size, col, thickness, ImDrawFlags_Closed | ImDrawFlags_JoinMiter | stroke_pos, max_inner_offset); + _Path.Size = 0; +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImVec2 rad = radius; + float diameter_x = rad.x * 2.0f; + float diameter_y = rad.y * 2.0f; + const float min_dim = ImMin(diameter_x, diameter_y); + + // The ellipse is smaller than pixel in one dimension. + if (min_dim < _FringeScale) IM_UNLIKELY + { + if (min_dim < (1.0f / 255.0f) * _FringeScale) IM_UNLIKELY + return; + if (diameter_x < _FringeScale) + { + col = ImAlphaMultiply(col, diameter_x * _InvFringeScale); + rad.x = _FringeScale * 0.5f; + } + if (diameter_y < _FringeScale) + { + col = ImAlphaMultiply(col, diameter_y * _InvFringeScale); + rad.y = _FringeScale * 0.5f; + } + } + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, thickness, flags); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, thickness, flags); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + // No need to strlen() here: font->RenderText() will do it and may early out. + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, (cpu_fine_clip_rect != NULL) ? ImDrawTextFlags_CpuFineClip : ImDrawTextFlags_None); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; + if (push_texture_id) + PushTexture(tex_ref); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTexture(); +} + +void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; + if (push_texture_id) + PushTexture(tex_ref); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTexture(); +} + +void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); // If this assert triggers on legacy code: see comments in ImDrawList::PathRect(). + if ((flags & ImDrawFlags_RoundMask_) == 0) + flags |= ImDrawFlags_RoundAll; + + if (rounding < 0.5f || (flags & ImDrawFlags_RoundMask_) == ImDrawFlags_RoundNone) + { + AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; + if (push_texture_id) + PushTexture(tex_ref); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col, ImDrawFlags_JoinMiter); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTexture(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawFlags_AAFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + FrameCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; + Textures = NULL; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + CmdListsCount = 0; +#endif +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawFlags_UseVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (ImDrawList* draw_list : CmdLists) + { + if (draw_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(draw_list->IdxBuffer.Size); + for (int j = 0; j < draw_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = draw_list->VtxBuffer[draw_list->IdxBuffer[j]]; + draw_list->VtxBuffer.swap(new_vtx_buffer); + draw_list->IdxBuffer.resize(0); + TotalVtxCount += draw_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection. +ImFontConfig::ImFontConfig() +{ + memset((void*)this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 0; // Auto == 1 or 2 depending on size + OversampleV = 0; // Auto == 1 + ExtraSizeScale = 1.0f; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTextureData +//----------------------------------------------------------------------------- +// - ImTextureData::Create() +// - ImTextureData::DestroyPixels() +//----------------------------------------------------------------------------- + +int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return 1; + case ImTextureFormat_RGBA32: return 4; + } + IM_ASSERT(0); + return 0; +} + +const char* ImTextureDataGetStatusName(ImTextureStatus status) +{ + switch (status) + { + case ImTextureStatus_OK: return "OK"; + case ImTextureStatus_Destroyed: return "Destroyed"; + case ImTextureStatus_WantCreate: return "WantCreate"; + case ImTextureStatus_WantUpdates: return "WantUpdates"; + case ImTextureStatus_WantDestroy: return "WantDestroy"; + } + return "N/A"; +} + +const char* ImTextureDataGetFormatName(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return "Alpha8"; + case ImTextureFormat_RGBA32: return "RGBA32"; + } + return "N/A"; +} + +void ImTextureData::Create(ImTextureFormat format, int w, int h) +{ + IM_ASSERT(Status == ImTextureStatus_Destroyed); + DestroyPixels(); + Format = format; + Status = ImTextureStatus_WantCreate; + Width = w; + Height = h; + BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format); + UseColors = false; + Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel); + IM_ASSERT(Pixels != NULL); + memset(Pixels, 0, Width * Height * BytesPerPixel); + UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0; + UpdateRect.x = UpdateRect.y = (unsigned short)~0; + UpdateRect.w = UpdateRect.h = 0; +} + +void ImTextureData::DestroyPixels() +{ + if (Pixels) + IM_FREE(Pixels); + Pixels = NULL; + UseColors = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas() +// - ImFontAtlas::Clear() +// - ImFontAtlas::ClearFonts() +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::CompactCache() +// - ImFontAtlas::SetFontLoader() +//----------------------------------------------------------------------------- +// - ImFontAtlasUpdateNewFrame() +// - ImFontAtlasTextureBlockConvert() +// - ImFontAtlasTextureBlockPostProcess() +// - ImFontAtlasTextureBlockPostProcessMultiply() +// - ImFontAtlasTextureBlockFill() +// - ImFontAtlasTextureBlockCopy() +// - ImFontAtlasTextureBlockQueueUpload() +//----------------------------------------------------------------------------- +// - ImFontAtlas::GetTexDataAsAlpha8() [legacy] +// - ImFontAtlas::GetTexDataAsRGBA32() [legacy] +// - ImFontAtlas::Build() [legacy] +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontDefaultBitmap() +// - ImFontAtlas::AddFontDefaultVector() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::RemoveFont() +// - ImFontAtlasBuildNotifySetFont() +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddCustomRect() +// - ImFontAtlas::RemoveCustomRect() +// - ImFontAtlas::GetCustomRect() +// - ImFontAtlas::AddCustomRectFontGlyph() [legacy] +// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy] +// - ImFontAtlasGetMouseCursorTexData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildMain() +// - ImFontAtlasBuildSetupFontLoader() +// - ImFontAtlasBuildPreloadAllGlyphRanges() +// - ImFontAtlasBuildUpdatePointers() +// - ImFontAtlasBuildRenderBitmapFromString() +// - ImFontAtlasBuildAddFont() +// - ImFontAtlasBuildSetupFontBakedEllipsis() +// - ImFontAtlasBuildSetupFontBakedBlanks() +// - ImFontAtlasBuildSetupFontBakedFallback() +// - ImFontAtlasBuildSetupFontSpecialGlyphs() +// - ImFontAtlasBuildDiscardBakes() +// - ImFontAtlasBuildDiscardFontBakedGlyph() +// - ImFontAtlasBuildDiscardFontBaked() +// - ImFontAtlasBuildDiscardFontBakes() +//----------------------------------------------------------------------------- +// - ImFontAtlasAddDrawListSharedData() +// - ImFontAtlasRemoveDrawListSharedData() +// - ImFontAtlasUpdateDrawListsTextures() +// - ImFontAtlasUpdateDrawListsSharedData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildSetTexture() +// - ImFontAtlasBuildUpdateTexData() +// - ImFontAtlasTextureAdd() +// - ImFontAtlasTextureRepack() +// - ImFontAtlasTextureGrow() +// - ImFontAtlasTextureMakeSpace() +// - ImFontAtlasTextureGetSizeEstimate() +// - ImFontAtlasBuildClear() +// - ImFontAtlasTextureCompact() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildDestroy() +//----------------------------------------------------------------------------- +// - ImFontAtlasPackInit() +// - ImFontAtlasPackAllocRectEntry() +// - ImFontAtlasPackReuseRectEntry() +// - ImFontAtlasPackDiscardRect() +// - ImFontAtlasPackAddRect() +// - ImFontAtlasPackGetRect() +//----------------------------------------------------------------------------- +// - ImFontBaked_BuildGrowIndex() +// - ImFontBaked_BuildLoadGlyph() +// - ImFontBaked_BuildLoadGlyphAdvanceX() +// - ImFontAtlasDebugLogTextureRequests() +//----------------------------------------------------------------------------- +// - ImFontAtlasGetFontLoaderForStbTruetype() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +#define IM_FONTGLYPH_INDEX_UNUSED ((ImU16)-1) // 0xFFFF +#define IM_FONTGLYPH_INDEX_NOT_FOUND ((ImU16)-2) // 0xFFFE + +ImFontAtlas::ImFontAtlas() +{ + memset((void*)this, 0, sizeof(*this)); + TexDesiredFormat = ImTextureFormat_RGBA32; + TexGlyphPadding = 1; + TexMinWidth = 512; + TexMinHeight = 128; + TexMaxWidth = 8192; + TexMaxHeight = 8192; + TexRef._TexID = ImTextureID_Invalid; + RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update. + TexNextUniqueID = 1; + FontNextUniqueID = 1; + Builder = NULL; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + TexList.clear_delete(); + TexData = NULL; +} + +// You probably should not call this directly. It is not well specified. +// If you want to replace all your fonts mid-frame, most likely you should instead call ClearFonts() then load the new fonts. +// Calling this mid-frame will discard the CPU-side copy of the texture data which is generally unreliable as you may have textures queued for creation or updates. +void ImFontAtlas::Clear() +{ + IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas::Clear()\n"); + bool backup_renderer_has_textures = RendererHasTextures; + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + RendererHasTextures = backup_renderer_has_textures; +} + +void ImFontAtlas::ClearFonts() +{ + // FIXME-NEWATLAS: Illegal to remove currently bound font. + IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas::ClearFonts()\n"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + for (ImFont* font : Fonts) + ImFontAtlasBuildNotifySetFont(this, font, NULL); + ImFontAtlasBuildDestroy(this); + ClearInputData(); + Fonts.clear_delete(); + TexIsBuilt = false; + for (ImDrawListSharedData* shared_data : DrawListSharedDatas) + if (shared_data->FontAtlas == this) + { + shared_data->Font = NULL; + shared_data->FontScale = shared_data->FontSize = 0.0f; + } +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + for (ImFont* font : Fonts) + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig& font_cfg : Sources) + ImFontAtlasFontDestroySourceData(this, &font_cfg); + for (ImFont* font : Fonts) + { + // When clearing this we lose access to the font name and other information used to build the font. + font->Sources.clear(); + font->Flags |= ImFontFlags_NoLoadGlyphs; + } + Sources.clear(); +} + +// Clear CPU-side copy of the texture data. +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear()."); + for (ImTextureData* tex : TexList) + tex->DestroyPixels(); + //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it. +} + +void ImFontAtlas::CompactCache() +{ + ImFontAtlasTextureCompact(this); +} + +void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader) +{ + ImFontAtlasBuildSetupFontLoader(this, font_loader); +} + +static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas) +{ + // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context. + // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the + // time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update. + // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build(). + // Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare. + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (ImGuiContext* imgui_ctx = shared_data->Context) + { + atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + break; + } +} + +// Called by NewFrame() for atlases owned by a context. +// If you manually manage font atlases, you'll need to call this yourself. +// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age. +// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context. +void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures) +{ + IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice. + atlas->RendererHasTextures = renderer_has_textures; + + // Update texture status and discard old textures. + // (we do this first thing to handle an edge case: if user mistakenly calls ClearFonts()+SetStatus(OK) during + // rendering, it would ImFontAtlasBuildMain() rebuilding before tex->Updates[] gets a chance to be cleared) + // (if somehow we need to move this back lower in the function, we could manually call the code to clear Updates[]). + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + // Update and remove if requested + ImTextureData* tex = atlas->TexList[tex_n]; + if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures) + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK."); + + bool remove_from_list = ImTextureDataUpdateNewFrame(tex); + if (remove_from_list) + { + IM_ASSERT(atlas->TexData != tex); + tex->DestroyPixels(); + IM_DELETE(tex); + atlas->TexList.erase(atlas->TexList.begin() + tex_n); + tex_n--; + } + } + + // Check that font atlas was built or backend support texture reload in which case we can build now + if (atlas->RendererHasTextures) + { + atlas->TexIsBuilt = true; + if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded. + ImFontAtlasBuildMain(atlas); + } + // Legacy backend + if (!atlas->RendererHasTextures) + IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()."); + if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges) + IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build()."); + + // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once. + // We also rely on ImFontBaked* pointers never crossing frames. + ImFontAtlasBuilder* builder = atlas->Builder; + builder->FrameCount = frame_count; + for (ImFont* font : atlas->Fonts) + font->LastBaked = NULL; + + // Garbage collect BakedPool + if (builder->BakedDiscardedCount > 0) + { + int dst_n = 0, src_n = 0; + for (; src_n < builder->BakedPool.Size; src_n++) + { + ImFontBaked* p_src = &builder->BakedPool[src_n]; + if (p_src->WantDestroy) + continue; + ImFontBaked* p_dst = &builder->BakedPool[dst_n++]; + if (p_dst == p_src) + continue; + memcpy(p_dst, p_src, sizeof(ImFontBaked)); + builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst); + } + IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n); + builder->BakedPool.Size -= builder->BakedDiscardedCount; + builder->BakedDiscardedCount = 0; + } +} + +bool ImTextureDataUpdateNewFrame(ImTextureData* tex) +{ + bool remove_from_list = false; + if (tex->Status == ImTextureStatus_OK) + { + tex->Updates.resize(0); + tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0; + tex->UpdateRect.w = tex->UpdateRect.h = 0; + } + + // Request destroy + // - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend. + // - We don't destroy pixels right away, as backend may have an in-flight copy from RAM. + if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy) + { + IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates); + tex->Status = ImTextureStatus_WantDestroy; + } + + // If a texture has never reached the backend, they don't need to know about it. + // (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy + // when invalidating graphics objects twice, which would previously remove it from the list and crash.) + if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && tex->QueueUserData == NULL) + tex->Status = ImTextureStatus_Destroyed; + + // Process texture being destroyed + if (tex->Status == ImTextureStatus_Destroyed) + { + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!"); + IM_ASSERT(tex->QueueUserData == NULL && "Texture queue set Status to Destroyed but did not clear QueueUserData!"); + if (tex->WantDestroyNextFrame) + remove_from_list = true; // Destroy was scheduled by us + else + tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run) + } + + // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering. + // We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision. + if (tex->Status == ImTextureStatus_WantDestroy) + tex->UnusedFrames++; + + return remove_from_list; +} + +void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h) +{ + IM_ASSERT(src_pixels != NULL && dst_pixels != NULL); + if (src_fmt == dst_fmt) + { + int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt); + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + memcpy(dst_pixels, src_pixels, line_sz); + } + else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU8* src_p = (const ImU8*)src_pixels; + ImU32* dst_p = (ImU32*)(void*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++)); + } + } + else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU32* src_p = (const ImU32*)(void*)src_pixels; + ImU8* dst_p = (ImU8*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF; + } + } + else + { + IM_ASSERT(0); + } +} + +// Source buffer may be written to (used for in-place mods). +// Post-process hooks may eventually be added here. +void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data) +{ + // Multiply operator (legacy) + if (data->FontSrc->RasterizerMultiply != 1.0f) + ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply); +} + +void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor) +{ + unsigned char* pixels = (unsigned char*)data->Pixels; + int pitch = data->Pitch; + if (data->Format == ImTextureFormat_Alpha8) + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU8* p = (ImU8*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255); + *p = (unsigned char)v; + } + } + } + else if (data->Format == ImTextureFormat_RGBA32) //-V547 + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU32* p = (ImU32*)(void*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255); + *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a); + } + } + } + else + { + IM_ASSERT(0); + } +} + +// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects. +void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col) +{ + if (dst_tex->Format == ImTextureFormat_Alpha8) + { + ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF; + for (int y = 0; y < h; y++) + memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w); + } + else + { + for (int y = 0; y < h; y++) + { + ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y); + for (int x = w; x > 0; x--, p++) + *p = col; + } + } +} + +// Copy block from one texture to another +void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h) +{ + IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL); + IM_ASSERT(src_tex->Format == dst_tex->Format); + IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width); + IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height); + IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width); + IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height); + for (int y = 0; y < h; y++) + memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel); +} + +void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h) +{ + ImTextureDataQueueUpload(tex, x, y, w, h); + atlas->TexIsBuilt = false; +} + +// Queue texture block update for renderer backend +void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h) +{ + IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed); + IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000); + + ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h }; + int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w); + int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h); + tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x); + tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y); + tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x); + tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y); + tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x); + tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y); + tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x); + tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y); + + // No need to queue if status is == ImTextureStatus_WantCreate + if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates) + { + tex->Status = ImTextureStatus_WantUpdates; + tex->Updates.push_back(req); + } +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + ImTextureData* tex = atlas->TexData; + if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format) + { + atlas->TexDesiredFormat = format; + atlas->Build(); + tex = atlas->TexData; + } + if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; }; + if (out_width) { *out_width = tex->Width; }; + if (out_height) { *out_height = tex->Height; }; + if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; } +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +bool ImFontAtlas::Build() +{ + ImFontAtlasBuildMain(this); + return true; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in) +{ + // Sanity Checks + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL)); + //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?"); + if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX) + IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on."); + + // Lazily create builder on the first call to AddFont + if (Builder == NULL) + ImFontAtlasBuildInit(this); + + // Create new font + const bool is_first_font = (Fonts.Size == 0); + ImFont* font; + if (!font_cfg_in->MergeMode) + { + font = IM_NEW(ImFont)(); + font->FontId = FontNextUniqueID++; + font->Flags = font_cfg_in->Flags; + font->LegacySize = font_cfg_in->SizePixels; + font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity; + Fonts.push_back(font); + } + else + { + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font!"); // When using MergeMode make sure that a font has already been added before. + font = font_cfg_in->DstFont ? font_cfg_in->DstFont : Fonts.back(); + ImFontAtlasFontDiscardBakes(this, font, 0); // Need to discard bakes if the font was already used, because baked->FontLoaderDatas[] will change size. (#9162) + } + + // Add to list + Sources.push_back(*font_cfg_in); + ImFontConfig* font_cfg = &Sources.back(); + if (font_cfg->DstFont == NULL) + font_cfg->DstFont = font; + font->Sources.push_back(font_cfg); + ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back(). + + // Sanity check + // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards. + if (font_cfg->GlyphExcludeRanges != NULL) + { + int size = 0; + for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {} + IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!"); + IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!"); + font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1)); + } + if (font_cfg->FontLoader != NULL) + { + IM_ASSERT(font_cfg->FontLoader->FontSrcGetGlyphIndexFromCodepoint != NULL && font_cfg->FontLoader->FontBakedLoadGlyph != NULL); + IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet. + } + // | Target w/ Implicit RefSize | Target w/ Explicit RefSize | + // Adding w/ Implicit RefSize: | OK (same scale) | OK (same scale) | + // Adding w/ Explicit RefSize: | KO | OK (custom scale) | + if (font_cfg_in->MergeMode && font_cfg_in->SizePixels > 0) + IM_ASSERT((font->Flags & ImFontFlags_ImplicitRefSize) == 0 && "Cannot use MergeMode with an explicit reference size when the destination font used an implicit reference size!"); + IM_ASSERT(font_cfg->FontLoaderData == NULL); + + if (!ImFontAtlasFontSourceInit(this, font_cfg)) + { + // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this) + ImFontAtlasFontDestroySourceData(this, font_cfg); + Sources.pop_back(); + font->Sources.pop_back(); + if (!font_cfg->MergeMode) + { + IM_DELETE(font); + Fonts.pop_back(); + } + return NULL; + } + ImFontAtlasFontSourceAddToFont(this, font, font_cfg); + + if (is_first_font) + ImFontAtlasBuildNotifySetFont(this, NULL, font); + return font; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP) +const char* ImGui_GetDefaultCompressedFontDataProggyClean(int* out_size); +#endif +#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR) +const char* ImGui_GetDefaultCompressedFontDataProggyForever(int* out_size); +#endif + +// This duplicates some of the logic in UpdateFontsNewFrame() which is a bit chicken-and-eggy/tricky to extract due to variety of codepaths and possible initialization ordering. +static float GetExpectedContextFontSize(ImGuiContext* ctx) +{ + float fb_scale = (ctx->IO.DisplayFramebufferScale.x != 0.0f) ? ctx->IO.DisplayFramebufferScale.x : 1.0f; + if (ctx->IO.DisplayFramebufferScale.x == 1.0f && ctx->IO.DisplaySize.x <= 0.0f && ctx->IO.ConfigMacOSXBehaviors) + fb_scale = 2.0f; // If called before backend had a chance to init DisplayFramebufferScale. default to expecting Retina. + float scale = ctx->Style.FontScaleMain * ctx->Style.FontScaleDpi * fb_scale; + return ((ctx->Style.FontSizeBase > 0.0f) ? ctx->Style.FontSizeBase : 13.0f) * scale; +} + +// Legacy function with heuristic to select Pixel or Vector font. +// The selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi * io.DisplayFramebufferScale) reaching a small threshold at the time of adding the default font. +// Prefer calling AddFontDefaultVector() or AddFontDefaultBitmap() based on your own logic. +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg) +{ + if (OwnerContext == NULL || GetExpectedContextFontSize(OwnerContext) >= 15.0f) + return AddFontDefaultVector(font_cfg); + else + return AddFontDefaultBitmap(font_cfg); +} + +// Load embedded ProggyClean.ttf. Default size 13, disable oversampling. +// If you want a similar font which may be better scaled, consider using AddFontDefaultVector(). +ImFont* ImFontAtlas::AddFontDefaultBitmap(const ImFontConfig* font_cfg_template) +{ +#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP) + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + font_cfg.PixelSnapH = true; // Prevents sub-integer scaling factors at lower-level layers. + if (font_cfg.SizePixels <= 0.0f) + { + font_cfg.SizePixels = 13.0f; // This only serves (1) as a reference for GlyphOffset.y setting and (2) as a default for pre-1.92 backend. + font_cfg.Flags |= ImFontFlags_ImplicitRefSize; + } + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyClean.ttf"); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y += 1.0f * (font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = ImGui_GetDefaultCompressedFontDataProggyClean(&ttf_compressed_size); + return AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg); +#else + IM_ASSERT(0 && "Function is disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif +} + +// Load a minimal version of ProggyForever, designed to match our good old ProggyClean, but nicely scalable. +// (See build script in https://github.com/ocornut/proggyforever for details) +ImFont* ImFontAtlas::AddFontDefaultVector(const ImFontConfig* font_cfg_template) +{ +#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR) + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + font_cfg.PixelSnapH = true; // Precisely match ProggyClean, but prevents sub-integer scaling factors at lower-level layers. + if (font_cfg.SizePixels <= 0.0f) + { + font_cfg.SizePixels = 13.0f; + font_cfg.Flags |= ImFontFlags_ImplicitRefSize; + } + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyForever.ttf"); + font_cfg.ExtraSizeScale *= 1.015f; // Match ProggyClean + font_cfg.GlyphOffset.y += 0.5f * (font_cfg.SizePixels / 16.0f); // Closer match ProggyClean + avoid descenders going too high (with current code). + + int ttf_compressed_size = 0; + const char* ttf_compressed = ImGui_GetDefaultCompressedFontDataProggyForever(&ttf_compressed_size); + return AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg); +#else + IM_ASSERT(0 && "Function is disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0) + { + IMGUI_DEBUG_LOG("While loading '%s'\n", filename); + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + } + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into the font name for convenience + const char* p; + for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "%s", p); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'font_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +// On font removal we need to remove references (otherwise we could queue removal?) +// We allow old_font == new_font which forces updating all values (e.g. sizes) +void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + if (shared_data->Font == old_font) + shared_data->Font = new_font; + if (ImGuiContext* ctx = shared_data->Context) + { + // While this should work either way, we save ourselves the bother / debugging confusion of running ImGui code so early when it is not needed. + // Also fixes erroneously rewriting style.FontSizeBase during init if adding default fonts. + if (old_font == NULL && ctx->Font == NULL && ctx->FontSizeBase == 0.0f) + continue; + + if (ctx->IO.FontDefault == old_font) + ctx->IO.FontDefault = new_font; + if (ctx->Font == old_font) + { + ImGuiContext* curr_ctx = ImGui::GetCurrentContext(); + bool need_bind_ctx = ctx != curr_ctx; + if (need_bind_ctx) + ImGui::SetCurrentContext(ctx); + ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize); + if (need_bind_ctx) + ImGui::SetCurrentContext(curr_ctx); + } + for (ImFontStackData& font_stack_data : ctx->FontStack) + if (font_stack_data.Font == old_font) + font_stack_data.Font = new_font; + } + } +} + +void ImFontAtlas::RemoveFont(ImFont* font) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontDestroySourceData(this, src); + for (int src_n = 0; src_n < Sources.Size; src_n++) + if (Sources[src_n].DstFont == font) + Sources.erase(&Sources[src_n--]); + + bool removed = Fonts.find_erase(font); + IM_ASSERT(removed); + IM_UNUSED(removed); + + ImFontAtlasBuildUpdatePointers(this); + + font->OwnerAtlas = NULL; + IM_DELETE(font); + + // Notify external systems + ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0]; + ImFontAtlasBuildNotifySetFont(this, font, new_current_font); +} + +// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away. +ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + + if (Builder == NULL) + ImFontAtlasBuildInit(this); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + if (out_r != NULL) + GetCustomRect(r_id, out_r); + + if (RendererHasTextures) + { + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + } + return r_id; +} + +void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id) +{ + if (ImFontAtlasPackGetRectSafe(this, id) == NULL) + return; + ImFontAtlasPackDiscardRect(this, id); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// This API does not make sense anymore with scalable fonts. +// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. +// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes: +// ImFont* myfont = io.Fonts->AddFontFromFileTTF(....); +// myfont->GetFontBaked(16.0f); +// myfont->Flags |= ImFontFlags_LockBakedSizes; +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) +{ + float font_size = font->LegacySize; + return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset); +} +// FIXME: we automatically set glyph.Colored=true by default. +// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph(). +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + + ImFontBaked* baked = font->GetFontBaked(font_size); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + if (RendererHasTextures) + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + + if (baked->IsGlyphLoaded(codepoint)) + ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint)); + + ImFontGlyph glyph; + glyph.Codepoint = codepoint; + glyph.AdvanceX = advance_x; + glyph.X0 = offset.x; + glyph.Y0 = offset.y; + glyph.X1 = offset.x + r->w; + glyph.Y1 = offset.y + r->h; + glyph.Visible = true; + glyph.Colored = true; // FIXME: Arbitrary + glyph.PackId = r_id; + ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph); + return r_id; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const +{ + ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id); + if (r == NULL) + return false; + IM_ASSERT(TexData->Width > 0 && TexData->Height > 0); // Font atlas needs to be built before we can calculate UV coordinates + if (out_r == NULL) + return true; + out_r->x = r->x; + out_r->y = r->y; + out_r->w = r->w; + out_r->h = r->h; + out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale; + out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale; + return true; +} + +bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->x, (float)r->y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * atlas->TexUvScale; + out_uv_border[1] = (pos + size) * atlas->TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * atlas->TexUvScale; + out_uv_fill[1] = (pos + size) * atlas->TexUvScale; + return true; +} + +// When atlas->RendererHasTextures = true, this is only called if no font were loaded. +void ImFontAtlasBuildMain(ImFontAtlas* atlas) +{ + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat) + ImFontAtlasBuildClear(atlas); + + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); + + // Default font is none are specified + if (atlas->Sources.Size == 0) + atlas->AddFontDefault(); + + // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures + ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas); + atlas->TexIsBuilt = true; +} + +void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v) +{ + // (Only used by stb_truetype builder) + // Automatically disable horizontal oversampling over size 36 + const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity; + *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2; + *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1; +} + +// Setup main font loader for the atlas +// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader. +void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader) +{ + if (atlas->FontLoader == font_loader) + return; + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + atlas->FontLoader->LoaderShutdown(atlas); + + atlas->FontLoader = font_loader; + atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL"; + IM_ASSERT(atlas->FontLoaderData == NULL); + + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); +} + +// Preload all glyph ranges for legacy backends. +// This may lead to multiple texture creation which might be a little slower than before. +void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas) +{ + atlas->Builder->PreloadedAllGlyphsRanges = true; + for (ImFont* font : atlas->Fonts) + { + ImFontBaked* baked = font->GetFontBaked(font->LegacySize); + if (font->FallbackChar != 0) + baked->FindGlyph(font->FallbackChar); + if (font->EllipsisChar != 0) + baked->FindGlyph(font->EllipsisChar); + for (ImFontConfig* src : font->Sources) + { + const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault(); + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + baked->FindGlyph((ImWchar)c); + } + } +} + +// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas +void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + font->Sources.resize(0); + for (ImFontConfig& src : atlas->Sources) + src.DstFont->Sources.push_back(&src); +} + +// Render a white-colored bitmap encoded in a string +void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(x >= 0 && x + w <= tex->Width); + IM_ASSERT(y >= 0 && y + h <= tex->Height); + + switch (tex->Format) + { + case ImTextureFormat_Alpha8: + { + ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00; + break; + } + case ImTextureFormat_RGBA32: + { + ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS; + break; + } + } +} + +static void ImFontAtlasBuildUpdateTexDataBasic(ImFontAtlas* atlas) +{ + // Pack and store identifier so we can refresh UV coordinates on texture resize. + // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing. + ImFontAtlasBuilder* builder = atlas->Builder; + ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + + ImFontAtlasRect r; + bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false); + if (add_and_draw) + { + builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid); + + // Draw to texture + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // 2x2 white pixels + ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X'); + } + else + { + // 2x2 white pixels + mouse cursors + const int x_for_white = r.x; + const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.'); + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X'); + } + } + + // Refresh UV coordinates + atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y); +} + + +#define IM_DRAWLIST_CORNER_POINTS_MAX (IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4 + 3) // Max number of points in corner profiles + +static int InitCornerGeometry(float cx, float cy, float rounding, float circle_segment_max_error, ImVec2* line_normals, float* line_distances) +{ + // This tries to quite faithfully replicate how we render the corners using tessellation. + // Older code sampled a circle SDF directly, but it had clearly visible discrepancy between the baked corners + // and tessellated corners due to circle_segment_max_error. + + const int auto_seg_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(rounding, circle_segment_max_error); + int arc_step, arc_step_count; + CalcCornerArcStepAndCount(auto_seg_count, arc_step, arc_step_count); + const int arc_point_count = arc_step_count + 1; + + // Build arc of points, with straight segments at each end. + // . [n-2]..[n-1] + // .` + // . + // [1] x (cx,cy) + // : + // [0] + ImVec2 points[IM_DRAWLIST_CORNER_POINTS_MAX]; + int num_points = 0; + + points[num_points++] = ImVec2(cx - rounding, cy + 1.0f); + + float da = ((float)arc_step / (float)IM_DRAWLIST_ARCFAST_TABLE_SIZE) * IM_PI * 2.0f; + float a = IM_PI; + for (int i = 0; i < arc_point_count; i++) + { + float dx = cosf(a); + float dy = sinf(a); + points[num_points++] = ImVec2(cx + dx * rounding, cy + dy * rounding); + a += da; + } + + points[num_points++] = ImVec2(cx + 1.0f, cy - rounding); + + // Turn segments to half spaces. + for (int i = 0; i < num_points - 1; i++) + { + const ImVec2 diff = points[i + 1] - points[i]; + const float d2 = diff.x * diff.x + diff.y * diff.y; + const float inv_d = ImRsqrtPrecise(d2); + line_normals[i].x = diff.y * inv_d; // Normal points outwards + line_normals[i].y = -diff.x * inv_d; + line_distances[i] = -ImDot(points[i], line_normals[i]); + } + + return num_points - 1; +} + +// Returns distance to convex shape limited by lines. +static float SampleConvex(float x, float y, const ImVec2* line_normals, const float* line_distances, int num_lines) +{ + float result = -FLT_MAX; + for (int i = 0; i < num_lines; i++) + { + const float d = line_normals[i].x * x + line_normals[i].y * y + line_distances[i]; + if (d > result) + result = d; + } + return result; +} + +static ImU8 SampleCornerFillOrStroke(float x, float y, float thickness, const ImVec2* line_normals, const float* line_distances, int num_lines) +{ + const float d = SampleConvex(x, y, line_normals, line_distances, num_lines); + const float aa_width = 1.0f; + if (thickness == 0.0f) + { + // Fill + return (ImU8)(ImClamp(1.0f - (d + aa_width * 0.5f) / aa_width, 0.0f, 1.0f) * 255.0f); + } + else + { + // Stroke + const float outer = 1.0f - (d + aa_width * 0.5f) / aa_width; + const float inner = (d + thickness + aa_width * 0.5f) / aa_width; + return (ImU8)(ImClamp(ImMin(inner, outer), 0.0f, 1.0f) * 255.0f); + } +} + +#if 0 // Set to 1 to visualize coverage of textured corners +#define DEBUG_TEX_CORNER_U8(_LX, _H) ((_LX & 1) ? 255 : 0) +#define DEBUG_TEX_CORNER_U32(_LX, _H) IM_COL32((_LX & 1) ? 255: 0, 0, 0, (_LX & 1) ? 200 : 0) +#else +#define DEBUG_TEX_CORNER_U8(_LX, _H) 0xFF +#define DEBUG_TEX_CORNER_U32(_LX, _H) 0xFFFFFFFF +#endif + +static void ImFontAtlasBuildUpdateTexDataCorners(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners) + return; + + // Pack and store identifier so we can refresh UV coordinates on texture resize. + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + // FIXME-TEXCORNERS: Ideally we should pick up the max error from the styles, but it does not seem be to set by the time we build the data the first time. + float circle_segment_max_error = 0.30f; // Default matching ImGuiStyle::CircleTessellationMaxError. + // if (atlas->OwnerContext) + // circle_segment_max_error = atlas->OwnerContext->DrawListSharedData.CircleSegmentMaxError; + + // Calculate size and pack + ImFontAtlasRect r; + bool add_and_draw = atlas->GetCustomRect(builder->PackIdCornersTexData, &r) == false; + if (add_and_draw) + { + // (thickness 0 for filled, thickness >0 for strokes) + ImVec2i pack_size(0, 0); + for (int thickness = 0; thickness < IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX; thickness++) + { + const bool is_filled = (thickness == 0); + int row_width = 0; + int row_height = 0; + for (int n = 0; n < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX; n++) + { + const int rounding = n + 1; + const int size = (is_filled ? (rounding + 1) : ImMax(rounding, thickness)); + row_width += size + 2; + row_height = ImMax(row_height, size + 2); + } + pack_size.x = ImMax(pack_size.x, row_width); + pack_size.y += row_height; + } + builder->PackIdCornersTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdCornersTexData != ImFontAtlasRectId_Invalid); + } + + // Render + int y = r.y; + ImVec2 line_normals[IM_DRAWLIST_CORNER_POINTS_MAX]; + float line_distances[IM_DRAWLIST_CORNER_POINTS_MAX]; + for (int thickness = 0; thickness < IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX; thickness++) + { + const bool is_filled = (thickness == 0); + int x = r.x; + int row_height = 0; + for (int n = 0; n < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX; n++) + { + // Filled: Always add 1px to the fill side of the rounded corner to prevent the corner AA to bleed into the rectangle edges. + const int rounding = n + 1; + const int size = (is_filled ? (rounding + 1) : ImMax(rounding, thickness)); + const int w = size + 2; + const int h = size + 2; + + // Corner circle + const float cx = 1.0f + (float)(n + 1); + const float cy = 1.0f + (float)(n + 1); + IM_ASSERT((x + w) <= (r.x + r.w) && (y + h) <= (r.y + r.h)); // Make sure we're inside the texture bounds + const int num_lines = InitCornerGeometry(cx, cy, (float)rounding, circle_segment_max_error, line_normals, line_distances); + + // Write each slice + if (add_and_draw && tex->Format == ImTextureFormat_Alpha8) + { + ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(x, y); + const int pitch = tex->Width; + for (int ly = 0; ly < h; ly++) + { + for (int lx = 0; lx < w; lx++) + write_ptr[lx] = SampleCornerFillOrStroke((float)lx + 0.5f, (float)ly + 0.5f, (float)thickness, line_normals, line_distances, num_lines) & DEBUG_TEX_CORNER_U8(lx, h); + write_ptr += pitch; + } + } + else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32) + { + ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(x, y); + const int pitch = tex->Width; + for (int ly = 0; ly < h; ly++) + { + for (int lx = 0; lx < w; lx++) + write_ptr[lx] = IM_COL32(255, 255, 255, SampleCornerFillOrStroke((float)lx + 0.5f, (float)ly + 0.5f, (float)thickness, line_normals, line_distances, num_lines)) & DEBUG_TEX_CORNER_U32(lx, h); + write_ptr += pitch; + } + } + + // Refresh UV coordinates + ImVec2 uv0 = ImVec2((float)(x + 1), (float)(y + 1)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(x + 1 + size), (float)(y + 1 + size)) * atlas->TexUvScale; + builder->TexUvCorners[n + thickness * IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX] = ImVec4(uv0.x, uv0.y, uv1.x, uv1.y); + + x += w; + row_height = ImMax(row_height, h); + } + y += row_height; + } +} + +static void ImFontAtlasBuildUpdateTexDataLines(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // Pack and store identifier so we can refresh UV coordinates on texture resize. + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + ImFontAtlasRect r; + bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false; + if (add_and_draw) + { + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH_COUNT); + builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid); + } + + { + // FIXME: Lines 0 to IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH(4) are currently never used and could be ditched, saving DETAILED_WIDTH*WIDTH_MAX + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + const int y = n; + const int line_width = n; + const int pad_left = (r.w - line_width) / 2; + const int pad_right = r.w - (pad_left + line_width); + IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels + + // Write each slice + if (add_and_draw && tex->Format == ImTextureFormat_Alpha8) + { + ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32) + { + ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Refresh UV coordinates + ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 0.5f), (float)(r.y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 0.5f), (float)(r.y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + // Store inverse of the line-width (thickness) to the w component so that we can avoid division when selecting texture. + float inv_line_width = (line_width > 0) ? (1.0f / (float)line_width) : 0.0f; + builder->TexUvLines[n] = ImVec4(uv0.x, uv1.x, half_v, inv_line_width); + } + } + + { + // Calculate super sampled line textures for smaller line widths to make transition between sizes smoother. + + // Calculate ramp used for all the textures. + ImU8 ramp[IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT]; + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT; n++) + ramp[n] = (ImU8)(((float)n / IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT) * 255.0f); + + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH_COUNT; n++) + { + const int y = IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + n; + // For integer thickness lines the one pixel line texture looks like this: + // [ 0 | 1 | 0 ] + // :...........: + // Since the texture samples are at the center of the texel, we only use range above. + // The result after bilinear filtering is a triangle across the used uv range. + // + // To super 2x sample that signal, we end up with following texture: + // [ 0 | .5 | 1 | .5 | 0 ] + // :.......................: + // One might think that there should be 2 opaque pixels in the middle section, but no since we're super sampling the triangle signal. + const int line_width = 1 + n; + IM_ASSERT(IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT + line_width + IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT <= r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels + + // Write each slice + if (add_and_draw && tex->Format == ImTextureFormat_Alpha8) + { + ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y); + int idx = 0; + for (int i = 0; i < IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT; i++) + write_ptr[idx++] = ramp[i]; + for (int i = 0; i < line_width; i++) + write_ptr[idx++] = 0xFF; + for (int i = IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT - 1; i >= 0; i--) + write_ptr[idx++] = ramp[i]; + while (idx < r.w) + write_ptr[idx++] = 0x0; + } + else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32) + { + ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y); + int idx = 0; + for (int i = 0; i < IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT; i++) + write_ptr[idx++] = IM_COL32(255, 255, 255, ramp[i]); + for (int i = 0; i < line_width; i++) + write_ptr[idx++] = IM_COL32(255, 255, 255, 255); + for (int i = IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT - 1; i >= 0; i--) + write_ptr[idx++] = IM_COL32(255, 255, 255, ramp[i]); + while (idx < r.w) + write_ptr[idx++] = IM_COL32(255, 255, 255, 0); + } + + // Refresh UV coordinates + ImVec2 uv0 = ImVec2((float)(r.x + 0.5f), (float)(r.y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r.x - 0.5f + IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT * 2 + line_width), (float)(r.y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + // Store inverse of the line-width (thickness) to the w component so that we can avoid division when selecting texture. + float inv_line_width = 1.0f / (1.0f + (float)n / (float)IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT); + builder->TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + n] = ImVec4(uv0.x, uv1.x, half_v, inv_line_width); + } + } +} + +//----------------------------------------------------------------------------------------------------------------------------- + +// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont() +bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font) +{ + bool ret = true; + for (ImFontConfig* src : font->Sources) + if (!ImFontAtlasFontSourceInit(atlas, src)) + ret = false; + IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call. + return ret; +} + +// Keep source/input FontData +void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font) +{ + font->ClearOutputData(); + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader && loader->FontSrcDestroy != NULL) + loader->FontSrcDestroy(atlas, src); + } +} + +void ImFontAtlasFontRebuildOutput(ImFontAtlas* atlas, ImFont* font) +{ + ImFontAtlasFontDestroyOutput(atlas, font); + ImFontAtlasFontInitOutput(atlas, font); +} + +//----------------------------------------------------------------------------------------------------------------------------- + +bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src)) + return false; + return true; +} + +void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + if (src->MergeMode == false) + { + font->ClearOutputData(); + //font->FontSize = src->SizePixels; + font->OwnerAtlas = atlas; + IM_ASSERT(font->Sources[0] == src); + } + atlas->TexIsBuilt = false; // For legacy backends + ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src); +} + +void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + // IF YOU GET A CRASH IN THE IM_FREE() CALL HERE AND USED AddFontFromMemoryTTF(): + // - DUE TO LEGACY REASON AddFontFromMemoryTTF() TRANSFERS MEMORY OWNERSHIP BY DEFAULT. + // - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREED BY IMGUI. + // - USE `ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(....., &cfg);` to disable passing ownership/ + // WE WILL ADDRESS THIS IN A FUTURE REWORK OF THE API. + if (src->FontDataOwnedByAtlas) + IM_FREE(src->FontData); + src->FontData = NULL; + if (src->GlyphExcludeRanges) + IM_FREE((void*)src->GlyphExcludeRanges); + src->GlyphExcludeRanges = NULL; +} + +// Create a compact, baked "..." if it doesn't exist, by using the ".". +// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used. +// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers. +static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked) +{ + ImFont* font = baked->OwnerFont; + IM_ASSERT(font->EllipsisChar != 0); + + const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.'); + if (dot_glyph == NULL) + dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E); + if (dot_glyph == NULL) + return NULL; + ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers + ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + const int dot_spacing = 1; + const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing; + + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + ImFontGlyph glyph_in = {}; + ImFontGlyph* glyph = &glyph_in; + glyph->Codepoint = font->EllipsisChar; + glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + glyph->X0 = dot_glyph->X0; + glyph->Y0 = dot_glyph->Y0; + glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing; + glyph->Y1 = dot_glyph->Y1; + glyph->Visible = true; + glyph->PackId = pack_id; + glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph); + dot_glyph = NULL; // Invalidated + + // Copy to texture, post-process and queue update for backend + // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it. + dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + ImTextureData* tex = atlas->TexData; + for (int n = 0; n < 3; n++) + ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); + + return glyph; +} + +// Load fallback in order to obtain its index +// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size) +static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked) +{ + IM_ASSERT(baked->FallbackGlyphIndex == -1); + IM_ASSERT(baked->FallbackAdvanceX == 0.0f); + ImFont* font = baked->OwnerFont; + ImFontGlyph* fallback_glyph = NULL; + if (font->FallbackChar != 0) + fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar); + if (fallback_glyph == NULL) + { + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + ImFontGlyph glyph; + glyph.Codepoint = 0; + glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f); + fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->OwnerAtlas, baked, NULL, &glyph); + } + baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code + baked->FallbackAdvanceX = fallback_glyph->AdvanceX; +} + +static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked) +{ + // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews) + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + if (space_glyph != NULL) + space_glyph->Visible = false; + + // Setup Tab character. + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL) + { + ImFontGlyph tab_glyph; + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE; + ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph); + } +} + +// Load/identify special glyphs +// (note that this is called again for fonts with MergeMode) +void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + IM_UNUSED(atlas); + IM_ASSERT(font->Sources.contains(src)); + + // Find Fallback character. Actual glyph loaded in GetFontBaked(). + const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + if (font->FallbackChar == 0) + for (ImWchar candidate_char : fallback_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->FallbackChar = (ImWchar)candidate_char; + break; + } + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + if (font->EllipsisChar == 0) + for (ImWchar candidate_char : ellipsis_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->EllipsisChar = candidate_char; + break; + } + if (font->EllipsisChar == 0) + { + font->EllipsisChar = 0x0085; + font->EllipsisAutoBake = true; + } +} + +void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph) +{ + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImFontAtlasPackDiscardRect(atlas, glyph->PackId); + glyph->PackId = ImFontAtlasRectId_Invalid; + } + ImWchar c = (ImWchar)glyph->Codepoint; + IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity + IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size); + IM_UNUSED(font); + baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED; + baked->IndexAdvanceX[c] = baked->FallbackAdvanceX; +} + +ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id) +{ + IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size); + ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked()); + baked->Size = font_size; + baked->RasterizerDensity = font_rasterizer_density; + baked->BakedId = baked_id; + baked->OwnerFont = font; + baked->LastUsedFrame = atlas->Builder->FrameCount; + + // Initialize backend data + size_t loader_data_size = 0; + for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + loader_data_size += loader->FontBakedSrcLoaderDataSize; + } + baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL; + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedInit) + loader->FontBakedInit(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + + ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked); + return baked; +} + +// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case. +ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int step_n = 0; step_n < 2; step_n++) + { + ImFontBaked* closest_larger_match = NULL; + ImFontBaked* closest_smaller_match = NULL; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->OwnerFont != font || baked->WantDestroy) + continue; + if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density + continue; + if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size)) + closest_larger_match = baked; + if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size)) + closest_smaller_match = baked; + } + if (closest_larger_match) + if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f)) + return closest_larger_match; + if (closest_smaller_match) + return closest_smaller_match; + } + return NULL; +} + +void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName()); + + for (ImFontGlyph& glyph : baked->Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + ImFontAtlasPackDiscardRect(atlas, glyph.PackId); + + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedDestroy) + loader->FontBakedDestroy(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + if (baked->FontLoaderDatas) + { + IM_FREE(baked->FontLoaderDatas); + baked->FontLoaderDatas = NULL; + } + builder->BakedMap.SetVoidPtr(baked->BakedId, NULL); + builder->BakedDiscardedCount++; + baked->ClearOutputData(); + baked->WantDestroy = true; + font->LastBaked = NULL; +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames) +{ + if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->OwnerFont != font || baked->WantDestroy) + continue; + ImFontAtlasBakedDiscard(atlas, font, baked); + } +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->WantDestroy || (baked->OwnerFont->Flags & ImFontFlags_LockBakedSizes)) + continue; + ImFontAtlasBakedDiscard(atlas, baked->OwnerFont, baked); + } +} + +// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData* +void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(!atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.push_back(data); +} + +void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.find_erase(data); +} + +// Update texture identifier in all active draw lists +void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + // If Context 2 uses font owned by Context 1 which already called EndFrame()/Render(), we don't want to mess with draw commands for Context 1 + if (shared_data->Context && !shared_data->Context->WithinFrameScope) + continue; + + for (ImDrawList* draw_list : shared_data->DrawLists) + { + // Replace in command-buffer + // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[], + // other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow) + if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex) + draw_list->_SetTexture(new_tex); + + // Replace in stack + for (ImTextureRef& stacked_tex : draw_list->_TextureStack) + if (stacked_tex == old_tex) + stacked_tex = new_tex; + } + } +} + +// Update texture coordinates in all draw list shared context +// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context? +void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (shared_data->FontAtlas == atlas) + { + shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel; + shared_data->TexUvLines = atlas->Builder->TexUvLines; + shared_data->TexUvCorners = atlas->Builder->TexUvCorners; + } +} + +// Set current texture. This is mostly called from AddTexture() + to handle a failed resize. +static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex) +{ + ImTextureRef old_tex_ref = atlas->TexRef; + atlas->TexData = tex; + atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height); + atlas->TexRef._TexData = tex; + //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set. + ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef); +} + +static void ImFontAtlasBuildUpdateTexData(ImFontAtlas* atlas) +{ + ImFontAtlasBuildUpdateTexDataBasic(atlas); + ImFontAtlasBuildUpdateTexDataLines(atlas); + ImFontAtlasBuildUpdateTexDataCorners(atlas); +} + +// Create a new texture, discard previous one +ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h) +{ + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex; + + // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV). + /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate) + { + // Reuse texture not yet used by backend. + IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL); + old_tex->DestroyPixels(); + old_tex->Updates.clear(); + new_tex = old_tex; + old_tex = NULL; + } + else*/ + { + // Add new + new_tex = IM_NEW(ImTextureData)(); + new_tex->UniqueID = atlas->TexNextUniqueID++; + atlas->TexList.push_back(new_tex); + } + if (old_tex != NULL) + { + // Queue old as to destroy next frame + old_tex->WantDestroyNextFrame = true; + IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates); + } + + new_tex->Create(atlas->TexDesiredFormat, w, h); + atlas->TexIsBuilt = false; + + ImFontAtlasBuildSetTexture(atlas, new_tex); + + return new_tex; +} + +#if 0 +#define STB_IMAGE_WRITE_IMPLEMENTATION +#include "../stb/stb_image_write.h" +static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description) +{ + ImGuiContext& g = *GImGui; + char buf[128]; + ImFormatString(buf, IM_COUNTOF(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description); + stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support. +} +#endif + +void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + builder->LockDisableResize = true; + + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h); + new_tex->UseColors = old_tex->UseColors; + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height); + //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + // IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy); + //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface); + //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack"); + + // Repack, lose discarded rectangle, copy pixels + // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex + // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability. + // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects. + ImFontAtlasPackInit(atlas); + ImVector old_rects; + ImVector old_index = builder->RectsIndex; + old_rects.swap(builder->Rects); + + for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex) + { + if (index_entry.IsUsed == false) + continue; + ImTextureRect& old_r = old_rects[index_entry.TargetIndex]; + if (old_r.w == 0 && old_r.h == 0) + continue; + ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry); + if (new_r_id == ImFontAtlasRectId_Invalid) + { + // Undo, grow texture and try repacking again. + // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly. + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID); + new_tex->WantDestroyNextFrame = true; + builder->Rects.swap(old_rects); + builder->RectsIndex = old_index; + ImFontAtlasBuildSetTexture(atlas, old_tex); + ImFontAtlasTextureGrow(atlas, w, h); // Recurse + return; + } + IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry)); + ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id); + ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h); + } + IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount); + builder->RectsDiscardedCount = 0; + builder->RectsDiscardedSurface = 0; + + // Patch glyphs UV + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId); + glyph.U0 = (r->x) * atlas->TexUvScale.x; + glyph.V0 = (r->y) * atlas->TexUvScale.y; + glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y; + } + + // Update other cached UV + ImFontAtlasBuildUpdateTexData(atlas); + + builder->LockDisableResize = false; + ImFontAtlasUpdateDrawListsSharedData(atlas); + //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack"); +} + +void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h) +{ + //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow"); + ImFontAtlasBuilder* builder = atlas->Builder; + if (old_tex_w == -1) + old_tex_w = atlas->TexData->Width; + if (old_tex_h == -1) + old_tex_h = atlas->TexData->Height; + + // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend? + // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations? + IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h)); + IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight)); + + // Grow texture so it follows roughly a square. + // - Grow height before width, as width imply more packing nodes. + // - Caller should be taking account of RectsDiscardedSurface and may not need to grow. + int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2; + int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h; + + // Handle minimum size first (for pathologically large packed rects) + const int pack_padding = atlas->TexGlyphPadding; + new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding)); + new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding)); + new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth); + new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight); + if (new_tex_w == old_tex_w && new_tex_h == old_tex_h) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h); +} + +void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas) +{ + // Can some baked contents be ditched? + //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n"); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 2); + + // Currently using a heuristic for repack without growing. + if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f) + ImFontAtlasTextureGrow(atlas); + else + ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height); +} + +ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas) +{ + int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth); + int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight); + if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy) + return ImVec2i(min_w, min_h); + + ImFontAtlasBuilder* builder = atlas->Builder; + min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w); + min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h); + const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack + const int surface_sqrt = (int)sqrtf((float)surface_approx); + + int new_tex_w; + int new_tex_h; + if (min_w >= min_h) + { + new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt)); + new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + } + else + { + new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h)); + } + + IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h)); + return ImVec2i(new_tex_w, new_tex_h); +} + +// Clear all output. Invalidates all AddCustomRect() return values! +void ImFontAtlasBuildClear(ImFontAtlas* atlas) +{ + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + ImFontAtlasBuildDestroy(atlas); + ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y); + ImFontAtlasBuildInit(atlas); + for (ImFontConfig& src : atlas->Sources) + ImFontAtlasFontSourceInit(atlas, &src); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); +} + +// You should not need to call this manually! +// If you think you do, let us know and we can advise about policies auto-compact. +void ImFontAtlasTextureCompact(ImFontAtlas* atlas) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 1); + + ImTextureData* old_tex = atlas->TexData; + ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height); + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y); +} + +// Start packing over current empty texture +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Select Backend + // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere + // and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions. + if (atlas->FontLoader == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + atlas->SetFontLoader(ImGuiFreeType::GetFontLoader()); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + atlas->SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype()); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Create initial texture size + if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL) + ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight)); + + atlas->Builder = IM_NEW(ImFontAtlasBuilder)(); + if (atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + + ImFontAtlasPackInit(atlas); + + // Add required texture data + ImFontAtlasBuildUpdateTexData(atlas); + + // Register fonts + ImFontAtlasBuildUpdatePointers(atlas); + + // Update UV coordinates etc. stored in bound ImDrawListSharedData instance + ImFontAtlasUpdateDrawListsSharedData(atlas); + + //atlas->TexIsBuilt = true; + + // Lazily initialize char/text classifier + // FIXME: This could be practically anywhere, and should eventually be parameters to CalcTextSize/word-wrapping code, but there's no obvious spot now. + ImTextInitClassifiers(); +} + +// Destroy builder and all cached glyphs. Do not destroy actual fonts. +void ImFontAtlasBuildDestroy(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + { + atlas->FontLoader->LoaderShutdown(atlas); + IM_ASSERT(atlas->FontLoaderData == NULL); + } + IM_DELETE(atlas->Builder); + atlas->Builder = NULL; +} + +//----------------------------------------------------------------------------- + +void ImFontAtlasPackInit(ImFontAtlas * atlas) +{ + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it. + const int pack_node_count = tex->Width / 2; + builder->PackNodes.resize(pack_node_count); + IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque)); + stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size); + builder->RectsPackedSurface = builder->RectsPackedCount = 0; + builder->MaxRectSize = ImVec2i(0, 0); + builder->MaxRectBounds = ImVec2i(0, 0); +} + +// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type. +static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx) +{ + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + int index_idx; + ImFontAtlasRectEntry* index_entry; + if (builder->RectsIndexFreeListStart < 0) + { + builder->RectsIndex.resize(builder->RectsIndex.Size + 1); + index_idx = builder->RectsIndex.Size - 1; + index_entry = &builder->RectsIndex[index_idx]; + memset(index_entry, 0, sizeof(*index_entry)); + } + else + { + index_idx = builder->RectsIndexFreeListStart; + index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect + builder->RectsIndexFreeListStart = index_entry->TargetIndex; + } + index_entry->TargetIndex = rect_idx; + index_entry->IsUsed = 1; + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// Overwrite existing entry +static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry) +{ + IM_ASSERT(index_entry->IsUsed); + index_entry->TargetIndex = atlas->Builder->Rects.Size - 1; + int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry); + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// This is expected to be called in batches and followed by a repack +void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + + ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id); + if (rect == NULL) + return; + + ImFontAtlasBuilder* builder = atlas->Builder; + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0); + index_entry->IsUsed = false; + index_entry->TargetIndex = builder->RectsIndexFreeListStart; + index_entry->Generation++; + if (index_entry->Generation == 0) + index_entry->Generation++; // Keep non-zero on overflow + + const int pack_padding = atlas->TexGlyphPadding; + builder->RectsIndexFreeListStart = index_idx; + builder->RectsDiscardedCount++; + builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding); + rect->w = rect->h = 0; // Clear rectangle so it won't be packed again +} + +// Important: Calling this may recreate a new texture and therefore change atlas->TexData +// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962 +ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry) +{ + IM_ASSERT(w > 0 && w <= 0xFFFF); + IM_ASSERT(h > 0 && h <= 0xFFFF); + + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + const int pack_padding = atlas->TexGlyphPadding; + builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w); + builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h); + + // Pack + ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h }; + for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--) + { + // Try packing + stbrp_rect pack_r = {}; + pack_r.w = w + pack_padding; + pack_r.h = h + pack_padding; + stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1); + r.x = (unsigned short)pack_r.x; + r.y = (unsigned short)pack_r.y; + if (pack_r.was_packed) + break; + + // If we ran out of attempts, return fallback + if (attempts_remaining == 0 || builder->LockDisableResize) + { + IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h); + return ImFontAtlasRectId_Invalid; + } + + // Resize or repack atlas! (this should be a rare event) + ImFontAtlasTextureMakeSpace(atlas); + } + + builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding); + builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding); + builder->RectsPackedCount++; + builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding); + + builder->Rects.push_back(r); + if (overwrite_entry != NULL) + return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack) + else + return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1); +} + +// Generally for non-user facing functions: assert on invalid ID. +ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id)); + IM_ASSERT(index_entry->IsUsed); + return &builder->Rects[index_entry->TargetIndex]; +} + +// For user-facing functions: return NULL on invalid ID. +// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers. +ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + if (id == ImFontAtlasRectId_Invalid) + return NULL; + int index_idx = ImFontAtlasRectId_GetIndex(id); + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + IM_MSVC_WARNING_SUPPRESS(28182); // Static Analysis false positive "warning C28182: Dereferencing NULL pointer 'builder'" + if (index_idx >= builder->RectsIndex.Size) + return NULL; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed) + return NULL; + return &builder->Rects[index_entry->TargetIndex]; +} + +// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries) +// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up. +static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint) +{ + if (const ImWchar* exclude_list = src->GlyphExcludeRanges) + for (; exclude_list[0] != 0; exclude_list += 2) + if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1]) + return false; + return true; +} + +static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size) +{ + IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size); + if (new_size <= baked->IndexLookup.Size) + return; + baked->IndexAdvanceX.resize(new_size, -1.0f); + baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED); +} + +// Remap a codepoint to another codepoint +void ImFont::AddRemapCodepoint(ImWchar from_codepoint, ImWchar to_codepoint) +{ + ImU32 data = (ImU32)to_codepoint; + IM_ASSERT((data & (1u << 31)) == 0); + RemapPairs.SetInt((ImGuiID)from_codepoint, (int)data); +} + +static const int IMFONT_REMAPVALUE_GLYPHIDX_SHIFT = 0; +static const int IMFONT_REMAPVALUE_GLYPHIDX_MASK = 0xFFFF; +static const int IMFONT_REMAPVALUE_FONTSRCIDX_SHIFT = 16; +static const int IMFONT_REMAPVALUE_FONTSRCIDX_MASK = 0xFF0000; + +// Remap a codepoint to a raw glyph index inside the font. Allows accessing glyphs which are not mapped to codepoints. (#9559) +// font_src_idx = index in font->Sources[], or -1 for last added source. +// glyph_idx = index in TTF or OTF file. +void ImFont::AddRemapCodepointToGlyphIndex(ImWchar from_codepoint, int font_src_idx, int glyph_idx) +{ + if (font_src_idx == -1) + font_src_idx = Sources.Size - 1; + IM_ASSERT(font_src_idx >= 0 && font_src_idx < Sources.Size && ((font_src_idx << IMFONT_REMAPVALUE_FONTSRCIDX_SHIFT) & ~IMFONT_REMAPVALUE_FONTSRCIDX_MASK) == 0); + IM_ASSERT(glyph_idx >= 0 && ((glyph_idx << IMFONT_REMAPVALUE_GLYPHIDX_SHIFT) & ~IMFONT_REMAPVALUE_GLYPHIDX_MASK) == 0); + ImU32 data = ((ImU32)glyph_idx << IMFONT_REMAPVALUE_GLYPHIDX_SHIFT) | (font_src_idx << IMFONT_REMAPVALUE_FONTSRCIDX_SHIFT) | (1u << 31); + RemapPairs.SetInt((ImGuiID)from_codepoint, (int)data); +} + +static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar codepoint, ImWchar* out_codepoint, int* out_font_src_idx, int* out_glyph_idx) +{ + IM_UNUSED(atlas); + if (font->RemapPairs.Data.Size == 0) + return; + ImU32 data = (ImU32)font->RemapPairs.GetInt((ImGuiID)codepoint, (int)codepoint); + if (data & (1u << 31)) + { + *out_codepoint = (ImWchar)-1; + *out_font_src_idx = (data & IMFONT_REMAPVALUE_FONTSRCIDX_MASK) >> IMFONT_REMAPVALUE_FONTSRCIDX_SHIFT; + *out_glyph_idx = (data & IMFONT_REMAPVALUE_GLYPHIDX_MASK) >> IMFONT_REMAPVALUE_GLYPHIDX_SHIFT; + return; + } + *out_codepoint = (ImWchar)data; +} + +static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x) +{ + ImFont* font = baked->OwnerFont; + ImFontAtlas* atlas = font->OwnerAtlas; + if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs)) + { + // Lazily load fallback glyph + if (baked->FallbackGlyphIndex == -1 && baked->LoadNoFallback == 0) + ImFontAtlasBuildSetupFontBakedFallback(baked); + return NULL; + } + + // User remapping hooks + ImWchar src_codepoint = codepoint; + int src_font_idx = -1, src_glyph_idx = -1; + ImFontAtlas_FontHookRemapCodepoint(atlas, font, codepoint, &src_codepoint, &src_font_idx, &src_glyph_idx); + + //char utf8_buf[5]; + //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint)); + + // Special hook + // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking + if (codepoint == font->EllipsisChar && font->EllipsisAutoBake) + if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked)) + return glyph; + + // Call backend + char* loader_user_data_p = (char*)baked->FontLoaderDatas; + char* loader_user_data_p_next = NULL; + for (int src_n = 0; src_n < font->Sources.Size; src_n++, loader_user_data_p = loader_user_data_p_next) + { + ImFontConfig* src = font->Sources[src_n]; + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + loader_user_data_p_next = loader_user_data_p + loader->FontBakedSrcLoaderDataSize; + + int glyph_index; + if (src_codepoint != (ImWchar)-1) + { + if (src->GlyphExcludeRanges && !ImFontAtlasBuildAcceptCodepointForSource(src, src_codepoint)) + continue; + glyph_index = loader->FontSrcGetGlyphIndexFromCodepoint(atlas, src, src_codepoint); + } + else + { + if (src_n != src_font_idx) + continue; + glyph_index = src_glyph_idx; + } + if (glyph_index == 0) + continue; + + if (only_load_advance_x == NULL) + { + ImFontGlyph glyph_buf; + glyph_buf.Codepoint = codepoint; + if (!loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, glyph_index, &glyph_buf, NULL)) + continue; + // FIXME: Add hooks for e.g. #7962 + glyph_buf.SourceIdx = src_n; + return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf); + } + else + { + // Special mode but only loading glyphs metrics. Will rasterize and pack later. + if (!loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, glyph_index, NULL, only_load_advance_x)) + continue; + ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, *only_load_advance_x); + return NULL; + } + } + + // Lazily load fallback glyph + if (baked->LoadNoFallback) + return NULL; + if (baked->FallbackGlyphIndex == -1) + ImFontAtlasBuildSetupFontBakedFallback(baked); + + // Mark index as not found, so we don't attempt the search twice + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX; + baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND; + return NULL; +} + +static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint) +{ + if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout) + { + // First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API. + float only_advance_x = 0.0f; + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, &only_advance_x); + return glyph ? glyph->AdvanceX : only_advance_x; + } + else + { + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, NULL); + return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX; + } +} + +// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b +IM_MSVC_RUNTIME_CHECKS_OFF +static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint) +{ + return ImFontBaked_BuildLoadGlyphAdvanceX(baked, (ImWchar)codepoint); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas) +{ + // [DEBUG] Log texture update requests + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + for (ImTextureData* tex : atlas->TexList) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + IM_ASSERT(tex->Updates.Size == 0); + if (tex->Status == ImTextureStatus_WantCreate) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + else if (tex->Status == ImTextureStatus_WantDestroy) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, ImGui::DebugTextureIDToU64(tex->TexID), tex->BackendUserData); + else if (tex->Status == ImTextureStatus_WantUpdates) + { + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, ImGui::DebugTextureIDToU64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + for (const ImTextureRect& r : tex->Updates) + { + IM_UNUSED(r); + IM_ASSERT(r.x >= 0 && r.y >= 0); + IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert. + //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, ImGui::DebugTextureIDToU64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + } + } + } +} +#endif + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: backend for stb_truetype +//------------------------------------------------------------------------- +// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set) +//------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_STB_TRUETYPE + +// One for each ConfigData +struct ImGui_ImplStbTrueType_FontSrcData +{ + stbtt_fontinfo FontInfo; + float ScaleFactor; +}; + +static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas*, ImFontConfig* src) +{ + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData); + IM_ASSERT(src->FontLoaderData == NULL); + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((const unsigned char*)src->FontData, src->FontNo); + if (font_offset < 0) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found."); + return false; + } + if (!stbtt_InitFont(&bd_font_data->FontInfo, (const unsigned char*)src->FontData, font_offset)) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + src->FontLoaderData = bd_font_data; + + const float ref_size = src->DstFont->Sources[0]->SizePixels; + if (src->MergeMode && src->SizePixels == 0.0f) + src->SizePixels = ref_size; + + bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f); + if (src->MergeMode && src->SizePixels != 0.0f && ref_size != 0.0f) + bd_font_data->ScaleFactor *= src->SizePixels / ref_size; // FIXME-NEWATLAS: Should tidy up that a bit + bd_font_data->ScaleFactor *= src->ExtraSizeScale; + + return true; +} + +static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas*, ImFontConfig* src) +{ + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_DELETE(bd_font_data); + src->FontLoaderData = NULL; +} + +static int ImGui_ImplStbTrueType_FontSrcGetGlyphIndexFromCodepoint(ImFontAtlas*, ImFontConfig* src, ImWchar codepoint) +{ + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + return stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); +} + +static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas*, ImFontConfig* src, int glyph_index) +{ + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + return glyph_index > 0 && glyph_index < bd_font_data->FontInfo.numGlyphs; +} + +static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas*, ImFontConfig* src, ImFontBaked* baked, void*) +{ + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + if (src->MergeMode == false) + { + // FIXME-NEWFONTS: reevaluate how to use sizing metrics + // FIXME-NEWFONTS: make use of line gap value + const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size / src->ExtraSizeScale; + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout); + baked->Descent = ImFloor(unscaled_descent * scale_for_layout); + // FIXME: round to rasterizer density? (#9348) + } + return true; +} + +static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, int glyph_index, ImFontGlyph* out_glyph, float* out_advance_x) +{ + // Search for first font which has the glyph + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data); + IM_ASSERT(glyph_index != 0); + + // Fonts unit to pixels + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h; + const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v; + + // Obtain size and advance + int x0, y0, x1, y1; + int advance, lsb; + stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1); + stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb); + + // Load metrics only mode + if (out_advance_x != NULL) + { + IM_ASSERT(out_glyph == NULL); + *out_advance_x = advance * scale_for_layout; + return true; + } + + // Prepare glyph + out_glyph->AdvanceX = advance * scale_for_layout; + + // Pack and retrieve position inside texture atlas + // (generally based on stbtt_PackFontRangesRenderIntoRects) + const bool is_visible = (x0 != x1 && y0 != y1); + if (is_visible) + { + const int w = (x1 - x0 + oversample_h - 1); + const int h = (y1 - y0 + oversample_v - 1); + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h); + if (pack_id == ImFontAtlasRectId_Invalid) + { + // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory."); + return false; + } + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + // Render + stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1); + ImFontAtlasBuilder* builder = atlas->Builder; + builder->TempBuffer.resize(w * h * 1); + unsigned char* bitmap_pixels = builder->TempBuffer.Data; + memset(bitmap_pixels, 0, w * h * 1); + + // Render with oversampling + // (those functions conveniently assert if pixels are not cleared, which is another safety layer) + float sub_x, sub_y; + stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w, + scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index); + + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float font_off_x = ImFloor(src->GlyphOffset.x * offsets_scale + 0.5f); // Snap scaled offset. + float font_off_y = ImFloor(src->GlyphOffset.y * offsets_scale + 0.5f); + font_off_x += sub_x; + font_off_y += sub_y + IM_ROUND(baked->Ascent); + float recip_h = 1.0f / (oversample_h * rasterizer_density); + float recip_v = 1.0f / (oversample_v * rasterizer_density); + + // Register glyph + // r->x r->y are coordinates inside texture (in pixels) + // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling. + out_glyph->X0 = x0 * recip_h + font_off_x; + out_glyph->Y0 = y0 * recip_v + font_off_y; + out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x; + out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y; + out_glyph->Visible = true; + out_glyph->PackId = pack_id; + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w); + } + + return true; +} + +const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype() +{ + static ImFontLoader loader; + loader.Name = "stb_truetype"; + loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit; + loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy; + loader.FontSrcGetGlyphIndexFromCodepoint = ImGui_ImplStbTrueType_FontSrcGetGlyphIndexFromCodepoint; + loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph; + loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit; + loader.FontBakedDestroy = NULL; + loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph; + return &loader; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// Obsolete functions since 1.92: +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_COUNTOF(base_ranges) + IM_COUNTOF(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_COUNTOF(accumulative_offsets_from_0x4E00), full_ranges + IM_COUNTOF(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_COUNTOF(base_ranges) + IM_COUNTOF(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_COUNTOF(accumulative_offsets_from_0x4E00), full_ranges + IM_COUNTOF(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + if (text_end == NULL) + text_end = text + strlen(text); + while (text < text_end) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontBaked, ImFont +//----------------------------------------------------------------------------- + +ImFontBaked::ImFontBaked() +{ + memset((void*)this, 0, sizeof(*this)); + FallbackGlyphIndex = -1; +} + +void ImFontBaked::ClearOutputData() +{ + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyphIndex = -1; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +ImFont::ImFont() +{ + memset((void*)this, 0, sizeof(*this)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + Scale = 1.0f; +#endif +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + if (ImFontAtlas* atlas = OwnerAtlas) + ImFontAtlasFontDiscardBakes(atlas, this, 0); + //FallbackChar = EllipsisChar = 0; + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); + LastBaked = NULL; +} + +// API is designed this way to avoid exposing the 8K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 8192); + unsigned int page_last = (c_last / 8192); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used8kPagesMap)) + if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. +ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph) +{ + int glyph_idx = baked->Glyphs.Size; + baked->Glyphs.push_back(*in_glyph); + ImFontGlyph* glyph = &baked->Glyphs[glyph_idx]; + IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved. + + // Set UV from packed rectangle + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId); + IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f); + glyph->U0 = (r->x) * atlas->TexUvScale.x; + glyph->V0 = (r->y) * atlas->TexUvScale.y; + glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y; + baked->MetricsTotalSurface += r->w * r->h; + } + + if (src != NULL) + { + // Clamp & recenter if needed + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + if (advance_x != glyph->AdvanceX) + { + float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f; + glyph->X0 += char_off_x; + glyph->X1 += char_off_x; + } + + // Snap to pixel + if (src->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX; + } + if (glyph->Colored) + atlas->TexPixelsUseColors = atlas->TexData->UseColors = true; + + // Update lookup tables + const int codepoint = glyph->Codepoint; + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = glyph->AdvanceX; + baked->IndexLookup[codepoint] = (ImU16)glyph_idx; + const int page_n = codepoint / 8192; + baked->OwnerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + + return glyph; +} + +// FIXME: Code is duplicated with code above. +void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x) +{ + IM_UNUSED(atlas); + if (src != NULL) + { + // Clamp & recenter if needed + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + + // Snap to pixel + if (src->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += src->GlyphExtraAdvanceX; + } + + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = advance_x; +} + +// Copy to texture, post-process and queue update for backend +void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height); + ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h); + ImFontAtlasPostProcessData pp_data = { atlas, baked->OwnerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h }; + ImFontAtlasTextureBlockPostProcess(&pp_data); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); +} + +// Find glyph, load if necessary, return fallback if missing +ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return &Glyphs.Data[FallbackGlyphIndex]; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex]; +} + +// Attempt to load but when missing, return NULL instead of FallbackGlyph +ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return NULL; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + LoadNoFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites. + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + LoadNoFallback = false; + return glyph; +} + +bool ImFontBaked::IsGlyphLoaded(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return false; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return true; + } + return false; +} + +// This is not fast query +bool ImFont::IsGlyphInFont(ImWchar c) +{ + ImFontAtlas* atlas = OwnerAtlas; + ImWchar src_codepoint = c; + int src_font_idx = -1, src_glyph_idx = -1; + ImFontAtlas_FontHookRemapCodepoint(atlas, this, c, &src_codepoint, &src_font_idx, &src_glyph_idx); + if (src_font_idx != -1) + { + ImFontConfig* src = Sources[src_font_idx]; + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + return loader->FontSrcContainsGlyph ? loader->FontSrcContainsGlyph(atlas, src, src_glyph_idx) : false; + } + for (ImFontConfig* src : Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcGetGlyphIndexFromCodepoint(atlas, src, c) != 0) + return true; + } + return false; +} + +// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback(). +IM_MSVC_RUNTIME_CHECKS_OFF +float ImFontBaked::GetCharAdvance(ImWchar c) +{ + if ((int)c < IndexAdvanceX.Size) + { + // Missing glyphs fitting inside index will have stored FallbackAdvanceX already. + const float x = IndexAdvanceX.Data[c]; + if (x >= 0.0f) + return x; + } + return ImFontBaked_BuildLoadGlyphAdvanceX(this, c); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density) +{ + struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data; + hashed_data.FontId = font_id; + hashed_data.BakedSize = baked_size; + hashed_data.RasterizerDensity = rasterizer_density; + return ImHashData(&hashed_data, sizeof(hashed_data)); +} + +// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames. +ImFontBaked* ImFont::GetFontBaked(float size, float density) +{ + ImFontBaked* baked = LastBaked; + + // Round font size + // - ImGui::PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges) + size = ImGui::GetRoundedFontSize(size); + + if (density < 0.0f) + density = CurrentRasterizerDensity; + if (baked && baked->Size == size && baked->RasterizerDensity == density) + return baked; + + ImFontAtlas* atlas = OwnerAtlas; + ImFontAtlasBuilder* builder = atlas->Builder; + baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density); + if (baked == NULL) + return NULL; + baked->LastUsedFrame = builder->FrameCount; + LastBaked = baked; + return baked; +} + +ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria? + // FIXME-NEWATLAS: Altering font density won't work right away. + IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f); + ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id); + ImFontBaked* baked = *p_baked_in_map; + if (baked != NULL) + { + IM_ASSERT(baked->Size == font_size && baked->OwnerFont == font && baked->BakedId == baked_id); + return baked; + } + + // If atlas is locked, find closest match + // FIXME-OPT: This is not an optimal query. + if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked) + { + baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density); + if (baked != NULL) + return baked; + if (atlas->Locked) + { + IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures! + return NULL; + } + } + + // Create new + baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id); + *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can. + return baked; +} + +// Trim trailing space and find beginning of next line +const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags) +{ + if ((flags & ImDrawTextFlags_WrapKeepBlanks) == 0) + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (text < text_end && *text == '\n') + text++; + return text; +} + +void ImTextClassifierClear(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class) +{ + for (unsigned int c = codepoint_min; c < codepoint_end; c++) + ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c); +} + +void ImTextClassifierSetCharClass(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, unsigned int c) +{ + IM_ASSERT(c >= codepoint_min && c < codepoint_end); + IM_UNUSED(codepoint_end); + c -= codepoint_min; + const ImU32 shift = (c & 15) << 1; + bits[c >> 4] = (bits[c >> 4] & ~(0x03 << shift)) | (char_class << shift); +} + +void ImTextClassifierSetCharClassFromStr(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, const char* s) +{ + const char* s_end = s + strlen(s); + while (*s) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, s_end); + ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c); + } +} + +#define ImTextClassifierGet(_BITS, _CHAR_OFFSET) ((_BITS[(_CHAR_OFFSET) >> 4] >> (((_CHAR_OFFSET) & 15) << 1)) & 0x03) + +// 2-bit per character +static ImU32 g_CharClassifierIsSeparator_0000_007f[128 / 16] = {}; +static ImU32 g_CharClassifierIsSeparator_3000_300f[ 16 / 16] = {}; + +void ImTextInitClassifiers() +{ + if (ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, ',') != 0) + return; + + // List of hardcoded separators: .,;!?'" + // Making this dynamic given known ranges is trivial BUT requires us to standardize where you pass them as parameters. (#3002, #8503) + ImTextClassifierClear(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass_Other); + ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass_Blank, " \t"); + ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass_Punct, ".,;!?\""); + + ImTextClassifierClear(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Other); + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Blank, 0x3000); + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Punct, 0x3001); + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Punct, 0x3002); +} + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// Refer to imgui_test_suite's "drawlist_text_wordwrap_1" for tests. +const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + ImFontBaked* baked = font->GetFontBaked(size); + const float scale = size / baked->Size; + + float line_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* s = text; + IM_ASSERT(text_end != NULL); + + int prev_type = ImWcharClass_Other; + const bool keep_blanks = (flags & ImDrawTextFlags_WrapKeepBlanks) != 0; + + // Find next wrapping point + //const char* span_begin = s; + const char* span_end = s; + float span_width = 0.0f; + + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + return s; // Direct return, skip "Wrap_width is too small to fit anything" path. + if (c == '\r') + { + s = next_s; // Fast-skip + continue; + } + } + + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + + // Classify current character + int curr_type; + if (c < 128) + curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, c); + else if (c >= 0x3000 && c < 0x3010) + curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_3000_300f, c & 15); //-V578 + else + curr_type = ImWcharClass_Other; + + if (curr_type == ImWcharClass_Blank) + { + // End span: 'A ' or '. ' + if (prev_type != ImWcharClass_Blank && !keep_blanks) + { + span_end = s; + line_width += span_width; + span_width = 0.0f; + } + blank_width += char_width; + } + else + { + // End span: '.X' unless X is a digit + if (prev_type == ImWcharClass_Punct && curr_type != ImWcharClass_Punct && !(c >= '0' && c <= '9')) // FIXME: Digit checks might be removed if allow custom separators (#8503) + { + span_end = s; + line_width += span_width + blank_width; + span_width = blank_width = 0.0f; + } + // End span: 'A ' or '. ' + else if (prev_type == ImWcharClass_Blank && keep_blanks) + { + span_end = s; + line_width += span_width + blank_width; + span_width = blank_width = 0.0f; + } + span_width += char_width; + } + + if (span_width + blank_width + line_width > wrap_width) + { + if (span_width + blank_width > wrap_width) + break; + // FIXME: Narrow wrapping e.g. "A quick brown" -> "Quic|k br|own", would require knowing if span is going to be longer than wrap_width. + //if (span_width > wrap_width && !is_blank && !was_blank) + // return s; + return span_end; + } + + prev_type = curr_type; + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + ImTextCountUtf8BytesFromChar(s, text_end); + return s; +} + +const char* ImFont::CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width) +{ + return ImFontCalcWordWrapPositionEx(this, size, text, text_end, wrap_width, ImDrawTextFlags_None); +} + +ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags) +{ + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this. + if (!text_end_display) + text_end_display = text_end; + + ImFontBaked* baked = font->GetFontBaked(size); + const float line_height = size; + const float scale = line_height / baked->Size; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end_display) + { + // Word-wrapping + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, s, text_end, wrap_width - line_width, flags); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks + if (flags & ImDrawTextFlags_StopOnNewLine) + break; + word_wrap_eol = NULL; + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (flags & ImDrawTextFlags_StopOnNewLine) + break; + continue; + } + if (c == '\r') + continue; + + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + char_width *= scale; + + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset != NULL) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (out_remaining != NULL) + *out_remaining = s; + + return text_size; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** out_remaining) +{ + return ImFontCalcTextSizeEx(this, size, max_width, wrap_width, text_begin, text_end, text_end, out_remaining, NULL, ImDrawTextFlags_None); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip) +{ + ImFontBaked* baked = GetFontBaked(size); + const ImFontGlyph* glyph = baked->FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f; + float x = pos.x; + float y = pos.y; + if ((draw_list->Flags & ImDrawFlags_TextNoPixelSnap) == 0) + { + x = IM_TRUNC(x); + y = IM_TRUNC(y); + } + + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x)) + return; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // Always CPU fine clip. Code extracted from RenderText(). + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip != NULL) + { + if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; } + if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; } + if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; } + if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; } + if (y1 >= y2) + return; + } + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2026. Use ImDrawList::AddText(). +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, ImDrawTextFlags flags) +{ +begin: + // Align to be pixel perfect + float x = pos.x; + float y = pos.y; + if (y > clip_rect.w) + return; + flags |= draw_list->Flags; + if ((flags & ImDrawFlags_TextNoPixelSnap) == 0) + { + x = IM_TRUNC(x); + y = IM_TRUNC(y); + } + + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + const float line_height = size; + ImFontBaked* baked = GetFontBaked(size); + + const float scale = size / baked->Size; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition(). + // If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = ImFontCalcWordWrapPositionEx(this, size, s, line_end ? line_end : text_end, wrap_width, flags); + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + const int cmd_count = draw_list->CmdBuffer.Size; + const bool cpu_fine_clip = (flags & ImDrawTextFlags_CpuFineClip) != 0; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = ImFontCalcWordWrapPositionEx(this, size, s, text_end, wrap_width - (x - origin_x), flags); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c); + //if (glyph == NULL) + // continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used. + if (cmd_count != draw_list->CmdBuffer.Size) //-V547 + { + IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0); + draw_list->CmdBuffer.pop_back(); + draw_list->PrimUnreserve(idx_count_max, vtx_count_max); + draw_list->AddDrawCmd(); + //IMGUI_DEBUG_LOG("RenderText: cancel and retry to missing glyphs.\n"); // [DEBUG] + //draw_list->AddRectFilled(pos, pos + ImVec2(10, 10), IM_COL32(255, 0, 0, 255)); // [DEBUG] + goto begin; + //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen? + //return; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledInRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font now that it's easier. + float font_size = draw_list->_Data->FontSize; + draw_list->AddCircleFilled(pos, font_size * 0.20f, col, (font_size < 22) ? 8 : (font_size < 40) ? 12 : 0); // Hardcode optimal/nice tessellation threshold +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, thickness, ImDrawFlags_AALineEnds); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +// - Before 2025-12-04: RenderRectFilledRangeH() with 'float x_start_norm, float x_end_norm` <- normalized +// - After 2025-12-04: RenderRectFilledInRangeH() with 'float x1, float x2' <- absolute coords!! +void ImGui::RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding) +{ + if (fill_x0 > fill_x1) + return; + + ImVec2 p0 = ImVec2(fill_x0, rect.Min.y); + ImVec2 p1 = ImVec2(fill_x1, rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col, ImDrawFlags_JoinMiter); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundNone | (fill_U ? 0 : ImDrawFlags_RoundTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundNone | (fill_U ? 0 : ImDrawFlags_RoundTopRight) | (fill_D ? 0 : ImDrawFlags_RoundBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundNone | (fill_L ? 0 : ImDrawFlags_RoundTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundNone | (fill_L ? 0 : ImDrawFlags_RoundBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundNone + | ((round_t && round_l) ? ImDrawFlags_RoundTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float alpha, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundMask_) == 0) + flags = ImDrawFlags_RoundAll; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + const ImU32 a_mask = (ImU32)(alpha * 255.0f) << IM_COL32_A_SHIFT; + ImU32 col_bg1 = (ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col) & ~IM_COL32_A_MASK) | a_mask; + ImU32 col_bg2 = (ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col) & ~IM_COL32_A_MASK) | a_mask; + const bool dual_layer = (alpha == 1.0f); // Dual layer is faster but incorrect if blending. + if (dual_layer) + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp((float)(int)y, p_min.y, p_max.y), y2 = ImMin((float)(int)(y + grid_step), p_max.y); + if (y2 <= y1) + continue; + + const float x_start_off = dual_layer ? (((yi ^ 1) & 1) * grid_step) : 0.0f; + const float x_step = dual_layer ? (grid_step * 2.0f) : (grid_step); + int xi = 0; + for (float x = p_min.x + grid_off.x + x_start_off; x < p_max.x; x += x_step, xi++) + { + float x1 = ImClamp((float)(int)x, p_min.x, p_max.x), x2 = ImMin((float)(int)(x + grid_step), p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundNone; // FIXME: Could use CalcRoundingFlagsForRectInRect() + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundNone || cell_flags == ImDrawFlags_RoundNone) ? ImDrawFlags_RoundNone : (cell_flags & flags); + ImU32 col_bg = dual_layer ? col_bg2 : (((yi + xi) & 1) ? col_bg2 : col_bg1); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// MIT License / Copyright (c) 2004, 2005 Tristan Grimmer +// Download and more information at https://github.com/bluescan/proggyfonts +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP) + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 32,130,23,130,2,33,4,252,130,4,56,2,103,108,121,102,18,175,137,86,0,0,7,4,0,0,146,128,104,101,97,100,215,145,102,211,130,27,32,204,130,3,33,54,104,130,16,39,8,66,1,195,0,0,1,4,130, + 15,59,36,104,109,116,120,138,0,126,128,0,0,1,152,0,0,2,6,108,111,99,97,140,115,176,216,0,0,5,130,30,41,2,4,109,97,120,112,1,174,0,218,130,31,32,40,130,16,44,32,110,97,109,101,37,89, + 187,150,0,0,153,132,130,19,44,158,112,111,115,116,166,172,131,239,0,0,155,36,130,51,44,210,112,114,101,112,105,2,1,18,0,0,4,244,130,47,32,8,132,203,46,1,0,0,60,85,233,213,95,15,60, + 245,0,3,8,0,131,0,34,183,103,119,130,63,43,0,0,189,146,166,215,0,0,254,128,3,128,131,111,130,241,33,2,0,133,0,32,1,130,65,38,192,254,64,0,0,3,128,131,16,130,5,32,1,131,7,138,3,33,2, + 0,130,17,36,1,1,0,144,0,130,121,130,23,38,2,0,8,0,64,0,10,130,9,32,118,130,9,130,6,32,0,130,59,33,1,144,131,200,35,2,188,2,138,130,16,32,143,133,7,37,1,197,0,50,2,0,131,0,33,4,9,131, + 5,145,3,43,65,108,116,115,0,64,0,0,32,172,8,0,131,0,35,5,0,1,128,131,77,131,3,33,3,128,191,1,33,1,128,130,184,35,0,0,128,0,130,3,131,11,32,1,130,7,33,0,128,131,1,32,1,136,9,32,0,132, + 15,135,5,32,1,131,13,135,27,144,35,32,1,149,25,131,21,32,0,130,0,32,128,132,103,130,35,132,39,32,0,136,45,136,97,133,17,130,5,33,0,0,136,19,34,0,128,1,133,13,133,5,32,128,130,15,132, + 131,32,3,130,5,32,3,132,27,144,71,32,0,133,27,130,29,130,31,136,29,131,63,131,3,65,63,5,132,5,132,205,130,9,33,0,0,131,9,137,119,32,3,132,19,138,243,130,55,32,1,132,35,135,19,131,201, + 136,11,132,143,137,13,130,41,32,0,131,3,144,35,33,128,0,135,1,131,223,131,3,141,17,134,13,136,63,134,15,136,53,143,15,130,96,33,0,3,131,4,130,3,34,28,0,1,130,5,34,0,0,76,130,17,131, + 9,36,28,0,4,0,48,130,17,46,8,0,8,0,2,0,0,0,127,0,255,32,172,255,255,130,9,34,0,0,129,132,9,130,102,33,223,213,134,53,132,22,33,1,6,132,6,64,4,215,32,129,165,216,39,177,0,1,141,184, + 1,255,133,134,45,33,198,0,193,1,8,190,244,1,28,1,158,2,20,2,136,2,252,3,20,3,88,3,156,3,222,4,20,4,50,4,80,4,98,4,162,5,22,5,102,5,188,6,18,6,116,6,214,7,56,7,126,7,236,8,78,8,108, + 8,150,8,208,9,16,9,74,9,136,10,22,10,128,11,4,11,86,11,200,12,46,12,130,12,234,13,94,13,164,13,234,14,80,14,150,15,40,15,176,16,18,16,116,16,224,17,82,17,182,18,4,18,110,18,196,19, + 76,19,172,19,246,20,88,20,174,20,234,21,64,21,128,21,166,21,184,22,18,22,126,22,198,23,52,23,142,23,224,24,86,24,186,24,238,25,54,25,150,25,212,26,72,26,156,26,240,27,92,27,200,28, + 4,28,76,28,150,28,234,29,42,29,146,29,210,30,64,30,142,30,224,31,36,31,118,31,166,31,166,32,16,130,1,52,46,32,138,32,178,32,200,33,20,33,116,33,152,33,238,34,98,34,134,35,12,130,1, + 33,128,35,131,1,60,152,35,176,35,216,36,0,36,74,36,104,36,144,36,174,37,6,37,96,37,130,37,248,37,248,38,88,38,170,130,1,8,190,216,39,64,39,154,40,10,40,104,40,168,41,14,41,32,41,184, + 41,248,42,54,42,96,42,96,43,2,43,42,43,94,43,172,43,230,44,32,44,52,44,154,45,40,45,92,45,120,45,170,45,232,46,38,46,166,47,38,47,182,47,244,48,94,48,200,49,62,49,180,50,30,50,158, + 51,30,51,130,51,238,52,92,52,206,53,58,53,134,53,212,54,38,54,114,54,230,55,118,55,216,56,58,56,166,57,18,57,116,57,174,58,46,58,154,59,6,59,124,59,232,60,58,60,150,61,34,61,134,61, + 236,62,86,62,198,63,42,63,154,64,18,64,106,64,208,65,54,65,162,66,8,66,64,66,122,66,184,66,240,67,98,67,204,68,42,68,138,68,238,69,88,69,182,69,226,70,84,70,180,71,20,71,122,71,218, + 72,84,72,198,73,64,0,36,70,21,8,8,77,3,0,7,0,11,0,15,0,19,0,23,0,27,0,31,0,35,0,39,0,43,0,47,0,51,0,55,0,59,0,63,0,67,0,71,0,75,0,79,0,83,0,87,0,91,0,95,0,99,0,103,0,107,0,111,0,115, + 0,119,0,123,0,127,0,131,0,135,0,139,0,143,0,0,17,53,51,21,49,150,3,32,5,130,23,32,33,130,3,211,7,151,115,32,128,133,0,37,252,128,128,2,128,128,190,5,133,74,32,4,133,6,206,5,42,0,7, + 1,128,0,0,2,0,4,0,0,65,139,13,37,0,1,53,51,21,7,146,3,32,3,130,19,32,1,141,133,32,3,141,14,131,13,38,255,0,128,128,0,6,1,130,84,35,2,128,4,128,140,91,132,89,32,51,65,143,6,139,7,33, + 1,0,130,57,32,254,130,3,32,128,132,4,32,4,131,14,138,89,35,0,0,24,0,130,0,33,3,128,144,171,66,55,33,148,115,65,187,19,32,5,130,151,143,155,163,39,32,1,136,182,32,253,134,178,132,7, + 132,200,145,17,32,3,65,48,17,165,17,39,0,0,21,0,128,255,128,3,65,175,17,65,3,27,132,253,131,217,139,201,155,233,155,27,131,67,131,31,130,241,33,255,0,131,181,137,232,132,15,132,4,138, + 247,34,255,0,128,179,238,32,0,130,0,32,20,65,239,48,33,0,19,67,235,10,32,51,65,203,14,65,215,11,32,7,154,27,135,39,32,33,130,35,33,128,128,130,231,32,253,132,231,32,128,132,232,34, + 128,128,254,133,13,136,8,32,253,65,186,5,130,36,130,42,176,234,133,231,34,128,0,0,66,215,44,33,0,1,68,235,6,68,211,19,32,49,68,239,14,139,207,139,47,66,13,7,32,51,130,47,33,1,0,130, + 207,35,128,128,1,0,131,222,131,5,130,212,130,6,131,212,32,0,130,10,133,220,130,233,130,226,32,254,133,255,178,233,39,3,1,128,3,0,2,0,4,68,15,7,68,99,12,130,89,130,104,33,128,4,133, + 93,130,10,38,0,0,11,1,0,255,0,68,63,16,70,39,9,66,215,8,32,7,68,77,6,68,175,14,32,29,68,195,6,132,7,35,2,0,128,255,131,91,132,4,65,178,5,141,111,67,129,23,165,135,140,107,142,135,33, + 21,5,69,71,6,131,7,33,1,0,140,104,132,142,130,4,137,247,140,30,68,255,12,39,11,0,128,0,128,3,0,3,69,171,15,67,251,7,65,15,8,66,249,11,65,229,7,67,211,7,66,13,7,35,1,128,128,254,133, + 93,32,254,131,145,132,4,132,18,32,2,151,128,130,23,34,0,0,9,154,131,65,207,8,68,107,15,68,51,7,32,7,70,59,7,135,121,130,82,32,128,151,111,41,0,0,4,0,128,255,0,1,128,1,137,239,33,0, + 37,70,145,10,65,77,10,65,212,14,37,0,0,0,5,0,128,66,109,5,70,123,10,33,0,19,72,33,18,133,237,70,209,11,33,0,2,130,113,137,119,136,115,33,1,0,133,43,130,5,34,0,0,10,69,135,6,70,219, + 13,66,155,7,65,9,12,66,157,11,66,9,11,32,7,130,141,132,252,66,151,9,137,9,66,15,30,36,0,20,0,128,0,130,218,71,11,42,68,51,8,65,141,7,73,19,15,69,47,23,143,39,66,81,7,32,1,66,55,6,34, + 1,128,128,68,25,5,69,32,6,137,6,136,25,32,254,131,42,32,3,66,88,26,148,26,32,0,130,0,32,14,164,231,70,225,12,66,233,7,67,133,19,71,203,15,130,161,32,255,130,155,32,254,139,127,134, + 12,164,174,33,0,15,164,159,33,59,0,65,125,20,66,25,7,32,5,68,191,6,66,29,7,144,165,65,105,9,35,128,128,255,0,137,2,133,182,164,169,33,128,128,197,171,130,155,68,235,7,32,21,70,77,19, + 66,21,10,68,97,8,66,30,5,66,4,43,34,0,17,0,71,19,41,65,253,20,71,25,23,65,91,15,65,115,7,34,2,128,128,66,9,8,130,169,33,1,0,66,212,13,132,28,72,201,43,35,0,0,0,18,66,27,38,76,231,5, + 68,157,20,135,157,32,7,68,185,13,65,129,28,66,20,5,32,253,66,210,11,65,128,49,133,61,32,0,65,135,6,74,111,37,72,149,12,66,203,19,65,147,19,68,93,7,68,85,8,76,4,5,33,255,0,133,129,34, + 254,0,128,68,69,8,181,197,34,0,0,12,65,135,32,65,123,20,69,183,27,133,156,66,50,5,72,87,10,67,137,32,33,0,19,160,139,78,251,13,68,55,20,67,119,19,65,91,36,69,177,15,32,254,143,16,65, + 98,53,32,128,130,0,32,0,66,43,54,70,141,23,66,23,15,131,39,69,47,11,131,15,70,129,19,74,161,9,36,128,255,0,128,254,130,153,65,148,32,67,41,9,34,0,0,4,79,15,5,73,99,10,71,203,8,32,3, + 72,123,6,72,43,8,32,2,133,56,131,99,130,9,34,0,0,6,72,175,5,73,159,14,144,63,135,197,132,189,133,66,33,255,0,73,6,7,70,137,12,35,0,0,0,10,130,3,73,243,25,67,113,12,65,73,7,69,161,7, + 138,7,37,21,2,0,128,128,254,134,3,73,116,27,33,128,128,130,111,39,12,0,128,1,0,3,128,2,72,219,21,35,43,0,47,0,67,47,20,130,111,33,21,1,68,167,13,81,147,8,133,230,32,128,77,73,6,32, + 128,131,142,134,18,130,6,32,255,75,18,12,131,243,37,128,0,128,3,128,3,74,231,21,135,123,32,29,134,107,135,7,32,21,74,117,7,135,7,134,96,135,246,74,103,23,132,242,33,0,10,67,151,28, + 67,133,20,66,141,11,131,11,32,3,77,71,6,32,128,130,113,32,1,81,4,6,134,218,66,130,24,131,31,34,0,26,0,130,0,77,255,44,83,15,11,148,155,68,13,7,32,49,78,231,18,79,7,11,73,243,11,32, + 33,65,187,10,130,63,65,87,8,73,239,19,35,0,128,1,0,131,226,32,252,65,100,6,32,128,139,8,33,1,0,130,21,32,253,72,155,44,73,255,20,32,128,71,67,8,81,243,39,67,15,20,74,191,23,68,121, + 27,32,1,66,150,6,32,254,79,19,11,131,214,32,128,130,215,37,2,0,128,253,0,128,136,5,65,220,24,147,212,130,210,33,0,24,72,219,42,84,255,13,67,119,16,69,245,19,72,225,19,65,3,15,69,93, + 19,131,55,132,178,71,115,14,81,228,6,142,245,33,253,0,132,43,172,252,65,16,11,75,219,8,65,219,31,66,223,24,75,223,10,33,29,1,80,243,10,66,175,8,131,110,134,203,133,172,130,16,70,30, + 7,164,183,130,163,32,20,65,171,48,65,163,36,65,143,23,65,151,19,65,147,13,65,134,17,133,17,130,216,67,114,5,164,217,65,137,12,72,147,48,79,71,19,74,169,22,80,251,8,65,173,7,66,157, + 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121,73,19,109,167,7,81,41,15,24,95,175,12,102,227,15,121,96,11,24,95,189,7,32,3,145,171,154,17,24,77,47,9,33,0,5,70,71,37,68,135,7,32,29,117,171,11,69,87,15,24,79,97,19,24,79,149,23, + 131,59,32,1,75,235,5,72,115,11,72,143,7,132,188,71,27,46,131,51,32,0,69,95,6,175,215,32,21,131,167,81,15,19,151,191,151,23,131,215,71,43,5,32,254,24,79,164,24,74,109,8,77,166,13,65, + 176,26,88,162,5,98,159,6,171,219,120,247,6,79,29,8,99,169,10,103,59,19,65,209,35,131,35,91,25,19,112,94,15,83,36,8,173,229,33,20,0,88,75,43,71,31,12,65,191,71,33,1,0,130,203,32,254, + 131,4,68,66,7,67,130,6,104,61,13,173,215,38,13,1,0,0,0,2,128,67,111,28,74,129,16,104,35,19,79,161,16,87,14,7,138,143,132,10,67,62,36,114,115,5,162,151,67,33,16,108,181,15,143,151,67, + 5,5,24,100,242,15,170,153,34,0,0,14,65,51,34,32,55,79,75,9,32,51,74,7,10,65,57,38,132,142,32,254,72,0,14,139,163,32,128,80,254,8,67,158,21,65,63,7,32,4,72,227,27,95,155,12,67,119,19, + 124,91,24,149,154,72,177,34,97,223,8,155,151,24,108,227,15,88,147,16,72,117,19,68,35,11,92,253,15,70,199,15,24,87,209,17,32,2,87,233,7,32,1,24,88,195,10,119,24,8,32,3,81,227,24,65, + 125,21,35,128,128,0,25,76,59,48,24,90,187,9,97,235,12,66,61,11,91,105,19,24,79,141,11,24,79,117,15,24,79,129,27,90,53,13,130,13,32,253,131,228,24,79,133,40,69,70,8,66,137,31,65,33, + 19,96,107,8,68,119,29,66,7,5,68,125,16,65,253,19,65,241,27,24,90,179,13,24,79,143,18,33,128,128,130,246,32,254,130,168,68,154,36,77,51,9,97,47,5,167,195,32,21,131,183,78,239,27,155, + 195,78,231,14,201,196,77,11,6,32,5,73,111,37,97,247,12,77,19,31,155,207,78,215,19,162,212,69,17,14,66,91,19,80,143,57,78,203,39,159,215,32,128,93,134,8,24,80,109,24,66,113,15,169,215, + 66,115,6,32,4,69,63,33,32,0,101,113,7,86,227,35,143,211,36,49,53,51,21,1,77,185,14,65,159,28,69,251,34,67,56,8,33,9,0,24,107,175,25,90,111,12,110,251,11,119,189,24,119,187,34,87,15, + 9,32,4,66,231,37,90,39,7,66,239,8,84,219,15,69,105,23,24,85,27,27,87,31,11,33,1,128,76,94,6,32,1,85,241,7,33,128,128,106,48,10,33,128,128,69,136,11,133,13,24,79,116,49,84,236,8,24, + 91,87,9,32,5,165,255,69,115,12,66,27,15,159,15,24,72,247,12,74,178,5,24,80,64,15,33,0,128,143,17,77,89,51,130,214,24,81,43,7,170,215,74,49,8,159,199,143,31,139,215,69,143,5,32,254, + 24,81,50,35,181,217,84,123,70,143,195,159,15,65,187,16,66,123,7,65,175,15,65,193,29,68,207,39,79,27,5,70,131,6,32,4,68,211,33,33,67,0,83,143,14,159,207,143,31,140,223,33,0,128,24,80, + 82,14,24,93,16,23,32,253,65,195,5,68,227,40,133,214,107,31,7,32,5,67,115,27,87,9,8,107,31,43,66,125,6,32,0,103,177,23,131,127,72,203,36,32,0,110,103,8,155,163,73,135,6,32,19,24,112, + 99,10,65,71,11,73,143,19,143,31,126,195,5,24,85,21,9,24,76,47,14,32,254,24,93,77,36,68,207,11,39,25,0,0,255,128,3,128,4,66,51,37,95,247,13,82,255,24,76,39,19,147,221,66,85,27,24,118, + 7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +const char* ImGui_GetDefaultCompressedFontDataProggyClean(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP) + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyForever-Regular-minimal.ttf) +//----------------------------------------------------------------------------- +// Based on ProggyForever: https://github.com/ocornut/proggyforever +// MIT license / Copyright (c) 2026 Disco Hello, Copyright (c) 2019,2023 Tristan Grimmer +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR) + +// File: 'output/ProggyForever-Regular-minimal.ttf' (18556 bytes) +// Exported using binary_to_compressed_c.exe -u8 "output/ProggyForever-Regular-minimal.ttf" proggy_forever_minimal_ttf +static const unsigned int proggy_forever_minimal_ttf_compressed_size = 14562; +static const unsigned char proggy_forever_minimal_ttf_compressed_data[14562] = +{ + 87,188,0,0,0,0,0,0,0,0,72,124,0,4,0,0,55,0,1,0,0,0,14,0,128,0,3,0,96,70,70,84,77,176,111,174,190,0,0,72,96,130,21,40,28,71,68,69,70,0,136,0,105,130,15,32,64,130,15,44,30,79,83,47,50, + 104,97,19,194,0,0,1,104,130,15,44,96,99,109,97,112,177,173,221,139,0,0,3,80,130,19,44,114,99,118,116,32,0,33,2,121,0,0,4,196,130,31,38,4,103,97,115,112,255,255,130,89,34,0,72,56,130, + 15,56,8,103,108,121,102,239,245,108,207,0,0,6,76,0,0,62,224,104,101,97,100,44,57,58,3,130,27,32,236,130,3,33,54,104,130,16,35,4,62,0,230,130,75,32,36,130,15,39,36,104,109,116,120,24, + 22,19,130,95,33,1,200,130,19,40,136,108,111,99,97,80,9,64,114,130,95,131,15,39,130,109,97,120,112,1,7,0,131,31,32,72,130,47,44,32,110,97,109,101,10,160,159,151,0,0,69,44,130,47,44, + 68,112,111,115,116,70,77,175,253,0,0,70,112,130,15,32,197,132,235,32,1,130,9,42,224,136,151,95,15,60,245,0,11,3,232,130,55,36,0,229,175,187,66,132,7,42,178,59,232,255,225,255,68,1, + 215,2,176,130,15,34,8,0,2,130,5,131,2,130,51,39,2,131,255,71,0,0,1,184,130,31,34,226,1,215,132,73,131,25,135,3,32,4,132,17,37,192,0,90,0,5,0,131,0,33,2,0,130,44,132,19,34,64,0,46,130, + 11,38,0,0,4,1,184,1,144,131,29,35,2,138,2,187,130,17,32,140,133,7,38,1,223,0,49,1,2,0,138,0,37,128,0,0,7,16,0,136,123,33,0,88,130,0,37,0,64,0,32,32,172,133,131,34,2,175,0,131,63,33, + 3,0,130,0,35,1,133,2,6,130,6,38,32,0,1,1,184,0,33,130,9,130,161,32,0,132,3,39,0,166,0,116,255,249,0,49,130,113,36,4,0,185,0,135,130,1,38,27,0,22,0,154,0,53,130,25,40,39,0,41,0,79,0, + 50,0,45,130,17,32,49,130,11,33,46,0,131,17,36,166,0,143,0,24,132,1,34,48,255,225,130,55,34,38,0,47,130,23,44,52,0,58,0,35,0,42,0,66,0,65,0,19,130,79,32,19,130,47,38,35,0,44,0,13,0, + 38,130,21,38,9,0,37,0,13,255,250,130,121,36,5,0,33,0,104,130,47,40,104,0,37,255,242,0,124,0,48,130,95,32,59,130,3,34,37,0,40,130,5,36,62,0,139,0,100,130,57,36,133,0,20,0,62,130,55, + 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99,148,6,8,49,55,3,51,27,1,7,35,55,1,86,72,140,39,14,32,36,25,18,54,46,30,32,22,160,72,123,105,119,56,102,1,133,254,175,98,35,44,18,5,54,46,54,1,127,254,208,1,230,131,131,130,203,34, + 2,0,50,130,79,39,134,2,32,0,9,0,23,0,107,131,10,33,19,50,66,59,5,53,21,35,17,51,21,54,174,89,55,57,86,56,99,80,91,171,67,32,68,68,31,42,66,245,11,37,65,202,2,180,208,61,130,75,32,3, + 134,155,32,17,130,155,38,29,0,41,0,0,1,51,142,157,80,34,23,144,177,32,100,71,147,10,144,185,32,118,80,40,14,42,1,0,30,255,249,1,153,2,20,0,43,130,115,40,34,7,51,7,35,6,21,20,21,130, + 6,35,30,3,51,50,107,75,6,38,39,35,55,51,38,52,55,130,5,8,76,62,1,51,50,23,21,46,1,1,44,110,20,178,18,163,1,132,17,111,6,27,38,37,23,20,61,27,47,61,88,103,14,65,18,44,2,2,62,18,47,14, + 103,83,65,48,28,61,1,220,144,36,30,4,17,15,37,44,60,29,10,19,24,71,28,104,95,37,29,9,28,36,95,105,29,72,24,21,130,246,130,2,36,14,0,174,0,1,130,7,131,2,34,1,0,4,134,11,32,1,130,7,32, + 10,134,11,32,2,130,7,32,16,134,11,36,3,0,29,0,78,134,11,131,43,32,112,134,11,36,5,0,9,0,134,134,11,32,6,130,7,44,148,0,3,0,1,4,9,0,0,0,2,0,0,134,11,32,1,130,11,32,6,134,11,32,2,130, + 11,32,12,134,11,36,3,0,58,0,18,134,11,32,4,130,23,32,108,134,11,32,5,130,21,32,114,134,11,32,6,130,23,35,144,0,46,0,143,2,39,70,0,111,0,110,0,116,0,131,7,40,114,0,103,0,101,0,32,0, + 50,130,36,32,48,130,7,32,58,130,3,32,46,134,7,36,49,0,49,0,45,130,25,131,3,32,48,130,7,51,54,0,0,70,111,110,116,70,111,114,103,101,32,50,46,48,32,58,32,46,130,3,39,49,49,45,50,45,50, + 48,50,130,30,133,107,32,86,130,81,36,114,0,115,0,105,132,103,32,32,130,89,40,0,86,101,114,115,105,111,110,32,136,140,33,2,0,139,0,65,75,7,137,19,32,192,130,10,131,251,60,3,0,4,0,5, + 0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,130,235,8,50,19,0,20,0,21,0,22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,0,32,0,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41, + 0,42,0,43,0,44,130,211,36,46,0,47,0,48,130,221,9,48,50,0,51,0,52,0,53,0,54,0,55,0,56,0,57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,0,67,0,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75, + 0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0,92,0,93,0,94,1,2,0,96,0,97,1,3,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0, + 138,1,4,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170,0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207, + 0,204,0,205,0,206,0,233,0,102,0,211,0,209,0,175,0,103,0,240,0,145,0,214,0,212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115, + 0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0,161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,1,5,11,118,101,114,116,105,99,97,108,98,97,114,7,117,110,105, + 48,48,56,53,9,111,130,20,42,115,99,111,114,101,4,69,117,114,111,0,132,0,38,1,255,255,0,2,0,1,130,11,32,12,130,3,32,22,130,3,131,13,32,98,130,183,34,1,0,4,132,13,130,4,130,2,32,1,130, + 3,36,0,229,13,183,147,132,7,42,175,187,66,0,0,0,0,229,178,59,232,5,250,48,120,202,241, +}; + +const char* ImGui_GetDefaultCompressedFontDataProggyForever(int* out_size) +{ + *out_size = proggy_forever_minimal_ttf_compressed_size; + return (const char*)proggy_forever_minimal_ttf_compressed_data; +} +#endif // #if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR) + +#endif // #ifndef IMGUI_DISABLE diff --git a/tools/test/upstream/imgui_internal.h b/tools/test/upstream/imgui_internal.h new file mode 100644 index 0000000..0ba455e --- /dev/null +++ b/tools/test/upstream/imgui_internal.h @@ -0,0 +1,4494 @@ +// dear imgui, v1.93.0 WIP +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Style support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support + internal API +// [SECTION] ImGui internal API +// [SECTION] ImFontLoader +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) && !defined(_M_ARM64) && !defined(_M_ARM64EC) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#if !defined(IMGUI_ENABLE_FREETYPE) && !defined(IMGUI_ENABLE_STB_TRUETYPE) && !defined(IMGUI_DISABLE_STB_TRUETYPE) +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +// Utilities +// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImStableVector<>, ImPool<>, ImChunkStream<>) +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImGuiTextIndex; // Maintain a line index for a text buffer. +struct ImGuiPackedDate; // A date in YYYYMMDD format packed into 16-bits + +// ImDrawList/ImFontAtlas +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImFontAtlasBuilder; // Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasPostProcessData; // Data available to potential texture post-processing functions +struct ImFontAtlasRectEntry; // Packed rectangle lookup entry + +// ImGui +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum) +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) +struct ImGuiWindowStackData; // Storage for each window pushed into the stack + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef unsigned int ImGuiDataAuthority;// -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Flags: for ImTextCalcWordWrapPositionEx() +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowBgClickFlags; // -> enum ImGuiWindowBgClickFlags_ // Flags: for overriding behavior of clicking on window background/void. +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +// Table column indexing +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_TABLE(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventTable) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context. +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Debug options (also see ones on top of imgui.cpp) +//#define IMGUI_DEBUG_BOXSELECT + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // Positive values only! ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // Positive values only! +//#define IM_FLOOR IM_TRUNC // [OBSOLETE] Renamed in 1.90.0 (Sept 2023) + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#elif defined(__GNUC__) && defined(__aarch64__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xd4200000") // GDB needs 'set $pc=($pc+4)' to skip this :( +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImStableVector<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiTextFilterItem +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); +IMGUI_API const char* ImHashSkipUncontributingPrefix(const char* label); + +// Helpers: Sorting +#ifndef ImQsort +inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; } + +// Helpers: String +#define ImStrlen strlen +#define ImMemchr memchr +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API void* ImMemdup(const void* src, size_t size); // Duplicate a chunk of memory. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c & ~32 : c; } +inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API int ImTextCharToUtf8(char out_buf[5], unsigned int c); // return output UTF-8 bytes count +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p); // return previous UTF-8 code-point. +IMGUI_API const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p); // return previous UTF-8 code-point if 'in_p' is not the end of a valid one. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: High-level text functions (DO NOT USE!!! THIS IS A MINIMAL SUBSET OF LARGER UPCOMING CHANGES) +enum ImDrawTextFlags_ +{ + ImDrawTextFlags_None = 0, + ImDrawTextFlags_CpuFineClip = 1 << 0, // Must be == 1/true for legacy with 'bool cpu_fine_clip' arg to RenderText() + ImDrawTextFlags_WrapKeepBlanks = 1 << 1, + ImDrawTextFlags_StopOnNewLine = 1 << 2, +}; +IMGUI_API ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags); +IMGUI_API const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags = 0); +IMGUI_API const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags = 0); // trim trailing space and find beginning of next line + +// Character classification for word-wrapping logic +enum ImWcharClass +{ + ImWcharClass_Blank, ImWcharClass_Punct, ImWcharClass_Other +}; +IMGUI_API void ImTextInitClassifiers(); +IMGUI_API void ImTextClassifierClear(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class); +IMGUI_API void ImTextClassifierSetCharClass(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, unsigned int c); +IMGUI_API void ImTextClassifierSetCharClassFromStr(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, const char* s); + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +inline bool ImFileClose(ImFileHandle) { return false; } +inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +inline double ImPow(double x, double y) { return pow(x, y); } +inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +inline double ImLog(double x) { return log(x); } +inline int ImAbs(int x) { return x < 0 ? -x : x; } +inline float ImAbs(float x) { return fabsf(x); } +inline double ImAbs(double x) { return fabs(x); } +inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +// Converge to more precise solution using single step of Newton-Raphson method, repeating increases precision +inline float ImRsqrtPrecise(float x) { const float r = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); return r * (1.5f - x * 0.5f * r * r); } +#else +inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +inline float ImRsqrtPrecise(float x) { return 1.0f / sqrtf(x); } +#endif +inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif + +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Specialized version ensure that runtime-check pragmas/macros are applied with caller settings. Template version are less reliable in this regards) +inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; } +inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; } +inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; } +inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; } +inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template T ImLerp(double a, double b, float t) { return (T)(a + (b - a) * (double)t); } +template T ImLerp(T a, T b, float t) { return (T)((float)a + (float)(b - a) * t); } +template void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx){ return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +inline float ImTrunc(float f) { return (float)(int)(f); } +inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +inline float ImTrunc64(float f) { return (float)(ImS64)(f); } +inline float ImRoundPositive64(float f) { return (float)(ImS64)(f + 0.5f); } // Positive values only. +inline float ImRoundSigned64(float f) { return (float)(ImS64)(f >= 0.0f ? f + 0.5f : f - 0.5f); } +inline float ImCeilFast(float f) { int i = (int)f; return (float)(i + (f > (float)i)); } // Consider using the bit-hack version (search for "0x1p120f"). +inline int ImModPositive(int a, int b) { return (a + b) % b; } +inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +inline float ImExponentialMovingAverage(float avg, float sample, int n){ avg -= avg / (float)n; avg += sample / (float)n; return avg; } + +inline bool ImIsTruncated(float x) { return (float)(int)x == x; } +#ifdef IMGUI_ENABLE_SSE +// Returns true if all parameters are whole numbers. +inline bool ImIsTruncated4(float x, float y, float z, float w) +{ + __m128 v = _mm_set_ps(x, y, z, w); + __m128i i = _mm_cvttps_epi32(v); + return _mm_movemask_ps(_mm_cmpeq_ps(v, _mm_cvtepi32_ps(i))) == 0xF; +} +#else +inline bool ImIsTruncated4(float x, float y, float z, float w) +{ + return (float)(int)x == x && (float)(int)y == y && (float)(int)z == z && (float)(int)w == w; +} +#endif + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float max_error);// For auto-tessellated curves you can use max_error = style.CurveTessellationMaxError +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + IM_NODEBUGSTEP constexpr inline ImVec1() : x(0.0f) { } + IM_NODEBUGSTEP constexpr inline ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2i (2D vector, integer) +struct ImVec2i +{ + int x, y; + IM_NODEBUGSTEP constexpr inline ImVec2i() : x(0), y(0) {} + IM_NODEBUGSTEP constexpr inline ImVec2i(int _x, int _y) : x(_x), y(_y) {} +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + IM_NODEBUGSTEP constexpr inline ImVec2ih() : x(0), y(0) {} + IM_NODEBUGSTEP constexpr inline ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + IM_NODEBUGSTEP constexpr inline explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + IM_NODEBUGSTEP constexpr inline ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + IM_NODEBUGSTEP constexpr inline ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + IM_NODEBUGSTEP constexpr inline ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + IM_NODEBUGSTEP constexpr inline ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void AddX(float x) { if (Min.x > x) Min.x = x; if (Max.x < x) Max.x = x; } + void AddY(float y) { if (Min.y > y) Min.y = y; if (Max.y < y) Max.y = y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } + const ImVec4& AsVec4() const { return *(const ImVec4*)&Min.x; } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Data[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Data, 0, sizeof(Data)); } + void SetAllBits() { memset(Data, 255, sizeof(Data)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Data, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Data, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Data, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Data, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Data, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline void clear() { Data = DataEnd = NULL; } + inline bool empty() const { return Data == DataEnd; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + + IM_NODEBUGSTEP inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + IM_NODEBUGSTEP inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + IM_NODEBUGSTEP inline T* begin() { return Data; } + IM_NODEBUGSTEP inline const T* begin() const { return Data; } + IM_NODEBUGSTEP inline T* end() { return DataEnd; } + IM_NODEBUGSTEP inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset((void*)this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImStableVector<> +// Allocating chunks of BLOCKSIZE items. Objects pointers are never invalidated when growing, only by clear(). +// Important: does not destruct anything! +// Implemented only the minimum set of functions we need for it. +template +struct ImStableVector +{ + int Size = 0; + int Capacity = 0; + ImVector Blocks; + + // Functions + inline ~ImStableVector() { for (T* block : Blocks) IM_FREE(block); } + + inline void clear() { Size = Capacity = 0; Blocks.clear_delete(); } + inline void resize(int new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } + inline void reserve(int new_cap) + { + new_cap = IM_MEMALIGN(new_cap, BLOCKSIZE); + int old_count = Capacity / BLOCKSIZE; + int new_count = new_cap / BLOCKSIZE; + if (new_count <= old_count) + return; + Blocks.resize(new_count); + for (int n = old_count; n < new_count; n++) + Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCKSIZE); + Capacity = new_cap; + } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; } + inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCKSIZE); void* ptr = &Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector Offsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { Offsets.clear(); EndOffset = 0; } + int size() { return Offsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + (Offsets.Size != 0 ? Offsets[n] : 0); } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < Offsets.Size ? (Offsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// [Internal] Types +struct ImGuiTextFilterItem +{ + const char* Begin; // Pointer within parent's buffer + int Len; // Length of text (non-zero terminated) + short CountInclude; // Number of consecutive items forming an end chain. >0 when beginning of an AND chain, =0 otherwise. + unsigned short MatchIncludesMask; // Storage for multi-sources versions of PassFilter(). Unused by core library. + ImGuiTextFilterItem(const char* b, const char* e) { IM_ASSERT(e > b); Begin = b; Len = (int)(e - b); CountInclude = 0; MatchIncludesMask = 0; } +}; + +// Helper: ImGuiPackedDate (sizeof() == 2) +// Store a date in a way that is efficient to read/write in text form. If we stored e.g. number of days since Epoch we'd need costlier back and forth. +// This is specifically designed to be able to prune old .ini data. +struct ImGuiPackedDate +{ + ImU16 Year : 7; // Year since 2000 // We can change to another offset e.g. 1970 but this is easier to watch in debugger. + ImU16 Month : 4; // Month (1-12) + ImU16 Day : 5; // Day (1-31) + + ImGuiPackedDate() { Year = Month = Day = 0; } + ImGuiPackedDate(int yyyymmdd) { Year = (ImU16)((yyyymmdd / 10000) - 2000); Month = (ImU16)((yyyymmdd / 100) % 100); Day = (ImU16)(yyyymmdd % 100); } // Pack + bool IsValid() { return (Year && Month && Day); } + int Unpack() const { return (Year && Month && Day) ? ((Year + 2000) * 10000) + (Month * 100) + Day : 0; } // Unpack + void SubtractMonths(int m) { while (m > 0) { Year -= Month == 1; Month = (Month == 1) ? 12 : Month - 1; m--; } } // FIXME-OPT: Stupid but enough for what we do with it. +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup tables +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE (48) // Number of samples in adaptive arc drawing lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32) // The maximum line width to bake anti-aliased textures for. +#endif +#ifndef IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH +#define IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH (4) // Calculate detailed textures for width [1..IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH] +#endif +#ifndef IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT +#define IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT (4) // How many samples per integer thickness level. +#endif +#ifndef IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX +#define IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX (16) +#endif +#ifndef IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX +#define IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX (4) // 0: fill, 1-3: strokes thickness +#endif +#define IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH_COUNT ((IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH - 1) * IM_DRAWLIST_TEX_LINES_SAMPLE_COUNT + 1) + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas (== FontAtlas->Builder->TexUvLines) + const ImVec4* TexUvCorners; // UV of rounded corner (== FontAtlas->Builder->TexUvCorners) + ImFontAtlas* FontAtlas; // Current font atlas + ImFont* Font; // Current font (used for simplified AddText overload) + float FontSize; // Current font size (used for simplified AddText overload) + float FontScale; // Current font scale (== FontSize / Font->FontSize) + float CurveTessellationMaxError; // Tessellation tolerance when using PathBezierCurveTo() + float CircleTessellationMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImDrawFlags InitialDrawFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImVector TempBuffer; // Temporary write buffer + ImVector DrawLists; // All draw lists associated to this ImDrawListSharedData + ImGuiContext* Context; // [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case. + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + ~ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImFontStackData +{ + ImFont* Font; + float FontSizeBeforeScaling; // ~~ style.FontSizeBase + float FontSizeAfterScaling; // ~~ g.FontSize +}; + +//----------------------------------------------------------------------------- +// [SECTION] Style support +//----------------------------------------------------------------------------- + +#define ImGuiCol_TextMixedValue ImGuiCol_TextDisabled + +struct ImGuiStyleVarInfo +{ + ImU32 Count : 8; // 1+ + ImGuiDataType DataType : 8; + ImU32 Offset : 16; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + ImGuiItemFlags_NoFocus = 1 << 17, // false // [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags_NoFocus + ImGuiButtonFlags_NoNavFocus in ButtonBehavior(). + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups | ImGuiItemFlags_LiveEditOnInputText, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + //ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Removed IN 1.90.1 (Dec 2023). The trigger is part of g.NavActivateId. See commit 54c1bdeceb. + ImGuiItemStatusFlags_EditedInternal = 1 << 11, // Similar to ImGuiItemStatusFlags_Edited but bypassing ImGuiItemFlags_NoMarkEdited. + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_TempInput = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release). Prior to 2026/03/20 this implied ImGuiButtonFlags_NoHoldingActiveId but they are separate now. + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoFocus = 1 << 22, // [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking. + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, + //ImGuiButtonFlags_NoKeyModifiers = ImGuiButtonFlags_NoKeyModsAllowed, // Renamed in 1.91.4 +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_NoNavFocus = 1 << 27,// Don't claim nav focus when interacting with this item (#8551) + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, + ImGuiTreeNodeFlags_DrawLinesMask_ = ImGuiTreeNodeFlags_DrawLinesNone | ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() // [Obsoleted in 1.93.0] Unnecessary: can now use BeginComboPreview() without a flag. +#endif + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + float BackupWorkRectMaxX; + float BackupContentRectMaxX; + ImGuiLayoutType BackupLayout : 8; + int WithinPreview : 2; + + ImGuiComboPreviewData() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupAnyIdHasBeenEditedThisFrame; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset((void*)this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +// Store as part of ImGuiDeactivatedItemData? +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + int ElapseFrame; + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset((void*)this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; ElapseFrame = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + //int LastFrameActive; // Last used frame-count (unused) + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). For _ReadOnly fields, pointer will be null outside the InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + int LineCount; // last line count (solely for debugging) + float WrapWidth; // word-wrapping width + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool CursorCenterY; // set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool EditedBefore; // edited since activated + bool EditedThisFrame; // edited this frame + bool ValidatedThisFrame; + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + ImS8 LastMoveDirectionLR; // ImGuiDir_Left or ImGuiDir_Right. track last movement direction so when cursor cross over a word-wrapping boundaries we can display it on either line depending on last move.s + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + float GetPreferredOffsetX() const; + const char* GetText() { return TextA.Data ? TextA.Data : ""; } + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SetSelection(int start, int end); + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiWindowBgClickFlags_ +{ + ImGuiWindowBgClickFlags_None = 0, + ImGuiWindowBgClickFlags_Move = 1 << 0, // Click on bg/void + drag to move window. Cleared by default when using io.ConfigWindowsMoveFromTitleBarOnly. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, + ImGuiNextWindowDataFlags_HasViewport = 1 << 11, + ImGuiNextWindowDataFlags_HasDock = 1 << 12, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags HasFlags; + + // Members below are NOT cleared. Always rely on HasFlags. + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiWindowFlags WindowFlagsSet; // Flags to set. Use SetNextWindowFlags()! + ImGuiWindowFlags WindowFlagsClear; + ImGuiChildFlags ChildFlagsSet; // Flags to set. Use SetNextWindowChildFlags(). + ImGuiChildFlags ChildFlagsClear; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset((void*)this, 0, sizeof(*this)); } + inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, + ImGuiNextItemDataFlags_HasColorMarker = 1 << 5, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlagsSet; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + + // Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags. + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + ImU32 ColorMarker; // Set by SetNextItemColorMarker(). Not exposed yet, supported by DragScalar,SliderScalar and for ImGuiSliderFlags_ColorMarkers. + + ImGuiNextItemData() { memset((void*)this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlagsSet = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsToParent: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing + float DrawLinesX1; + float DrawLinesToNodesY2; + ImGuiTableColumnIdx DrawLinesTableColumn; +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Storage for each window pushed into the stack. +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag + float DisabledOverrideReenableAlphaBackup; + ImRect ParentLastComboPreviewRect; +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +// Also see ImGuiInputTextDeactivatedState which is an extension for this for InputText() +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset((void*)this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft // Toggle menu layer. Hold to enable Windowing. +#define ImGuiKey_NavGamepadContextMenu ImGuiKey_GamepadFaceUp // Open context menu (same as Shift+F10) + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource : int +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU16 RoutingCurrScore; // [DEBUG] For debug display + ImU16 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 0; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_COUNTOF(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset((void*)this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request (ImGuiNavMoveFlags_IsTabbing) + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. + ImGuiActivateFlags_FromFocusApi = 1 << 5, // Activation requested by an api request (ImGuiNavMoveFlags_FocusApi) +}; + +// Early work-in-progress API for ScrollToItem() +// FIXME: Missing flags to request making both edges visible when possible. +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 + //ImGuiNavHighlightFlags_TypeThin = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.90.2 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword as ImGuiScrollFlags + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset((void*)this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset((void*)this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect UnclipRects[2]; // Per-axis versions. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset((void*)this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + //ImGuiSelectionUserData CurrSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + //ImGuiSelectionUserData PrevSubmittedItem; // Copy of previous submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + bool IsSoleOrUnknownSelectionSize; + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 176~216 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImU32 LastBgColor; + ImGuiWindowClass WindowClass; // [Root node only] + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImU8 AuthorityForPos :3; // ImGuiDataAuthority + ImU8 AuthorityForSize :3; + ImU8 AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_UnsavedMarker, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset((void*)this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + int BgFgDrawListsLastFrameActive[2]; // Last frame the background (0) and foreground (1) draw lists were used. + float BgFgDrawListsLastTimeActive[2]; // Timestamps for Gc. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; BgFgDrawListsLastFrameActive[0] = BgFgDrawListsLastFrameActive[1] = -1; BgFgDrawListsLastTimeActive[0] = BgFgDrawListsLastTimeActive[1] = -1.0; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiPackedDate LastUsedDate; + bool Collapsed : 1; + bool IsChild : 1; + bool WantApply : 1; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete : 1; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset((void*)this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsCleanupArgs +{ + ImGuiID TypeHashFilter = 0; // Set to restrict cleanup to a given .ini type, e.g. == ImHashStr("Window"), ImHashStr("Table"). Otherwise every types supporting Cleanup will be affected. + int DiscardOlderThanMonths = 0; // Enable to discard entries older than XX months. + bool DiscardWhenMissingDate = false; // Enable to discard entries missing a date. + bool DiscardAll = false; // Enable to discard all entries = same as calling ClearIniSettings() except it may be filtered. + bool SetCurrentSessionDateToAll = false; // Enable to write current SessionDate to all supporting entries. // Let us know in #9460 if you use this. + bool SetCurrentSessionDateWhenMissingDate = false; // Enable to write current SessionDate to all supporting entries missing a date. // Let us know in #9460 if you use this. + int _DiscardOlderThanDate = 0; // [Internal] +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void (*CleanupFn) (ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiSettingsCleanupArgs* args);// Cleanup/patch settings + void* UserData; + + ImGuiSettingsHandler() { memset((void*)this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableReset, + //ImGuiLocKey_TableResetAll, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_TableResetVisibility, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR)) { if (ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } } while (0) // Recoverable User Error +#define IM_ASSERT_USER_ERROR_RET(_EXPR,_MSG) do { if (!(_EXPR)) { if (ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } return; } } while (0) // Recoverable User Error +#define IM_ASSERT_USER_ERROR_RETV(_EXPR,_RETV,_MSG) do { if (!(_EXPR)) { if (ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } return _RETV; } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + ImGuiDebugLogFlags_EventTable = 1 << 12, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventTable | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToDebugger = 1 << 21, // Also send output to Debugger Console [Windows only] + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 22, // Also send output to Dear ImGui Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowTextureUsedRect = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; + int SettingsDiscardMonths = 6; + bool SettingsHighlightOldEntries = false; + bool ShowFontPreview = true; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Sub-query in progress + bool QuerySuccess; // Sub-query obtained result from DebugHookIdInfo() + ImS8 DataType; // ImGuiDataType + int DescOffset; // -1 or offset into parent's ResultsPathsBuf + + ImGuiStackLevelInfo() { memset((void*)this, 0, sizeof(*this)); DataType = -1; DescOffset = -1; } +}; + +struct ImGuiDebugItemPathQuery +{ + ImGuiID MainID; // ID to query details for. + bool Active; // Used to disambiguate the case when ID == 0 and e.g. some code calls PushOverrideID(0). + bool Complete; // All sub-queries are finished (some may have failed). + ImS8 Step; // -1: query stack + init Results, >= 0: filling individual stack level. + ImVector Results; + ImGuiTextBuffer ResultsDescBuf; + ImGuiTextBuffer ResultPathBuf; + + ImGuiDebugItemPathQuery() { memset((void*)this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + bool OptHexEncodeNonAsciiChars; + bool OptCopyToClipboardOnCtrlC; + int LastActiveFrame; + float CopyToClipboardLastTime; + + ImGuiIDStackTool() { memset((void*)this, 0, sizeof(*this)); LastActiveFrame = -1; OptHexEncodeNonAsciiChars = true; CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset((void*)this, 0, sizeof(*this)); } +}; + +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section); + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + double Time; + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImVector FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas) + ImFont* Font; // Currently bound font. (== FontStack.back().Font) + ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize)) + float FontSize; // Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function). + float FontSizeBase; // Font size before scaling == style.FontSizeBase == value passed to PushFont() when specified. + float FontBakedScale; // == FontBaked->Size / FontSize. Scale factor over baked size. Rarely used nowadays, very often == 1.0f. + float CurrentPixelDensity; // Current font density. Used by all calls to GetFontBaked(). + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + ImGuiID WithinEndChildID; // Set within EndChild() + ImGuiID WithinEndPopupID; // Set within EndPopup() + void* TestEngine; // Test engine user data + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly. + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + const char* MixedValueLabel; // Value replacement when displaying a mixed value. Default to "-" (Unreal uses "Multiple values", Unity uses "---"). May be interpreted as a format: must not contain single %. Set to NULL to display original value. + ImGuiID DebugDrawIdConflictsId; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfoId; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + bool AnyIdHasBeenEditedThisFrame; + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdWasSelected; // Active ID was selected at the time of activating + bool ActiveIdWasSoleSelected; // Active ID was sole selection at the time of activating + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + ImS8 ActiveIdMouseButton; + ImGuiID ActiveIdDisabledId; // When clicking a disabled item we set ActiveId=window->MoveId to avoid interference with widget code. Actual item ID is stored here. + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiWindow* ActiveIdWindow; + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + bool LastActiveIdWasSelected; + bool LastActiveIdWasSoleSelected; + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + bool GcCompactAll; // Request full GC + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiItemFlags NavIdItemFlags; + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavOpenContextMenuItemId; + ImGuiID NavOpenContextMenuWindowId; + ImGuiID NavNextActivateId; // Set by ActivateItemByID(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + //ImGuiID NavActivateInputId; // Removed in 1.89.4 (July 2023). This is now part of g.NavActivateId and sets g.NavActivateFlags |= ImGuiActivateFlags_PreferInput. See commit c9a53aa74, issue #5606. + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted. Unset/invalid if inverted. + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToIsInit; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: extra config options (will be made public eventually) + // - Tabbing (Tab, Shift+Tab) and Windowing (Ctrl+Tab, Ctrl+Shift+Tab) are enabled REGARDLESS of ImGuiConfigFlags_NavEnableKeyboard being set. + // - Ctrl+Tab is reconfigurable because it is the only shortcut that may be polled when no window are focused. It also doesn't work e.g. Web platforms. + bool ConfigNavEnableTabbing; // = true. Enable tabbing (Tab, Shift+Tab). PLEASE LET ME KNOW IF YOU USE THIS. + bool ConfigNavWindowingWithGamepad; // = true. Enable Ctrl+Tab by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer. + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). Set to 0 to disable. For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + + // Navigation: Windowing (Ctrl+Tab for list, or Menu button + keys or directional pads to move/resize) + ImGuiWindow* NavWindowingTarget; // Target window when doing Ctrl+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the Ctrl+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + ImGuiInputSource NavWindowingInputSource; + bool NavWindowingToggleLayer; // Set while Alt or GamepadMenu is held, may be cleared by other operations, and processed when releasing the key. + ImGuiKey NavWindowingToggleKey; // Keyboard/gamepad key used when toggling to menu layer. + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and Ctrl+Tab list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiID DragDropTargetFullViewport; + ImGuiDragDropFlags DragDropAcceptFlagsCurr; + ImGuiDragDropFlags DragDropAcceptFlagsPrev; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiTextIndex InputTextLineIndex; // Temporary storage + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFontBaked InputTextPasswordFontBackupBaked; + ImFontFlags InputTextPasswordFontBackupFlags; + ImGuiID InputTextReactivateId; // ID of InputText to reactivate on next frame (for io.ConfigInputTextEnterKeepActive behavior) + ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message. + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImVector UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[]. + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + ImGuiPackedDate SessionDate; // Packed copy of platform_io.Platform_SessionDate, when valid. + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + + // Hooks + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + ImGuiDemoMarkerCallback DemoMarkerCallback; + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + bool LogLineFirstItem; + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; // See comment in LogSetNextTextDecoration(): doesn't copy underlying data, use carefully! + const char* LogNextSuffix; + float LogLinePosY; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding Ctrl) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiDebugItemPathQuery DebugItemPathQuery; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. +#if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) + ImGuiStorage DebugDrawIdConflictsAliveCount; + ImGuiStorage DebugDrawIdConflictsHighlightSet; +#endif + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WantTextInput. Needs to be set for some backends (SDL3) to emit character inputs. + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); + ~ImGuiContext(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +#define IMGUI_WINDOW_HARD_MIN_SIZE 4.0f + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. Sync any changes with TREE_NODE_MAX_DEPTH/TREE_NODE_GET_DEPTH_MASK! + ImU32 TreeRecordsClippedNodesY2Mask; // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Status flags + ImGuiItemStatusFlags WindowItemStatusFlags; + ImGuiItemStatusFlags ChildItemStatusFlags; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float ItemWidthDefault; + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized? + ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImGuiDir AutoPosLastDirection; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiWindowBgClickFlags BgClickFlags : 8; // Configure behavior of click+dragging on window bg/void or over items. Default sets by io.ConfigWindowsMoveFromTitleBarOnly. If you use this please report in #3379. + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontWindowScaleParents; + float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window. + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } + + // [OBSOLETE] ImGuiWindow::CalcFontSize() was removed in 1.92.0 because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window. + //float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontDpiScale * FontWindowScaleParents; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading + ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab bar + float Width; // Width currently displayed + float ContentWidth; // Width of label + padding, stored during BeginTabItem() call (misnamed as "Content" would normally imply width of label only) + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset((void*)this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID NextScrollToTabId; + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float BarRectPrevWidth; // Backup of previous width. When width change we enforce keep horizontal scroll on focused tab. + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + bool ScrollButtonEnabled; + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support + internal API +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx. + +// [Internal] sizeof() ~ 120 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID ID; // Hash of column name (ignoring top of ID stack), used for .ini persistence when available. + ImGuiID UserData; // (Optional) User data value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto : 1; + bool IsJustCreated : 1; + bool IsLoadedSettings : 1; + bool IsNeedReconcileSrc : 1; + bool IsNeedReconcileDst : 1; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue : 4; // Queue of 4 values for the next 4 frames to request auto-fit + ImU8 CannotSkipItemsQueue : 4; // Queue of 4 values for the next 4 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset((void*)this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsJustCreated = true; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Passed to TableSetupColumn() +// sizeof() ~ 24+120 bytes +struct ImGuiTableReconcileColumnData +{ + // Setup data + ImGuiID ID; + ImS16 NameOffset; + ImGuiTableColumnFlags Flags; + float InitWidthOrWeight; + ImGuiID UserData; + + // Reconcile data + ImGuiTableColumnIdx ColumnNewIdx; // Index in the current table. + ImGuiTableColumnIdx ColumnOldIdx; // Index in the previous frame table. + ImGuiTableColumn ColumnOldData; // Full backup of the column. Could be avoided by storing 1 of them and applying reconcile in the right order. Not worth bothering. +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is " + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx LastHeldHeaderColumn; // Index of column header being held from previous frame. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDstOrder; // Requested display order of column being reordered. + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable(). + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsNewTable; + bool IsInitializing; + bool IsReconcileMode; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSettings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsDefaultVisibility; // Set when enabled/visibility is unchanged from default + bool IsResetAllRequest; // Set to queue a call to TableResetSettings() in BeginTable() + bool IsResetDisplayOrderRequest; + bool IsResetVisibilityRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset((void*)this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 176 bytes. +struct IMGUI_API ImGuiTableTempData +{ + ImGuiID WindowID; // Shortcut to g.Tables[TableIndex]->OuterWindow->ID. + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() // FIXME: Single instance is enough? + + // Topology change + ImVector ReconcileColumnsRequests; // Used in TableSetupColumn(), TableUpdateLayout(). Cleared every frame. + void* OldColumnsRawData; // Used in BeginTable() -> TableUpdateLayout() when resizing. + ImSpan OldColumnsData; + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset((void*)this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 16 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID ID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImS8 IsEnabled : 2; // "Visible" in .ini file + ImU8 IsStretch : 1; + bool IsLoaded : 1; // Using during loading to mark finding a matching column. + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + ID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = -1; + IsStretch = 0; + IsLoaded = false; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + ImGuiPackedDate LastUsedDate; + bool WantApply : 1; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset((void*)this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +namespace ImGui +{ + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TablePushColumnChannel(int column_n); + IMGUI_API void TablePopColumnChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableApplyQueuedRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableReconcileColumns(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableApplyExternalUnclipRect(ImGuiTable* table, ImRect& rect); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableFixDisplayOrder(ImGuiTable* table); + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order); + IMGUI_API void TableQueueSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableLoadSettingsForColumns(ImGuiTable* table); + IMGUI_API void TableLoadSettingsForColumn(ImGuiTableColumn* column, ImGuiTableColumnSettings* column_settings, ImGuiTableFlags load_flags); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Legacy Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx); + inline float GetScale() { ImGuiContext& g = *GImGui; return g.Style._MainScale; } // FIXME-DPI: PLEASE DO NOT USE. I don't want to formalize this just yet. Because reasons. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowInBeginStack(ImGuiWindow* window); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + IMGUI_API void SetNextWindowFlags(ImGuiWindowFlags flags, bool enabled); + IMGUI_API void SetNextWindowChildFlags(ImGuiChildFlags flags, bool enabled); + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL. + IMGUI_API void UnregisterUserTexture(ImTextureData* tex); + IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling); + IMGUI_API void UpdateCurrentFontSize(float restore_font_size_after_scaling); + IMGUI_API void SetPixelDensity(float pixel_density); // was SetFontRasterizerDensity() + inline float GetPixelDensity() { return GImGui->CurrentPixelDensity; } + inline float GetRoundedFontSize(float size) { return IM_ROUND(size); } + IMGUI_API ImFont* GetDefaultFont(); + IMGUI_API void PushPasswordFont(); + IMGUI_API void PopPasswordFont(); + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // Context name & generic context hooks + IMGUI_API void SetContextName(ImGuiContext* ctx, const char* name); + IMGUI_API ImGuiID AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType type); + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void StopMouseMovingWindow(); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void CleanupIniSettings(ImGuiSettingsCleanupArgs* args); // [BETA] Expected to turn into a public API. Please report if you are using this! + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min); + IMGUI_API void CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end); + + // Parameter stacks (shared) + IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + IMGUI_API ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + IMGUI_API ImGuiMouseButton GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags); + IMGUI_API bool IsPopupOpenRequestForItem(ImGuiPopupFlags flags, ImGuiID id); + IMGUI_API bool IsPopupOpenRequestForWindow(ImGuiPopupFlags flags); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); // Submit preview contents a combo. Call this after EndCombo() to display contents that's more than just a text label. + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. Was called 'ActivateItem()' before 1.89.7. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API bool SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requires explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + IMGUI_API bool IsInNavFocusRoute(ImGuiID focus_scope_id); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API bool BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb = NULL); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb); + IMGUI_API void RenderDragDropTargetRectForViewport(ImGuiID viewport_id, const ImRect& bb); + IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb, float rounding); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed, ImGuiMultiSelectFlags extra_flags = 0); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API ImGuiTabBar* TabBarFindByID(ImGuiID id); + IMGUI_API void TabBarRemove(ImGuiTabBar* tab_bar); + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API ImVec2 TabBarGetTabPos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorComponentMarker(const ImRect& bb, ImU32 col, float rounding); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float alpha, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None, float rounding = -1.0f); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets: Text + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API void TextAligned(float align_x, float width, const char* fmt, ...) IM_FMTARGS(3); // FIXME-WIP: Works but API is likely to be reworked. + IMGUI_API void TextAlignedV(float align_x, float width, const char* fmt, va_list args) IM_FMTLIST(3); + + // Widgets + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + IMGUI_API void ExtendHitBoxWhenNearViewportEdge(ImGuiWindow* window, ImRect* bb, float threshold, ImGuiAxis axis); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos); + IMGUI_API void TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.TempInputId == id && g.ActiveId == id) || (g.InputTextDeactivatedState.ID == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + inline void SetNextItemColorMarker(ImU32 col) { ImGuiContext& g = *GImGui; g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasColorMarker; g.NextItemData.ColorMarker = col; } + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Demo Doc Marker for e.g. imgui_explorer + IMGUI_API void DemoMarker(const char* file, int line, const char* section); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API ImU64 DebugTextureIDToU64(ImTextureID tex_id); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyphsForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture. + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings, ImGuiTable* table); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontLoader +//----------------------------------------------------------------------------- + +// Hooks and storage for a given font backend. +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be public, but API is still going to be evolve. +struct ImFontLoader +{ + const char* Name; + bool (*LoaderInit)(ImFontAtlas* atlas); + void (*LoaderShutdown)(ImFontAtlas* atlas); + bool (*FontSrcInit)(ImFontAtlas* atlas, ImFontConfig* src); + void (*FontSrcDestroy)(ImFontAtlas* atlas, ImFontConfig* src); + int (*FontSrcGetGlyphIndexFromCodepoint)(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint); // Required + bool (*FontSrcContainsGlyph)(ImFontAtlas* atlas, ImFontConfig* src, int glyph_index); + bool (*FontBakedInit)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + void (*FontBakedDestroy)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + bool (*FontBakedLoadGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, int glyph_index, ImFontGlyph* out_glyph, float* out_advance_x); // Required + + // Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations. + // FIXME: At this point the two other types of buffers may be managed by core to be consistent? + size_t FontBakedSrcLoaderDataSize; + + ImFontLoader() { memset((void*)this, 0, sizeof(*this)); } +}; + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype(); +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +typedef ImFontLoader ImFontBuilderIO; // [renamed/changed in 1.92.0] The types are not actually compatible but we provide this as a compile-time error report helper. +#endif + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +#define IMGUI_FONT_SIZE_MAX (512.0f) +#define IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE (128.0f) + +// Helpers: ImTextureRef ==/!= operators provided as convenience +// (note that _TexID and _TexData are never set simultaneously) +inline bool operator==(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID == rhs._TexID && lhs._TexData == rhs._TexData; } +inline bool operator!=(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID != rhs._TexID || lhs._TexData != rhs._TexData; } + +// Refer to ImFontAtlasPackGetRect() to better understand how this works. +#define ImFontAtlasRectId_IndexMask_ (0x0007FFFF) // 20-bits signed: index to access builder->RectsIndex[]. +#define ImFontAtlasRectId_GenerationMask_ (0x3FF00000) // 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers. +#define ImFontAtlasRectId_GenerationShift_ (20) +inline int ImFontAtlasRectId_GetIndex(ImFontAtlasRectId id) { return (id & ImFontAtlasRectId_IndexMask_); } +inline unsigned int ImFontAtlasRectId_GetGeneration(ImFontAtlasRectId id) { return (unsigned int)(id & ImFontAtlasRectId_GenerationMask_) >> ImFontAtlasRectId_GenerationShift_; } +inline ImFontAtlasRectId ImFontAtlasRectId_Make(int index_idx, int gen_idx) { IM_ASSERT(index_idx >= 0 && index_idx <= ImFontAtlasRectId_IndexMask_ && gen_idx <= (ImFontAtlasRectId_GenerationMask_ >> ImFontAtlasRectId_GenerationShift_)); return (ImFontAtlasRectId)(index_idx | (gen_idx << ImFontAtlasRectId_GenerationShift_)); } + +// Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles) +// User are returned ImFontAtlasRectId values which are meant to be persistent. +// We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId. +// RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code. +// Having this also makes it easier to e.g. sort rectangles during repack. +struct ImFontAtlasRectEntry +{ + int TargetIndex : 20; // When Used: ImFontAtlasRectId -> into Rects[]. When unused: index to next unused RectsIndex[] slot to consume free-list. + unsigned int Generation : 10; // Increased each time the entry is reused for a new rectangle. + unsigned int IsUsed : 1; +}; + +// Data available to potential texture post-processing functions +struct ImFontAtlasPostProcessData +{ + ImFontAtlas* FontAtlas; + ImFont* Font; + ImFontConfig* FontSrc; + ImFontBaked* FontBaked; + ImFontGlyph* Glyph; + + // Pixel data + void* Pixels; + ImTextureFormat Format; + int Pitch; + int Width; + int Height; +}; + +// We avoid dragging imstb_rectpack.h into public header (partly because binding generators are having issues with it) +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE { struct stbrp_node; } +typedef IMGUI_STB_NAMESPACE::stbrp_node stbrp_node_im; +#else +struct stbrp_node; +typedef stbrp_node stbrp_node_im; +#endif +struct stbrp_context_opaque { char data[80]; }; + +// Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasBuilder +{ + stbrp_context_opaque PackContext; // Actually 'stbrp_context' but we don't want to define this in the header file. + ImVector PackNodes; + ImVector Rects; + ImVector RectsIndex; // ImFontAtlasRectId -> index into Rects[] + ImVector TempBuffer; // Misc scratch buffer + int RectsIndexFreeListStart;// First unused entry + int RectsPackedCount; // Number of packed rectangles. + int RectsPackedSurface; // Number of packed pixels. Used when compacting to heuristically find the ideal texture size. + int RectsDiscardedCount; + int RectsDiscardedSurface; + int FrameCount; // Current frame count + ImVec2i MaxRectSize; // Largest rectangle to pack (de-facto used as a "minimum texture size") + ImVec2i MaxRectBounds; // Bottom-right most used pixels + bool LockDisableResize; // Disable resizing texture + bool PreloadedAllGlyphsRanges; // Set when missing ImGuiBackendFlags_RendererHasTextures features forces atlas to preload everything. + + // Cache of all ImFontBaked + ImStableVector BakedPool; + ImGuiStorage BakedMap; // BakedId --> ImFontBaked* + int BakedDiscardedCount; + + // Custom rectangle identifiers + ImFontAtlasRectId PackIdMouseCursors; // White pixel + mouse cursors. Also happen to be fallback in case of packing failure. + ImFontAtlasRectId PackIdLinesTexData; + ImFontAtlasRectId PackIdLineFractTexData; + ImFontAtlasRectId PackIdCornersTexData; + + // Cached UV coordinates + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + IM_DRAWLIST_TEX_LINES_DETAILED_WIDTH_COUNT]; // UVs for baked anti-aliased lines (u0, u1, v, 1/thickness) + ImVec4 TexUvCorners[IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX * IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX]; // UVs for baked anti-aliased corners (0= fill, 1> stroke thickness) + + ImFontAtlasBuilder() { memset((void*)this, 0, sizeof(*this)); FrameCount = -1; RectsIndexFreeListStart = -1; PackIdMouseCursors = PackIdLinesTexData = PackIdLineFractTexData = PackIdCornersTexData = -1; } +}; + +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader); +IMGUI_API void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font); +IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char); +IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects + +IMGUI_API ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_w = -1, int old_h = -1); +IMGUI_API void ImFontAtlasTextureCompact(ImFontAtlas* atlas); +IMGUI_API ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas); // Legacy +IMGUI_API void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v); +IMGUI_API void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames); + +IMGUI_API bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font); // Using FontDestroyOutput/FontInitOutput sequence useful notably if font loader params have changed +IMGUI_API void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font); +IMGUI_API void ImFontAtlasFontRebuildOutput(ImFontAtlas* atlas, ImFont* font); +IMGUI_API void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames); + +IMGUI_API ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id); +IMGUI_API void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked); +IMGUI_API ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph); +IMGUI_API void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x); +IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph); +IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch); + +IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas); +IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id); + +IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures); +IMGUI_API void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex); +IMGUI_API void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data); +IMGUI_API void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor); +IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col); +IMGUI_API void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h); + +IMGUI_API bool ImTextureDataUpdateNewFrame(ImTextureData* tex); +IMGUI_API void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h); +IMGUI_API int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format); +IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status); +IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format); + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +IMGUI_API void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas); +#endif + +IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/tools/test/upstream/imgui_tables.cpp b/tools/test/upstream/imgui_tables.cpp new file mode 100644 index 0000000..0391bf7 --- /dev/null +++ b/tools/test/upstream/imgui_tables.cpp @@ -0,0 +1,4910 @@ +// dear imgui, v1.93.0 WIP +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +//----------------------------------------------------------------------------- +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableApplyQueuedRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// | - TableSetColumnDisplayOrder() - apply reordering a column +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may change value +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableApplyQueuedRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, IMGUI_WINDOW_HARD_MIN_SIZE), use_child_window ? ImMax(avail_size.y, IMGUI_WINDOW_HARD_MIN_SIZE) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + g.NextWindowData.ClearFlags(); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + temp_data->ReconcileColumnsRequests.resize(0); // FIXME: Use shrink(0) everywhere? + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent; + table->IsNewTable = (previous_frame_active == -1); + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking across a table + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->WindowID = inner_window->ID; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + const float border_size = TABLE_BORDER_SIZE; + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + border_size, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - border_size, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + border_size, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - border_size, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + inner_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width and other settings on column count/specs change (#4046, #9108) + IMGUI_DEBUG_LOG_TABLE("[table] Table 0x%08X column count %d -> %d, recreating storage.\n", table->ID, old_columns_count, columns_count); + IM_ASSERT(temp_data->OldColumnsRawData == NULL); + temp_data->OldColumnsRawData = table->RawData; // Freed during layout + temp_data->OldColumnsData = table->Columns; + for (ImGuiTableColumn& src_column : table->TempData->OldColumnsData) + src_column.IsNeedReconcileSrc = true; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + if (table->IsNewTable) + { + table->SettingsOffset = -1; + table->IsSettingsRequestLoad = true; + } + table->IsSortSpecsDirty = true; + table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934) + table->IsReconcileMode = false; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ReorderColumnDstOrder = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (temp_data->OldColumnsData.Data && n < temp_data->OldColumnsData.size()) + { + *column = temp_data->OldColumnsData[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + column->DisplayOrder = (ImGuiTableColumnIdx)n; + } + table->DisplayOrderToIndex[n] = column->DisplayOrder; + } + } + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableApplyQueuedRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + //// Note: we don't clear ReorderColumn after handling the request (FIXME: clarify why or add a test). + if (table->InstanceCurrent == 0) + { + table->LastHeldHeaderColumn = table->HeldHeaderColumn; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDstOrder != -1) + { + TableSetColumnDisplayOrder(table, table->ReorderColumn, table->ReorderColumnDstOrder); + table->ReorderColumnDstOrder = -1; + } + + // Release + ImGuiContext& g = *GImGui; + if (g.ActiveId == 0) // FIXME: Need to revisit. See 38f5e5a. + table->ReorderColumn = -1; + //if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + // table->ReorderColumn = -1; + } + + // Handle display order / visibility reset requests + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } + if (table->IsResetVisibilityRequest) + { + for (ImGuiTableColumn& column : table->Columns) + column.IsUserEnabled = column.IsUserEnabledNextFrame = (column.Flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1; + table->IsResetVisibilityRequest = false; + table->IsSettingsDirty = true; + } +} + +// Apply immediately. See TableQueueSetColumnDisplayOrder() for additional checks/constraints. +void ImGui::TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + IM_ASSERT(dst_order >= 0 && dst_order < table->ColumnsCount); + + ImGuiTableColumn* src_column = &table->Columns[column_n]; + const int src_order = src_column->DisplayOrder; + if (src_order == dst_order) + return; + const int reorder_dir = (dst_order < src_order) ? -1 : +1; + + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + //IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + // FIXME-OPT: If this is called multiple times we'd effectively have a O(N^2) thing going on. + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[table->Columns[n].DisplayOrder] = (ImGuiTableColumnIdx)n; + table->IsSettingsDirty = true; +} + +static int TableGetMaxDisplayOrderAllowed(ImGuiTable* table, int src_order, int dst_order) +{ + dst_order = ImClamp(dst_order, 0, table->ColumnsCount - 1); + if (src_order == dst_order) + return dst_order; + + // Cannot cross over the frozen column limit when interactively reordering. + // TableSetupScrollFreeze() enforce a display order range for frozen columns. Reordering across the frozen column barrier is illegal and will be undone. + if (table->FreezeColumnsRequest > 0) + dst_order = (src_order < table->FreezeColumnsRequest) ? ImMin(dst_order, (int)table->FreezeColumnsRequest - 1) : ImMax(dst_order, (int)table->FreezeColumnsRequest); + + // Cannot cross over a column with the ImGuiTableColumnFlags_NoReorder flag. + int reorder_dir = (src_order < dst_order) ? +1 : -1; + for (int order_n = src_order; (src_order < dst_order && order_n <= dst_order) || (dst_order < src_order && order_n >= dst_order); order_n += reorder_dir) + if (table->Columns[table->DisplayOrderToIndex[order_n]].Flags & ImGuiTableColumnFlags_NoReorder) + { + dst_order = (order_n == src_order) ? src_order : order_n - reorder_dir; + break; + } + return dst_order; +} + +// Reorder requested by user interaction. +void ImGui::TableQueueSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order) +{ + const int src_order = table->Columns[column_n].DisplayOrder; + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDstOrder = (ImGuiTableColumnIdx)-1; + dst_order = TableGetMaxDisplayOrderAllowed(table, src_order, dst_order); + if (table->IsLayoutLocked && dst_order == src_order) // We allow calling the function before layout w/ reconcile so don't early out. + return; + table->ReorderColumnDstOrder = (ImGuiTableColumnIdx)dst_order; +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(table->IsLayoutLocked == false); + const int columns_count = table->ColumnsCount; + + // Reconcile moved columns + if (temp_data->ReconcileColumnsRequests.Size > 0) + TableReconcileColumns(table); + if (temp_data->OldColumnsRawData) + { + IM_FREE(temp_data->OldColumnsRawData); + temp_data->OldColumnsRawData = NULL; + temp_data->OldColumnsData.clear(); + } + + // Apply columns settings + if (table->IsSettingsRequestLoad) + TableLoadSettingsForColumns(table); + if (table->IsInitializing || table->IsSettingsRequestLoad) + { + for (ImGuiTableColumn& column : table->Columns) + { + ImGuiTableFlags init_flags; + if (table->IsSettingsRequestLoad) + init_flags = column.IsLoadedSettings ? ~table->SettingsLoadedFlags : ~0; + else + init_flags = column.IsJustCreated ? ~0 : 0; + TableInitColumnDefaults(table, &column, init_flags); + } + TableFixDisplayOrder(table); // Call even for non _Reorderable table as we loaded .ini data. + table->IsSettingsRequestLoad = false; + } + + // Apply queued resizing/reordering/hiding requests + TableApplyQueuedRequests(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + IMGUI_DEBUG_LOG_TABLE("[table] 0x%08X RefScale %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScale, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = table->IsDefaultVisibility = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, columns_count); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, columns_count); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < columns_count; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->ID = column->UserData = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + column->IsJustCreated = false; + + if (column->IsEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1)) + table->IsDefaultVisibility = false; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyness? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = columns_count - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, columns_count); + for (int order_n = 0; order_n < columns_count; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer); + + if (offset_x_frozen && table->FreezeColumnsCount == order_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (order_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savvy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)columns_count; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != columns_count && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->DisableDefaultContextMenu = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; // FIXME-FROZEN + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->Window == inner_window && bs->UnclipMode) + TableApplyExternalUnclipRect(table, bs->UnclipRect); + + // Initial state + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// When starting a BeginMultiSelect() after table has been layout we update IsRequestOutput fields. +void ImGui::TableApplyExternalUnclipRect(ImGuiTable* table, ImRect& rect) +{ + if (rect.IsInverted()) + return; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsRequestOutput) + if (rect.Overlaps(ImRect(column->MinX, table->WorkRect.Min.y, column->MaxX, FLT_MAX))) + column->IsRequestOutput = true; + } +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow && inner_window->ID == temp_data->WindowID); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = ImCeil(table->RowPosY2); // Rounding final position is important as we currently don't round row height ('Demo->Tables->Outer Size' demo uses non-integer heights) + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axes together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = inner_window->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + inner_window->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + inner_window->DC.TreeDepth--; + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block, #9352 + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback? See broken test in 'table_reported_size_outer' + const float outer_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((inner_window != outer_window) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, outer_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, outer_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + // (same comment as above) + const float outer_content_size_y = (inner_window == outer_window) ? (inner_content_max_y - table->InnerRect.Min.y) : (inner_content_max_y - inner_window->DC.CursorStartPos.y); + const float outer_content_max_y = table->OuterRect.Min.y + outer_content_size_y; + const float decoration_size = (inner_window != outer_window ? inner_window->ScrollbarSizes.y : 0.0f); + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, outer_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, outer_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data && (temp_data->WindowID == outer_window->ID) ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// Called in TableUpdateLayout() when initializing/after loading settings. +// 'init_mask' specify which fields to initialize. +void ImGui::TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask) +{ + ImGuiTableColumnFlags flags = column->Flags; + if (init_mask & ImGuiTableFlags_Resizable) + { + float init_width_or_weight = column->InitStretchWeightOrWidth; + column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f; + if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified + column->AutoFitQueue = 0x00; + } + if (init_mask & ImGuiTableFlags_Reorderable) + column->DisplayOrder = (ImGuiTableColumnIdx)((table->Flags & ImGuiTableFlags_Reorderable) ? -1 : table->Columns.index_from_ptr(column)); + if (init_mask & ImGuiTableFlags_Hideable) + column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1; + if (init_mask & ImGuiTableFlags_Sortable) + { + // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1; + column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None; + } +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +static void TableSetupColumnApply(ImGuiTable* table, int idx, ImGuiID id, ImS16 name_offset, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_data) +{ + ImGuiTableColumn* column = &table->Columns[idx]; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT_USER_ERROR_RET(init_width_or_weight <= 0.0f, "TableSetupColumn(): can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->ID = id; + column->UserData = user_data; + column->NameOffset = name_offset; + column->InitStretchWeightOrWidth = init_width_or_weight; +} + +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_data) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT_USER_ERROR_RET(table->DeclColumnsCount < table->ColumnsCount, "TableSetupColumn(): called too many times!"); + IM_ASSERT_USER_ERROR_RET(table->IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!"); // Table layout is locked when submitting a row or when calling BeginMultiSelect() with box-select. + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + ImS16 name_offset = -1; + if (label != NULL && label[0] != 0) + { + name_offset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + ImStrlen(label) + 1); + } + const ImGuiID column_id = (label != NULL && label[0] != 0) ? ImHashStr(label) : 0; + + // When ID changed or a column moved: defer the request until layout where we will process full reconcile. + const int column_idx = table->DeclColumnsCount++; + ImGuiTableColumn* column = &table->Columns[column_idx]; + + // If topology change goes into reconcile mode + if (table->IsReconcileMode == false && column->ID != column_id && !table->IsNewTable) + { + table->IsReconcileMode = true; + table->TempData->ReconcileColumnsRequests.reserve(table->ColumnsCount - column_idx); + } + + // Fast/common path + if (table->IsReconcileMode == false) + { + TableSetupColumnApply(table, column_idx, column_id, name_offset, flags, init_width_or_weight, user_data); + column->IsNeedReconcileSrc = column->IsNeedReconcileDst = false; + if (column_idx < table->TempData->OldColumnsData.size()) + table->TempData->OldColumnsData[column_idx].IsNeedReconcileSrc = false; + return; + } + + // Reconcile path: defer applying data to TableUpdateLayout() -> TableReconcileMovedColumns() -> TableSetupColumnApply(). + // On column count change: search the previous columns: + // - the live Columns[] array is truncated on shrink, so a moved column may only exist in old data. + // - the live Columns[] array may already be partially reset. + table->TempData->ReconcileColumnsRequests.push_back(ImGuiTableReconcileColumnData()); + ImGuiTableReconcileColumnData& reconcile_data = table->TempData->ReconcileColumnsRequests.back(); + reconcile_data.ID = column_id; + reconcile_data.NameOffset = name_offset; + reconcile_data.Flags = flags; + reconcile_data.InitWidthOrWeight = init_width_or_weight; + reconcile_data.UserData = user_data; + reconcile_data.ColumnNewIdx = (ImGuiTableColumnIdx)column_idx; + reconcile_data.ColumnOldIdx = (ImGuiTableColumnIdx)-1; + column->NameOffset = name_offset; // Allow TableGetColumnName() to work before layout + column->IsNeedReconcileSrc = column->IsNeedReconcileDst = true; +} + +// NB: This was written to be similar to the logic in TableLoadSettingsForColumns(). +void ImGui::TableReconcileColumns(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiTableTempData* temp_data = table->TempData; + IM_UNUSED(g); + IMGUI_DEBUG_LOG_TABLE("[table] Reconcile columns for table 0x%08X\n", table->ID); + + ImSpan& dst_columns = table->Columns; + ImSpan& src_columns = table->TempData->OldColumnsData.empty() ? table->Columns : table->TempData->OldColumnsData; + + // Find matches for named columns. + int matches = 0; + ImVector& reconcile_requests = temp_data->ReconcileColumnsRequests; + for (ImGuiTableReconcileColumnData& reconcile_data : reconcile_requests) + if (reconcile_data.ID != 0) + for (ImGuiTableColumn& src_column : src_columns) + if (src_column.ID == reconcile_data.ID && src_column.IsNeedReconcileSrc) + { + ImGuiTableColumn& dst_column = dst_columns[reconcile_data.ColumnNewIdx]; + IM_ASSERT(src_column.IsNeedReconcileSrc && dst_column.IsNeedReconcileDst); + src_column.IsNeedReconcileSrc = dst_column.IsNeedReconcileDst = false; + reconcile_data.ColumnOldIdx = (ImGuiTableColumnIdx)src_columns.index_from_ptr(&src_column); + reconcile_data.ColumnOldData = src_column; + matches++; + break; + } + + // Remaining entries are matched sequentially. + int dst_idx = 0; // index in reconcile array + if (matches != reconcile_requests.Size) + for (ImGuiTableColumn& src_column : src_columns) + { + if (!src_column.IsNeedReconcileSrc) + continue; + while (dst_idx < reconcile_requests.Size && reconcile_requests[dst_idx].ColumnOldIdx != (ImGuiTableColumnIdx)-1) + dst_idx++; + if (dst_idx == reconcile_requests.Size) + break; + ImGuiTableReconcileColumnData& reconcile_data = reconcile_requests[dst_idx]; + ImGuiTableColumn& dst_column = dst_columns[reconcile_data.ColumnNewIdx]; + IM_ASSERT(src_column.IsNeedReconcileSrc && dst_column.IsNeedReconcileDst); + src_column.IsNeedReconcileSrc = dst_column.IsNeedReconcileDst = false; + reconcile_data.ColumnOldIdx = (ImGuiTableColumnIdx)src_columns.index_from_ptr(&src_column); + reconcile_data.ColumnOldData = src_column; + } + + // Apply in the final pass. Because it is possible that src_columns == table->Columns we went through a temporary copy. + for (ImGuiTableReconcileColumnData& reconcile_data : reconcile_requests) + { + table->Columns[reconcile_data.ColumnNewIdx] = reconcile_data.ColumnOldData; // When old column was not found clear anyway with default-constructed data (which will set IsJustCreated=true) + TableSetupColumnApply(table, reconcile_data.ColumnNewIdx, reconcile_data.ID, reconcile_data.NameOffset, reconcile_data.Flags, reconcile_data.InitWidthOrWeight, reconcile_data.UserData); + IMGUI_DEBUG_LOG_TABLE("[table] - old %d -> new %d \"%s\"\n", reconcile_data.ColumnOldIdx, reconcile_data.ColumnNewIdx, TableGetColumnName(table, reconcile_data.ColumnNewIdx)); // Log at the end so NameOffset was copied. + } + TableFixDisplayOrder(table); + table->IsSettingsDirty = true; // FIXME-RECONCILE: Necessary? + table->IsReconcileMode = false; + reconcile_requests.resize(0); // GC-ed once in NewFrame() +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT(table->IsLayoutLocked == false && "TableSetupColumn(): need to call before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + { + TableEndCell(table); + table->CurrentColumn = -1; + } + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y1, top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y2, table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // - We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark + // end of row and get the new cursor position. + if (unfreeze_rows_request) + { + IM_ASSERT(table->FreezeRowsRequest > 0); + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = table->NavLayer; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT_USER_ERROR_RETV(column_n >= 0 && column_n < table->ColumnsCount, false, "TableSetColumnIndex() invalid column index!"); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + // Also see TablePushColumnChannel() + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + + +// FIXME: This could be abstracted and merged with PushColumnsBackground(), by creating a generic struct +// with storage for backup cliprect + backup channel + storage for splitter pointer, new clip rect. +// This would slightly simplify caller code. + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[table->CurrentColumn].DrawChannelCurrent); +} + +// Also see TableBeginCell() +void ImGui::TablePushColumnChannel(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + if (table->Flags & ImGuiTableFlags_NoClip) + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[column_n]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +void ImGui::TablePopColumnChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + if ((table->Flags & ImGuiTableFlags_NoClip) || (table->CurrentColumn == -1)) // Calling TreePop() after TableNextRow() is supported. + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColumns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_COUNTOF(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_COUNTOF(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_COUNTOF(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? border_size : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + float draw_y2 = draw_y2_head; + if (is_frozen_separator) + draw_y2 = draw_y2_body; + else if ((table->Flags & ImGuiTableFlags_NoBordersInBodyUntilResize) != 0 && (is_hovered || is_resized)) + draw_y2 = draw_y2_body; + else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0) + draw_y2 = draw_y2_body; + if (draw_y2 > draw_y1) + inner_drawlist->AddLineV(column->MaxX, draw_y1, draw_y2, TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLineV(outer_border.Min.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size); + inner_drawlist->AddLineV(outer_border.Max.x - border_size, outer_border.Min.y, outer_border.Max.y, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Min.y, outer_col, border_size); + inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Max.y - border_size, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float h_inset = (table->Flags & ImGuiTableFlags_BordersOuterV) ? border_size : 0.0f; + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLineH(table->BorderX1 + h_inset, table->BorderX2 - h_inset, border_y, table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL || !(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserData; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n) && table->LastHeldHeaderColumn != column_n) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, false); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_COUNTOF(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact, 0.0f); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // - While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + // - We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + // - The other constraints are enforced by TableQueueSetColumnDisplayOrder() which might early out. + table->InstanceInteracted = table->InstanceCurrent; + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + TableQueueSetColumnDisplayOrder(table, column_n, prev_column->DisplayOrder); + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + TableQueueSetColumnDisplayOrder(table, column_n, next_column->DisplayOrder); + } + + // Sort order arrow + // - Only clip label for a visible arrow. Auto-fit still accounts for a possible arrow, but when + // manually sized smaller we don't clip the label for the sake of an arrow that isn't displayed. + const float ellipsis_max = ImMax(cell_r.Max.x - (sort_arrow ? w_arrow + w_sort_text : 0.0f), label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsPopupOpenRequestForItem(ImGuiPopupFlags_None, id)) + TableOpenContextMenu(column_n); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = (table->LastHeldHeaderColumn != -1) ? table->LastHeldHeaderColumn : table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + // FIXME-TABLE: Generally broken when overlapping frozen columns limit. + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.FontBaked->Ascent * g.FontBakedScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImFloor(ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x); + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + const float border_size = TABLE_BORDER_SIZE; + draw_list->AddLine(bg_shape[0] + ImVec2(border_size * 0.5f, 0.0f), bg_shape[3] + ImVec2(border_size * 0.5f, 0.0f), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// FIXME: Copied from MenuItem() for the purpose of being able to pass _SelectOnRelease (#9312) +static bool MenuItemForColumnReorder(const char* label, bool selected, bool enabled) +{ + using namespace ImGui; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = offsets->DeclColumns(0.0f, label_size.x, 0.0f, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + + ImGuiID id = GetID(label); + ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SpanAvailWidth; + if (g.ActiveId == id) + selectable_flags |= ImGuiSelectableFlags_Highlight; // Stays highlighted while dragging. + const bool has_been_moved = (g.ActiveId == id) && g.ActiveIdHasBeenEditedBefore; // But disable toggling once moved. + + BeginDisabled(!enabled); // Don't use ImGuiSelectableFlags_Disabled so that Check mark is also affected. + bool ret = Selectable(label, false, selectable_flags, ImVec2(min_w, label_size.y)) && !has_been_moved; // Can't use IsMouseDragging(0) as button is released already. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && selected) + RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + EndDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + return ret; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int context_column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* context_column = (context_column_n != -1) ? &table->Columns[context_column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (context_column != NULL) + { + const bool can_resize = !(context_column->Flags & ImGuiTableColumnFlags_NoResize) && context_column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, context_column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Reset Order/Visibility etc. + if (flags_for_section_to_display & (ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + if (BeginMenu(LocalizeGetMsg(ImGuiLocKey_TableReset))) + { + //if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetAll))) // FIXME: Hiding because altering Sort Order + requesting auto-fit simultaneously has a tendency to exhibit a sizing glitch. + // table->IsResetAllRequest = true; + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) // PS: cannot be hidden because it would mess with drag reordering. + table->IsResetDisplayOrderRequest = true; + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetVisibility), NULL, false, !table->IsDefaultVisibility)) + table->IsResetVisibilityRequest = true; + EndMenu(); + } + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + // While reordering: we calculate min/max allowed range once here so we can avoid a O(N log N) in the loop (because the query itself does a sweep scan). + // This assume that reordering constraints output a single range, otherwise would need to either call TableGetMaxDisplayOrderAllowed() for each item below, or cache this once per frame into columns. + const bool is_reordering = (g.ActiveId != 0 && g.ActiveIdWindow == g.CurrentWindow && table->ReorderColumn != -1 && g.ActiveIdHasBeenEditedBefore); // FIXME: This is a bit of a hack. + const int reorder_src_order = is_reordering ? table->Columns[table->ReorderColumn].DisplayOrder : -1; + const int reorder_min_order = is_reordering ? TableGetMaxDisplayOrderAllowed(table, reorder_src_order, 0) : 0; + const int reorder_max_order = is_reordering ? TableGetMaxDisplayOrderAllowed(table, reorder_src_order, table->ColumnsCount - 1) : table->ColumnsCount - 1; + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_enabled = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_enabled = false; + if (is_reordering && (column->DisplayOrder < reorder_min_order || column->DisplayOrder > reorder_max_order)) + menu_item_enabled = false; + if (MenuItemForColumnReorder(name, column->IsUserEnabled, menu_item_enabled)) + column->IsUserEnabledNextFrame = !column->IsUserEnabled; + + // Drag to reorder + // FIXME: It is currently not possible to reorder columns marked with ImGuiTableColumnFlags_NoHide. + if (IsItemActive() && IsMouseDragging(0) && g.ActiveIdSource == ImGuiInputSource_Mouse && (table->Flags & ImGuiTableFlags_Reorderable)) + { + g.ActiveIdHasBeenEditedBefore = true; // Disable toggle in MenuItemForColumnReorder() + start dimming to display allowed reorder targets. + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + if (!IsItemHovered()) + { + int reorder_dir = (g.IO.MousePos.y < (g.LastItemData.Rect.Min.y + g.LastItemData.Rect.Max.y) * 0.5f) ? -1 : +1; + float reorder_amount = (reorder_dir < 0 ? g.LastItemData.Rect.Min.y - g.IO.MousePos.y : g.IO.MousePos.y - g.LastItemData.Rect.Max.y) / g.LastItemData.Rect.GetHeight(); + int dst_order = column->DisplayOrder + (int)ImCeil(reorder_amount) * reorder_dir; // Estimated target order, will be validated and clamped. + TableQueueSetColumnDisplayOrder(table, column_n, dst_order); + } + } + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableLoadSettingsForColumns() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + if (ImGuiTableSettings* settings = TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset == -1) + return NULL; + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + return settings; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings != NULL && table->ColumnsCount > settings->ColumnsCountMax) + { + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + settings = NULL; + } + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + settings->LastUsedDate = g.SessionDate; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->ID = column->ID; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable | ImGuiTableFlags_Reorderable; // Because SortOrder saving itself is gated, make sure every column is saved (#9519) + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + { + table->IsSettingsRequestLoad = false; // Done + return; + } + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + settings->LastUsedDate = g.SessionDate; + // TableUpdateLayout() will then call TableLoadSettingsForColumns() to apply the data. +} + +// NB: This was written to be similar to the logic in TableReconcileColumns(). +void ImGui::TableLoadSettingsForColumns(ImGuiTable* table) +{ + for (ImGuiTableColumn& column : table->Columns) + column.IsLoadedSettings = false; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + return; + + table->SettingsLoadedFlags |= ImGuiTableFlags_Reorderable; // We handle above in code above. + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + // Fast path + int matches = 0; + for (int n = 0; n < table->ColumnsCount; n++) + { + if (n >= settings->ColumnsCount || column_settings[n].ID != table->Columns[n].ID) + break; + TableLoadSettingsForColumn(&table->Columns[n], &column_settings[n], settings->SaveFlags); + matches++; + } + if (matches == settings->ColumnsCount) + return; + const int settings_start_n = matches; // Small optimization + for (int n = settings_start_n; n < settings->ColumnsCount; n++) + column_settings[n].IsLoaded = false; + + // Find matches for named columns + for (ImGuiTableColumn& column : table->Columns) + if (column.ID != 0 && !column.IsLoadedSettings) + for (int n = settings_start_n; n < settings->ColumnsCount; n++) + if (column_settings[n].ID == column.ID && !column_settings[n].IsLoaded) + { + TableLoadSettingsForColumn(&column, &column_settings[n], settings->SaveFlags); + matches++; + break; + } + + // Remaining entries are matched sequentially + int dst_idx = 0; + for (int n = settings_start_n; n < settings->ColumnsCount; n++) + if (!column_settings[n].IsLoaded) + { + while (dst_idx < table->ColumnsCount && table->Columns[dst_idx].IsLoadedSettings) + dst_idx++; + if (dst_idx >= table->ColumnsCount) + break; + TableLoadSettingsForColumn(&table->Columns[dst_idx], &column_settings[n], settings->SaveFlags); + dst_idx++; + } +} + +void ImGui::TableLoadSettingsForColumn(ImGuiTableColumn* column, ImGuiTableColumnSettings* column_settings, ImGuiTableFlags load_flags) +{ + column->IsLoadedSettings = true; + column_settings->IsLoaded = true; + if (load_flags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (load_flags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = column_settings->Index; // Because default depends on previous Index, we need to set that up and cannot rely on TableInitColumnDefaults() + if ((load_flags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1) + column->IsUserEnabled = column->IsUserEnabledNextFrame = (column_settings->IsEnabled == 1); + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; +} + +struct ImGuiTableFixDisplayOrderColumnData +{ + ImGuiTableColumnIdx Idx; + ImGuiTable* Table; // This is unfortunate but we don't have userdata in qsort api. +}; + +// Sort by DisplayOrder and then Index +static int IMGUI_CDECL TableFixDisplayOrderComparer(const void* lhs, const void* rhs) +{ + const ImGuiTable* table = ((const ImGuiTableFixDisplayOrderColumnData*)lhs)->Table; + const ImGuiTableColumnIdx lhs_idx = ((const ImGuiTableFixDisplayOrderColumnData*)lhs)->Idx; + const ImGuiTableColumnIdx rhs_idx = ((const ImGuiTableFixDisplayOrderColumnData*)rhs)->Idx; + // Assume ImGuiTableColumnIdx == signed short, to turn -1 into a large value so that it always sort after. + const int order_delta = ((unsigned short)table->Columns[lhs_idx].DisplayOrder - (unsigned short)table->Columns[rhs_idx].DisplayOrder); + return (order_delta > 0) ? +1 : (order_delta < 0) ? -1 : (lhs_idx > rhs_idx) ? +1 : -1; +} + +// Fix invalid display order data: compact values (0,1,3 -> 0,1,2); preserve relative order (0,3,1 -> 0,2,1); deduplicate (0,4,1,1 -> 0,3,1,2) +void ImGui::TableFixDisplayOrder(ImGuiTable* table) +{ + if ((table->Flags & ImGuiTableFlags_Reorderable) == 0) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + return; + } + ImGuiContext& g = *GImGui; + g.TempBuffer.reserve((int)(sizeof(ImGuiTableFixDisplayOrderColumnData) * table->ColumnsCount)); // FIXME: Maybe wrap those two lines as a helper. + ImGuiTableFixDisplayOrderColumnData* fdo_columns = (ImGuiTableFixDisplayOrderColumnData*)(void*)g.TempBuffer.Data; + for (int n = 0; n < table->ColumnsCount; n++) + { + fdo_columns[n].Idx = (ImGuiTableColumnIdx)n; + fdo_columns[n].Table = table; + } + ImQsort(fdo_columns, (size_t)table->ColumnsCount, sizeof(ImGuiTableFixDisplayOrderColumnData), TableFixDisplayOrderComparer); + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[fdo_columns[n].Idx].DisplayOrder = (ImGuiTableColumnIdx)n; + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[table->Columns[n].DisplayOrder] = (ImGuiTableColumnIdx)n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +static void TableSettingsHandler_Cleanup(ImGuiContext* ctx, ImGuiSettingsHandler*, ImGuiSettingsCleanupArgs* args) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + const bool is_valid = settings->LastUsedDate.IsValid(); + if (args->_DiscardOlderThanDate != 0 && settings->LastUsedDate.Unpack() < args->_DiscardOlderThanDate) + settings->ID = 0; + else if (args->DiscardWhenMissingDate && !is_valid) + settings->ID = 0; + else if (args->SetCurrentSessionDateToAll || (args->SetCurrentSessionDateWhenMissingDate && !is_valid)) + settings->LastUsedDate = g.SessionDate; + } +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + // FIXME: As topology changes are allowed, strictly speaking a >= IMGUI_TABLE_MAX_COLUMNS tables stored in .ini file + // that was emitted with a higher max count could still be meaningful in some unlikely cases. + // We might want to use another MAX defined as (1<<(sizeof(ImGuiTableColumnIdx)*8-1))-1. + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2 || columns_count <= 0 || columns_count >= IMGUI_TABLE_MAX_COLUMNS) + return NULL; + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + if (sscanf(line, "LastUsed=%d", &n) == 1) { settings->LastUsedDate = n; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); } // FIXME-LEGACY: Removed 2025/11/12, was never properly set. + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + if (sscanf(line, "ID=0x%08X%n", (ImU32*)&n, &r) == 1) { line = ImStrSkipBlank(line + r); column->ID = (ImGuiID)n; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings". + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + if (column->ID != 0) { buf->appendf(" ID=0x%08X", column->ID); } + buf->append("\n"); + } + if (g.IO.ConfigIniSettingsSaveLastUsedDate) + if (int last_used_date = settings->LastUsedDate.Unpack()) + buf->appendf("LastUsed=%08d\n", last_used_date); + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.CleanupFn = TableSettingsHandler_Cleanup; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table data (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->AngledHeadersRequests.clear(); + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused or resize settings data (only TestEngine mark unused, but resizing table down can lead to compaction) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(table_n)) + table->SettingsOffset = -1; +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +// - DebugNodeTableSettings() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList(table->OuterWindow)->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, HeldHeaderColumn: %d, ReorderColumn: %d", table->LastResizedColumn, table->LastHeldHeaderColumn, table->ReorderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_COUNTOF(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserData: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserData, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings, table); + if (clear_settings) + table->IsResetAllRequest = true; // Queue a call to TableResetSettings() + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings, ImGuiTable* table) +{ + if (settings->ID == 0) + PushID(settings); + const bool open = TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount); + const bool hovered = IsItemHovered(); + if (hovered && table == NULL && settings->ID != 0) + table = TableFindByID(settings->ID); + if (hovered && table != NULL) + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (open) + { + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %2d %s Vis %d %s %7.3f ID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->ID); + } + TreePop(); + } + if (settings->ID == 0) + PopID(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*, ImGuiTable*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLineV(xi, y1 + 1.0f, y2, col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/tools/test/upstream/imgui_widgets.cpp b/tools/test/upstream/imgui_widgets.cpp new file mode 100644 index 0000000..b2e58eb --- /dev/null +++ b/tools/test/upstream/imgui_widgets.cpp @@ -0,0 +1,11294 @@ +// dear imgui, v1.93.0 WIP +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may change value +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, ImGuiInputTextState* state, unsigned int* p_char, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining = NULL, ImVec2* out_offset = NULL, ImDrawTextFlags flags = 0); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + ImStrlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +// Note that all functions taking format strings in the API may be passed ("%s", text) or ("%.*s", text_len, text), +// which will automatically bypass the formatter. +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::TextAligned(float align_x, float width, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextAlignedV(align_x, width, fmt, args); + va_end(args); +} + +// align_x: 0.0f = left, 0.5f = center, 1.0f = right. +// width < 0.0f (e.g. -FLT_MIN): shortcut for GetContentRegionAvail().x +// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024, #9455) +void ImGui::TextAlignedV(float align_x, float width, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + const ImVec2 text_size = CalcTextSize(text, text_end); + + const ImVec2 size = CalcItemSize(ImVec2(width, 0.0f), 0.0f, text_size.y); + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 pos_max(pos.x + size.x, window->ClipRect.Max.y); + + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x); + const ImVec2 backup_max_pos = window->DC.CursorMaxPos; + ItemSize(size); + const bool is_visible = ItemAdd(ImRect(pos, pos + size), 0); + window->DC.CursorMaxPos.x = backup_max_pos.x; // Cancel out extending content to 'size' to use 'text_size' allowing auto-resize to function with align_x > 0.0f + if (!is_visible) + return; + + if (align_x > 0.0f && text_size.x < size.x) + pos.x += ImTrunc((size.x - text_size.x) * align_x); + RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size); + + if (size.x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_ForTooltip)) + SetTooltip("%.*s", (int)(text_end - text), text); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label, label_end, false); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + if (item_flags & ImGuiItemFlags_NoFocus) + flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop used by openables (tree nodes, tabs etc.) + // where holding the button pressed for a long time while drag a payload item triggers the button. + if (g.DragDropActive) + { + if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + if (g.DragDropAcceptIdPrev == id && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptDrawAsHovered)) + hovered = true; + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + // FIXME: Traditionally ImGuiButtonFlags_PressedOnRelease never took ActiveId. Adding it in 2026-03-20 since ImGuiButtonFlags_NoHoldingActiveId can always be added. + // We don't yet perform an explicit ClearActiveID() to reduce scope of change, but this possibility could be investigated. + if (!(flags & ImGuiButtonFlags_NoHoldingActiveId)) + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if ((item_flags & ImGuiItemFlags_Disabled) == 0) + { + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, label_end, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Ensure zero-size fits to contents + ImVec2 size = CalcItemSize(ImVec2(size_arg.x != 0.0f ? size_arg.x : -FLT_MIN, size_arg.y != 0.0f ? size_arg.y : -FLT_MIN), 0.0f, 0.0f); + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + const ImU32 cross_col = GetColorU32(ImGuiCol_Text); + const ImVec2 cross_center = bb.GetCenter(); + const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + const float cross_thickness = 1.0f * (float)(int)g.Style._MainScale; // FIXME-DPI + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size >= 0.0f); + const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f); + const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : (window->Flags & ImGuiWindowFlags_NoTitleBar) ? border_size : 0; + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::ExtendHitBoxWhenNearViewportEdge(ImGuiWindow* window, ImRect* bb, float threshold, ImGuiAxis axis) +{ + ImRect window_rect = window->RootWindow->Rect(); + ImRect viewport_rect = window->Viewport->GetMainRect(); + if (window_rect.Min[axis] == viewport_rect.Min[axis] && bb->Min[axis] > window_rect.Min[axis] && bb->Min[axis] - threshold <= window_rect.Min[axis]) + bb->Min[axis] = window_rect.Min[axis]; + if (window_rect.Max[axis] == viewport_rect.Max[axis] && bb->Max[axis] < window_rect.Max[axis] && bb->Max[axis] + threshold >= window_rect.Max[axis]) + bb->Max[axis] = window_rect.Max[axis]; +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImRect host_rect = (window->DockIsActive ? window->DockNode->HostWindow : window)->Rect(); + ImDrawFlags rounding_corners = CalcRoundingFlagsForRectInRect(bb, host_rect, g.Style.WindowBorderSize); + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width) + alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + float padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5f)); + bb.Expand(-padding); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + if (scrollbar_size_v < 1.0f) + return false; + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize); + const float grab_h_pixels = (float)(int)ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // As a special thing, we allow scrollbar near the edge of a screen/viewport to be reachable with mouse at the extreme edge (#9276) + ImRect bb_hit = bb_frame; + ExtendHitBoxWhenNearViewportEdge(window, &bb_hit, g.Style.WindowBorderSize, (ImGuiAxis)(axis ^ 1)); + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb_hit, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + float rounding = g.Style.ImageRounding; + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col), rounding); + if (rounding > 0.0f) + window->DrawList->AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col), rounding); + else + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + if (g.Style.ImageBorderSize > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), rounding, g.Style.ImageBorderSize); +} + +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) +{ + ImageWithBg(tex_ref, image_size, uv0, uv1); +} + +// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiContext& g = *GImGui; + PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f + PushStyleColor(ImGuiCol_Border, border_col); + ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); + PopStyleColor(); + PopStyleVar(); +} +#endif + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + float image_rounding = ImMax(g.Style.FrameRounding - ImMax(padding.x, padding.y), g.Style.ImageRounding); + if (image_rounding > 0.0f) + window->DrawList->AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col), image_rounding); + else + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed, ImGuiMultiSelectFlags_CheckboxMode_); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : (mixed_value || checked) ? ImGuiCol_CheckboxSelectedBg : ImGuiCol_FrameBg); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + RenderFrame(check_bb.Min, check_bb.Max, bg_col, true, style.FrameRounding); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label, label_end, false); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlagsSet |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active && (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) == 0) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label, label_end, false); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + float fill_x0 = ImLerp(bb.Min.x, bb.Max.x, fill_n0); + float fill_x1 = ImLerp(bb.Min.x, bb.Max.x, fill_n1); + if (fill_x0 < fill_x1) + RenderRectFilledInRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_x0, fill_x1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_COUNTOF(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : fill_x1 + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 size = CalcTextSize(label, label_end, false); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f); + window->DrawList->AddLineH(bb.Min.x, bb.Max.x, line_y, GetColorU32(line_colf), 1.0f * (float)(int)g.Style._MainScale); // FIXME-TEXT: Underline mode // FIXME-DPI + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end, false); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + bool pressed = TextLink(label); + if (pressed && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when it is the same as the label. + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } + return pressed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + + // Between 1.71 and 1.92.7, we maintained a hack where a 1.0f thin Separator() would not impact layout. + // This was mostly chosen to allow backward compatibility with user's code assuming zero-height when calculating height for layout (e.g. bottom alignment of a status bar). + // In order to handle scaling we need to scale separator thickness and it would not makes sense to have a disparity depending on height. + ////float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, ImMax(g.Style.SeparatorSize, 1.0f)); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f) + 1.0f; + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLineH(sep1_x1, sep1_x2, seps_y, separator_col, separator_thickness, ImDrawFlags_StrokeCenterBiased); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLineH(sep2_x1, sep2_x2, seps_y, separator_col, separator_thickness, ImDrawFlags_StrokeCenterBiased); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLineH(sep1_x1, sep2_x2, seps_y, separator_col, separator_thickness, ImDrawFlags_StrokeCenterBiased); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return b->Index - a->Index; +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, width_min); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); // Sort largest first, smallest last. + int count_same_width = 1; + while (width_excess > 0.001f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + max_width_to_remove_per_item = ImMin(items[0].Width - width_min, max_width_to_remove_per_item); + if (max_width_to_remove_per_item <= 0.0f) + break; + float base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + { + float width_to_remove_for_this_item = ImMin(base_width_to_remove_per_item, items[item_n].Width - width_min); + items[item_n].Width -= width_to_remove_for_this_item; + width_excess -= width_to_remove_for_this_item; + } + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & ImGuiComboFlags_NoPreview) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, false).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundAll : ImDrawFlags_RoundLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundAll : ImDrawFlags_RoundRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Store geometry for BeginComboPreview() - only necessary when visible. + g.ComboPreviewData.PreviewRect = (flags & ImGuiComboFlags_NoPreview) ? ImRect() : ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label, label_end, false); + + if (!popup_open) + return false; + + g.NextWindowData.HasFlags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_COUNTOF(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + if (!g.IO.ConfigDebugBeginReturnValueOnce && !g.IO.ConfigDebugBeginReturnValueLoop) // Begin may only return false with those debug tools activated. + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + g.CurrentWindowStack.back().ParentLastComboPreviewRect = g.ComboPreviewData.PreviewRect; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + g.BeginComboDepth--; + g.ComboPreviewData.PreviewRect = g.CurrentWindowStack.back().ParentLastComboPreviewRect; + char name[16]; + ImFormatString(name, IM_COUNTOF(name), "##Combo_%02d", g.BeginComboDepth); // FIXME: Move those to helpers? + if (strcmp(g.CurrentWindow->Name, name) != 0) + IM_ASSERT_USER_ERROR_RET(0, "Calling EndCombo() in wrong window!"); + EndPopup(); +} + +// Submit preview contents for BeginCombo()/EndCombo(), to display contents that's more than just a text label. +// - [BETA] See GitHub issues: #1658, #4168. +// - Make sure you call this after EndCombo(). +// - The preview is designed to only host non-interactive elements. +// - Not compatible with ImGuiComboFlags_WidthFitPreview. +// - 2026-09-08 (1.93.0): removed ImGuiComboFlags_CustomPreview. You can use BeginComboPreview()/EndComboPreview() without an extra flag. +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + if (!window->ClipRect.Overlaps(preview_data->PreviewRect) || preview_data->PreviewRect.GetWidth() <= 0.0f) // Narrower test (optional) + handle _NoPreview + return false; + IM_ASSERT_USER_ERROR_RETV(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y, false, + "Call BeginComboPreview() after BeginCombo(), not after EndCombo()!"); // Calling after EndCombo() works only if you don't nest combos. + IM_ASSERT_USER_ERROR_RETV(preview_data->WithinPreview == false, false, + "Cannot recurse BeginComboPreview(): call EndComboPreview() before opening another combo."); + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + preview_data->WithinPreview = true; + preview_data->BackupWorkRectMaxX = window->WorkRect.Max.x; + preview_data->BackupContentRectMaxX = window->ContentRegionRect.Max.x; + window->WorkRect.Max.x = window->ContentRegionRect.Max.x = preview_data->PreviewRect.Max.x - g.Style.FramePadding.x; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); // No need to do the same with IdealMaxPos + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->WorkRect.Max.x = preview_data->BackupWorkRectMaxX; + window->ContentRegionRect.Max.x = preview_data->BackupContentRectMaxX; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->WithinPreview = false; +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += ImStrlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if ((g.NextItemData.ItemFlagsSet | g.CurrentItemFlags) & ImGuiItemFlags_MixedValue) + preview_value = ""; + else if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += ImStrlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImU32 GDefaultRgbaColorMarkers[4] = +{ + IM_COL32(240,20,20,255), IM_COL32(20,240,20,255), IM_COL32(20,20,240,255), IM_COL32(140,140,140,255) +}; + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_COUNTOF(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + { + format = type_info->ScanFmt; + } + else + { + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_COUNTOF(format_sanitized)); + if (format[0] == '\0') + format = type_info->ScanFmt; // Format doesn't want us to show the number currently, but we still need to parse the resulting input + } + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_COUNTOF(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_COUNTOF(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_COUNTOF(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +static bool ShortcutsForCancel(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + bool is_cancel_with_keyboard = ImGui::Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, id); + bool is_cancel_with_gamepad = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0 && ImGui::Shortcut(ImGuiKey_NavGamepadCancel, ImGuiInputFlags_None, id); + bool is_cancel_with_mouse = ImGui::IsMouseReleased(ImGuiMouseButton_Right, id); + if (is_cancel_with_mouse) + ImGui::SetKeyOwner(ImGuiKey_MouseRight, id); + return is_cancel_with_keyboard || is_cancel_with_gamepad || is_cancel_with_mouse; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + // Things we can do easily outside the DragBehaviorT<> template, saves code generation. + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + if (ShortcutsForCancel(id) && g.ActiveId == id) //-V560 + { + // Canceling action reverts to initial value + size_t data_size = DataTypeGetInfo(data_type)->Size; + bool value_changed = memcmp(p_v, &g.ActiveIdValueOnActivation, data_size); + memcpy(p_v, &g.ActiveIdValueOnActivation, data_size); + ClearActiveID(); + return value_changed; + } + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) +static bool TempInputIsClampEnabled(ImGuiSliderFlags flags, ImGuiDataType data_type, const void* p_min, const void* p_max) +{ + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? ImGui::DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + return true; + if (clamp_range_dir == 0) + return ImGui::DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + const ImU32 color_marker = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasColorMarker) ? g.NextItemData.ColorMarker : 0; + + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or Ctrl+Click on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + const bool clamp_enabled = TempInputIsClampEnabled(flags, data_type, p_min, p_max); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding); + if (color_marker != 0 && style.ColorMarkerSize > 0.0f) + RenderColorComponentMarker(frame_bb, GetColorU32(color_marker), style.FrameRounding); + RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + const bool is_mixed = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_COUNTOF(value_buf), data_type, p_data, (is_mixed && g.MixedValueLabel != NULL) ? g.MixedValueLabel : format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + if (is_mixed) + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextMixedValue]); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + if (is_mixed) + PopStyleColor(); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, label_end, false); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + if (flags & ImGuiSliderFlags_ColorMarkers) + SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (logarithmic_zero_epsilon > 0.0f) // == is_logarithmic from caller + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if (((FLOATTYPE)v_min * (FLOATTYPE)v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (logarithmic_zero_epsilon > 0.0f) // == is_logarithmic from caller + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if (((FLOATTYPE)v_min * (FLOATTYPE)v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else // t is already < 1.0 here + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min) * (FLOATTYPE)t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + const float mouse_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + // Things we can do easily outside the SliderBehaviorT<> template, saves code generation. + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (ShortcutsForCancel(id) && g.ActiveId == id) //-V560 + { + // Canceling action reverts to initial value + size_t data_size = DataTypeGetInfo(data_type)->Size; + bool value_changed = memcmp(p_v, &g.ActiveIdValueOnActivation, data_size); + memcpy(p_v, &g.ActiveIdValueOnActivation, data_size); + ClearActiveID(); + return value_changed; + } + } + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + const ImU32 color_marker = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasColorMarker) ? g.NextItemData.ColorMarker : 0; + + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or Ctrl+Click on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; // Don't use TempInputIsClampEnabled() + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding); + if (color_marker != 0 && style.ColorMarkerSize > 0.0f) + RenderColorComponentMarker(frame_bb, GetColorU32(color_marker), style.FrameRounding); + RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + const bool is_mixed = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_COUNTOF(value_buf), data_type, p_data, (is_mixed && g.MixedValueLabel != NULL) ? g.MixedValueLabel : format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + if (is_mixed) + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextMixedValue]); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + if (is_mixed) + PopStyleColor(); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, label_end, false); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + if (flags & ImGuiSliderFlags_ColorMarkers) + SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + const bool is_mixed = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_COUNTOF(value_buf), data_type, p_data, (is_mixed && g.MixedValueLabel != NULL) ? g.MixedValueLabel : format); + if (is_mixed) + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextMixedValue]); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (is_mixed) + PopStyleColor(); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, label_end, false); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputText() [Internal] +// - TempInputScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + buf[0] = 0; // Fix false positive with caller assuming that buf could be non-initialized (#9508) + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets) +// - This must be submitted right after the item it is overlaying. +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const bool is_deactivated = (g.InputTextDeactivatedState.ID == id); + const bool is_active = (g.TempInputId == id); + if (!is_active && !is_deactivated) + ClearActiveID(); + + ImVec2 backup_pos = window->DC.CursorPos; + window->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; // Using ImGuiInputTextFlags_MergedItem above will skip ItemAdd() so we poke here. + bool value_changed = InputTextEx(label, NULL, buf, (int)buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_TempInput | ImGuiInputTextFlags_AutoSelectAll, callback, user_data); + KeepAliveID(id); // Not done because of ImGuiInputTextFlags_TempInput + if (!is_active && !is_deactivated) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + if (is_active && g.ActiveId != id) + g.TempInputId = 0; + window->DC.CursorPos = backup_pos; + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_COUNTOF(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_COUNTOF(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + g.LastItemData.ItemFlags = (g.LastItemData.ItemFlags & ImGuiItemFlags_LiveEditOnInputScalar) ? (g.LastItemData.ItemFlags | ImGuiItemFlags_LiveEditOnInputText) : (g.LastItemData.ItemFlags & ~ImGuiItemFlags_LiveEditOnInputText); + if (!TempInputText(bb, id, label, data_buf, IM_COUNTOF(data_buf), flags)) + return false; + + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + bool value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) + if (ImGuiInputTextState* state = GetInputTextState(g.LastItemData.ID)) + value_changed |= (g.LastItemData.ItemFlags & ImGuiItemFlags_LiveEditOnInputScalar) ? (state->EditedThisFrame | state->ValidatedThisFrame) : state->ValidatedThisFrame; + + if (value_changed) + MarkItemEdited(id); + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + //IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_COUNTOF(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlagsSet |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + const bool has_step_buttons = (p_step != NULL); + const float button_size = has_step_buttons ? GetFrameHeight() : 0.0f; + bool ret; + if (has_step_buttons) + { + // With Step Buttons + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + ret = InputText("", buf, IM_COUNTOF(buf), flags); // PushID(label) + "" gives us the expected ID from outside point of view + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + } + else + { + // Without Step Buttons + ret = InputText(label, buf, IM_COUNTOF(buf), flags); + } + + // Apply + bool value_changed = false; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_LiveEditOnInputScalar) + { + bool input_edited = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_EditedInternal) != 0; // We would be using 'ret' if ImGuiInputTextFlags_EnterReturnsTrue was not involved. + if (input_edited) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + //g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_Edited; + if (g.DeactivatedItemData.ID == g.LastItemData.ID) + { + //g.DeactivatedItemData.HasBeenEditedBefore = false; // Will be set below by MarkItemEdited() + //if (IsItemDeactivated()) // Should be unnecessary + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + } + if (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) + if (ImGuiInputTextState* state = GetInputTextState(g.LastItemData.ID)) + value_changed |= (g.LastItemData.ItemFlags & ImGuiItemFlags_LiveEditOnInputScalar) ? (state->EditedThisFrame | state->ValidatedThisFrame) : state->ValidatedThisFrame; + + // Step buttons + if (has_step_buttons) + { + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = ret = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = ret = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + if (flags & ImGuiInputTextFlags_EnterReturnsTrue) + return ret; + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags) +{ + ImGuiContext& g = *ctx; + ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(text_end_display >= text_begin && text_end_display <= text_end); + return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj->WrapWidth, text_begin, text_end_display, text_end, out_remaining, out_offset, flags); +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx >= 0 && idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, text + obj->TextLen, &text_remaining, NULL, ImDrawTextFlags_StopOnNewLine | ImDrawTextFlags_WrapKeepBlanks); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +// Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping. +static int STB_TEXTEDIT_MOVELINESTART_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor) +{ + if (state->single_line) + return 0; + + if (obj->WrapWidth > 0.0f) + { + ImGuiContext& g = *obj->Ctx; + const char* p_cursor = obj->TextSrc + cursor; + const char* p_bol = ImStrbol(p_cursor, obj->TextSrc); + const char* p = p_bol; + const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough + while (p >= p_bol) + { + const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks); + if (p == p_cursor) // If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below) + return (int)(p_bol - obj->TextSrc); + if (p_eol == p_cursor && obj->TextSrc[cursor] != '\n' && obj->LastMoveDirectionLR == ImGuiDir_Left) + return (int)(p_bol - obj->TextSrc); + if (p_eol >= p_cursor) + return (int)(p - obj->TextSrc); + p = (*p_eol == '\n') ? p_eol + 1 : p_eol; + } + } + + // Regular handler, same as stb_textedit_move_line_start() + while (cursor > 0) + { + int prev_cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, cursor); + if (STB_TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE) + break; + cursor = prev_cursor; + } + return cursor; +} + +static int STB_TEXTEDIT_MOVELINEEND_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor) +{ + int n = STB_TEXTEDIT_STRINGLEN(obj); + if (state->single_line) + return n; + + if (obj->WrapWidth > 0.0f) + { + ImGuiContext& g = *obj->Ctx; + const char* p_cursor = obj->TextSrc + cursor; + const char* p = ImStrbol(p_cursor, obj->TextSrc); + const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough + while (p < text_end) + { + const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks); + cursor = (int)(p_eol - obj->TextSrc); + if (p_eol == p_cursor && obj->LastMoveDirectionLR != ImGuiDir_Left) // If we are already on a visible end-of-line, switch to regular handle + break; + if (p_eol > p_cursor) + return cursor; + p = (*p_eol == '\n') ? p_eol + 1 : p_eol; + } + } + // Regular handler, same as stb_textedit_move_line_end() + while (cursor < n && STB_TEXTEDIT_GETCHAR(obj, cursor) != STB_TEXTEDIT_NEWLINE) + cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, cursor); + return cursor; +} + +#define STB_TEXTEDIT_MOVELINESTART STB_TEXTEDIT_MOVELINESTART_IMPL +#define STB_TEXTEDIT_MOVELINEEND STB_TEXTEDIT_MOVELINEEND_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->EditedBefore = obj->EditedThisFrame = true; + obj->TextLen -= n; +} + +static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = obj->BufCapacity - 1 - obj->TextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return 0; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (text_len + new_text_len + 1 > obj->TextA.Size && is_resizable) + { + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->EditedBefore = obj->EditedThisFrame = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return new_text_len; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + int text_len_inserted = ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len); + if (text_len_inserted > 0) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset((void*)this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); + const int key_u = (key & ~STB_TEXTEDIT_K_SHIFT); + if (key_u == STB_TEXTEDIT_K_LEFT || key_u == STB_TEXTEDIT_K_LINESTART || key_u == STB_TEXTEDIT_K_TEXTSTART || key_u == STB_TEXTEDIT_K_BACKSPACE || key_u == STB_TEXTEDIT_K_WORDLEFT) + LastMoveDirectionLR = ImGuiDir_Left; + else if (key_u == STB_TEXTEDIT_K_RIGHT || key_u == STB_TEXTEDIT_K_LINEEND || key_u == STB_TEXTEDIT_K_TEXTEND || key_u == STB_TEXTEDIT_K_DELETE || key_u == STB_TEXTEDIT_K_WORDRIGHT) + LastMoveDirectionLR = ImGuiDir_Right; +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SetSelection(int start, int end) { Stb->select_start = start; Stb->cursor = Stb->select_end = end; } +float ImGuiInputTextState::GetPreferredOffsetX() const { return Stb->has_preferred_x ? Stb->preferred_x : -1; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset((void*)this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID); + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_readonly = (Flags & ImGuiInputTextFlags_ReadOnly) != 0; + int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); + + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = BufSize - 1 - BufTextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return; + + // Grow internal buffer if needed + if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly) + { + IM_ASSERT(Buf == obj->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + obj->TextA.resize(new_buf_size + 1); + obj->TextSrc = obj->TextA.Data; + Buf = obj->TextA.Data; + BufSize = obj->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + BufDirty = true; + BufTextLen += new_text_len; + if (CursorPos >= pos) + CursorPos += new_text_len; + CursorPos = ImClamp(CursorPos, 0, BufTextLen); + SelectionStart = SelectionEnd = CursorPos; +} + +void ImGui::PushPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); + ImFontGlyph* glyph = g.FontBaked->FindGlyph('*'); + g.InputTextPasswordFontBackupFlags = g.Font->Flags; + backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex; + backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX; + backup->IndexLookup.swap(g.FontBaked->IndexLookup); + backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX); + g.Font->Flags |= ImFontFlags_NoLoadGlyphs; + g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph); + g.FontBaked->FallbackAdvanceX = glyph->AdvanceX; +} + +void ImGui::PopPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + g.Font->Flags = g.InputTextPasswordFontBackupFlags; + g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex; + g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX; + g.FontBaked->IndexLookup.swap(backup->IndexLookup); + g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX); + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, ImGuiInputTextState* state, unsigned int* p_char, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + IM_ASSERT(state != NULL); + unsigned int c = *p_char; + ImGuiInputTextFlags flags = state->Flags; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space + { + c = *p_char = ' '; + pass = true; + } + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.ID = state->ID; + callback_data.Flags = flags; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated); + callback_data.CursorPos = state->Stb->cursor; + callback_data.SelectionStart = state->Stb->select_start; + callback_data.SelectionEnd = state->Stb->select_end; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id || g.ActiveId != id) + return; + if (!state->EditedBefore) + return; + //IMGUI_DEBUG_LOG_ACTIVEID("InputTextDeactivateHook() id = 0x%08X\n", id); + state->EditedBefore = false; + g.InputTextDeactivatedState.ID = state->ID; + g.InputTextDeactivatedState.ElapseFrame = g.FrameCount + 1; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +static int* ImLowerBound(int* in_begin, int* in_end, int v) +{ + int* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + int* mid = in_p + count2; + if (*mid < v) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +// FIXME-WORDWRAP: Bundle some of this into ImGuiTextIndex and/or extract as a different tool? +// 'max_output_buffer_size' happens to be a meaningful optimization to avoid writing the full line_index when not necessarily needed (e.g. very large buffer, scrolled up, inactive) +static int InputTextLineIndexBuild(ImGuiInputTextFlags flags, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, float wrap_width, int max_output_buffer_size, const char** out_buf_end) +{ + ImGuiContext& g = *GImGui; + int size = 0; + const char* s; + bool trailing_line_already_counted = false; + if (flags & ImGuiInputTextFlags_WordWrap) + { + for (s = buf; s < buf_end; s = (*s == '\n') ? s + 1 : s) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, s, buf_end, wrap_width, ImDrawTextFlags_WrapKeepBlanks); + } + } + else if (buf_end != NULL) + { + for (s = buf; s < buf_end; s = s ? s + 1 : buf_end) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + s = (const char*)ImMemchr(s, '\n', buf_end - s); + } + } + else + { + // Inactive path: we don't know buf_end ahead of time. + const char* s_eol; + for (s = buf; ; s = s_eol + 1) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + if ((s_eol = strchr(s, '\n')) != NULL) + continue; + s += strlen(s); + trailing_line_already_counted = true; + break; + } + } + if (out_buf_end != NULL) + *out_buf_end = buf_end = s; + if (size == 0) + { + line_index->Offsets.push_back(0); + size++; + } + if (buf_end > buf && buf_end[-1] == '\n' && !trailing_line_already_counted && size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(buf_end - buf)); + return size; +} + +static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextState* state, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, int cursor_n) +{ + const char* cursor_ptr = buf + cursor_n; + int* it_begin = line_index->Offsets.begin(); + int* it_end = line_index->Offsets.end(); + const int* it = ImLowerBound(it_begin, it_end, cursor_n); + if (it > it_begin) + if (it == it_end || *it != cursor_n || (state != NULL && state->WrapWidth > 0.0f && state->LastMoveDirectionLR == ImGuiDir_Right && cursor_ptr[-1] != '\n' && cursor_ptr[-1] != 0)) + it--; + + const int line_no = (it == it_begin) ? 0 : line_index->Offsets.index_from_ptr(it); + const char* line_start = line_index->get_line_begin(buf, line_no); + ImVec2 offset; + offset.x = InputTextCalcTextSize(&g, line_start, cursor_ptr, buf_end, NULL, NULL, ImDrawTextFlags_WrapKeepBlanks).x; + offset.y = (line_no + 1) * g.FontSize; + return offset; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline does not work with left-trimming + IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Password) == 0); // WordWrap does not work with Password mode. + IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Multiline) != 0); // WordWrap does not work in single-line mode. + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + bool no_clip = (g.InputTextDeactivatedState.ID == id) || (g.ActiveId == id) || (id == g.NavActivateId); // Mimic some of ItemAdd() logic + add InputTextDeactivatedState.ID check. + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable) && !no_clip) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && !(g.NavActivateFlags & ImGuiActivateFlags_FromFocusApi) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible && !no_clip) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + + // FIXME: Could this be a ImGuiChildFlags to affect the SetLastItemDataForWindow() call? + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_TempInput)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_mixed = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + // Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches. + // Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible. + const bool is_wordwrap = (flags & ImGuiInputTextFlags_WordWrap) != 0; + float wrap_width = 0.0f; + if (is_wordwrap) + wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize)); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool input_requested_by_nav = (g.ActiveId != id) && (g.NavActivateId == id); + const bool input_requested_by_reactivate = (g.InputTextReactivateId == id); // for io.ConfigInputTextEnterKeepActive + const bool input_requested_by_user = (user_clicked) || (g.ActiveId == 0 && (flags & ImGuiInputTextFlags_TempInput) && g.InputTextDeactivatedState.ID != id); + const ImGuiID scrollbar_id = (is_multiline && state != NULL) ? GetWindowScrollbarID(draw_window, ImGuiAxis_Y) : 0; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == scrollbar_id; + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == scrollbar_id; + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs_multiline = (state != NULL && (state->Stb->single_line != !is_multiline)); // state != NULL means its our state. + const bool init_changed_specs_readonly = (state != NULL && ((state->Flags ^ flags) & ImGuiInputTextFlags_ReadOnly)); // state != NULL means its our state. + const bool init_make_active = (input_requested_by_user || input_requested_by_nav || input_requested_by_reactivate || user_scroll_finish); + if (init_reload_from_user_buf) + { + int new_len = (int)ImStrlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; // will be clamped to bounds below + } + else if ((init_make_active && g.ActiveId != id) || init_changed_specs_multiline || init_changed_specs_readonly) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + if (state->ID != id && state->ID == g.ActiveId && (init_make_active && g.ActiveId != id)) //-V560 + InputTextDeactivateHook(state->ID); // <-- this is essentially an earlier call to what SetActiveID() would do below. + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)ImStrlen(buf); + IM_ASSERT(((buf_len + 1 <= buf_size) || (buf_len == 0 && buf_size == 0)) && "Is your input buffer properly zero-terminated?"); + if (!user_scroll_finish) + { + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + } + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs_multiline); + if (recycle_state && !init_changed_specs_readonly && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + state->EditedBefore = false; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (!recycle_state) + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if ((flags & ImGuiInputTextFlags_AutoSelectAll) || is_mixed) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (init_make_active && g.ActiveId != id) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + if (input_requested_by_nav) + SetNavCursorVisibleAfterMove(); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)ImStrlen(buf); + if (state != NULL) + state->CursorClamp(); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextSrc : buf)[0] == 0) && !is_mixed; + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + PushPasswordFont(); + + if (state != NULL && state->ID == id) + { + state->Flags = flags; + state->EditedThisFrame = state->ValidatedThisFrame = false; + //state->LastFrameActive = g.FrameCount; + + // Word-wrapping: attempt to keep cursor in view while resizing frame/parent (FIXME-WORDWRAP: would be better to preserve same relative offset) + if (is_wordwrap && state->WrapWidth != wrap_width) + { + state->CursorCenterY = true; + state->WrapWidth = wrap_width; + render_cursor = true; + } + } + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->BufCapacity = buf_size; + state->WrapWidth = wrap_width; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->WrapWidth = 0.0f; // Temporarily disable wrapping so we use real line start. + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + state->WrapWidth = wrap_width; + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, state, &c, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, state, &c, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id); + const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id); + const bool is_shift_enter = Shortcut(ImGuiMod_Shift | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_KeypadEnter, f_repeat, id); + const bool is_gamepad_validate = nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter || is_ctrl_enter || is_shift_enter || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + bool is_new_line = is_multiline && !is_gamepad_validate && (is_shift_enter || (is_enter && !ctrl_enter_for_new_line) || (is_ctrl_enter && ctrl_enter_for_new_line)); + if (!is_new_line) + { + validated = clear_active_id = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline && !is_ctrl_enter && !is_shift_enter) + { + // Queue reactivation, so that e.g. IsItemDeactivatedAfterEdit() will work. (#9001) + state->SelectAll(); // No need to scroll + g.InputTextReactivateId = id; // Mark for reactivation on next frame + } + } + else if (!is_readonly) + { + // Insert new line + unsigned int c = '\n'; + if (InputTextFilterCharacter(&g, state, &c, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (state->TextSrc[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)ImStrlen(clipboard); + const char* clipboard_end = clipboard + clipboard_len; + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, clipboard_end); + s += in_len; + if (!InputTextFilterCharacter(&g, state, &c, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)ImStrlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process revert and user callbacks + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(state->TextSrc[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + char empty_string = 0; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(state->TextSrc, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can Ctrl+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->EditedThisFrame) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.ID = id; + callback_data.Flags = flags; + callback_data.EventFlag = event_flag; + callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated); + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + callback_data.CursorPos = state->Stb->cursor; + callback_data.SelectionStart = state->Stb->select_start; + callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor) + state->CursorFollow = true; + state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen); + state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen); + state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen); + if (callback_data.BufDirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->EditedBefore = state->EditedThisFrame = true; + state->CursorAnimReset(); + } + } + } + + // Write back result string if modified. + // FIXME-OPT: Could mark dirty state from the stb_textedit callbacks + if (!is_readonly) + { + if (g.LastItemData.ItemFlags & ImGuiItemFlags_LiveEditOnInputText) + { + // Apply when modified + if (strcmp(state->TextSrc, buf) != 0 || (is_mixed && (state->EditedThisFrame || validated))) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + else + { + // Apply on validation/deactivation, otherwise cancel out previous apply attempts (e.g. revert) + value_changed = (validated || clear_active_id || revert_edit) && (strcmp(state->TextSrc, buf) != 0 || (is_mixed && validated)); + apply_new_text = value_changed ? state->TextSrc : NULL; + apply_new_text_length = value_changed ? state->TextLen : 0; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + // This is used when e.g. losing focus or tabbing out into another InputText() which may already be using the temp buffer. + if (g.InputTextDeactivatedState.ID == id) + { + // The state only exists after an Edit. IsItemDeactivatedAfterEdit() is not valid in every code path (see "widgets_inputtext_status_noliveedit" test). + if ((g.ActiveId != id && IsItemDeactivated()) || (g.ActiveId == id && (flags & ImGuiInputTextFlags_TempInput))) + if (!is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Write back result to user buffer. This can currently only happen when (g.ActiveId == id) or when just deactivated. + // - As soon as the InputText() is active, our stored in-widget value gets priority over any underlying modification of the user buffer. + // - Make sure we always reapply the live buffer back to the input/user buffer before clearing ActiveId, even thought strictly speaking + // it was not modified on this frame. This allows the user to use InputText() without maintaining any user-side storage. + // (PS: if you use this property together with ImGuiInputTextFlags_CallbackResize, you are at the risk of recreating a temporary + // allocated/string object every frame. Which in the grand scheme of scheme is nothing, but isn't dear imgui vibe). + if (apply_new_text != NULL) + { + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.ID = id; + callback_data.Flags = flags; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.EventActivated = (state != NULL && g.ActiveId == state->ID && g.ActiveIdIsJustActivated); + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + { + state->EditedBefore = false; // Data already applied: avoid InputTextDeactivateHook() taking a record now or later if same id is activated again without editing. + ClearActiveID(); + } + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImRect clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + if (is_multiline) + clip_rect.ClipWith(draw_window->ClipRect); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + + // Display hint when contents is empty + // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) + const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0) && !is_mixed; + if (new_is_displaying_hint != is_displaying_hint) + { + if (is_password && !is_displaying_hint) + PopPasswordFont(); + is_displaying_hint = new_is_displaying_hint; + if (is_password && !is_displaying_hint) + PushPasswordFont(); + } + const bool is_displaying_mixed = is_mixed && g.ActiveId != id && apply_new_text == NULL; + if (is_displaying_mixed && g.MixedValueLabel != NULL) + { + buf_display = g.MixedValueLabel; + buf_display_end = buf_display + strlen(g.MixedValueLabel); + render_cursor = render_selection = false; + } + else if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = buf_display + ImStrlen(buf_display); + } + else + { + if (render_cursor || render_selection || g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; //-V595 + else if (is_multiline && !is_wordwrap) + buf_display_end = NULL; // Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path. + else + buf_display_end = buf_display + ImStrlen(buf_display); + } + + // Calculate visibility + int line_visible_n0 = 0, line_visible_n1 = 1; + if (is_multiline) + CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1); + + // Build line index for easy data access (makes code below simpler and faster) + ImGuiTextIndex* line_index = &g.InputTextLineIndex; + line_index->Offsets.resize(0); + int line_count = 1; + if (is_multiline) + { + // If scrolling is expected to change build full index. + // FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below. + bool will_scroll_y = state && ((state->CursorFollow && render_cursor) || (state->CursorCenterY && (render_cursor || render_selection))); + line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end); + } + line_index->EndOffset = (int)(buf_display_end - buf_display); + line_visible_n1 = ImMin(line_visible_n1, line_count); + + // Store text height (we don't need width) + float text_size_y = line_count * g.FontSize; + //GetForegroundDrawList()->AddRect(draw_pos + ImVec2(0, line_visible_n0 * g.FontSize), draw_pos + ImVec2(frame_size.x, line_visible_n1 * g.FontSize), IM_COL32(255, 0, 0, 255)); + + // Calculate blinking cursor position + const ImVec2 cursor_offset = render_cursor && state ? InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state->Stb->cursor) : ImVec2(0.0f, 0.0f); + ImVec2 draw_scroll; + + // Render text. We currently only render selection when the widget is active or while scrolling. + const ImU32 text_col = GetColorU32(is_displaying_mixed ? ImGuiCol_TextMixedValue : is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + if (render_cursor || render_selection) + { + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + IM_ASSERT(state != NULL); + state->LineCount = line_count; + + // Scroll + float new_scroll_y = scroll_y; + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.x = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + new_scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + } + state->CursorFollow = false; + } + if (state->CursorCenterY) + { + if (is_multiline) + new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5f - style.FramePadding.y); + state->CursorCenterY = false; + render_cursor = false; + } + if (new_scroll_y != scroll_y) + { + const float scroll_max_y = ImMax((text_size_y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(new_scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1); + line_visible_n1 = ImMin(line_visible_n1, line_count); + } + + // Draw selection + draw_scroll.x = state->Scroll.x; + if (render_selection) + { + const ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + const float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME-DPI: those offsets should be part of the style? they don't play so well with multi-line selection. + const float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + const float bg_eol_width = IM_TRUNC(g.FontBaked->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + + const char* text_selected_begin = buf_display + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = buf_display + ImMax(state->Stb->select_start, state->Stb->select_end); + for (int line_n = line_visible_n0; line_n < line_visible_n1; line_n++) + { + const char* p = line_index->get_line_begin(buf_display, line_n); + const char* p_eol = line_index->get_line_end(buf_display, line_n); + const bool p_eol_is_wrap = (p_eol < buf_display_end && *p_eol != '\n'); + if (p_eol_is_wrap) + p_eol++; + const char* line_selected_begin = (text_selected_begin > p) ? text_selected_begin : p; + const char* line_selected_end = (text_selected_end < p_eol) ? text_selected_end : p_eol; + + float rect_width = 0.0f; + if (line_selected_begin < line_selected_end) + rect_width += CalcTextSize(line_selected_begin, line_selected_end).x; + if (text_selected_begin <= p_eol && text_selected_end > p_eol && !p_eol_is_wrap) + rect_width += bg_eol_width; // So we can see selected empty lines + if (rect_width == 0.0f) + continue; + + ImRect rect; + rect.Min.x = draw_pos.x - draw_scroll.x + CalcTextSize(p, line_selected_begin).x; + rect.Min.y = draw_pos.y - draw_scroll.y + line_n * g.FontSize; + rect.Max.x = rect.Min.x + rect_width; + rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize; + rect.Min.y += bg_offy_up; + rect.ClipWith(clip_rect); + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + } + } + + // Find render position for right alignment (single-line only) + if (g.ActiveId != id && (flags & ImGuiInputTextFlags_ElideLeft) && !render_cursor && !render_selection) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + //draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive? + + // Render text + if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1)) + g.Font->RenderText(draw_window->DrawList, g.FontSize, + draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize), + text_col, clip_rect.AsVec4(), + line_index->get_line_begin(buf_display, line_visible_n0), + line_index->get_line_end(buf_display, line_visible_n1 - 1), + wrap_width, ImDrawTextFlags_WrapKeepBlanks | ImDrawTextFlags_CpuFineClip); + + // Render blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect = ImRect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 1.0f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.0f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLineV(cursor_screen_rect.Min.x, cursor_screen_rect.Min.y, cursor_screen_rect.Max.y, GetColorU32(ImGuiCol_InputTextCursor), style.InputTextCursorSize, ImDrawFlags_StrokeInside); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + // This is required for some backends (SDL3) to start emitting character/text inputs. + // As per #6341, make sure we don't set that on the deactivating frame. + if (!is_readonly && g.ActiveId == id) + { + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler) + ime_data->WantVisible = true; + ime_data->WantTextInput = true; + ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + ime_data->InputLineHeight = g.FontSize; + ime_data->ViewportId = window->Viewport->ID; + } + } + + if (is_password && !is_displaying_hint) + PopPasswordFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(0.0f, text_size_y + style.FramePadding.y)); + g.NextItemData.ItemFlagsSet |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state && is_readonly) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, label_end, false); + + if (state && validated) + state->ValidatedThisFrame = true; + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("TextLen: %d, Cursor: %d%s, Selection: %d..%d", state->TextLen, stb_state->cursor, + (state->Flags & ImGuiInputTextFlags_WordWrap) ? (state->LastMoveDirectionLR == ImGuiDir_Left ? " (L)" : " (R)") : "", + stb_state->select_start, stb_state->select_end); + Text("BufCapacity: %d, LineCount: %d", state->BufCapacity, state->LineCount); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_InputMask_); + flags |= (g.IO.ConfigColorEditFlags & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + const float w_per_component = IM_TRUNC(w_items / components); + const bool draw_color_marker = (flags & (ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoColorMarkers)) == 0; + + const bool hide_prefix = draw_color_marker || (w_per_component <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + const ImGuiSliderFlags drag_flags = draw_color_marker ? ImGuiSliderFlags_ColorMarkers : ImGuiSliderFlags_None; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + if (draw_color_marker) + SetNextItemColorMarker(GDefaultRgbaColorMarkers[n]); + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n], drag_flags); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n], drag_flags); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_COUNTOF(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + PushItemFlag(ImGuiItemFlags_MixedValue, false); + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + PopItemFlag(); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlagsSet | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + const float backup_alpha = g.Style.Alpha; + if (g.DisabledStackSize > 0) + g.Style.Alpha = g.DisabledAlphaBackup; // Cancel out effect of BeginDisabled() for color swatches. + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_PickerMask_) ? g.IO.ConfigColorEditFlags : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_InputMask_) ? g.IO.ConfigColorEditFlags : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.IO.ConfigColorEditFlags & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + const bool triangle_rotate = (flags & ImGuiColorEditFlags_PickerNoRotate) == 0; + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = triangle_rotate ? ImVec2(triangle_r, 0.0f) : ImVec2(triangle_r * +0.866f, triangle_r * +0.5f); // Hue point. + ImVec2 triangle_pb = triangle_rotate ? ImVec2(triangle_r * -0.5f, triangle_r * -0.866f) : ImVec2(0.0f, -triangle_r); // Black point. + ImVec2 triangle_pc = triangle_rotate ? ImVec2(triangle_r * -0.5f, triangle_r * +0.866f) : ImVec2(triangle_r * -0.866f, triangle_r * +0.5f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = triangle_rotate ? ImCos(-H * 2.0f * IM_PI) : 1.0f; + float sin_hue_angle = triangle_rotate ? ImSin(-H * 2.0f * IM_PI) : 0.0f; + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + PushItemFlag(ImGuiItemFlags_MixedValue, false); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + if (triangle_rotate == false) + { + cos_hue_angle = 1.0f; + sin_hue_angle = 0.0f; + } + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), style.Alpha, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + if (g.DisabledStackSize > 0) + g.Style.Alpha = backup_alpha; + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque)) + flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + const ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + const float grid_step = ImMin(size.x, size.y) / 2.99f; + const float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + const bool is_mixed = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + + const float backup_alpha = g.Style.Alpha; + if (g.DisabledStackSize > 0) + g.Style.Alpha = g.DisabledAlphaBackup; // Cancel out effect of BeginDisabled() for color swatches. + if (is_mixed) + { + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextMixedValue]); + if (g.MixedValueLabel != NULL) + RenderTextClipped(ImVec2(bb.Min.x, bb.Min.y + g.Style.FramePadding.y), bb.Max, g.MixedValueLabel, NULL, NULL, ImVec2(0.5f, 0.0f)); + PopStyleColor(); + } + else if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb.Min.x + bb.Max.x) * 0.5f); + if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, ColorConvertFloat4ToU32(col_rgb), g.Style.Alpha, grid_step, ImVec2(-grid_step, 0.0f), rounding, ImDrawFlags_RoundRight); + else + window->DrawList->AddRectFilled(ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundRight); + window->DrawList->AddRectFilled(bb.Min, ImVec2(mid_x, bb.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb; + if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb.Min, bb.Max, ColorConvertFloat4ToU32(col_source), g.Style.Alpha, grid_step, ImVec2(0.0f, 0.0f), rounding); + else + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(col_source), rounding); + } + if (g.DisabledStackSize > 0) + g.Style.Alpha = backup_alpha; + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding, 1.0f * (float)(int)g.Style._MainScale); // Color buttons are often in need of some sort of border // FIXME-DPI + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + PushItemFlag(ImGuiItemFlags_MixedValue, false); + ColorButton(desc_id, col, flags); + PopItemFlag(); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_)); + + return pressed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// This allowed passing 0 to set default, whereas NewFrame() will assert if one of missing. Abide to old logic. +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) { flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; } + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) { flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; } + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) { flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; } + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) { flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; } + g.IO.ConfigColorEditFlags = flags; +} +#endif + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_; + PushItemFlag(ImGuiItemFlags_MixedValue, false); + ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz); + PopItemFlag(); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.IO.ConfigColorEditFlags; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_COUNTOF(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_COUNTOF(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.IO.ConfigColorEditFlags = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.IO.ConfigColorEditFlags = (g.IO.ConfigColorEditFlags & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.IO.ConfigColorEditFlags, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeStoreStackData() [Internal] +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +// The reason those two functions are not yet in public API is because I would like to design a more feature-full and generic API for this. +// They are otherwise function (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722) +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool is_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, is_open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + // Leaf node always open a new tree/id scope. If you never use it, add ImGuiTreeNodeFlags_NoTreePushOnOpen. + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep. Easy to increase to e.g. 64. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + + // Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees. + const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0; + tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX; + tree_node_data->DrawLinesTableColumn = (draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1; + tree_node_data->DrawLinesToNodesY2 = -FLT_MAX; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); + if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes) + window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth); +} + +#define TREE_NODE_MAX_DEPTH 32 +#define TREE_NODE_GET_DEPTH_MASK(_DEPTH) (((ImU32)(_DEPTH) < TREE_NODE_MAX_DEPTH) ? (1u << (_DEPTH)) : 0u) + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // When not framed, we vertically increase height up to typical framed widget height + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const bool use_frame_padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)); + const ImVec2 padding = use_frame_padding ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = use_frame_padding ? ImMax(style.FramePadding.y, window->DC.CurrLineTextBaseOffset) : window->DC.CurrLineTextBaseOffset; // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + const float frame_height = label_size.y + padding.y * 2; + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y + (text_offset_y - padding.y); + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + (text_offset_y - padding.y) + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsToParent enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsToParent by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0) + flags |= g.Style.TreeLinesFlags; + const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f); + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen) && window->DC.TreeDepth < TREE_NODE_MAX_DEPTH) + { + store_tree_node_stack_data = draw_tree_lines; + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes) + { + const ImU32 tree_depth_mask = TREE_NODE_GET_DEPTH_MASK(window->DC.TreeDepth - 1); + if (window->DC.TreeRecordsClippedNodesY2Mask & tree_depth_mask) + { + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway. + if (frame_bb.Min.y >= window->ClipRect.Max.y) + window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask; // Done + } + } + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + if (flags & ImGuiTreeNodeFlags_NoNavFocus) + button_flags |= ImGuiButtonFlags_NoNavFocus; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false, 0.0f); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags, 0.0f); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (draw_tree_lines) + TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f)); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +// Draw horizontal line from our parent node +// This is only called for visible child nodes so we are not too fussy anymore about performances +void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((window->DC.TreeHasStackDataDepthMask & TREE_NODE_GET_DEPTH_MASK(window->DC.TreeDepth - 1)) == 0) + return; + + // FIXME: Could this be simplified using new stroke flags? + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + const float half_size = g.Style.TreeLinesSize * 0.5f; + float x1 = ImTrunc(parent_data->DrawLinesX1 - half_size) + half_size; // Draw line centered at X1, but snap to pixels boundary. + float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x); + float y = ImTrunc(target_pos.y - half_size) + half_size; + float rounding = (g.Style.TreeLinesRounding > 0.0f) ? ImMin(x2 - x1, g.Style.TreeLinesRounding) : 0.0f; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y - rounding); + if (x1 >= x2) + return; + if (rounding > 0.0f && rounding > half_size) + { + x1 += rounding; + window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3); + if (x1 < x2) + window->DrawList->PathLineTo(ImVec2(x2, y)); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + } + else + { + // We use AddLine() instead of AddLineH() as we provide coordinates for line center, + // in order to make the code use same coordinates for both rounded and non-rounded version. (FIXME-OPT) + x1 += half_size; // Avoid overdraw + window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + } +} + +// Draw vertical line of the hierarchy +void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y); + float y2 = data->DrawLinesToNodesY2; + if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull) + { + float y2_full = window->DC.CursorPos.y; + if (g.CurrentTable) + y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full); + y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f); + if (y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y + y2 = y2_full; + } + y2 = ImMin(y2, window->ClipRect.Max.y); + if (y2 <= y1) + return; + float x = ImTrunc(data->DrawLinesX1 - g.Style.TreeLinesSize * 0.5f) + g.Style.TreeLinesSize * 0.5f; // Draw line centered at X1, but snap to pixels boundary. + if (data->DrawLinesTableColumn != -1) + TablePushColumnChannel(data->DrawLinesTableColumn); + + // We use AddLine() instead of AddLineV() as we provide coordinates for line center (FIXME-OPT) + window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + if (data->DrawLinesTableColumn != -1) + TablePopColumnChannel(); +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = TREE_NODE_GET_DEPTH_MASK(window->DC.TreeDepth); + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) + { + const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + IM_ASSERT(data->ID == window->IDStack.back()); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsToParent is enabled) + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + + // Draw hierarchy lines + if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y) + TreeNodeDrawLineToTreePop(data); + + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, false); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + bool auto_selected = false; + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId && !g.NavJustMovedToIsInit) + if (g.NavJustMovedToId == id && (g.NavJustMovedToKeyMods & ImGuiMod_Ctrl) == 0) + selected = pressed = auto_selected = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + if (g.ActiveId == id && g.ActiveIdIsJustActivated) + { + g.ActiveIdWasSelected = was_selected; + g.ActiveIdWasSoleSelected = was_selected && (!is_multi_select || g.CurrentMultiSelect->IsSoleOrUnknownSelectionSize); + } + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, style.SelectableRounding); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags, style.SelectableRounding); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. + if (is_visible) + RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, label_end, &label_size, style.SelectableTextAlign, &bb); + +#ifdef IMGUI_DEBUG_BOXSELECT + if (g.BoxSelectState.UnclipMode) { GetForegroundDrawList()->AddText(pos, IM_COL32(255,255,0,200), label, label_end); } +#endif + + // Automatically close popups + if (pressed && !auto_selected && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_COUNTOF(data->SearchBuffer) - 1; + int buffer_len = (int)ImStrlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space, so "previous" rectangle is reprojected for current frame coordinates. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + //IMGUI_DEBUG_LOG("StartPosRel (%.2f,%.2f) EndPosRel (%.2f,%.2f) -> (%.2f,%.2f)\n", bs->StartPosRel.x, bs->StartPosRel.y, bs->EndPosRel.x, bs->EndPosRel.y, WindowPosAbsToRel(window, g.IO.MousePos).x, WindowPosAbsToRel(window, g.IO.MousePos).y); + + // Box-select 2D mode detects change of the rectangle. + // Storing unclip rects which will be tested by widgets supporting box-select. Always update rectangles when active (even if we don't use them). + // To facilitate understanding this: enable IMGUI_DEBUG_BOXSELECT and visualize all geometry. + if (ms_flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + // For both sides, compute the area differing between Prev and Curr rectangles. + bs->UnclipRects[0] = bs->UnclipRects[1] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int side = 0; side < 2; side++) + { + ImVec2 d_min = (side == 0) ? ImMin(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectPrev.Min) : ImMin(bs->BoxSelectRectCurr.Max, bs->BoxSelectRectPrev.Max); + ImVec2 d_max = (side == 0) ? ImMax(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectPrev.Min) : ImMax(bs->BoxSelectRectCurr.Max, bs->BoxSelectRectPrev.Max); + if (d_min.x != d_max.x) + { + bs->UnclipRects[0].AddX(d_min.x); + bs->UnclipRects[0].AddX(d_max.x); + } + if (d_min.y != d_max.y) + { + bs->UnclipRects[1].AddY(d_min.y); + bs->UnclipRects[1].AddY(d_max.y); + } + } + + ImRect box_select_intersection = bs->BoxSelectRectPrev; + box_select_intersection.Add(bs->BoxSelectRectCurr); + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipRects[0].AddY(box_select_intersection.Min.y); + bs->UnclipRects[0].AddY(box_select_intersection.Max.y); + } + if (ms_flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (bs->BoxSelectRectPrev.Min.y != bs->BoxSelectRectCurr.Min.y || bs->BoxSelectRectPrev.Max.y != bs->BoxSelectRectCurr.Max.y) + { + bs->UnclipRects[1].AddX(box_select_intersection.Min.x); + bs->UnclipRects[1].AddX(box_select_intersection.Max.x); + } + + // Merge both rectangles into one. + // FIXME-OPT: When UnclipRect.Area() is much larger than the sum of UnclipRects[0]/[1] Areas, widgets should + // ideally first use UnclipRect as a first coarse cull layer + the individual ones as a second validation. + bs->UnclipRect = bs->UnclipRects[0]; + bs->UnclipRect.Add(bs->UnclipRects[1]); + if (!bs->UnclipRect.IsInverted() && (!window->ClipRect.Contains(bs->UnclipRect.Min) || !window->ClipRect.Contains(bs->UnclipRect.Max))) // !! Don't use Contains(ImRect) + bs->UnclipMode = true; + if (bs->UnclipMode && g.CurrentTable != NULL) + TableApplyExternalUnclipRect(g.CurrentTable, bs->UnclipRect); // No need submitting both + } + +#ifdef IMGUI_DEBUG_BOXSELECT + //GetForegroundDrawList()->AddRect(scope_rect.Min, scope_rect.Max, IM_COL32(0, 255, 0, 200), 0.0f, 0, 4.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + if (ms_flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + for (ImRect& unclip_r : bs->UnclipRects) + if (!unclip_r.IsInverted()) + GetForegroundDrawList()->AddRect(unclip_r.Min, unclip_r.Max, bs->UnclipMode ? IM_COL32(255, 255, 0, 200) : IM_COL32(255, 0, 0, 200), 0.0f, 0, 4.0f); + GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, bs->UnclipMode ? IM_COL32(255, 255, 0, 200) : IM_COL32(255, 0, 0, 200), 0.0f, 0, 2.0f); + } +#endif + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + ImGuiWindow* draw_window = FindFrontMostVisibleChildWindow(window); + draw_window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + draw_window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + // This probably doesn't work inside a table as there are ample ambiguities related to exact time of calling BeginMultiSelect()/EndMultiSelect(). + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + //// When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + //if (g.CurrentTable != NULL) + // scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + { + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + else if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + } + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorPos; + if (flags & ImGuiMultiSelectFlags_ScopeRect) + window->DC.CursorMaxPos = ms->ScopeRectMin; // CalcScopeRect() for ImGuiMultiSelectFlags_ScopeRect will measure in EndMultiSelect(). + PushFocusScope(ms->FocusScopeId); + ms->IsFocused = IsInNavFocusRoute(g.CurrentFocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (Ctrl+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->IsSoleOrUnknownSelectionSize = (storage->LastSelectionSize == 1) || (storage->LastSelectionSize == -1); + //ms->PrevSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = window->InnerRect.Contains(g.IO.MousePos) && IsWindowHovered(ImGuiHoveredFlags_ChildWindows); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + NavMoveRequestTryWrapping(GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + TableEndRow(table); + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlagsSet |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + //ms->PrevSubmittedItem = ms->CurrSubmittedItem; // Can't rely on previous g.NextItemData.SelectionUserData because NextItemData is not restored on nested multi-select. + //ms->CurrSubmittedItem = selection_user_data; + } + else + { + g.NextItemData.ItemFlagsSet |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + button_flags &= ~(ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease); + if (ms->Flags & ImGuiMultiSelectFlags_SelectOnClickAlways) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + else // ImGuiMultiSelectFlags_SelectOnAuto + button_flags |= (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed, ImGuiMultiSelectFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags | extra_flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + ImRect item_rect = g.LastItemData.Rect; + if (!window->DC.NavIsScrollPushableX) // FIXME: Rename to be more generic. + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + { + // FIXME: We cannot solely use current ClipRect as it includes HostClipRect. + // However we account for ClipRect being larger than current column (e.g. when using SpanAllColumns) + // A more generic version would be nice, but window->WorkRect.Min/Max exclude CellPadding. (#7994, #9383) + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + float clip_min_x = (g.LastItemData.ItemFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect.Min.x : window->ClipRect.Min.x; + float clip_max_x = (g.LastItemData.ItemFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect.Max.x : window->ClipRect.Max.x; + if (clip_min_x != clip_max_x) // When zero sized we expect that bounds have been clamped and thus are unreliable + { + item_rect.Min.x = ImMax(item_rect.Min.x, ImMin(column->MinX, clip_min_x)); + item_rect.Max.x = ImMin(item_rect.Max.x, ImMax(column->MaxX, clip_max_x)); + } + else + { + item_rect.Min.x = ImMax(item_rect.Min.x, column->MinX); + item_rect.Max.x = ImMin(item_rect.Max.x, column->MaxX); + } + //GetForegroundDrawList()->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255, 0, 255, 255)); + } + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(item_rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(item_rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); +#ifdef IMGUI_DEBUG_BOXSELECT + GetForegroundDrawList()->AddRectFilled(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, selected ? IM_COL32(0, 255, 0, 200) : IM_COL32(255, 0, 0, 200)); +#endif + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015 + if (hovered && IsMouseClicked(1) && (flags & (ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoSelectOnRightClick)) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_CheckboxMode_) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_CheckboxMode_) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + // FIXME-OPT: Disabled on 2026/04/09 as this would break with any form of coarse clipping that we don't know about (e.g. TableNextColumn() return value). + // The low-hanging fruit would be to know that ImGuiSelectionUserData are sequential indices, in which case we can trivially compare PrevSubmittedItem + RangeDir == FirstItem. + // User can always perform this merge if required. +#if 0 + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->PrevSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } +#endif + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each. + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label, label_end, false); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider using ImPlot (https://github.com/epezent/implot) which is much better! +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const char* label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label, label_end, false); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +// Plot Histogram (the data provided _is_ histogram data. it doesn't compute the histogram of your data) +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_COUNTOF(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_COUNTOF(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##MenuBar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + const float border_top = ImMax(IM_ROUND(window->WindowBorderSize * 0.5f - window->TitleBarHeight), 0.0f); + const float border_half = IM_ROUND(window->WindowBorderSize * 0.5f); + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, border_half))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + else + { + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_WrapX); + } + + PopClipRect(); + PopID(); + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + + // Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356) + g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings; + BeginMenuBar(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR_RET(g.CurrentWindow->DC.MenuBarAppending, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar + + EndMenuBar(); + g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356) + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, false); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + g.NextItemData.ItemFlagsSet |= ImGuiItemFlags_NoWindowHoverableCheck; + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos; + ImVec2 pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + + bool pressed; + + const float backup_rounding = style.SelectableRounding; + style.SelectableRounding = style.MenuItemRounding; + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoAutoClosePopups | (ImGuiSelectableFlags)ImGuiSelectableFlags_SelectOnClick; + ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside a horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, pos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, label_size); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label, label_end, false); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), text_pos.y - style.FramePadding.y + window->MenuBarHeight); + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = offsets->DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x, pos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(ImVec2(text_pos.x + offsets->OffsetLabel, text_pos.y), label, label_end, false); + if (icon_w > 0.0f) + RenderText(ImVec2(text_pos.x + offsets->OffsetIcon, text_pos.y), icon); + RenderArrow(window->DrawList, ImVec2(text_pos.x + offsets->OffsetMark + extra_w + g.FontSize * 0.30f, text_pos.y), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + popup_pos = ImVec2(pos.x, text_pos.y - style.WindowPadding.y); + } + style.SelectableRounding = backup_rounding; + if (!enabled) + EndDisabled(); + + // Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394) + // Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here. + if (g.ActiveId == id && g.HoveredId != id && g.ActiveIdSource == ImGuiInputSource_Mouse && IsMouseDragging(0)) + { + ClearActiveID(); + SetKeyOwner(ImGuiKey_MouseLeft, ImGuiKeyOwner_NoOwner); + } + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (g.ActiveId == id && want_open) + g.ActiveIdNoClearOnFocusLoss = true; + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR_RET((window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu), "Calling EndMenu() in wrong window!"); + + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, false); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + g.NextItemData.ItemFlagsSet |= ImGuiItemFlags_NoWindowHoverableCheck; + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const float backup_rounding = style.SelectableRounding; + style.SelectableRounding = style.MenuItemRounding; + const ImGuiSelectableFlags selectable_flags = (ImGuiSelectableFlags)ImGuiSelectableFlags_SelectOnRelease | (ImGuiSelectableFlags)ImGuiSelectableFlags_SetNavIdOnHover; + ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(label_size.x, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label, label_end, false); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); // FIXME: Always accounted for, even in a menu with none, because 'selected' has no neutral setting. + float min_w = offsets->DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(pos.x, pos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(text_pos + ImVec2(offsets->OffsetLabel, 0.0f), label, label_end, false); + if (icon_w > 0.0f) + RenderText(text_pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(text_pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + style.SelectableRounding = backup_rounding; + + // Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394) + // Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here. + const ImGuiID id = g.LastItemData.ID; + if (g.ActiveId == id && g.HoveredId != id && g.ActiveIdSource == ImGuiInputSource_Mouse && IsMouseDragging(0)) + { + ClearActiveID(); + SetKeyOwner(ImGuiKey_MouseLeft, ImGuiKeyOwner_NoOwner); + } + + + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float WidthAfterShrinkMinWidth; + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset((void*)this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset((void*)this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +ImGuiTabBar* ImGui::TabBarFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.TabBars.GetByKey(id); +} + +// Remove TabBar data (currently only used by TestEngine) +void ImGui::TabBarRemove(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + g.TabBars.Remove(tab_bar->ID, tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // Already done + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT_USER_ERROR_RET(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) // Already done + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Track selected tab when resizing our parent down + const bool scroll_to_selected_tab = (tab_bar->BarRectPrevWidth > tab_bar->BarRect.GetWidth()); + tab_bar->BarRectPrevWidth = tab_bar->BarRect.GetWidth(); + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + const float tab_spacing = g.Style.ItemInnerSpacing.x; + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? tab_spacing : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? tab_spacing : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextScrollToTabId) + { + scroll_to_tab_id = tab_bar->NextScrollToTabId; + tab_bar->NextScrollToTabId = 0; + } + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Minimum shrink width + const float shrink_min_width = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed) ? g.Style.TabMinWidthShrink : 1.0f; + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + if ((tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab->ContentWidth = ImMax(tab->ContentWidth, g.Style.TabMinWidthBase); + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? tab_spacing : 0.0f); + section->WidthAfterShrinkMinWidth += ImMin(tab->ContentWidth, shrink_min_width) + (section_n == curr_section_n ? tab_spacing : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + float width_all_tabs_after_min_width_shrink = 0.0f; + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + width_all_tabs_after_min_width_shrink += sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing; + } + + // Horizontal scrolling buttons + // - Important: note that TabBarScrollButtons() will alter BarRect.Max.x. + // - Selection skips buttons and might cross through sections if there are Tabs in Leading/Trailing sections. + const bool can_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + const float width_all_tabs_to_use_for_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) ? tab_bar->WidthAllTabs : width_all_tabs_after_min_width_shrink; + tab_bar->ScrollButtonEnabled = ((width_all_tabs_to_use_for_scroll > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && can_scroll); + if (tab_bar->ScrollButtonEnabled) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_and_select_tab->ID; + scroll_to_tab_id = scroll_and_select_tab->ID; + } + if (scroll_to_tab_id == 0 && scroll_to_selected_tab) + scroll_to_tab_id = tab_bar->SelectedTabId; + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + const bool can_shrink = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyShrink) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + if (width_excess >= 1.0f && (can_shrink || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess, shrink_min_width); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (found_selected_tab_id == false && !tab_bar_appearing) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if (tab_bar->ScrollButtonEnabled && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +ImVec2 ImGui::TabBarGetTabPos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if ((tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0) + return tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + return tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + + // Clamp attempt to scroll to leading/trailing sections items. + // This could be done at the TabBarScrollingButtons() call site as well, but here works. + if (tab->Flags & ImGuiTabItemFlags_Leading) + tab = &tab_bar->Tabs[sections[0].TabCount]; + else if (tab->Flags & ImGuiTabItemFlags_Trailing) + tab = &tab_bar->Tabs[sections[0].TabCount + sections[1].TabCount]; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + // When scrolling to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + // Disable the margin if the scrolling section is too small for the target tab: prefer displaying a maximum of the label. + ImGuiContext& g = *GImGui; + float margin = ImClamp(tab_bar->ScrollingRectMaxX - tab_bar->ScrollingRectMinX - tab->Width, g.Style.ItemInnerSpacing.x, g.FontSize * 1.0f); + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const float tab_spacing = g.Style.ItemInnerSpacing.x; + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - tab_spacing; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + tab_spacing; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat | ImGuiItemFlags_NoNav, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT_USER_ERROR_RETV(tab_bar != NULL, false, "Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT_USER_ERROR_RET(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT_USER_ERROR_RETV(tab_bar != NULL, false, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +void ImGui::TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT_USER_ERROR_RET(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + SetNextItemWidth(width); + TabItemEx(tab_bar, str_id, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + window->DC.CursorPos = TabBarGetTabPos(tab_bar, tab); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImClamp(bb.Min.x, tab_bar->ScrollingRectMinX, tab_bar->ScrollingRectMaxX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((ImGuiButtonFlags)(is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held, pressed; + if (flags & ImGuiTabItemFlags_Invisible) + hovered = held = pressed = false; + else + pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + const bool is_visible = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible); + if (is_visible) + { + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + // Might be moved to TabItemBackground() ? + ImVec2 tl = bb.GetTL() + ImVec2(0, style.TabBarOverlineSize * 0.5f); + ImVec2 tr = bb.GetTR() + ImVec2(0, style.TabBarOverlineSize * 0.5f); + ImU32 overline_col = GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline); + if (style.TabRounding > 0.0f) + { + float rounding = style.TabRounding; + display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9); + display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11); + display_draw_list->PathStroke(overline_col, style.TabBarOverlineSize); + } + else + { + display_draw_list->AddLine(tl, tr, overline_col, style.TabBarOverlineSize); + } + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; // Leave a bit of room in title bars. + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->AddRectFilled(ImVec2(bb.Min.x, y1), ImVec2(bb.Max.x, y2), col, rounding, ImDrawFlags_RoundTop); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), g.Style.TabBorderSize, ImDrawFlags_StrokeCenterBiased); // Use _StrokeInside? + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, false); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_ellipsis_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too. + + if (close_button_id != 0) + { + if (is_contents_visible) + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)); + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)); + } + + // When tabs/document is unsaved, the unsaved marker takes priority over the close button. + const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered); + if (unsaved_marker_visible) + { + ImVec2 bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5f; + RenderBullet(draw_list, bullet_pos, GetColorU32(ImGuiCol_UnsavedMarker)); + } + else if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = text_ellipsis_clip_bb.Max.x; + if (close_button_visible || unsaved_marker_visible) + { + const bool visible_without_hover = unsaved_marker_visible || (is_contents_visible ? g.Style.TabCloseButtonMinWidthSelected : g.Style.TabCloseButtonMinWidthUnselected) < 0.0f; + if (visible_without_hover) + { + text_ellipsis_clip_bb.Max.x -= button_sz * 0.90f; + ellipsis_max_x -= button_sz * 0.90f; + } + else + { + text_ellipsis_clip_bb.Max.x -= button_sz * 1.00f; + } + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, label_end, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE