26 Commits
Author SHA1 Message Date
4DBug c1696c799f 0.3.0
Build & Release / build (push) Waiting to run
2026-10-15 11:04:45 -05:00
4DBug 447230e688 CI/releases: drop the nodemo bundles (--no-demo build flag kept); remove examples/example_shared; Roblox backend RenderRate defaults to 60 (0 = every frame); README + TODO.txt updated 2026-10-15 10:57:00 -05:00
4DBug a1aa5cbb2d Fix: long TextUnformatted (>2000 bytes) rendered each visible line to the end of the text (RenderText end was nil, upstream passes line_end); PushFont() saved the new font instead of the current one, so PopFont() never restored it (font preview leaked into all later text); t_fixes covers both 2026-10-15 10:54:56 -05:00
4DBug dad1a0c0f1 Port leftovers: BringWindowToDisplayBehind, ImGuiSizeCallbackData + CalcWindowSizeAfterConstraint, ErrorCheckUsingSetCursorPosToExtendParentBoundaries, PopFocusScope user error (+ SetCurrentWindow stack sizes fix), log text decorations (Button/Menu/TreeNode/Drag/Slider/InputText/Checkbox/Radio), DataTypeFormatString display, ImGuiDataType S64/U64 (upstream enum layout; doubles), sscanf %u/length modifiers, mouse arrays sized ImGuiMouseButton.COUNT, AddCallback userdata copy; TODO.txt refreshed 2026-10-15 10:51:20 -05:00
4DBug b71e62b4d9 Integration: debug/context fields in ImGuiContext ctor, ImGuiContextHookType, DebugFlashStyleColorIdx=COUNT, CurrentPixelDensity, clipper range/data helpers, full Shutdown cleanup, settings dates (ImGuiSettingsCleanupArgs, CleanupIniSettings, LastUsed=, Platform_SessionDate) + metrics Settings section, ImGuiStyleVar SeparatorSize/DockingSeparatorSize (fixes off-by-one style var table), LogRenderedText restored in RenderText*, combo preview 1.93, InputScalar ValidatedThisFrame, ImGuiListClipperFlags/LogFlags/OldColumnFlags, ImGuiKey digit aliases, backend names 2026-10-15 09:39:17 -05:00
4DBug 92dbd9a580 compare_upstream: skip IM_MSVC_RUNTIME_CHECKS_*/template<> when naming structs; [=] status for intentional Lua replacements (ImGuiStorage, ImStr*/ImFormatString*, allocators, C++ container internals, sizeof/ABI helpers...) with evidence regexes, reported separately 2026-10-15 09:39:17 -05:00
4DBug e3840a938a Port debug tools (item picker, flash style color, debug locate, DebugDraw*, keyboard preview, debug break, DrawCmd mesh view), context hooks, SetContextName, AddInputCharactersUTF8, sanity checks, window resize ids, Register/UnregisterUserTexture, SetPixelDensity, TestShortcutRouting, DemoMarker; InputTextState selection API (fixes undo crash, callbacks get 0-based positions), ShortcutsForCancel (Esc/right-click reverts drags/sliders), ImParseFormatSanitizeForPrinting, ImDrawList CloneOutput/PrimQuadUV/AddImageQuad, ImDrawData DeIndexAllBuffers/ScaleClipRects, internal helpers (ImBitVector, ImGuiPackedDate, inline ImGui getters...); t_debugtools, t_helpers 2026-10-15 08:52:30 -05:00
4DBug 9be05aeb5c Fonts: ImFontGlyphRangesBuilder + GetGlyphRangesDefault, ImFont:CalcWordWrapPosition, stb_decompress + Decode85 + AddFontFromMemoryCompressed(Base85)TTF, atlas helpers (RemoveFont, RemoveCustomRect, AddRemapCodepoint (remap never triggered before), IsGlyphRangeUnused, texture status/format names...); t_fonts 2026-10-15 08:05:51 -05:00
4DBug f2c694bac5 Port ImTriangulator + upstream AddConcavePolyFilled (AA fringe, no per-triangle seams); [Luau] handles CCW winding and duplicate/collinear points that upstream mis-triangulates 2026-10-15 07:43:21 -05:00
4DBug 93a3c4faf5 Library draw call sites match 1.93: AddLineH/AddLineV + StrokeCenterBiased/StrokeInside (window/menu borders, separators, text cursor), tab border PathStroke, check mark AALineEnds, CloseButton/TreeNode lines/ColorButton/alpha checkerboard 1.93, Ctrl+Tab highlight AddRect arg order, metrics AA push/pop 2026-10-15 07:24:13 -05:00
4DBug 9872d43fd6 Draw list 1.93: baked round corners in the font atlas (ImFontAtlasBuildUpdateTexDataCorners, fill radii 1..16 + 3 stroke thicknesses) used by AddRect/AddRectFilled when pixel-aligned (_AddRectBaked/_AddRectFilledBaked) 2026-10-15 06:55:57 -05:00
4DBug af2026113a Draw list 1.93 strokes: _AddPolyline ported (texture AA lines, joins/miter/bevel, CapSquare, AALineEnds, Stroke Inside/Center/CenterBiased/Outside/Legacy), AddConvexPolyFilled AAFill, all primitives with 1.93 signatures/flags, PathRect/PathArcTo 1.93, baked line textures; Custom Rendering demo flags UI restored. check_all: t_pixels incremental==full redraw, headless screenshot (tools/test/shot.py) 2026-10-15 06:37:49 -05:00
4DBug a111187591 Draw list 1.93 foundation (no output change): ImDrawFlags 1.93 values (Round*/Stroke*/AA*/JoinMiter/CapSquare/TextNoPixelSnap/UseTexForRoundCorners...; RoundCorners* kept as obsolete aliases), ImDrawList.Flags + PushDrawFlag/PopDrawFlag/_SetPixelDensity, SetupDrawListSharedData 1.93, style.CurveTessellationMaxError/AntiAliasedLineEnds, _AddPolyline entry point 2026-10-15 05:13:58 -05:00
4DBug 1e63710e33 compare_upstream: match XxxMT:Method and Class_Method globals to C++ class members (demo 100% ported by name) 2026-10-15 04:35:23 -05:00
4DBug d18bc714fc Demo: Selection State & Multi-Select section (ExampleSelectionWithDeletion, ExampleDualListBox, all 11 sub-demos) and Assets Browser ported; fix ImFloor() for negative non-integers (was floor-1) 2026-10-15 04:13:40 -05:00
4DBug 049e160852 Port multi-select, box-select and typing-select (BeginMultiSelect/EndMultiSelect, SetNextItemSelectionUserData, MultiSelectItemHeader/Footer, BeginBoxSelect/EndBoxSelect, GetTypingSelectRequest/TypingSelectFind*, ImGuiSelectionBasicStorage/ExternalStorage, Metrics nodes); wired into Selectable/Checkbox/TreeNode/clipper/tables; t_multiselect 2026-10-15 03:49:53 -05:00
4DBug 33ab5a1d84 Fix: InputTextMultiline crashed when drawn (InputTextLineIndexBuild/line offsets 0-based like upstream, inverted buf_display_end), InputText LiveEdit flag check; Shortcut()/IsKeyChordPressed() upstream defaults; FrameCount starts at 0 (IsWindowAppearing on first frame); missing ImGuiIO config fields with upstream defaults (+ ConfigDebugBeginReturnValueOnce/Loop); ColorButton drag source + ColorEdit4 drop target, IMGUI_PAYLOAD_TYPE_COLOR_3F/4F; t_fixes covers them 2026-10-15 03:03:10 -05:00
4DBug 9c8c1b018e Demo: re-ported imgui_demo.cpp line by line in upstream order (one function per upstream function, same labels/HelpMarkers/comments, 176/186 IMGUI_DEMO_MARKERs; port table driver/Sub()/Demo* helpers removed, statics in S.<Function>). New: DemoWindowInputs (Inputs & Focus), Image Viewer, ShowExampleAppDockSpaceBasic. Selection/Assets Browser stubbed until multi-select is ported. ImColor helper (imgui_h.lua). PORT_STATUS demo similarity 29% -> 51% 2026-10-15 02:32:58 -05:00
4DBug b929de5206 Fix: ImDrawList:PushClipRectFullScreen() was missing (drop target outside the window clip rect crashed); CalcItemSize() no longer writes to the caller's size (by value like upstream; fixes BeginTable UserOuterSize), scalar _CalcItemSizeXY for internal callers; t_fixes covers both 2026-10-15 02:05:43 -05:00
4DBug ac4398ee2a tools/test: check_all.sh (CI mirror + all scripted tests + demo forced open + LÖVE), hashes.sh (draw checksums vs a git rev), t_libhash (library-only draw checksum); regenerate PORT_STATUS 2026-10-15 02:03:40 -05:00
4DBug ff86ea5aa2 0.2.0
Build & Release / build (push) Waiting to run
2026-10-15 01:06:11 -05:00
4DBug 4ac57cb571 Roblox backend: redraw budget is opt-in (SetRedrawBudget default 0 = every changed tile drawn the same frame) 2026-10-15 00:55:43 -05:00
4DBug 15dc766d82 bundle.py: build-time Luau optimizations (draw-data identical; IMGUI_BUNDLE_NOOPT=1 disables): hot library globals as bundle locals, enum/constant folding (values dumped by the luau CLI; IMGUI_BUNDLE_STRICT=1 in CI), --@hoist pure helpers to inlinable bundle-level local functions, statement IM_ASSERT -> assert; builtin type instead of ImGui._GetTypeFunc() alias (GETGLOBAL 15903 -> 540) 2026-10-15 00:23:20 -05:00
4DBug ed53d0683e Library perf (draw-data identical): layout core (no ImVec2 __index in ItemSize, inlined ID/style/clip stacks, scalar ItemAdd/IsClippedEx/CalcItemSize/GetColorU32), text + widgets (scalar TextEx/ButtonEx/Checkbox/Slider/Drag/Selectable/TreeNode, word-wrap memo), tables (in-place clip rects, no per-row/cell temporaries, @native cell functions, scalar ClipWith), draw list (PrimRectXY, scalar AddRect/AddRectFilled/AddLine/PathRect/arcs) 2026-10-14 23:27:23 -05:00
4DBug b71e29ee35 Roblox backend perf (pixel-identical): redraw budget (SetRedrawBudget, default 1.5 ms; RenderRate default 0), exact in-place draw list compare + whole-pixel move fast path, partial tile redraws, flat rects hashed by in-tile rect, quads hashed by TL/BR, no full redraw on texture updates, @native CopyTexturePixels, reused partial upload buffers; imgui_draw: @native word wrap, ImStrByte/classifier inlined, text size cache covers wrapped text; t_pixels pixel oracle; run.py RUN_FLAGS 2026-10-14 22:26:38 -05:00
4DBug bcf383a079 tools/compare_upstream.py: port coverage + code similarity vs upstream, writes docs/PORT_STATUS.txt 2026-10-14 22:26:38 -05:00
45 changed files with 70403 additions and 34915 deletions
+5 -6
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@@ -116,7 +116,7 @@ The Style Editor (`ImGui.ShowStyleEditor()`) and the Metrics/Debugger (`ImGui.Sh
### Getting Started & Integration (Roblox)
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/imgui-luau@0.1.4"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/imgui-luau@0.3.0"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
1. Build the module: `python3 tools/bundle.py` writes `build/ImGui.luau` (`--no-demo` leaves the demo out) and `build/ImGuiTyped.luau`, a small typed entry module (Luau types for the public `ImGui.*` API, `ImVec2`/`ImVec4` and the flag enums) that requires `build/ImGui.luau` as its child `Impl`. The Wally package and the Rojo projects use that layout, so you get autocomplete and type errors in `--!strict` scripts. The single-file `ImGui.luau` also works on its own, just untyped.
2. Sync with [Rojo](https://rojo.space): [`default.project.json`](/default.project.json) puts the module in `ReplicatedStorage.ImGui` and the example LocalScript in `StarterPlayerScripts`.
@@ -151,7 +151,8 @@ Backend options:
| --- | --- |
| `ImGui_ImplRoblox.Init(parent, render_scale)` | `render_scale` = your OS display scale renders at physical-pixel resolution (crisper, same size as desktop imgui). |
| `ImGui_ImplRoblox.SetRenderScale(scale)` | Change it at runtime. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default 60, `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default `60`; `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRedrawBudget(ms)` | Max milliseconds per frame spent redrawing changed tiles (opt-in; default `0` = no limit, every change is drawn the same frame). With a budget, tiles over it keep their old pixels for a few frames, so big changes are spread over frames instead of one long frame (parts of the UI may update a frame or two apart). |
| `ImGui_ImplRoblox.SetBusyRenderRate(hz)` | Optional lower redraw rate while scrolling, resizing or moving windows (default off). |
| `ImGui_ImplRoblox.SetProfiling(true)` | MicroProfiler (Ctrl+F6) labels for every backend stage. |
| `ImGui_ImplRoblox.AddFile(path, bytes)` | Register a file (e.g. a `.ttf`) so `io.Fonts:AddFontFromFileTTF(path, size)` can load it. |
@@ -178,7 +179,7 @@ The cost is CPU time in Luau, so the backend is built around **not drawing**:
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
6. **Redraw budget.** Changed tiles are redrawn in the frame they change. Optionally, `SetRedrawBudget(ms)` caps the redraw time per frame; tiles over it keep their old pixels and follow on the next frames. Redraws are capped at 60 per second by default (`SetRenderRate(hz)`, `0` = uncapped), optionally lower while busy with `SetBusyRenderRate(hz)`. Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Typing comes from key codes by default (printable ASCII). Call `ImGui_ImplRoblox.SetTextProxy(true)` to opt in to a hidden `TextBox` that holds focus while a text field is active: the OS then delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
@@ -204,12 +205,10 @@ love examples/example_love
Roblox stays the primary target: the Roblox build is untouched by this (no shims, `@native` kept); the LÖVE build strips `@native` and adds small `bit32`/`buffer`/`utf8`/`table` shims (the COMPAT section of [backends/imgui_impl_love.lua](/backends/imgui_impl_love.lua)). `tools/test/love/run.sh` checks that LuaJIT produces exactly the same draw data as Luau.
[examples/example_shared/app.lua](/examples/example_shared/app.lua) is one UI that runs unchanged on both: `roblox.client.luau` (Rojo: `examples/example_shared/default.project.json`) and `main.lua` (`love examples/example_shared`) are the only platform code. Write shared UI code in plain Lua 5.1 syntax (no `+=`, `//`, `continue`).
#### Prebuilt releases
Every push to `master` publishes a rolling `latest` release, and every `v*` tag a versioned release ([.github/workflows/release.yml](/.github/workflows/release.yml)), with:
`ImGui.luau` / `ImGui-nodemo.luau` (Roblox ModuleScript), `imgui_love.lua` / `imgui_love-nodemo.lua` (LÖVE), and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples).
`ImGui.luau` (Roblox ModuleScript), `imgui_love.lua` (LÖVE), their minified `.min` variants, and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples). For a library-only build without the demo, build it yourself with `--no-demo`.
### Differences from C++ Dear ImGui
+6 -16
View File
@@ -30,38 +30,32 @@ jobs:
unzip -q luau.zip -d luau && chmod +x luau/* && echo "$PWD/luau" >> "$GITHUB_PATH"
- name: Build
env:
IMGUI_BUNDLE_STRICT: "1" # fail if enum folding (needs the luau CLI above) can't run
run: |
mkdir -p dist
python3 tools/bundle.py dist/roblox # ImGui.luau (library + demo)
python3 tools/bundle.py --no-demo dist/roblox-nodemo # ImGui.luau (library only)
python3 tools/bundle.py --target love dist/love # imgui_love.lua (library + demo)
python3 tools/bundle.py --target love --no-demo dist/love-nodemo
# minified variants (comments/whitespace stripped, same code): tools/minify.py
python3 tools/minify.py dist/roblox/ImGui.luau dist/ImGui.min.luau
python3 tools/minify.py dist/roblox-nodemo/ImGui.luau dist/ImGui-nodemo.min.luau
python3 tools/minify.py dist/love/imgui_love.lua dist/imgui_love.min.lua
python3 tools/minify.py dist/love-nodemo/imgui_love.lua dist/imgui_love-nodemo.min.lua
- name: Check
run: |
python3 tools/sync_github_readme.py --check
luau-compile --null dist/roblox/ImGui.luau
luau-compile --null dist/roblox-nodemo/ImGui.luau
sed 's|require(script:WaitForChild("Impl"))|nil|' dist/roblox/ImGuiTyped.luau > /tmp/ImGuiTyped.luau && luau-analyze /tmp/ImGuiTyped.luau
luajit -bl dist/love/imgui_love.lua > /dev/null
luajit -bl dist/love-nodemo/imgui_love.lua > /dev/null
python3 tools/minify.py --test
luau-compile --null dist/ImGui.min.luau
luau-compile --null dist/ImGui-nodemo.min.luau
luajit -bl dist/imgui_love.min.lua > /dev/null
luajit -bl dist/imgui_love-nodemo.min.lua > /dev/null
python3 tools/test/run.py --main tools/test/scripts/t_readme.luau --frames 30 --quiet --roblox --timeout 300 | tee /tmp/r.txt
grep -q "README OK" /tmp/r.txt
python3 tools/test/run.py --main tools/test/scripts/t_cached_window.luau --frames 130 --quiet --roblox --timeout 300 | tee /tmp/c.txt
grep -q "CACHED OK" /tmp/c.txt
MINIFY=1 python3 tools/test/run.py --main tools/test/scripts/t_readme.luau --frames 30 --quiet --roblox --timeout 300 | tee /tmp/rm.txt
grep -q "README OK" /tmp/rm.txt
python3 tools/test/run.py --main tools/test/scripts/t_fixes.luau --frames 25 --quiet --roblox --timeout 300 | tee /tmp/f.txt
python3 tools/test/run.py --main tools/test/scripts/t_fixes.luau --frames 55 --quiet --roblox --timeout 300 | tee /tmp/f.txt
grep -q "FIXES OK" /tmp/f.txt
python3 tools/bundle.py --target love >/dev/null
luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic | tee /tmp/h.txt
@@ -76,16 +70,14 @@ jobs:
V="${GITHUB_REF_NAME}"
cd dist
cp roblox/ImGui.luau ImGui.luau
cp roblox-nodemo/ImGui.luau ImGui-nodemo.luau
cp love/imgui_love.lua imgui_love.lua
cp love-nodemo/imgui_love.lua imgui_love-nodemo.lua
# Roblox: module + example LocalScript + Rojo project
mkdir -p pkg-roblox/build && cp ImGui.luau roblox/ImGuiTyped.luau pkg-roblox/build/ && cp ../default.project.json pkg-roblox/
mkdir -p pkg-roblox/examples && cp -r ../examples/example_roblox ../examples/example_shared pkg-roblox/examples/
mkdir -p pkg-roblox/examples && cp -r ../examples/example_roblox pkg-roblox/examples/
(cd pkg-roblox && zip -qr ../imgui-luau-roblox-$V.zip .)
# LÖVE: bundle + fonts + examples (run: love examples/example_love)
mkdir -p pkg-love/build && cp imgui_love.lua pkg-love/build/ && cp -r ../fonts pkg-love/ && rm -f pkg-love/fonts/*.lua
mkdir -p pkg-love/examples && cp -r ../examples/example_love ../examples/example_shared pkg-love/examples/
mkdir -p pkg-love/examples && cp -r ../examples/example_love pkg-love/examples/
(cd pkg-love && zip -qr ../imgui-luau-love-$V.zip .)
ls -la
@@ -95,9 +87,7 @@ jobs:
with:
files: |
dist/ImGui.luau
dist/ImGui-nodemo.luau
dist/imgui_love.lua
dist/imgui_love-nodemo.lua
dist/*.min.luau
dist/*.min.lua
dist/*.zip
@@ -125,4 +115,4 @@ jobs:
gh release delete latest --yes --cleanup-tag || true
gh release create latest --latest --title "Latest build (${GITHUB_SHA::7})" \
--notes "Automatic build of ${GITHUB_SHA} on ${GITHUB_REF_NAME}. Tag a commit v* for a versioned release." \
dist/ImGui.luau dist/ImGui-nodemo.luau dist/imgui_love.lua dist/imgui_love-nodemo.lua dist/*.min.luau dist/*.min.lua dist/*.zip
dist/ImGui.luau dist/imgui_love.lua dist/*.min.luau dist/*.min.lua dist/*.zip
+5 -6
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@@ -113,7 +113,7 @@ The Style Editor (`ImGui.ShowStyleEditor()`) and the Metrics/Debugger (`ImGui.Sh
### Getting Started & Integration (Roblox)
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/imgui-luau@0.1.4"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/imgui-luau@0.3.0"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
1. Build the module: `python3 tools/bundle.py` writes `build/ImGui.luau` (`--no-demo` leaves the demo out) and `build/ImGuiTyped.luau`, a small typed entry module (Luau types for the public `ImGui.*` API, `ImVec2`/`ImVec4` and the flag enums) that requires `build/ImGui.luau` as its child `Impl`. The Wally package and the Rojo projects use that layout, so you get autocomplete and type errors in `--!strict` scripts. The single-file `ImGui.luau` also works on its own, just untyped.
2. Sync with [Rojo](https://rojo.space): [`default.project.json`](default.project.json) puts the module in `ReplicatedStorage.ImGui` and the example LocalScript in `StarterPlayerScripts`.
@@ -148,7 +148,8 @@ Backend options:
| --- | --- |
| `ImGui_ImplRoblox.Init(parent, render_scale)` | `render_scale` = your OS display scale renders at physical-pixel resolution (crisper, same size as desktop imgui). |
| `ImGui_ImplRoblox.SetRenderScale(scale)` | Change it at runtime. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default 60, `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default `60`; `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRedrawBudget(ms)` | Max milliseconds per frame spent redrawing changed tiles (opt-in; default `0` = no limit, every change is drawn the same frame). With a budget, tiles over it keep their old pixels for a few frames, so big changes are spread over frames instead of one long frame (parts of the UI may update a frame or two apart). |
| `ImGui_ImplRoblox.SetBusyRenderRate(hz)` | Optional lower redraw rate while scrolling, resizing or moving windows (default off). |
| `ImGui_ImplRoblox.SetProfiling(true)` | MicroProfiler (Ctrl+F6) labels for every backend stage. |
| `ImGui_ImplRoblox.AddFile(path, bytes)` | Register a file (e.g. a `.ttf`) so `io.Fonts:AddFontFromFileTTF(path, size)` can load it. |
@@ -175,7 +176,7 @@ The cost is CPU time in Luau, so the backend is built around **not drawing**:
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
6. **Redraw budget.** Changed tiles are redrawn in the frame they change. Optionally, `SetRedrawBudget(ms)` caps the redraw time per frame; tiles over it keep their old pixels and follow on the next frames. Redraws are capped at 60 per second by default (`SetRenderRate(hz)`, `0` = uncapped), optionally lower while busy with `SetBusyRenderRate(hz)`. Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Typing comes from key codes by default (printable ASCII). Call `ImGui_ImplRoblox.SetTextProxy(true)` to opt in to a hidden `TextBox` that holds focus while a text field is active: the OS then delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
@@ -201,12 +202,10 @@ love examples/example_love
Roblox stays the primary target: the Roblox build is untouched by this (no shims, `@native` kept); the LÖVE build strips `@native` and adds small `bit32`/`buffer`/`utf8`/`table` shims (the COMPAT section of [backends/imgui_impl_love.lua](backends/imgui_impl_love.lua)). `tools/test/love/run.sh` checks that LuaJIT produces exactly the same draw data as Luau.
[examples/example_shared/app.lua](examples/example_shared/app.lua) is one UI that runs unchanged on both: `roblox.client.luau` (Rojo: `examples/example_shared/default.project.json`) and `main.lua` (`love examples/example_shared`) are the only platform code. Write shared UI code in plain Lua 5.1 syntax (no `+=`, `//`, `continue`).
#### Prebuilt releases
Every push to `master` publishes a rolling `latest` release, and every `v*` tag a versioned release ([.github/workflows/release.yml](.github/workflows/release.yml)), with:
`ImGui.luau` / `ImGui-nodemo.luau` (Roblox ModuleScript), `imgui_love.lua` / `imgui_love-nodemo.lua` (LÖVE), and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples).
`ImGui.luau` (Roblox ModuleScript), `imgui_love.lua` (LÖVE), their minified `.min` variants, and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples). For a library-only build without the demo, build it yourself with `--no-demo`.
### Differences from C++ Dear ImGui
+4
View File
@@ -431,6 +431,8 @@ function ImGui_ImplLOVE_Init(opts)
local io = ImGui.GetIO()
local bd = { Time = love.timer.getTime(), Root = opts.root or "", Textures = {}, TextureCount = 0, Meshes = {}, FrameNo = 0 }
io.BackendPlatformUserData = bd
io.BackendPlatformName = "imgui_impl_love"
io.BackendRendererName = "imgui_impl_love"
io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset, ImGuiBackendFlags.HasMouseCursors)
local platform_io = ImGui.GetPlatformIO()
@@ -449,6 +451,8 @@ function ImGui_ImplLOVE_Shutdown()
for _, m in pairs(bd.Meshes) do m.Mesh:release() end
for _, t in pairs(bd.Textures) do t:release() end
io.BackendPlatformUserData = nil
io.BackendPlatformName = nil
io.BackendRendererName = nil
io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor(ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset, ImGuiBackendFlags.HasMouseCursors)))
end
+361 -61
View File
@@ -142,6 +142,7 @@ end
---------------------------------------------------------
-- Copies a region of ImTextureData pixels (1-based byte table) into our RGBA8 buffer
@native
local function CopyTexturePixels(tex, dst, x, y, w, h)
local bpp, tex_w = tex.BytesPerPixel, tex.Width
for row = 0, h - 1 do
@@ -208,6 +209,8 @@ end
-- 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 rect_cols = table.create(256, 0) -- scratch: texel column offsets for DrawRect
local sub_bufs, n_sub_bufs = {}, 0 -- scratch: partial tile upload buffers by size
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.
@@ -337,18 +340,30 @@ local function DrawRect(x0, y0, x1, y1, u0, v0, u1, v1, col, t, cx0, cy0, cx1, c
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
-- The texel column only depends on x: compute it once per column instead of once per pixel
local ncol = px1 - px0
local cols = rect_cols
for c = 1, ncol do
local tx = floor((u0 + (px0 + c - 1 + 0.5 - x0) * du) * tw)
if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end
cols[c] = tx * 4
end
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 trow4 = ty * tw * 4
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
for c = 1, ncol do
local to = trow4 + cols[c]
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)
local sa = ta * a255
local sr, sg, sb = readu8(tbuf, to) * r255, readu8(tbuf, to + 1) * g255, readu8(tbuf, to + 2) * b255
if sa >= 255 then -- (BlendPixel's opaque case, inlined: most glyph texels)
writeu32(buf, o, floor(sr + 0.5) + floor(sg + 0.5) * 256 + floor(sb + 0.5) * 65536 + 4278190080)
else
BlendPixel(o, sr, sg, sb, sa)
end
end
o = o + 4
end
@@ -442,6 +457,7 @@ local P1, P2 = 2147483647, 2147483629 -- two independent 31 bit hashes per tile
local KEY_W = 64 -- tile key = ty * KEY_W + tx (layers up to 16384 px wide)
local CLIP_PAD = 2048 -- content up to this far off screen is kept, so dragging a window past the edge doesn't redraw it
local LAYER_KEEP_FRAMES = 120 -- unused layers are destroyed after this many rendered frames
local MAX_DEFER_FRAMES = 8 -- a tile is redrawn at the latest this many frames after it changed, even over the redraw budget
-- Primitive arrays (reused between frames, no per-frame allocation)
local pr_a, pr_b, pr_c, pr_d, pr_t, pr_g = {}, {}, {}, {}, {}, {} -- vertices (pr_d == false -> triangle), texture, gradient kind
@@ -451,6 +467,7 @@ local pr_tex = {} -- texture id
local pr_vb = {} -- vertex buffer (draw list VtxBuffer.Buf)
local pr_k = {} -- layer kind (1..3)
local plist1, plist2, plist3 = {}, {}, {} -- primitive indices per layer kind
local cm_free, cm_kind, cm_x0, cm_y0, cm_x1, cm_y1 = {}, {}, {}, {}, {}, {} -- per draw command (collect -> Snapshot)
@native
local function HashVertex(h1, h2, vbuf, v, ox, oy)
@@ -540,7 +557,7 @@ local function GetLayer(bd, draw_list, kind)
else
frame = NewFrame(bd.Gui, false); root = frame
end
layer = { Root = root, Frame = frame, Tiles = {}, TH1 = {}, TH2 = {}, TN = {}, TL = {}, TX = {}, TY = {}, Touched = {}, NTouched = 0,
layer = { Root = root, Frame = frame, Tiles = {}, TH1 = {}, TH2 = {}, TN = {}, TL = {}, TL1 = {}, TL2 = {}, TLF = {}, TX = {}, TY = {}, Touched = {}, NTouched = 0,
Visible = false, X = false, Y = false, Z = -1, CX0 = false, CY0 = false, CX1 = false, CY1 = false }
set[kind] = layer
return layer
@@ -567,7 +584,8 @@ local function GetTile(bd, layer, key, tx, ty)
label.Visible = false
label.Active = bd.TilesActive
label.Parent = layer.Frame
tile = { Image = img, Label = label, Buffer = buffer.create(TILE * TILE * 4), H1 = -1, H2 = -1, Visible = false, BX0 = TILE, BY0 = TILE, BX1 = 0, BY1 = 0 }
tile = { Image = img, Label = label, Buffer = buffer.create(TILE * TILE * 4), H1 = -1, H2 = -1, Visible = false, BX0 = TILE, BY0 = TILE, BX1 = 0, BY1 = 0,
ON = -1, OH1 = {}, OH2 = {}, OF = {}, OB0 = {}, OB1 = {}, OB2 = {}, OB3 = {} } -- last drawn primitive list (hashes, bounds in tile)
layer.Tiles[key] = tile
return tile
end
@@ -587,31 +605,129 @@ local function DestroyTiles(bd)
bd.Layers = {}
end
-- Exact signature of everything in a draw list that affects its layers (nil = can't skip: user callbacks)
local sig_buf = buffer.create(4096)
-- Snapshot of everything in a draw list that affects its layers, compared exactly with the next frame's list:
-- 1 = identical (only restack), 2 = everything moved by the same whole pixels (dx, dy) (only move the layers: a window
-- being dragged), 0 = changed (full path). Compared in place (no strings built): early exit at the first difference.
local writef64 = buffer.writef64
local CMD_STRIDE = 70 -- clip (4 f64), ElemCount, IdxOffset, VtxOffset (u32), tex id (f64), kind (u8), free (u8), bounds of its primitives (4 x i32)
@native
local function DrawListSignature(draw_list, ox, oy)
local function Snapshot(set, draw_list, ox, oy, sw, sh)
local nv = draw_list.VtxBuffer.Size * VTX_STRIDE
local idx, ni = draw_list.IdxBuffer.Data, draw_list.IdxBuffer.Size
local ncmd = draw_list.CmdBuffer.Size
local need = ni * 4 + ncmd * 64 + 64
if buffer.len(sig_buf) < need then sig_buf = buffer.create(need * 2) end
local b, o = sig_buf, 0
for i = 1, ni do writeu32(b, o, idx[i]); o += 4 end
local sv, si, sc = set.SV, set.SI, set.SC
if not sv or buffer.len(sv) < nv then sv = buffer.create(max(nv, 64) * 2); set.SV = sv end
if not si or buffer.len(si) < ni * 4 then si = buffer.create(max(ni, 16) * 8); set.SI = si end
if not sc or buffer.len(sc) < ncmd * CMD_STRIDE then sc = buffer.create(max(ncmd, 4) * CMD_STRIDE * 2); set.SC = sc end
buffer.copy(sv, 0, draw_list.VtxBuffer.Buf, 0, nv)
for i = 1, ni do writeu32(si, (i - 1) * 4, idx[i]) end
local o, ci = 0, 0
for _, pcmd in draw_list.CmdBuffer:iter() do
if pcmd.UserCallback ~= nil then return nil end
if pcmd.UserCallback ~= nil then set.SnapOK = false; return end
local c = pcmd.ClipRect
buffer.writef64(b, o, c.x); buffer.writef64(b, o + 8, c.y); buffer.writef64(b, o + 16, c.z); buffer.writef64(b, o + 24, c.w)
writeu32(b, o + 32, pcmd.ElemCount); writeu32(b, o + 36, pcmd.IdxOffset); writeu32(b, o + 40, pcmd.VtxOffset)
buffer.writef64(b, o + 44, pcmd:GetTexID())
o += 52
writef64(sc, o, c.x); writef64(sc, o + 8, c.y); writef64(sc, o + 16, c.z); writef64(sc, o + 24, c.w)
writeu32(sc, o + 32, pcmd.ElemCount); writeu32(sc, o + 36, pcmd.IdxOffset); writeu32(sc, o + 40, pcmd.VtxOffset)
writef64(sc, o + 44, pcmd:GetTexID())
ci += 1
buffer.writeu8(sc, o + 52, cm_kind[ci] or 0); buffer.writeu8(sc, o + 53, cm_free[ci] and 1 or 0)
if cm_free[ci] then
buffer.writei32(sc, o + 54, cm_x0[ci]); buffer.writei32(sc, o + 58, cm_y0[ci]); buffer.writei32(sc, o + 62, cm_x1[ci]); buffer.writei32(sc, o + 66, cm_y1[ci])
end
o += CMD_STRIDE
end
set.SVN, set.SIN, set.SCN = nv, ni, ncmd
set.SOX, set.SOY, set.SSW, set.SSH = ox, oy, sw, sh
set.SCC = draw_list._ContentClipX0 ~= nil
set.SCX0, set.SCY0, set.SCX1, set.SCY1 = draw_list._ContentClipX0 or 0, draw_list._ContentClipY0 or 0, draw_list._ContentClipX1 or 0, draw_list._ContentClipY1 or 0
set.SSX, set.SSY = draw_list._ScrollOriginX or 0, draw_list._ScrollOriginY or 0
set.SnapOK = true
end
-- a + d == b exactly, with no rounding in a + d (so every later "x - origin" gives the same result as before the move)
@native
local function ShiftedExact(a, d, b)
local s = a + d
if s ~= b then return false end
local bb = s - a
return (a - (s - bb)) + (d - bb) == 0
end
@native
local function CompareDrawList(set, draw_list, ox, oy, sw, sh)
if not set or not set.SnapOK then return 0 end
local nv = draw_list.VtxBuffer.Size * VTX_STRIDE
local ni, ncmd = draw_list.IdxBuffer.Size, draw_list.CmdBuffer.Size
if nv ~= set.SVN or ni ~= set.SIN or ncmd ~= set.SCN or ox ~= set.SOX or oy ~= set.SOY or sw ~= set.SSW or sh ~= set.SSH then return 0 end
if (draw_list._ContentClipX0 ~= nil) ~= set.SCC then return 0 end
local vb, sv = draw_list.VtxBuffer.Buf, set.SV
if nv == 0 then return 1 end
-- translation from the first vertex: whole pixels only, and only with DisplayPos at 0 (so it stays exact)
local dx, dy = readf64(vb, 0) - readf64(sv, 0), readf64(vb, 8) - readf64(sv, 8)
if dx ~= dx or dy ~= dy then return 0 end
if dx ~= 0 or dy ~= 0 then
if dx ~= floor(dx) or dy ~= floor(dy) or ox ~= 0 or oy ~= 0 or not set.SLimFree then return 0 end
-- everything must stay as far from the clip limits as before (nothing newly clamped)
if set.SEX0 + dx < -CLIP_PAD or set.SEY0 + dy < -CLIP_PAD or set.SEX1 + dx > sw + CLIP_PAD or set.SEY1 + dy > sh + CLIP_PAD then return 0 end
end
local idx, si = draw_list.IdxBuffer.Data, set.SI
for i = 1, ni do if idx[i] ~= readu32(si, (i - 1) * 4) then return 0 end end
local sc, o = set.SC, 0
local ccx0, ccy0, ccx1, ccy1 = draw_list._ContentClipX0, draw_list._ContentClipY0, draw_list._ContentClipX1, draw_list._ContentClipY1
local seen_content = false
for _, pcmd in draw_list.CmdBuffer:iter() do
if pcmd.UserCallback ~= nil then return 0 end
if pcmd.ElemCount ~= readu32(sc, o + 32) or pcmd.IdxOffset ~= readu32(sc, o + 36) or pcmd.VtxOffset ~= readu32(sc, o + 40) or pcmd:GetTexID() ~= readf64(sc, o + 44) then return 0 end
local c = pcmd.ClipRect
if dx == 0 and dy == 0 then
if c.x ~= readf64(sc, o) or c.y ~= readf64(sc, o + 8) or c.z ~= readf64(sc, o + 16) or c.w ~= readf64(sc, o + 24) then return 0 end
elseif not (ShiftedExact(readf64(sc, o), dx, c.x) and ShiftedExact(readf64(sc, o + 8), dy, c.y)
and ShiftedExact(readf64(sc, o + 16), dx, c.z) and ShiftedExact(readf64(sc, o + 24), dy, c.w)) then
-- An unchanged clip rect (e.g. the viewport) is fine if it clipped none of this command's primitives before
-- the move and still clips none after it
if c.x ~= readf64(sc, o) or c.y ~= readf64(sc, o + 8) or c.z ~= readf64(sc, o + 16) or c.w ~= readf64(sc, o + 24)
or buffer.readu8(sc, o + 53) == 0 then return 0 end
if buffer.readi32(sc, o + 54) + dx < floor(c.x) or buffer.readi32(sc, o + 58) + dy < floor(c.y)
or buffer.readi32(sc, o + 62) + dx > floor(c.z) or buffer.readi32(sc, o + 66) + dy > floor(c.w) then return 0 end
end
-- same layer kind as before (same rule as the collect pass)
if pcmd.ElemCount > 0 then
local kind = 1
if ccx0 and c.x >= ccx0 and c.y >= ccy0 and c.z <= ccx1 and c.w <= ccy1 then kind = 2; seen_content = true
elseif seen_content then kind = 3 end
if kind ~= buffer.readu8(sc, o + 52) then return 0 end
end
o += CMD_STRIDE
end
if dx == 0 and dy == 0 then
if set.SCC and (draw_list._ContentClipX0 ~= set.SCX0 or draw_list._ContentClipY0 ~= set.SCY0 or draw_list._ContentClipX1 ~= set.SCX1
or draw_list._ContentClipY1 ~= set.SCY1 or draw_list._ScrollOriginX ~= set.SSX or draw_list._ScrollOriginY ~= set.SSY) then return 0 end
for v = 0, nv - VTX_STRIDE, VTX_STRIDE do
if readf64(vb, v) ~= readf64(sv, v) or readf64(vb, v + 8) ~= readf64(sv, v + 8) or readf64(vb, v + 16) ~= readf64(sv, v + 16)
or readf64(vb, v + 24) ~= readf64(sv, v + 24) or readu32(vb, v + 32) ~= readu32(sv, v + 32) then return 0 end
end
return 1
end
if set.SCC and not (ShiftedExact(set.SCX0, dx, draw_list._ContentClipX0) and ShiftedExact(set.SCY0, dy, draw_list._ContentClipY0)
and ShiftedExact(set.SCX1, dx, draw_list._ContentClipX1) and ShiftedExact(set.SCY1, dy, draw_list._ContentClipY1)
and ShiftedExact(set.SSX, dx, draw_list._ScrollOriginX) and ShiftedExact(set.SSY, dy, draw_list._ScrollOriginY)) then return 0 end
for v = 0, nv - VTX_STRIDE, VTX_STRIDE do
if not ShiftedExact(readf64(sv, v), dx, readf64(vb, v)) or not ShiftedExact(readf64(sv, v + 8), dy, readf64(vb, v + 8))
or readf64(vb, v + 16) ~= readf64(sv, v + 16) or readf64(vb, v + 24) ~= readf64(sv, v + 24) or readu32(vb, v + 32) ~= readu32(sv, v + 32) then return 0 end
end
return 2, dx, dy
end
-- A window moved by whole pixels: its tiles are unchanged, only the layer frames move
local function ShiftLayer(layer, dx, dy, scale)
layer.X += dx; layer.Y += dy
local root = layer.Root
if root ~= layer.Frame then
layer.CX0 += dx; layer.CY0 += dy; layer.CX1 += dx; layer.CY1 += dy
root.Position = UDim2.fromOffset(layer.CX0 / scale, layer.CY0 / scale)
else
root.Position = UDim2.fromOffset(layer.X / scale, layer.Y / scale)
end
buffer.writef64(b, o, ox); buffer.writef64(b, o + 8, oy)
buffer.writef64(b, o + 16, draw_list._ContentClipX0 or -1); buffer.writef64(b, o + 24, draw_list._ContentClipY0 or -1)
buffer.writef64(b, o + 32, draw_list._ContentClipX1 or -1); buffer.writef64(b, o + 40, draw_list._ContentClipY1 or -1)
buffer.writef64(b, o + 48, draw_list._ContentClipX0 and draw_list._ScrollOriginX or -1)
buffer.writef64(b, o + 56, draw_list._ContentClipX0 and draw_list._ScrollOriginY or -1)
o += 64
return readstring(draw_list.VtxBuffer.Buf, 0, draw_list.VtxBuffer.Size * VTX_STRIDE) .. readstring(b, 0, o)
end
-- Overlays: user Instances (e.g. a Frame holding a ViewportFrame) placed inside a window, registered every frame with
@@ -690,9 +806,11 @@ local function PE() if profiling then profileend() end end
@native
local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_x0, clip_y0, clip_x1, clip_y1)
local scale = bd.Scale
local deferred = false
-- Pass 2: hash primitives into layer-relative tiles
PB("ImGui tile hash")
local th1, th2, tn, tl, touched = layer.TH1, layer.TH2, layer.TN, layer.TL, layer.Touched
local tl1, tl2, tlf = layer.TL1, layer.TL2, layer.TLF -- per-tile list of the primitives' hashes (for partial redraws)
for k = 1, layer.NTouched do tn[touched[k]] = 0 end
local nt = 0
for pi = 1, np do
@@ -701,23 +819,55 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
-- The clip rect only affects pixels inside the primitive's bounds, so hash the clipped bounds (relative)
-- instead of the clip itself: a window clipped by the (fixed) viewport rect stays hash-stable when moved.
local cx0, cy0, cx1, cy1 = pr_bx0[p] - lx0, pr_by0[p] - ly0, pr_bx1[p] - lx0, pr_by1[p] - ly0
local h1 = ((cx0 * 8191 + cy0) * 8191 + cx1) % P1
local h2 = ((cy1 * 8191 + cx1) * 8191 + cy0 + tex_id) % P2
local vax, vay = lx0 + ox, ly0 + oy
local vbuf = pr_vb[p]
h1, h2 = HashVertex(h1, h2, vbuf, pr_a[p], vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_b[p], vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_c[p], vax, vay)
local vd = pr_d[p]
if vd then h1, h2 = HashVertex(h1, h2, vbuf, vd, vax, vay) end
local va, vd = pr_a[p], pr_d[p]
-- Flat rect (single colour, no gradient, constant uv): its pixels in a tile are exactly its clipped pixel rect
-- inside that tile filled with one colour, so hash that per tile instead of the vertices. Resizing a window
-- then only changes the tiles its edges cross, not every tile its background covers.
local flat_rect, rcol, ruv = false, 0, 0
if vd and not pr_g[p] then
local u0, v0 = readf64(vbuf, va + 16), readf64(vbuf, va + 24)
local vc = pr_c[p]
if not pr_t[p] or (u0 == readf64(vbuf, vc + 16) and v0 == readf64(vbuf, vc + 24)) then
flat_rect, rcol, ruv = true, readu32(vbuf, va + 32), u0 * 8192 + v0
end
end
local h1, h2 = 0, 0
local fsig = -1 -- flat rect: colour/uv/texture without the geometry (-1: not a flat rect)
if flat_rect then fsig = ((rcol * 8191 + ruv * 4096) % P1 * 64 + tex_id) % P1 end
if not flat_rect then
h1 = ((cx0 * 8191 + cy0) * 8191 + cx1) % P1
h2 = ((cy1 * 8191 + cx1) * 8191 + cy0 + tex_id) % P2
local vax, vay = lx0 + ox, ly0 + oy
if vd then
-- Axis aligned quad: the collect pass checked that TR/BL (positions, uvs, colours) follow from TL/BR
-- (and the gradient kind), so TL + BR + kind determine its pixels
h1, h2 = HashVertex(h1, h2, vbuf, va, vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_c[p], vax, vay)
local gk = pr_g[p]
if gk then h1 = (h1 * 48271 + gk) % P1; h2 = (h2 * 16807 + gk * 3) % P2 end
else
h1, h2 = HashVertex(h1, h2, vbuf, va, vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_b[p], vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_c[p], vax, vay)
end
end
for ty = floor((pr_by0[p] - ly0) / TILE), floor((pr_by1[p] - 1 - ly0) / TILE) do
for tx = floor((pr_bx0[p] - lx0) / TILE), floor((pr_bx1[p] - 1 - lx0) / TILE) do
if flat_rect then
local tx0, ty0 = tx * TILE, ty * TILE
local ix0, iy0 = max(cx0 - tx0, 0), max(cy0 - ty0, 0)
local ix1, iy1 = min(cx1 - tx0, TILE), min(cy1 - ty0, TILE)
local r = ((ix0 * 131 + iy0) * 131 + ix1) * 131 + iy1
h1 = ((r * 48271 + rcol) % P1 * 48271 + ruv * 4096 + 7) % P1
h2 = ((r * 16807 + rcol + tex_id) % P2 * 16807 + ruv * 65521 + 11) % P2
end
local key = ty * KEY_W + tx
local k = tn[key]
if not k or k == 0 then
k = 0
th1[key], th2[key] = 0, 0
if not tl[key] then tl[key] = {} end
if not tl[key] then tl[key] = {}; tl1[key] = {}; tl2[key] = {}; tlf[key] = {} end
nt = nt + 1
touched[nt] = key
layer.TX[key], layer.TY[key] = tx, ty
@@ -725,6 +875,7 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
k = k + 1
tn[key] = k
tl[key][k] = p
tl1[key][k], tl2[key][k], tlf[key][k] = h1, h2, fsig
th1[key] = (th1[key] * 48271 + h1) % P1
th2[key] = (th2[key] * 16807 + h2 + k) % P2
end
@@ -758,7 +909,7 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
PB("ImGui raster+upload")
for key, tile in pairs(layer.Tiles) do
if not tn[key] or tn[key] == 0 then
if tile.Visible then tile.Visible = false; tile.Label.Visible = false; tile.H1 = -1 end
if tile.Visible then tile.Visible = false; tile.Label.Visible = false; tile.H1 = -1; tile.ON = -1 end
end
end
for kk = 1, nt do
@@ -766,14 +917,27 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
local count = tn[key]
local tx, ty = layer.TX[key], layer.TY[key]
local tile = GetTile(bd, layer, key, tx, ty)
if force or tile.H1 ~= th1[key] or tile.H2 ~= th2[key] then
local dirty = force or tile.H1 ~= th1[key] or tile.H2 ~= th2[key]
if dirty and bd.RedrawStarted and (tile.Deferred or 0) < MAX_DEFER_FRAMES
and ((bd.RedrawBudget > 0 and os.clock() - bd.FrameT0 >= bd.RedrawBudget) or (bd.TileLimit and bd.FrameTiles >= bd.TileLimit)) then -- (TileLimit: test hook, tools/test/scripts/t_pixels.luau)
-- Over this frame's redraw budget: keep showing the old pixels, redraw on a following frame. The tile's
-- stored hashes/list still describe what it shows, so the next comparison is against the real content.
tile.Deferred = (tile.Deferred or 0) + 1
if force then tile.H1 = -1; tile.ON = -1 end -- full redraw later (force doesn't persist)
deferred = true
dirty = false
end
if dirty then
bd.RedrawStarted = true
bd.FrameTiles += 1
tile.Deferred = 0
tile.H1, tile.H2 = th1[key], th2[key]
local x0, y0 = lx0 + tx * TILE, ly0 + ty * TILE
local x1, y1 = x0 + TILE, y0 + TILE
buf, buf_w = tile.Buffer, TILE
local list = tl[key]
-- Dirty region = old content bounds + new content bounds. Outside it the tile is already
-- transparent, so only this region is cleared and uploaded (edge tiles are often mostly empty).
local list, lh1, lh2 = tl[key], tl1[key], tl2[key]
local oh1, oh2, ob0, ob1, ob2, ob3, on = tile.OH1, tile.OH2, tile.OB0, tile.OB1, tile.OB2, tile.OB3, tile.ON
-- New content bounds (union of the primitives' bounds in this tile)
local nx0, ny0, nx1, ny1 = TILE, TILE, 0, 0
for k = 1, count do
local p = list[k]
@@ -785,8 +949,63 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
if d > ny1 then ny1 = d end
end
nx0, ny0, nx1, ny1 = max(nx0, 0), max(ny0, 0), min(nx1, TILE), min(ny1, TILE)
local rx0, ry0, rx1, ry1 = min(nx0, tile.BX0), min(ny0, tile.BY0), max(nx1, tile.BX1), max(ny1, tile.BY1)
local rx0, ry0, rx1, ry1
if force or on < 0 then
-- Dirty region = old content bounds + new content bounds. Outside it the tile is already
-- transparent, so only this region is cleared and uploaded (edge tiles are often mostly empty).
rx0, ry0, rx1, ry1 = min(nx0, tile.BX0), min(ny0, tile.BY0), max(nx1, tile.BX1), max(ny1, tile.BY1)
else
-- Partial redraw: the primitives before the first and after the last changed one are the same as last
-- time. A pixel that no changed primitive (old or new) touches is covered by the same primitives in the
-- same order, so it is already correct: only the bounds of the changed ones are cleared and redrawn.
local i, lim = 1, min(on, count)
while i <= lim and oh1[i] == lh1[i] and oh2[i] == lh2[i] do i += 1 end
local j = 0
while j <= lim - i and oh1[on - j] == lh1[count - j] and oh2[on - j] == lh2[count - j] do j += 1 end
rx0, ry0, rx1, ry1 = TILE, TILE, 0, 0
local of, lf = tile.OF, tlf[key]
local paired = on - j - i == count - j - i
for k = i, count - j do
local p = list[k]
local a, b, c, d = max(pr_bx0[p] - x0, 0), max(pr_by0[p] - y0, 0), min(pr_bx1[p] - x0, TILE), min(pr_by1[p] - y0, TILE)
local oa, ob, oc, od = ob0[k], ob1[k], ob2[k], ob3[k]
if paired and lf[k] >= 0 and lf[k] == of[k] then
-- Same flat rect (colour/uv/texture) with new bounds: pixels inside both are unchanged, only the
-- strips between the old and new edges can differ (e.g. a window background growing on resize)
local uy0, uy1 = min(b, ob), max(d, od)
local ux0, ux1 = min(a, oa), max(c, oc)
if a ~= oa then ux0 = min(a, oa); local e = max(a, oa); rx0 = min(rx0, ux0); rx1 = max(rx1, e); ry0 = min(ry0, uy0); ry1 = max(ry1, uy1) end
if c ~= oc then local e = min(c, oc); rx0 = min(rx0, e); rx1 = max(rx1, max(c, oc)); ry0 = min(ry0, uy0); ry1 = max(ry1, uy1) end
if b ~= ob then ry0 = min(ry0, min(b, ob)); ry1 = max(ry1, max(b, ob)); rx0 = min(rx0, ux0); rx1 = max(rx1, ux1) end
if d ~= od then ry0 = min(ry0, min(d, od)); ry1 = max(ry1, max(d, od)); rx0 = min(rx0, ux0); rx1 = max(rx1, ux1) end
else
if a < rx0 then rx0 = a end
if b < ry0 then ry0 = b end
if c > rx1 then rx1 = c end
if d > ry1 then ry1 = d end
if k <= on - j then
if oa < rx0 then rx0 = oa end
if ob < ry0 then ry0 = ob end
if oc > rx1 then rx1 = oc end
if od > ry1 then ry1 = od end
end
end
end
for k = count - j + 1, on - j do -- old middle longer than the new one
if ob0[k] < rx0 then rx0 = ob0[k] end
if ob1[k] < ry0 then ry0 = ob1[k] end
if ob2[k] > rx1 then rx1 = ob2[k] end
if ob3[k] > ry1 then ry1 = ob3[k] end
end
end
tile.BX0, tile.BY0, tile.BX1, tile.BY1 = nx0, ny0, nx1, ny1
-- Remember this list for the next partial redraw
for k = 1, count do
local p = list[k]
oh1[k], oh2[k], tile.OF[k] = lh1[k], lh2[k], tlf[key][k]
ob0[k], ob1[k], ob2[k], ob3[k] = max(pr_bx0[p] - x0, 0), max(pr_by0[p] - y0, 0), min(pr_bx1[p] - x0, TILE), min(pr_by1[p] - y0, TILE)
end
tile.ON = count
local rw = rx1 - rx0
if rw == TILE then
buffer.fill(buf, ry0 * TILE * 4, 0, (ry1 - ry0) * TILE * 4)
@@ -796,8 +1015,10 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
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
-- clip to the dirty region (only those pixels are redrawn)
local cx0, cy0 = max(pr_cx0[p] - x0, rx0), max(pr_cy0[p] - y0, ry0)
local cx1, cy1 = min(pr_cx1[p] - x0, rx1), min(pr_cy1[p] - y0, ry1)
if cx0 >= cx1 or cy0 >= cy1 or pr_bx0[p] - x0 >= rx1 or pr_by0[p] - y0 >= ry1 or pr_bx1[p] - x0 <= rx0 or pr_by1[p] - y0 <= ry0 then continue end
local va, vc, vd, vbuf = pr_a[p], pr_c[p], pr_d[p], pr_vb[p]
if vd then
local ax, ay, cx, cy = readf64(vbuf, va) - tox, readf64(vbuf, va + 8) - toy, readf64(vbuf, vc) - tox, readf64(vbuf, vc + 8) - toy
@@ -816,31 +1037,42 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
tile.Image:WritePixelsBuffer(Vector2.zero, TILE_SIZE, buf)
elseif rw > 0 and ry1 > ry0 then
local rh = ry1 - ry0
local sub = buffer.create(rw * rh * 4)
local sk = rw * 1024 + rh -- partial upload buffers are reused (WritePixelsBuffer needs the exact size)
local sub = sub_bufs[sk]
if not sub then
if n_sub_bufs >= 256 then table.clear(sub_bufs); n_sub_bufs = 0 end
sub = buffer.create(rw * rh * 4); sub_bufs[sk] = sub; n_sub_bufs += 1
end
for y = 0, rh - 1 do buffer.copy(sub, y * rw * 4, buf, ((ry0 + y) * TILE + rx0) * 4, rw * 4) end
tile.Image:WritePixelsBuffer(Vector2.new(rx0, ry0), Vector2.new(rw, rh), sub)
end
PE()
end
if not tile.Visible then
if not tile.Visible and (tile.Deferred or 0) == 0 then -- (a deferred tile that was hidden holds old pixels: stays hidden until drawn)
tile.Visible = true
tile.Label.Visible = true
end
end
PE()
return deferred
end
@native
function ImGui_ImplRoblox_RenderDrawData(draw_data)
local bd = ImGui_ImplRoblox_GetBackendData()
PB("ImGui RenderDrawData")
bd.FrameT0 = os.clock()
bd.FrameTiles = 0
bd.RedrawStarted = false -- the first dirty tile of a frame is always redrawn (progress), the rest within the budget
bd.Stale = nil
PB("ImGui textures")
if draw_data.Textures ~= nil then
for _, tex in draw_data.Textures:iter() do
if tex.Status ~= ImTextureStatus.OK then
-- No redraw needed for WantUpdates: it only writes texture portions which have never been used before
-- (new glyphs/rects), so no existing tile samples them. Created textures get a new (never reused) id.
ImGui_ImplRoblox_UpdateTexture(tex)
bd.ForceRedraw = true -- texture contents changed: tiles sampling it must be redrawn
end
end
end
@@ -878,20 +1110,27 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
local n = 0
local z = 0
local any_deferred = false
for _, draw_list in draw_data.CmdLists:iter() do
-- Unchanged draw list (same vertex bytes, indices, commands, origin and scroll): its layers are already
-- correct, only restack them. Static windows then cost one byte compare instead of collect + hash.
-- Unchanged draw list (same vertices, indices, commands, origin and scroll): its layers are already correct,
-- only restack them. Moved by whole pixels (a dragged window): only move its layers. Either way no collect + hash.
PB("ImGui unchanged check")
local sig = DrawListSignature(draw_list, ox, oy)
local set = bd.Layers[draw_list]
if sig and set and not force and set.Sig == sig then
local same, sdx, sdy = 0, 0, 0
if not force then same, sdx, sdy = CompareDrawList(set, draw_list, ox, oy, sw, sh) end
if same ~= 0 then
for kind = 1, 3 do
local layer = set[kind]
if layer and layer.Visible then
if same == 2 then ShiftLayer(layer, sdx, sdy, bd.Scale) end
z += 1
if layer.Z ~= z then layer.Z = z; layer.Root.ZIndex = z end
end
end
if same == 2 then
Snapshot(set, draw_list, ox, oy, sw, sh)
set.SEX0 += sdx; set.SEY0 += sdy; set.SEX1 += sdx; set.SEY1 += sdy
end
set.LastUsed = frame_no
z = PlaceOverlays(bd, draw_list, z, ox, oy)
PE()
@@ -909,13 +1148,30 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
content_x1, content_y1 = min(floor(ccx1 - ox), lim_x1), min(floor(ccy1 - oy), lim_y1)
end
local seen_content = false
-- extents of everything clamped by the clip limits below (lim_free: nothing was), for the move fast path
local ex0, ey0, ex1, ey1 = math.huge, math.huge, -math.huge, -math.huge
local lim_free = true
if ccx0 then
local a, b, c, d = floor(ccx0 - ox), floor(ccy0 - oy), floor(ccx1 - ox), floor(ccy1 - oy)
if a < lim_x0 or b < lim_y0 or c > lim_x1 or d > lim_y1 then lim_free = false end
ex0, ey0, ex1, ey1 = min(ex0, a), min(ey0, b), max(ex1, c), max(ey1, d)
end
local ci = 0
for _, pcmd in draw_list.CmdBuffer:iter() do
ci += 1
cm_free[ci], cm_kind[ci] = false, 0
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), lim_x0), max(floor(clip.y - oy), lim_y0)
local cx1, cy1 = min(floor(clip.z - ox), lim_x1), min(floor(clip.w - oy), lim_y1)
local rcx0, rcy0, rcx1, rcy1 = floor(clip.x - ox), floor(clip.y - oy), floor(clip.z - ox), floor(clip.w - oy)
if rcx0 < lim_x0 or rcy0 < lim_y0 or rcx1 > lim_x1 or rcy1 > lim_y1 then lim_free = false end
if rcx0 < ex0 then ex0 = rcx0 end
if rcy0 < ey0 then ey0 = rcy0 end
if rcx1 > ex1 then ex1 = rcx1 end
if rcy1 > ey1 then ey1 = rcy1 end
local cx0, cy0 = max(rcx0, lim_x0), max(rcy0, lim_y0)
local cx1, cy1 = min(rcx1, lim_x1), min(rcy1, lim_y1)
local kind = 1
if ccx0 and clip.x >= ccx0 and clip.y >= ccy0 and clip.z <= ccx1 and clip.w <= ccy1 then
kind = 2; seen_content = true
@@ -926,6 +1182,8 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
elseif seen_content then
kind = 3
end
cm_kind[ci] = kind
local cfree, cex0, cey0, cex1, cey1 = cx1 > cx0 and cy1 > cy0, math.huge, math.huge, -math.huge, -math.huge
if cx1 > cx0 and cy1 > cy0 then
local tex_id = pcmd:GetTexID()
local t = bd.Textures[tex_id]
@@ -971,6 +1229,16 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
bx1, by1 = ceil(max(pax, pbx, pcx) - ox) + 1, ceil(max(pay, pby, pcy) - oy) + 1
i = i + 3
end
if bx0 < cx0 or by0 < cy0 or bx1 > cx1 or by1 > cy1 then cfree = false end
if bx0 < cex0 then cex0 = bx0 end
if by0 < cey0 then cey0 = by0 end
if bx1 > cex1 then cex1 = bx1 end
if by1 > cey1 then cey1 = by1 end
if bx0 < ex0 then ex0 = bx0 end
if by0 < ey0 then ey0 = by0 end
if bx1 > ex1 then ex1 = bx1 end
if by1 > ey1 then ey1 = by1 end
if bx0 < lim_x0 or by0 < lim_y0 or bx1 > lim_x1 or by1 > lim_y1 then lim_free = false end
if bx0 < cx0 then bx0 = cx0 end
if by0 < cy0 then by0 = cy0 end
if bx1 > cx1 then bx1 = cx1 end
@@ -984,12 +1252,16 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
end
end
end
if cex0 > cex1 then cex0, cey0, cex1, cey1 = 0, 0, 0, 0 end -- (no primitives)
cm_free[ci] = cfree
cm_x0[ci], cm_y0[ci], cm_x1[ci], cm_y1[ci] = cex0, cey0, cex1, cey1
end
end
PE()
-- Split into layer kinds and place each one
set = bd.Layers[draw_list]
local list_deferred = false
local nk1, nk2, nk3 = 0, 0, 0
local o1x, o1y, o3x, o3y = math.huge, math.huge, math.huge, math.huge
for p = first, n do
@@ -1008,19 +1280,28 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
end
if nk1 > 0 then
z += 1
DrawLayer(bd, GetLayer(bd, draw_list, 1), plist1, nk1, o1x, o1y, ox, oy, force, z)
if DrawLayer(bd, GetLayer(bd, draw_list, 1), plist1, nk1, o1x, o1y, ox, oy, force, z) then list_deferred = true end
elseif set and set[1] then HideLayer(set[1]) end
if nk2 > 0 then
z += 1
DrawLayer(bd, GetLayer(bd, draw_list, 2), plist2, nk2, floor(draw_list._ScrollOriginX - ox), floor(draw_list._ScrollOriginY - oy), ox, oy, force, z,
content_x0, content_y0, content_x1, content_y1)
if DrawLayer(bd, GetLayer(bd, draw_list, 2), plist2, nk2, floor(draw_list._ScrollOriginX - ox), floor(draw_list._ScrollOriginY - oy), ox, oy, force, z,
content_x0, content_y0, content_x1, content_y1) then list_deferred = true end
elseif set and set[2] then HideLayer(set[2]) end
if nk3 > 0 then
z += 1
DrawLayer(bd, GetLayer(bd, draw_list, 3), plist3, nk3, o3x, o3y, ox, oy, force, z)
if DrawLayer(bd, GetLayer(bd, draw_list, 3), plist3, nk3, o3x, o3y, ox, oy, force, z) then list_deferred = true end
elseif set and set[3] then HideLayer(set[3]) end
set = bd.Layers[draw_list]
if set then set.LastUsed = frame_no; set.Sig = sig end
-- (deferred tiles: not "unchanged" next frame even if the draw list is, so they get redrawn)
if set then
set.LastUsed = frame_no
if list_deferred then set.SnapOK = false else
Snapshot(set, draw_list, ox, oy, sw, sh)
set.SLimFree = lim_free
set.SEX0, set.SEY0, set.SEX1, set.SEY1 = ex0, ey0, ex1, ey1
end
end
if list_deferred then any_deferred = true end
z = PlaceOverlays(bd, draw_list, z, ox, oy)
end
@@ -1033,7 +1314,7 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
-- Hide layers not drawn this frame; free long unused ones (closed windows, old tooltips)
for draw_list, set in pairs(bd.Layers) do
if set.LastUsed ~= frame_no then
set.Sig = nil -- hidden now: must go through the full path when shown again
set.SnapOK = false -- hidden now: must go through the full path when shown again
for kind = 1, 3 do if set[kind] then HideLayer(set[kind]) end end
if frame_no - set.LastUsed > LAYER_KEEP_FRAMES then
DestroyLayerSet(set)
@@ -1045,6 +1326,8 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
-- drop references so old vertex tables can be collected
for k = n + 1, bd.LastPrimCount do pr_t[k], pr_vb[k] = nil, nil end
bd.LastPrimCount = n
-- Tiles left for later: if the app doesn't submit a new frame, Heartbeat finishes them from this draw data
if any_deferred then bd.Stale = draw_data; bd.StaleHB = bd.HB end
PE()
end
@@ -1070,9 +1353,11 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
local bd = {
Time = os.clock(), Gui = gui, Connections = {},
Textures = {}, TextureCount = 0, MouseX = -1, MouseY = -1,
Layers = {}, Overlays = {}, OverlayHolders = {}, OverlayShown = {}, FrameNo = 0, Scale = render_scale or 1, TilesActive = false, RenderRate = 60, BusyRenderRate = 0, NextRender = 0, LastPrimCount = 0, ForceRedraw = true,
Layers = {}, Overlays = {}, OverlayHolders = {}, OverlayShown = {}, FrameNo = 0, Scale = render_scale or 1, TilesActive = false, RenderRate = 60, BusyRenderRate = 0, RedrawBudget = 0, HB = 0, NextRender = 0, LastPrimCount = 0, ForceRedraw = true,
}
io.BackendPlatformUserData = bd
io.BackendPlatformName = "imgui_impl_roblox"
io.BackendRendererName = "imgui_impl_roblox"
io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset)
@@ -1137,7 +1422,10 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
if d and os.clock() + 0.002 >= bd.NextRender then
bd.Pending = nil
ImGui_ImplRoblox_RenderDrawData(d)
elseif bd.Stale and bd.HB > bd.StaleHB then -- deferred tiles of a frame not followed by a new one
ImGui_ImplRoblox_RenderDrawData(bd.Stale)
end
bd.HB += 1
end)
connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end)
@@ -1189,6 +1477,8 @@ function ImGui_ImplRoblox_Shutdown()
bd.Gui:Destroy()
io.BackendPlatformUserData = nil
io.BackendPlatformName = nil
io.BackendRendererName = nil
io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor(
ImGuiBackendFlags.RendererHasTextures,
ImGuiBackendFlags.RendererHasVtxOffset
@@ -1200,6 +1490,7 @@ function ImGui_ImplRoblox_NewFrame()
local io = ImGui.GetIO()
local bd = ImGui_ImplRoblox_GetBackendData()
if bd.Pending then bd.Pending = nil; table.clear(bd.Overlays) end -- skipped frame superseded (its draw lists get reset)
bd.Stale = nil
local screen = bd.Gui.AbsoluteSize
local w, h = floor(screen.X * bd.Scale), floor(screen.Y * bd.Scale)
@@ -1306,7 +1597,15 @@ function ImGui_ImplRoblox_NewFrame()
PE()
end
--- Max tile redraws per second (default 60); 0 = every frame. imgui logic still runs every frame.
--- Opt-in: max milliseconds per frame spent redrawing changed tiles (default 0 = no limit, every change is drawn the
--- same frame). With a budget (e.g. 1.5), tiles over it keep
--- their previous pixels and are redrawn on the following frames (each one at most a few frames late), so a big change
--- (resizing a large window, opening one, scrolling a long list) is spread over frames instead of one long frame.
function ImGui_ImplRoblox_SetRedrawBudget(ms)
ImGui_ImplRoblox_GetBackendData().RedrawBudget = (ms or 0) / 1000
end
--- Max tile redraws per second (default 60; 0 = every frame, limited by the redraw budget instead). imgui logic still runs every frame.
function ImGui_ImplRoblox_SetRenderRate(hz)
ImGui_ImplRoblox_GetBackendData().RenderRate = hz or 0
end
@@ -1336,6 +1635,7 @@ ImGui_ImplRoblox = {
AddFile = ImGui_ImplRoblox_AddFile,
SetRenderScale = ImGui_ImplRoblox_SetRenderScale,
SetRenderRate = ImGui_ImplRoblox_SetRenderRate,
SetRedrawBudget = ImGui_ImplRoblox_SetRedrawBudget,
SetOverlay = ImGui_ImplRoblox_SetOverlay,
SetTextProxy = ImGui_ImplRoblox_SetTextProxy,
CreateTexture = ImGui_ImplRoblox_CreateTexture,
+1 -1
View File
@@ -1 +1 @@
[[12, "imgui.lua"], [21288, "imgui_demo.lua"], [29706, "imgui_draw.lua"], [35476, "imgui_h.lua"], [38142, "imgui_impl_roblox.lua"], [39494, "imgui_impl_roblox_fonts.lua"], [45897, "imgui_internal.lua"], [49343, "imgui_tables.lua"], [54338, "imgui_widgets.lua"], [64948, "imstb_rectpack.lua"], [65612, "imstb_textedit.lua"], [67154, "imstb_truetype.lua"], [69942, "imstd_minstdio.lua"]]
[[46, "imgui.lua"], [22675, "imgui_demo.lua"], [34533, "imgui_draw.lua"], [42860, "imgui_h.lua"], [45857, "imgui_impl_roblox.lua"], [47509, "imgui_impl_roblox_fonts.lua"], [53912, "imgui_internal.lua"], [57884, "imgui_tables.lua"], [62976, "imgui_widgets.lua"], [75210, "imstb_rectpack.lua"], [75874, "imstb_textedit.lua"], [77416, "imstb_truetype.lua"], [80204, "imstd_minstdio.lua"]]
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@@ -6,6 +6,7 @@ export type ImVec4 = { x: number, y: number, z: number, w: number, [any]: any }
export type ImGuiAPI = {
AcceptDragDropPayload: (type: string, flags: number?) -> any,
ActivateItemByID: (...any) -> ...any,
AddContextHook: (...any) -> ...any,
AddDrawListToDrawDataEx: (...any) -> ...any,
AddSettingsHandler: (...any) -> ...any,
AddUpdateViewport: (...any) -> ...any,
@@ -13,6 +14,7 @@ export type ImGuiAPI = {
ArrowButton: (str_id: string, dir: number) -> boolean,
ArrowButtonEx: (...any) -> ...any,
Begin: (name: string, open: boolean?, flags: number?) -> (boolean, boolean?),
BeginBoxSelect: (...any) -> ...any,
BeginChild: (...any) -> ...any,
BeginChildEx: (...any) -> ...any,
BeginColumns: (...any) -> ...any,
@@ -36,6 +38,7 @@ export type ImGuiAPI = {
BeginMenu: (label: string, enabled: boolean?) -> boolean,
BeginMenuBar: () -> boolean,
BeginMenuEx: (...any) -> ...any,
BeginMultiSelect: (flags: number, selection_size: number?, items_count: number?) -> any,
BeginPopup: (str_id: string, flags: number?) -> boolean,
BeginPopupContextItem: (str_id: string?, popup_flags: number?) -> boolean,
BeginPopupContextVoid: (str_id: string?, popup_flags: number?) -> boolean,
@@ -70,6 +73,7 @@ export type ImGuiAPI = {
CalcTypematicRepeatAmount: (...any) -> ...any,
CalcWindowNextAutoFitSize: (...any) -> ...any,
CalcWrapWidthForPos: (...any) -> ...any,
CallContextHooks: (...any) -> ...any,
Checkbox: (label: string, v: boolean?) -> (boolean, boolean?),
CheckboxFlags: (...any) -> ...any,
CleanupIniSettings: (...any) -> ...any,
@@ -109,26 +113,47 @@ export type ImGuiAPI = {
DataTypeGetInfo: (...any) -> ...any,
DataTypeIsZero: (...any) -> ...any,
DebugAllocHook: (...any) -> ...any,
DebugBreakButton: (...any) -> ...any,
DebugBreakButtonTooltip: (...any) -> ...any,
DebugBreakClearData: (...any) -> ...any,
DebugDrawCursorPos: (...any) -> ...any,
DebugDrawItemRect: (...any) -> ...any,
DebugDrawLineExtents: (...any) -> ...any,
DebugFlashStyleColor: (idx: number) -> (),
DebugHookIdInfo: (...any) -> ...any,
DebugLocateItem: (...any) -> ...any,
DebugLocateItemOnHover: (...any) -> ...any,
DebugLocateItemResolveWithLastItem: (...any) -> ...any,
DebugLog: (fmt: string, ...any) -> (),
DebugLogV: (fmt: string, ...any) -> (),
DebugNodeColumns: (...any) -> ...any,
DebugNodeDockNode: (...any) -> ...any,
DebugNodeDrawCmdShowMeshAndBoundingBox: (...any) -> ...any,
DebugNodeDrawList: (...any) -> ...any,
DebugNodeFont: (...any) -> ...any,
DebugNodeFontGlyph: (...any) -> ...any,
DebugNodeFontGlyphsForSrcMask: (...any) -> ...any,
DebugNodeInputTextState: (...any) -> ...any,
DebugNodeMultiSelectState: (...any) -> ...any,
DebugNodePlatformMonitor: (...any) -> ...any,
DebugNodeStorage: (...any) -> ...any,
DebugNodeTabBar: (...any) -> ...any,
DebugNodeTable: (...any) -> ...any,
DebugNodeTableSettings: (...any) -> ...any,
DebugNodeTexture: (...any) -> ...any,
DebugNodeTypingSelectState: (...any) -> ...any,
DebugNodeViewport: (...any) -> ...any,
DebugNodeWindow: (...any) -> ...any,
DebugNodeWindowSettings: (...any) -> ...any,
DebugNodeWindowsList: (...any) -> ...any,
DebugNodeWindowsListByBeginStackParent: (...any) -> ...any,
DebugRenderKeyboardPreview: (...any) -> ...any,
DebugRenderViewportThumbnail: (...any) -> ...any,
DebugStartItemPicker: () -> (),
DebugTextEncoding: (str: string) -> (),
DebugTextUnformattedWithLocateItem: (...any) -> ...any,
DebugTextureIDToU64: (...any) -> ...any,
DemoMarker: (...any) -> ...any,
DestroyContext: (ctx: any) -> ...any,
DestroyPlatformWindow: (...any) -> ...any,
DestroyPlatformWindows: () -> (),
@@ -220,6 +245,7 @@ export type ImGuiAPI = {
DragScalarN: (label: string, data_type: number, v: any, components: number, v_speed: number?, v_min: any, v_max: any, format: string?, flags: number?) -> ...any,
Dummy: (size: ImVec2) -> (),
End: () -> (),
EndBoxSelect: (...any) -> ...any,
EndChild: () -> (),
EndColumns: (...any) -> ...any,
EndCombo: () -> (),
@@ -235,12 +261,15 @@ export type ImGuiAPI = {
EndMainMenuBar: () -> (),
EndMenu: () -> (),
EndMenuBar: () -> (),
EndMultiSelect: () -> any,
EndPopup: () -> (),
EndTabBar: () -> (),
EndTabItem: () -> (),
EndTable: () -> (),
EndTooltip: () -> (),
ErrorCheckEndFrameFinalizeErrorTooltip: (...any) -> ...any,
ErrorCheckEndFrameSanityChecks: (...any) -> ...any,
ErrorCheckNewFrameSanityChecks: (...any) -> ...any,
ErrorCheckUsingSetCursorPosToExtendParentBoundaries: (...any) -> ...any,
ErrorLog: (...any) -> ...any,
ErrorRecoveryStoreState: (...any) -> ...any,
@@ -259,6 +288,7 @@ export type ImGuiAPI = {
FindRenderedTextEnd: (...any) -> ...any,
FindSettingsHandler: (...any) -> ...any,
FindViewportByID: (viewport_id: number) -> any,
FindViewportByPlatformHandle: (platform_handle: any) -> ...any,
FindWindowByID: (...any) -> ...any,
FindWindowByName: (...any) -> ...any,
FindWindowDisplayIndex: (...any) -> ...any,
@@ -273,7 +303,9 @@ export type ImGuiAPI = {
GcAwakeTransientWindowBuffers: (...any) -> ...any,
GcCompactTransientMiscBuffers: (...any) -> ...any,
GcCompactTransientWindowBuffers: (...any) -> ...any,
GetActiveID: (...any) -> ...any,
GetBackgroundDrawList: (viewport: any) -> ...any,
GetBoxSelectState: (...any) -> ...any,
GetClipboardText: () -> any,
GetColorU32: (...any) -> ...any,
GetColumnIndex: () -> number,
@@ -286,6 +318,9 @@ export type ImGuiAPI = {
GetContentRegionAvail: () -> ImVec2,
GetContentRegionMax: (...any) -> ...any,
GetCurrentContext: () -> any,
GetCurrentFocusScope: (...any) -> ...any,
GetCurrentTabBar: (...any) -> ...any,
GetCurrentTable: (...any) -> ...any,
GetCurrentWindow: (...any) -> ...any,
GetCurrentWindowRead: (...any) -> ...any,
GetCursorPos: () -> ImVec2,
@@ -297,7 +332,9 @@ export type ImGuiAPI = {
GetDragDropPayload: () -> any,
GetDrawData: () -> any,
GetDrawListSharedData: () -> any,
GetFocusID: (...any) -> ...any,
GetFont: () -> any,
GetFontBaked: () -> any,
GetFontSize: () -> number,
GetFontTexUvWhitePixel: () -> ImVec2,
GetForegroundDrawList: (viewport: any) -> ...any,
@@ -315,6 +352,7 @@ export type ImGuiAPI = {
GetItemRectMax: () -> ImVec2,
GetItemRectMin: () -> ImVec2,
GetItemRectSize: () -> ImVec2,
GetItemStatusFlags: (...any) -> ...any,
GetKeyChordName: (...any) -> ...any,
GetKeyData: (...any) -> ...any,
GetKeyMagnitude2d: (...any) -> ...any,
@@ -331,7 +369,9 @@ export type ImGuiAPI = {
GetMouseDragDelta: (button: number?, lock_threshold: number?) -> ImVec2,
GetMousePos: () -> ImVec2,
GetMousePosOnOpeningCurrentPopup: () -> ImVec2,
GetMultiSelectState: (...any) -> ...any,
GetNavTweakPressedAmount: (...any) -> ...any,
GetPixelDensity: (...any) -> ...any,
GetPlatformIO: () -> any,
GetPopupAllowedExtentRect: (...any) -> ...any,
GetRoundedFontSize: (...any) -> ...any,
@@ -353,6 +393,7 @@ export type ImGuiAPI = {
GetTopMostPopupModal: (...any) -> ...any,
GetTreeNodeToLabelSpacing: () -> number,
GetTypematicRepeatRate: (...any) -> ...any,
GetTypingSelectRequest: (...any) -> ...any,
GetVersion: () -> any,
GetViewportPlatformMonitor: (...any) -> ...any,
GetWindowAlwaysWantOwnTabBar: (...any) -> ...any,
@@ -360,10 +401,13 @@ export type ImGuiAPI = {
GetWindowContentRegionMax: (...any) -> ...any,
GetWindowContentRegionMin: (...any) -> ...any,
GetWindowDockID: () -> number,
GetWindowDockNode: (...any) -> ...any,
GetWindowDpiScale: () -> number,
GetWindowDrawList: () -> any,
GetWindowHeight: () -> number,
GetWindowPos: () -> ImVec2,
GetWindowResizeBorderID: (...any) -> ...any,
GetWindowResizeCornerID: (...any) -> ...any,
GetWindowScrollbarID: (...any) -> ...any,
GetWindowScrollbarRect: (...any) -> ...any,
GetWindowSize: () -> ImVec2,
@@ -405,6 +449,7 @@ export type ImGuiAPI = {
IsInNavFocusRoute: (...any) -> ...any,
IsItemActivated: () -> boolean,
IsItemActive: () -> boolean,
IsItemActiveAsInputText: (...any) -> ...any,
IsItemClicked: (mouse_button: number?) -> boolean,
IsItemDeactivated: () -> boolean,
IsItemDeactivatedAfterEdit: () -> boolean,
@@ -421,6 +466,7 @@ export type ImGuiAPI = {
IsKeyReleased: (...any) -> ...any,
IsKeyboardKey: (...any) -> ...any,
IsLRModKey: (...any) -> ...any,
IsLegacyKey: (...any) -> ...any,
IsMouseClicked: (button: number, is_repeat: boolean?) -> boolean,
IsMouseClickedEx: (...any) -> ...any,
IsMouseDoubleClicked: (...any) -> ...any,
@@ -479,6 +525,10 @@ export type ImGuiAPI = {
MenuItem: (...any) -> ...any,
MenuItemEx: (...any) -> ...any,
MouseButtonToKey: (...any) -> ...any,
MultiSelectAddSetAll: (...any) -> ...any,
MultiSelectAddSetRange: (...any) -> ...any,
MultiSelectItemFooter: (...any) -> ...any,
MultiSelectItemHeader: (...any) -> ...any,
NavApplyItemToResult: (...any) -> ...any,
NavBiasScoringRect: (...any) -> ...any,
NavCalcPreferredRefPos: (...any) -> ...any,
@@ -556,6 +606,8 @@ export type ImGuiAPI = {
RadioButton: (...any) -> ...any,
RadioButtonEx: (...any) -> ...any,
RegisterFontAtlas: (...any) -> ...any,
RegisterUserTexture: (...any) -> ...any,
RemoveContextHook: (...any) -> ...any,
RemoveSettingsHandler: (...any) -> ...any,
Render: () -> (),
RenderArrow: (...any) -> ...any,
@@ -591,6 +643,7 @@ export type ImGuiAPI = {
ScaleRatioFromValueT: (...any) -> ...any,
ScaleValueFromRatioT: (...any) -> ...any,
ScaleWindowsInViewport: (...any) -> ...any,
ScrollToBringRectIntoView: (...any) -> ...any,
ScrollToItem: (...any) -> ...any,
ScrollToRect: (...any) -> ...any,
ScrollToRectEx: (...any) -> ...any,
@@ -608,6 +661,7 @@ export type ImGuiAPI = {
SetColorEditOptions: (...any) -> ...any,
SetColumnOffset: (column_index: number, offset: number) -> (),
SetColumnWidth: (column_index: number, width: number) -> (),
SetContextName: (...any) -> ...any,
SetCurrentContext: (ctx: any) -> ...any,
SetCurrentFont: (...any) -> ...any,
SetCurrentViewport: (...any) -> ...any,
@@ -621,6 +675,7 @@ export type ImGuiAPI = {
SetItemDefaultFocus: () -> (),
SetItemKeyOwner: (...any) -> ...any,
SetItemTooltip: (fmt: string, ...any) -> (),
SetItemTooltipV: (fmt: string, ...any) -> (),
SetKeyOwner: (...any) -> ...any,
SetKeyOwnersForKeyChord: (...any) -> ...any,
SetKeyboardFocusHere: (offset: number?) -> (),
@@ -639,6 +694,7 @@ export type ImGuiAPI = {
SetNextItemColorMarker: (...any) -> ...any,
SetNextItemOpen: (is_open: boolean, cond: number?) -> (),
SetNextItemRefVal: (...any) -> ...any,
SetNextItemSelectionUserData: (selection_user_data: any) -> (),
SetNextItemShortcut: (key_chord: any, flags: number?) -> (),
SetNextItemStorageID: (storage_id: number) -> (),
SetNextItemWidth: (item_width: number) -> (),
@@ -657,6 +713,7 @@ export type ImGuiAPI = {
SetNextWindowSize: (size: ImVec2, cond: number?) -> (),
SetNextWindowSizeConstraints: (size_min: ImVec2, size_max: ImVec2, custom_callback: any, custom_callback_user_data: any) -> ...any,
SetNextWindowViewport: (id: number) -> (),
SetPixelDensity: (...any) -> ...any,
SetScrollFromPosX: (...any) -> ...any,
SetScrollFromPosY: (...any) -> ...any,
SetScrollHereX: (center_x_ratio: number?) -> (),
@@ -667,6 +724,7 @@ export type ImGuiAPI = {
SetStateStorage: (tree: any) -> ...any,
SetTabItemClosed: (label: string) -> (),
SetTooltip: (fmt: string, ...any) -> (),
SetTooltipV: (fmt: string, ...any) -> (),
SetWindowClipRectBeforeSetChannel: (...any) -> ...any,
SetWindowCollapsed: (...any) -> ...any,
SetWindowDock: (...any) -> ...any,
@@ -674,6 +732,7 @@ export type ImGuiAPI = {
SetWindowFontScale: (...any) -> ...any,
SetWindowHiddenAndSkipItemsForCurrentFrame: (...any) -> ...any,
SetWindowHitTestHole: (...any) -> ...any,
SetWindowParentWindowForFocusRoute: (...any) -> ...any,
SetWindowPos: (...any) -> ...any,
SetWindowSize: (...any) -> ...any,
SetWindowViewport: (...any) -> ...any,
@@ -822,6 +881,7 @@ export type ImGuiAPI = {
TempInputScalar: (...any) -> ...any,
TempInputText: (...any) -> ...any,
TestKeyOwner: (...any) -> ...any,
TestShortcutRouting: (...any) -> ...any,
Text: (fmt: string, ...any) -> (),
TextAligned: (...any) -> ...any,
TextBufferToString: (buf: {number}) -> string,
@@ -848,11 +908,17 @@ export type ImGuiAPI = {
TreePop: () -> (),
TreePush: (...any) -> ...any,
TreePushOverrideID: (...any) -> ...any,
TypingSelectFindBestLeadingMatch: (...any) -> ...any,
TypingSelectFindMatch: (...any) -> ...any,
TypingSelectFindNextSingleCharMatch: (...any) -> ...any,
Unindent: (indent_w: number?) -> (),
UnregisterFontAtlas: (...any) -> ...any,
UnregisterUserTexture: (...any) -> ...any,
UpdateAliasKey: (...any) -> ...any,
UpdateCurrentFontSize: (...any) -> ...any,
UpdateDebugToolFlashStyleColor: (...any) -> ...any,
UpdateDebugToolItemPathQuery: (...any) -> ...any,
UpdateDebugToolItemPicker: (...any) -> ...any,
UpdateFontsEndFrame: (...any) -> ...any,
UpdateFontsNewFrame: (...any) -> ...any,
UpdateHoveredWindowAndCaptureFlags: (...any) -> ...any,
@@ -880,20 +946,22 @@ export type ImGuiAPI = {
VSliderScalar: (label: string, size: ImVec2, data_type: number, data: any, min: any, max: any, format: string?, flags: number?) -> ...any,
Value: (...any) -> ...any,
WindowPosAbsToRel: (...any) -> ...any,
WindowPosRelToAbs: (...any) -> ...any,
WindowRectAbsToRel: (...any) -> ...any,
WindowRectRelToAbs: (...any) -> ...any,
WindowSelectViewport: (...any) -> ...any,
WindowSettingsAddSettingsHandler: (...any) -> ...any,
WindowSyncOwnedViewport: (...any) -> ...any,
_ByteArrayToString: (...any) -> ...any,
_CalcItemSizeXY: (...any) -> ...any,
_GetTypeFunc: (...any) -> ...any,
_SetCurrentContext_Internal: (...any) -> ...any,
_SetCurrentContext_Tables: (...any) -> ...any,
_SetCurrentContext_Widgets: (...any) -> ...any,
[string]: any,
}
export type ImDrawFlags = { None: number, RoundCornersTopLeft: number, RoundCornersTopRight: number, RoundCornersBottomLeft: number, RoundCornersBottomRight: number, RoundCornersNone: number, Closed: number, RoundCornersTop: number, RoundCornersBottom: number, RoundCornersLeft: number, RoundCornersRight: number, RoundCornersAll: number, RoundCornersDefault_: number, RoundCornersMask_: number, InvalidMask_: number, [string]: number }
export type ImDrawListFlags = { None: number, AntiAliasedLines: number, AntiAliasedLinesUseTex: number, AntiAliasedFill: number, AllowVtxOffset: number, TextNoPixelSnap: number, [string]: number }
export type ImDrawFlags = { None: number, RoundTopLeft: number, RoundTopRight: number, RoundBottomLeft: number, RoundBottomRight: number, RoundNone: number, Closed: number, JoinMiter: number, CapSquare: number, AAFill: number, AALines: number, AALineEnds: number, StrokeInside: number, StrokeCenter: number, StrokeCenterBiased: number, StrokeOutside: number, StrokeLegacy: number, TextNoPixelSnap: number, UseTexForRoundCorners: number, UseVtxOffset: number, AllowTexForRoundCorners_: number, RoundAll: number, RoundTop: number, RoundBottom: number, RoundLeft: number, RoundRight: number, RoundMask_: number, AllowInPushScope_: number, AllowInFrameScope_: number, StrokeMask_: number, InvalidMask_: number, RoundCornersTopLeft: number, RoundCornersTopRight: number, RoundCornersBottomLeft: number, RoundCornersBottomRight: number, RoundCornersNone: number, RoundCornersAll: number, RoundCornersTop: number, RoundCornersBottom: number, RoundCornersLeft: number, RoundCornersRight: number, [string]: number }
export type ImDrawListFlags = { None: number, AntiAliasedFill: number, AntiAliasedLines: number, AntiAliasedLinesUseTex: number, AllowVtxOffset: number, TextNoPixelSnap: number, [string]: number }
export type ImFontFlags = { None: number, NoLoadError: number, NoLoadGlyphs: number, LockBakedSizes: number, ImplicitRefSize: number, [string]: number }
export type ImGuiBackendFlags = { None: number, HasGamepad: number, HasMouseCursors: number, HasSetMousePos: number, RendererHasVtxOffset: number, RendererHasTextures: number, RendererHasViewports: number, PlatformHasViewports: number, HasMouseHoveredViewport: number, HasParentViewport: number, [string]: number }
export type ImGuiButtonFlags = { None: number, MouseButtonLeft: number, MouseButtonRight: number, MouseButtonMiddle: number, EnableNav: number, PressedOnClick: number, PressedOnClickRelease: number, PressedOnClickReleaseAnywhere: number, PressedOnRelease: number, PressedOnDoubleClick: number, PressedOnDragDropHold: number, FlattenChildren: number, AllowOverlap: number, AlignTextBaseLine: number, NoKeyModsAllowed: number, NoHoldingActiveId: number, NoNavFocus: number, NoHoveredOnFocus: number, NoSetKeyOwner: number, NoTestKeyOwner: number, NoFocus: number, MouseButtonMask_: number, PressedOnMask_: number, PressedOnDefault_: number, NoKeyModifiers: number, [string]: number }
@@ -911,12 +979,15 @@ export type ImGuiInputTextFlags = { None: number, CharsDecimal: number, CharsHex
export type ImGuiItemFlags = { None: number, NoTabStop: number, NoNav: number, NoNavDefaultFocus: number, ButtonRepeat: number, AutoClosePopups: number, AllowDuplicateId: number, Disabled: number, LiveEditOnInputText: number, LiveEditOnInputScalar: number, LiveEditOnInput: number, ReadOnly: number, MixedValue: number, NoWindowHoverableCheck: number, AllowOverlap: number, NoNavDisableMouseHover: number, NoMarkEdited: number, NoFocus: number, Inputable: number, HasSelectionUserData: number, IsMultiSelect: number, Default_: number, [string]: number }
export type ImGuiItemStatusFlags = { None: number, HoveredRect: number, HasDisplayRect: number, Edited: number, ToggledSelection: number, ToggledOpen: number, HasDeactivated: number, Deactivated: number, HoveredWindow: number, Visible: number, HasClipRect: number, HasShortcut: number, EditedInternal: number, [string]: number }
export type ImGuiKey = { None: number, NamedKey_BEGIN: number, Tab: number, LeftArrow: number, RightArrow: number, UpArrow: number, DownArrow: number, PageUp: number, PageDown: number, Home: number, End: number, Insert: number, Delete: number, Backspace: number, Space: number, Enter: number, Escape: number, LeftCtrl: number, RightCtrl: number, Menu: number, K0: number, A: number, K: number, U: number, F1: number, F7: number, F13: number, F19: number, Apostrophe: number, CapsLock: number, Keypad0: number, KeypadDecimal: number, AppBack: number, AppForward: number, Oem102: number, GamepadStart: number, GamepadFaceLeft: number, GamepadDpadLeft: number, GamepadL1: number, GamepadL2: number, GamepadL3: number, GamepadLStickLeft: number, GamepadRStickLeft: number, MouseLeft: number, ReservedForModCtrl: number, NamedKey_END: number, NamedKey_COUNT: number, NavKeyboardTweakSlow: number, NavKeyboardTweakFast: number, NavGamepadTweakSlow: number, NavGamepadTweakFast: number, NavGamepadMenu: number, NavGamepadContextMenu: number, [string]: number }
export type ImGuiListClipperFlags = { None: number, NoSetTableRowCounters: number, [string]: number }
export type ImGuiMouseSource = { Mouse: number, TouchScreen: number, Pen: number, COUNT: number, [string]: number }
export type ImGuiMultiSelectFlags = { None: number, SingleSelect: number, NoSelectAll: number, NoRangeSelect: number, NoAutoSelect: number, NoAutoClear: number, NoAutoClearOnReselect: number, BoxSelect1d: number, BoxSelect2d: number, BoxSelectNoScroll: number, ClearOnEscape: number, ClearOnClickVoid: number, ScopeWindow: number, ScopeRect: number, SelectOnAuto: number, SelectOnClickAlways: number, SelectOnClickRelease: number, NavWrapX: number, NoSelectOnRightClick: number, CheckboxMode_: number, SelectOnMask_: number, SelectOnClick: number, [string]: number }
export type ImGuiNextItemDataFlags = { None: number, HasWidth: number, HasOpen: number, HasShortcut: number, HasRefVal: number, HasStorageID: number, HasColorMarker: number, [string]: number }
export type ImGuiPopupFlags = { None: number, MouseButtonLeft: number, MouseButtonRight: number, MouseButtonMiddle: number, NoReopen: number, NoOpenOverExistingPopup: number, NoOpenOverItems: number, AnyPopupId: number, AnyPopupLevel: number, AnyPopup: number, MouseButtonShift_: number, MouseButtonMask_: number, InvalidMask_: number, [string]: number }
export type ImGuiSelectableFlags = { None: number, NoAutoClosePopups: number, SpanAllColumns: number, AllowDoubleClick: number, Disabled: number, AllowOverlap: number, Highlight: number, SelectOnNav: number, NoHoldingActiveID: number, SelectOnClick: number, SelectOnRelease: number, SpanAvailWidth: number, SetNavIdOnHover: number, NoPadWithHalfSpacing: number, NoSetKeyOwner: number, [string]: number }
export type ImGuiSelectionRequestType = { None: number, SetAll: number, SetRange: number, [string]: number }
export type ImGuiSliderFlags = { None: number, Logarithmic: number, NoRoundToFormat: number, NoInput: number, WrapAround: number, ClampOnInput: number, ClampZeroRange: number, NoSpeedTweaks: number, ColorMarkers: number, InvalidMask_: number, AlwaysClamp: number, Vertical: number, ReadOnly: number, [string]: number }
export type ImGuiStyleVar = { Alpha: number, DisabledAlpha: number, WindowPadding: number, WindowRounding: number, WindowBorderSize: number, WindowMinSize: number, WindowTitleAlign: number, ChildRounding: number, ChildBorderSize: number, PopupRounding: number, PopupBorderSize: number, FramePadding: number, FrameRounding: number, FrameBorderSize: number, ItemSpacing: number, ItemInnerSpacing: number, IndentSpacing: number, CellPadding: number, ScrollbarSize: number, ScrollbarRounding: number, ScrollbarPadding: number, GrabMinSize: number, GrabRounding: number, ImageRounding: number, ImageBorderSize: number, TabRounding: number, TabBorderSize: number, TabMinWidthBase: number, TabMinWidthShrink: number, TabBarBorderSize: number, TabBarOverlineSize: number, TableAngledHeadersAngle: number, TableAngledHeadersTextAlign: number, TreeLinesSize: number, TreeLinesRounding: number, MenuItemRounding: number, SelectableRounding: number, DragDropTargetRounding: number, ButtonTextAlign: number, SelectableTextAlign: number, SeparatorTextBorderSize: number, SeparatorTextAlign: number, SeparatorTextPadding: number, COUNT: number, [string]: number }
export type ImGuiStyleVar = { Alpha: number, DisabledAlpha: number, WindowPadding: number, WindowRounding: number, WindowBorderSize: number, WindowMinSize: number, WindowTitleAlign: number, ChildRounding: number, ChildBorderSize: number, PopupRounding: number, PopupBorderSize: number, FramePadding: number, FrameRounding: number, FrameBorderSize: number, ItemSpacing: number, ItemInnerSpacing: number, IndentSpacing: number, CellPadding: number, ScrollbarSize: number, ScrollbarRounding: number, ScrollbarPadding: number, GrabMinSize: number, GrabRounding: number, ImageRounding: number, ImageBorderSize: number, TabRounding: number, TabBorderSize: number, TabMinWidthBase: number, TabMinWidthShrink: number, TabBarBorderSize: number, TabBarOverlineSize: number, TableAngledHeadersAngle: number, TableAngledHeadersTextAlign: number, TreeLinesSize: number, TreeLinesRounding: number, MenuItemRounding: number, SelectableRounding: number, DragDropTargetRounding: number, ButtonTextAlign: number, SelectableTextAlign: number, SeparatorSize: number, SeparatorTextBorderSize: number, SeparatorTextAlign: number, SeparatorTextPadding: number, DockingSeparatorSize: number, COUNT: number, [string]: number }
export type ImGuiTreeNodeFlags = { None: number, Selected: number, Framed: number, AllowOverlap: number, NoTreePushOnOpen: number, NoAutoOpenOnLog: number, DefaultOpen: number, OpenOnDoubleClick: number, OpenOnArrow: number, Leaf: number, Bullet: number, FramePadding: number, SpanAvailWidth: number, SpanFullWidth: number, SpanLabelWidth: number, SpanAllColumns: number, LabelSpanAllColumns: number, NavLeftJumpsToParent: number, DrawLinesNone: number, DrawLinesFull: number, DrawLinesToNodes: number, NoNavFocus: number, ClipLabelForTrailingButton: number, UpsideDownArrow: number, CollapsingHeader: number, OpenOnMask_: number, DrawLinesMask_: number, [string]: number }
export type ImGuiViewportFlags = { None: number, IsPlatformWindow: number, IsPlatformMonitor: number, OwnedByApp: number, NoDecoration: number, NoTaskBarIcon: number, NoFocusOnAppearing: number, NoFocusOnClick: number, NoInputs: number, NoRendererClear: number, NoAutoMerge: number, TopMost: number, CanHostOtherWindows: number, IsMinimized: number, IsFocused: number, [string]: number }
export type ImGuiWindowFlags = { None: number, NoTitleBar: number, NoResize: number, NoMove: number, NoScrollbar: number, NoScrollWithMouse: number, NoCollapse: number, AlwaysAutoResize: number, NoBackground: number, NoSavedSettings: number, NoMouseInputs: number, MenuBar: number, HorizontalScrollbar: number, NoFocusOnAppearing: number, NoBringToFrontOnFocus: number, AlwaysVerticalScrollbar: number, AlwaysHorizontalScrollbar: number, NoNavInputs: number, NoNavFocus: number, UnsavedDocument: number, NoDocking: number, DockNodeHost: number, ChildWindow: number, Tooltip: number, Popup: number, Modal: number, ChildMenu: number, NoNav: number, NoDecoration: number, NoInputs: number, [string]: number }
@@ -943,10 +1014,13 @@ export type ImGuiModule = {
ImGuiItemFlags: ImGuiItemFlags,
ImGuiItemStatusFlags: ImGuiItemStatusFlags,
ImGuiKey: ImGuiKey,
ImGuiListClipperFlags: ImGuiListClipperFlags,
ImGuiMouseSource: ImGuiMouseSource,
ImGuiMultiSelectFlags: ImGuiMultiSelectFlags,
ImGuiNextItemDataFlags: ImGuiNextItemDataFlags,
ImGuiPopupFlags: ImGuiPopupFlags,
ImGuiSelectableFlags: ImGuiSelectableFlags,
ImGuiSelectionRequestType: ImGuiSelectionRequestType,
ImGuiSliderFlags: ImGuiSliderFlags,
ImGuiStyleVar: ImGuiStyleVar,
ImGuiTreeNodeFlags: ImGuiTreeNodeFlags,
+1 -1
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@@ -1 +1 @@
[[149, "imgui.lua"], [21425, "imgui_demo.lua"], [29843, "imgui_draw.lua"], [35613, "imgui_h.lua"], [38279, "imgui_impl_love.lua"], [38819, "imgui_internal.lua"], [42265, "imgui_tables.lua"], [47260, "imgui_widgets.lua"], [57870, "imstb_rectpack.lua"], [58534, "imstb_textedit.lua"], [60076, "imstb_truetype.lua"], [62864, "imstd_minstdio.lua"]]
[[183, "imgui.lua"], [22812, "imgui_demo.lua"], [34670, "imgui_draw.lua"], [42997, "imgui_h.lua"], [45994, "imgui_impl_love.lua"], [46538, "imgui_internal.lua"], [50510, "imgui_tables.lua"], [55602, "imgui_widgets.lua"], [67836, "imstb_rectpack.lua"], [68500, "imstb_textedit.lua"], [70042, "imstb_truetype.lua"], [72830, "imstd_minstdio.lua"]]
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+1 -1
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@@ -65,5 +65,5 @@ there, but keep this port's existing data structures and conventions. Read the s
- **ImGuiAxis is 1-based in this port** (`None=0, X=1, Y=2`; upstream `None=-1, X=0, Y=1`). Use `v[axis]` to index an ImVec2 and `3 - axis` for the other axis. `ImGuiDir` keeps upstream values (`None=-1, Left=0, Right=1, Up=2, Down=3`).
- Never write `cond and nil or x` in Lua: it always evaluates `x`. Use an `if`.
- Port signature quirk: `AddRect(min, max, col, rounding, thickness, flags)` (thickness BEFORE flags; upstream has flags first). Check the port's signature before porting any draw call that takes both.\n
- Draw calls taking both thickness and flags use upstream's 1.92.8+ order: thickness BEFORE flags, e.g. `AddRect(min, max, col, rounding, thickness, flags)`, `PathStroke(col, thickness, flags)`, `AddPolyline(points, count, col, thickness, flags)`.
- C++ default arguments (e.g. `bool x = true`) must be reproduced with `if x == nil then x = true end`; a missing Lua argument is nil/falsy.
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+19 -38
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@@ -1,52 +1,33 @@
Dear ImGui for Roblox - not yet ported / known gaps
====================================================
Upstream reference: tools/test/upstream/ (ocornut/imgui docking branch, 1.93 WIP).
Re-check with: python3 tools/test/missing.py [imgui|widgets|tables|draw] and python3 tools/test/undefined.py --no-demo
(missing.py also lists names the port defines differently, e.g. the *V printf variants and DragFloat2..4 / DragInt2..4,
which exist as ImGui.DragFloat2 = DragFloatN(2) etc. Those are NOT gaps.)
Re-check with: python3 tools/compare_upstream.py (writes docs/PORT_STATUS.txt: [ ] = not ported, [=] = replaced by a
Lua equivalent, "missing:" = enum values / struct fields) and python3 tools/test/undefined.py --no-demo
FEATURES NOT PORTED
-------------------
- Multi-select / box-select: BeginMultiSelect, EndMultiSelect, MultiSelectItemHeader/Footer, MultiSelectAddSetAll,
MultiSelectAddSetRange, SetNextItemSelectionUserData, BeginBoxSelect/EndBoxSelect, DebugNodeMultiSelectState.
(Selectable/TreeNode call sites are stubbed with TODOs; the demo "Selection State & Multi-Select" section is not ported.)
- Typing-select (type to jump in lists): GetTypingSelectRequest, TypingSelectFind*, DebugNodeTypingSelectState.
- Examples > Assets Browser (needs multi-select + box-select).
- Metrics > Tools > Item Picker (UpdateDebugToolItemPicker).
- DebugFlashStyleColor / UpdateDebugToolFlashStyleColor (Style Editor "?" flash button).
- DebugNodeInputTextState (Metrics > Internal state > InputText).
- BringWindowToDisplayBehind: stub, does nothing.
- ColorEdit4 / ColorPicker4: drag & drop target (dropping a color onto a color widget).
- ImFontAtlas:AddFontFromMemoryCompressedTTF: stub (binary_to_compressed_c fonts can't be loaded).
- ImGuiSizeCallbackData: SetNextWindowSizeConstraints custom callbacks only partially supported
(Examples > Constrained Resize).
- LogSetNextTextDecoration (Selectable "[ ]" decoration in log/clipboard output).
- stb_truetype: cmap high-byte mapping (some CJK fonts assert).
- Context hooks removal (RemoveContextHook), SetContextName.
- RegisterUserTexture / UnregisterUserTexture.
- ErrorCheckNewFrameSanityChecks / ErrorCheckEndFrameSanityChecks (fewer usage-error asserts than upstream).
- GetAllocatorFunctions (n/a in Luau).
NOT PORTED / PARTIAL
--------------------
- ImFont::AddRemapCodepointToGlyphIndex / ImGui_ImplStbTrueType_FontSrcGetGlyphIndexFromCodepoint (the port's font
loader still checks glyphs by codepoint; 1.93 split this into codepoint -> glyph index -> glyph).
- ImGui_GetDefaultCompressedFontDataProggyClean/ProggyForever: AddFontFromMemoryCompressedTTF works, but the default
fonts are loaded from fonts/ instead of embedded compressed data.
- ImFontAtlasDebugLogTextureRequests, ImHashSkipUncontributingPrefix.
- DebugLogSkippedErrors / DebugDrawIdConflicts* (error-recovery and ID-conflict debug tools).
LUA LIMITATIONS
---------------
- ImGuiDataType.S64/U64: values are Luau doubles, exact only within +-2^53 (LLONG_MAX/ULLONG_MAX round up).
- ImDrawList::AddCallback(userdata_size > 0): the "copy" is a shallow copy of a table userdata (no raw bytes).
WON'T DO (platform)
-------------------
- Multi-viewports / platform windows: Roblox has one window. Viewport API exists for the main viewport only.
- Multi-viewports / platform windows: Roblox has one window. The viewport API covers the main viewport only.
- Gamepad navigation via a real gamepad backend (keyboard navigation works).
- IME / non-ASCII keyboard text input (backend sends printable ASCII only).
NOT VERIFIED LINE BY LINE AGAINST UPSTREAM
------------------------------------------
- Demo: Layout & Scrolling, Popups & Modal windows, Inputs & Focus.
KNOWN ISSUES
------------
- Tables > "Columns flags": disabling every column asserts in TableUpdateLayout (upstream asserts too).
- Style Editor > Colors uses a ListClipper (port-only change, upstream submits every row).
PERFORMANCE IDEAS (not done)
----------------------------
- Cheaper visible ColorEdit4 rows; cheaper Begin() for child windows.
PLANNED EXTENSIONS
------------------
- ImGuizmo, ImNodes, ImGuiColorTextEdit, ImPlot, ImPlot3D (as separate extensions/, built with a --with flag).
- stb_truetype: cmap format 2 (high-byte mapping) asserts (same "@TODO" as upstream stb_truetype).
- ImTriangulator differs from upstream (imgui_draw.lua, [Luau]): CCW input is reversed first and only strictly
counter-clockwise corners are reflex, so CCW and duplicate-point polygons triangulate differently from upstream.
+1 -1
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@@ -17,7 +17,7 @@ setfenv(1, setmetatable({}, {
local MainScale = 1.0
local RenderScale = 1.0
local RenderRate = 60
local RenderRate = 60 -- max tile redraws per second (0 = every frame, limited by the redraw budget instead)
local ThumbnailSize = 420
local FontSize = 13.0
local FontNames = { "Cousine-Regular", "DroidSans", "Karla-Regular", "ProggyTiny", "Roboto-Medium" }
-53
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@@ -1,53 +0,0 @@
-- One UI that runs unchanged on Roblox and LÖVE: only the Dear ImGui API is used, and the code is plain Lua 5.1
-- (no Luau-only syntax), so both Luau and LuaJIT run it. The platform launchers are roblox.client.luau and main.lua.
-- local App = require(app)(G) -- G = the table returned by the ImGui bundle
-- every frame, between ImGui.NewFrame() and ImGui.Render(): App.Frame()
return function(G)
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
local App = {
Platform = "?", -- set by the launcher ("Roblox" / "LÖVE")
ClearColor = ImVec4(0.45, 0.55, 0.60, 1.00), -- launchers may use it as the background colour
}
local show_demo, show_table = false, true
local counter, speed = 0, 1.0
local name = ImGui.NewTextBuffer("Player", 64)
local samples, t = {}, 0.0
local items = { { "Sword", 1, 120 }, { "Potion", 5, 15 }, { "Arrow", 64, 1 }, { "Shield", 1, 80 } }
function App.Frame()
local io = ImGui.GetIO()
t = t + io.DeltaTime * speed
for i = 1, 90 do samples[i] = math.sin(i / 90 * math.pi * 4 + t * 3) end
ImGui.SetNextWindowPos(ImVec2(20, 20), G.ImGuiCond.FirstUseEver)
ImGui.SetNextWindowSize(ImVec2(420, 360), G.ImGuiCond.FirstUseEver)
ImGui.Begin("Shared Example")
ImGui.Text("Running on %s (%.1f FPS)", App.Platform, io.Framerate)
ImGui.Separator()
ImGui.InputText("name", name, 64)
if ImGui.Button("Click me") then counter = counter + 1 end
ImGui.SameLine(); ImGui.Text("%s clicked %d times", ImGui.TextBufferToString(name), counter)
speed = ImGui.SliderFloat("speed", speed, 0.0, 4.0)
ImGui.ColorEdit3("background", App.ClearColor)
ImGui.PlotLines("wave", samples, nil, #samples, 0, nil, -1.0, 1.0, ImVec2(0, 60))
local _
_, show_table = ImGui.Checkbox("Inventory table", show_table)
ImGui.SameLine(); _, show_demo = ImGui.Checkbox("Demo window", show_demo)
if show_table and ImGui.BeginTable("inv", 3, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg, G.ImGuiTableFlags.Sortable)) then
ImGui.TableSetupColumn("Item"); ImGui.TableSetupColumn("Count"); ImGui.TableSetupColumn("Value")
ImGui.TableHeadersRow()
for _, it in ipairs(items) do
ImGui.TableNextRow()
ImGui.TableNextColumn(); ImGui.Text(it[1])
ImGui.TableNextColumn(); ImGui.Text("%d", it[2])
ImGui.TableNextColumn(); ImGui.Text("%d", it[3])
end
ImGui.EndTable()
end
ImGui.End()
if show_demo and ImGui.ShowDemoWindow then show_demo = ImGui.ShowDemoWindow(show_demo) end
end
return App
end
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@@ -1,5 +0,0 @@
function love.conf(t)
t.window.title = "Dear ImGui - shared example (LÖVE)"
t.window.width, t.window.height = 1280, 800
t.window.resizable = true
end
@@ -1,15 +0,0 @@
{
"name": "imgui-shared-example",
"tree": {
"$className": "DataModel",
"ReplicatedStorage": {
"ImGui": { "$path": "../../build/ImGuiTyped.luau", "Impl": { "$path": "../../build/ImGui.luau" } },
"SharedApp": { "$path": "app.lua" }
},
"StarterPlayer": {
"StarterPlayerScripts": {
"SharedExample": { "$path": "roblox.client.luau" }
}
}
}
}
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@@ -1,43 +0,0 @@
-- LÖVE launcher for app.lua: python3 tools/bundle.py --target love then love examples/example_shared
local ROOT = love.filesystem.getSource() .. "/../../" -- repo root (build/, fonts/)
local function load_bundle()
local f = assert(io.open(ROOT .. "build/imgui_love.lua", "rb"), "run: python3 tools/bundle.py --target love")
local src = f:read("*a"); f:close()
return assert(loadstring(src, "@imgui_love.lua"))()
end
local G, ImGui, App
function love.load()
G = load_bundle()
ImGui = G.ImGui
ImGui.CreateContext()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.NavEnableKeyboard, G.ImGuiConfigFlags.DockingEnable)
io.IniFilename = nil
G.ImGui_ImplLove.Init({ root = ROOT })
App = love.filesystem.load("app.lua")()(G)
App.Platform = "LÖVE"
end
function love.update(dt)
G.ImGui_ImplLove.NewFrame()
ImGui.NewFrame()
App.Frame()
ImGui.Render()
end
function love.draw()
local c = App.ClearColor
love.graphics.clear(c.x, c.y, c.z, 1)
G.ImGui_ImplLove.RenderDrawData(ImGui.GetDrawData())
end
function love.mousemoved(x, y) G.ImGui_ImplLove.MouseMoved(x, y) end
function love.mousepressed(x, y, b) G.ImGui_ImplLove.MousePressed(x, y, b) end
function love.mousereleased(x, y, b) G.ImGui_ImplLove.MouseReleased(x, y, b) end
function love.wheelmoved(x, y) G.ImGui_ImplLove.WheelMoved(x, y) end
function love.keypressed(k) G.ImGui_ImplLove.KeyPressed(k) end
function love.keyreleased(k) G.ImGui_ImplLove.KeyReleased(k) end
function love.textinput(t) G.ImGui_ImplLove.TextInput(t) end
function love.focus(f) G.ImGui_ImplLove.Focus(f) end
@@ -1,21 +0,0 @@
-- Roblox launcher for app.lua (sync with examples/example_shared/default.project.json).
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
local ImGui = G.ImGui
ImGui.CreateContext()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.NavEnableKeyboard, G.ImGuiConfigFlags.DockingEnable)
G.ImGui_ImplRoblox.Init()
local App = require(ReplicatedStorage:WaitForChild("SharedApp"))(G)
App.Platform = "Roblox"
RunService.Stepped:Connect(function()
G.ImGui_ImplRoblox.NewFrame()
ImGui.NewFrame()
App.Frame()
ImGui.Render()
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
end)
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@@ -30,7 +30,7 @@
--- @meta
local type = ImGui._GetTypeFunc()
local type = type -- [Luau] builtin (FASTCALL); ImGui._GetTypeFunc() kept for compatibility
local rawget = rawget; local rawset = rawset
-- [LuaBitOp](https://bitop.luajit.org/semantics.html)
@@ -75,6 +75,14 @@ function ImU32(val) return bitAnd(val, 0xFFFFFFFF) end
--- @return ImS32
function ImS32(val) return bitAnd(val, 0xFFFFFFFF) end
-- [Luau] 64-bit integers are stored in doubles (exact only within +-2^53): the cast just truncates toward zero like a C double->int64 cast.
--- @param val number
--- @return ImS64
function ImS64(val) if val >= 0 then return math.floor(val) end return -math.floor(-val) end
--- @param val number
--- @return ImU64
function ImU64(val) if val >= 0 then return math.floor(val) end return -math.floor(-val) end
--- @alias float number
--- @class double : number
@@ -155,15 +163,17 @@ ImGuiDataType =
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
S64 = 6, -- long long / __int64 -- [Luau] stored in a double: exact only within +-2^53
U64 = 7, -- unsigned long long / unsigned __int64 -- [Luau] stored in a double: exact only within 0..2^53
Float = 8, -- float
Double = 9, -- double
Bool = 10, -- bool (provided for user convenience, not supported by scalar widgets)
String = 11, -- string (provided for user convenience, not supported by scalar widgets)
COUNT = 12
}
-- Extend ImGuiDataType_
ImGuiDataType.Pointer = 11 -- [internal]
ImGuiDataType.ID = 12 -- [internal]
ImGuiDataType.Pointer = ImGuiDataType.COUNT -- [internal]
ImGuiDataType.ID = ImGuiDataType.COUNT + 1 -- [internal]
ImTextureID_Invalid = -1
@@ -194,7 +204,8 @@ ImFontAtlasFlags =
None = 0,
NoPowerOfTwoHeight = bitLShift(1, 0), -- Don't round the height to next power of two
NoMouseCursors = bitLShift(1, 1), -- Don't build software mouse cursors into the atlas (save a little texture memory)
NoBakedLines = bitLShift(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.
NoBakedLines = bitLShift(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.
NoBakedRoundCorners= bitLShift(1, 3), -- Don't build round corners into the atlas.
}
-- A cardinal direction
@@ -498,8 +509,8 @@ end
--- @field UserCallbackData any
--- @field UserCallbackDataSize int
--- @field UserCallbackDataOffset int
local IM_DRAWCMD = {}
IM_DRAWCMD.__index = IM_DRAWCMD
MT.ImDrawCmd = {}
MT.ImDrawCmd.__index = MT.ImDrawCmd
--- @return ImDrawCmd
--- @nodiscard
@@ -514,11 +525,11 @@ function ImDrawCmd()
UserCallbackData = nil, -- 4-8 -- Callback user data (when UserCallback != nil). 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.
UserCallbackDataSize = 0, -- 4 -- Size of callback user data when using storage, otherwise 0.
UserCallbackDataOffset = 0 -- 4 -- [Internal] Offset of callback user data when using storage, otherwise -1.
}, IM_DRAWCMD)
}, MT.ImDrawCmd)
end
--- @return ImTextureID
function IM_DRAWCMD:GetTexID()
function MT.ImDrawCmd: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!")
@@ -605,7 +616,7 @@ function ImDrawListSplitter() return setmetatable({ _Current = 0, _Count = 0, _C
--- @field CmdBuffer ImVector<ImDrawCmd>
--- @field IdxBuffer ImVector<ImDrawIdx>
--- @field VtxBuffer ImVector<ImDrawVert>
--- @field Flags ImDrawListFlags
--- @field Flags ImDrawFlags # Current flags for drawing primitives. Alter with PushDrawFlag()/PopDrawFlag()
--- @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 vertex in VtxBuffer (see ImDrawVtxBuffer)
@@ -616,7 +627,10 @@ function ImDrawListSplitter() return setmetatable({ _Current = 0, _Count = 0, _C
--- @field _ClipRectStack ImVector<ImVec4>
--- @field _TextureStack ImVector<ImTextureRef>
--- @field _CallbacksDataBuf any
--- @field _DrawFlagsStack ImVector<ImDrawFlags>
--- @field _FringeScale float
--- @field _InvFringeScale float
--- @field _FringeScaleIsInteger bool
--- @field _OwnerName string
MT.ImDrawList = {}
MT.ImDrawList.__index = MT.ImDrawList
@@ -669,9 +683,11 @@ function ImDrawList(data)
_Splitter = ImDrawListSplitter(), -- [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
_ClipRectStack = ImVector(), -- [Internal]
_TextureStack = ImVector(), -- [Internal]
_CallbacksDataBuf = nil, -- [Internal]
_FringeScale = 0, -- [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
_CallbacksDataBuf = ImVector(), -- [Internal] [Lua] copies of AddCallback() userdata (userdata_size > 0)
_DrawFlagsStack = ImVector(), -- [Internal] ImSmallStack_<ImDrawFlags,3>: capacity checked by PushDrawFlag()
_FringeScale = 1.0, -- [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content -- [Luau] 1.0 instead of memset 0 so a list used before _SetPixelDensity() still works
_InvFringeScale = 1.0, -- [internal] 1.0 / _FringeScale // FIXME: Consider renaming to _PixelDensity.
_FringeScaleIsInteger = true, -- [Internal] true if 1/_FringeScale is a whole number, used to select fast path for rendering
_OwnerName = nil -- Pointer to owner window's name for debugging
}, MT.ImDrawList)
@@ -750,6 +766,7 @@ function ImTextureData()
this.UniqueID = 0 -- w - -- [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
this.Status = ImTextureStatus.Destroyed -- rw rw -- ImTextureStatus.OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
this.BackendUserData = nil -- - rw -- Convenience storage for backend. Some backends may have enough with TexID.
this.QueueUserData = nil -- r - -- Convenience storage for a staged/multi-threaded rendering texture queue (e.g. imgui_threaded_rendering.h. See #8597). When ~= nil, core assumes the texture is referenced by the queue.
this.TexID = ImTextureID_Invalid -- 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.
this.Format = 0 -- w r -- ImTextureFormat.RGBA32 (default) or ImTextureFormat.Alpha8
this.Width = 0 -- w r -- Texture width
@@ -769,11 +786,14 @@ end
--- @param x int
--- @param y int
function MT.ImTextureData:GetPixels() IM_ASSERT(self.Pixels ~= nil); return self.Pixels end
function MT.ImTextureData:GetPixelsAt(x, y)
return self.Pixels, (x + y * self.Width) * self.BytesPerPixel + 1
end
function MT.ImTextureData:GetSizeInBytes() return self.Width * self.Height * self.BytesPerPixel end
function MT.ImTextureData:GetPitch() return self.Width * self.BytesPerPixel end
function MT.ImTextureData:GetTexRef() local tex_ref = ImTextureRef(); tex_ref._TexData = self; tex_ref._TexID = ImTextureID_Invalid; return tex_ref end
function MT.ImTextureData:GetTexID() return self.TexID end
--- @param tex_id ImTextureID
@@ -793,8 +813,8 @@ function MT.ImTextureData:SetStatus(status) self.Status = status if (status == I
--- @class ImTextureRef
--- @field _TexData? ImTextureData
--- @field _TexID ImTextureID
local IM_TEXTURE_REF = {}
IM_TEXTURE_REF.__index = IM_TEXTURE_REF
MT.ImTextureRef = {}
MT.ImTextureRef.__index = MT.ImTextureRef
--- @return ImTextureRef
--- @nodiscard
@@ -803,7 +823,14 @@ function ImTextureRef(tex_id)
-- Members (either are set, never both!)
_TexData = nil, -- A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
_TexID = tex_id or ImTextureID_Invalid -- _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui.Image() calls.
}, IM_TEXTURE_REF)
}, MT.ImTextureRef)
end
-- This is provided for consistency (but we don't actually use this)
--- @return ImTextureID
function MT.ImTextureRef:GetTexID()
IM_ASSERT(not (self._TexData ~= nil and self._TexID ~= ImTextureID_Invalid))
if self._TexData then return self._TexData.TexID else return self._TexID end
end
-------------------------------------------------------------------------------
@@ -1132,6 +1159,34 @@ function ImFontGlyph()
}
end
-- 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.
--- @class ImFontGlyphRangesBuilder
--- @field UsedChars ImVector<ImU32> # Store 1-bit per Unicode code point (0=unused, 1=used)
MT.ImFontGlyphRangesBuilder = {}
MT.ImFontGlyphRangesBuilder.__index = MT.ImFontGlyphRangesBuilder
--- @return ImFontGlyphRangesBuilder
--- @nodiscard
function ImFontGlyphRangesBuilder()
local this = setmetatable({ UsedChars = ImVector() }, MT.ImFontGlyphRangesBuilder)
this:Clear()
return this
end
function MT.ImFontGlyphRangesBuilder:Clear()
local size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8
self.UsedChars:resize(size_in_bytes / 4)
local data = self.UsedChars.Data
for i = 1, self.UsedChars.Size do data[i] = 0 end
end
-- Get bit n in the array
function MT.ImFontGlyphRangesBuilder:GetBit(n) local off = bit32.rshift(n, 5); local mask = bit32.lshift(1, bit32.band(n, 31)); return bit32.band(self.UsedChars.Data[off + 1], mask) ~= 0 end
-- Set bit n in the array
function MT.ImFontGlyphRangesBuilder:SetBit(n) local off = bit32.rshift(n, 5); local mask = bit32.lshift(1, bit32.band(n, 31)); self.UsedChars.Data[off + 1] = bit32.bor(self.UsedChars.Data[off + 1], mask) end
-- Add character
function MT.ImFontGlyphRangesBuilder:AddChar(c) self:SetBit(c) end
-------------------------------------------------------------------------------
-- [SECTION] ImGuiIO
-------------------------------------------------------------------------------
@@ -1190,6 +1245,8 @@ function ImGuiIO()
-- Other state maintained from data above + IO function calls
KeyMods = nil, -- 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()
BackendPlatformName = nil, -- = NULL
BackendRendererName = nil, -- = NULL
BackendFlags = ImGuiBackendFlags.None, -- = 0 -- See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ConfigFlags = ImGuiConfigFlags.None, -- = 0 -- See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
DisplaySize = ImVec2(-1.0, -1.0), -- <unset> -- Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
@@ -1198,6 +1255,9 @@ function ImGuiIO()
DisplayFramebufferScale = ImVec2(1.0, 1.0), -- = (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.
-- Font system
FontAllowUserScaling = false, -- = false -- Allow user scaling text of individual window with Ctrl+Wheel.
-- 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)
@@ -1208,12 +1268,14 @@ function ImGuiIO()
MouseDelta = ImVec2(), -- 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.
MouseDown = {[0] = false, [1] = false, [2] = false}, -- 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.
MouseDown = {[0] = false, [1] = false, [2] = false, [3] = false, [4] = false}, -- 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.
MouseWheel = 0, -- 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.
MouseWheelH = 0, -- 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.
MouseCtrlLeftAsRightClick = false, -- (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
MouseSource = ImGuiMouseSource.Mouse, -- Mouse actual input peripheral (Mouse/TouchScreen/Pen).
PenPressure = 0.0, -- Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
MouseWheelRequestAxisSwap = false, -- 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.
@@ -1229,6 +1291,25 @@ function ImGuiIO()
ConfigDebugIniSettings = false, -- = false -- Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
ConfigWindowsCopyContentsWithCtrlC = false, -- = 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.
ConfigWindowsMoveFromTitleBarOnly = false, -- = false -- Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
ConfigScrollbarScrollByPage = true, -- = 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.
ConfigInputTextCursorBlink = true, -- = true -- Enable blinking cursor (optional as some users consider it to be distracting).
ConfigInputTextEnterKeepActive = false, -- = false -- [BETA] Pressing Enter will reactivate item and select all text (single-line only). Ctrl+Enter or Shift+Enter will deactivate normally.
ConfigDragClickToInputText = false, -- = false -- [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
-- Keyboard/Gamepad Navigation options
ConfigNavSwapGamepadButtons = false, -- = false -- Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
ConfigNavMoveSetMousePos = false, -- = 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.
ConfigNavCaptureKeyboard = true, -- = true -- Sets io.WantCaptureKeyboard when io.NavActive is set.
ConfigNavEscapeClearFocusItem = true, -- = true -- Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
ConfigNavEscapeClearFocusWindow = false, -- = false -- Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
-- DPI/Scaling options
ConfigDpiScaleFonts = false, -- = false -- [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
ConfigDpiScaleViewports = false, -- = false -- [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
-- Ini Settings options
ConfigIniSettingsSaveLastUsedDate = true, -- = 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.
ConfigIniSettingsAutoDiscardMonths = 0, -- = 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.
-- 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).
@@ -1253,6 +1334,16 @@ function ImGuiIO()
-- - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
ConfigDebugHighlightIdConflicts = false, -- Highlight and show an error message popup when multiple items have conflicting identifiers.
ConfigDebugHighlightIdConflictsShowItemPicker = true, -- =true -- Show "Item Picker" button in aforementioned popup.
ConfigDebugIsDebuggerPresent = false, -- = false -- Enable various tools calling IM_DEBUG_BREAK().
-- Tools to test correct Begin/End and BeginChild/EndChild behaviors.
ConfigDebugBeginReturnValueOnce = false, -- = 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.
ConfigDebugBeginReturnValueLoop = false, -- = 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.
ConfigDebugIgnoreFocusLoss = false, -- = 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
ConfigDebugDrawListDefaultsToStrokeLegacy = false, -- false -- Default all ImDrawList to ImDrawList_StrokeLegacy mode, mimicking pre-1.93.0 rendering.
IniFilename = "imgui.ini", -- Roblox: no disk access, only used as a flag (nil disables .ini handling)
IniSavingRate = 5.0, -- = 5.0f -- Minimum time between saving positions/sizes to .ini file, in seconds.
@@ -1279,23 +1370,23 @@ function ImGuiIO()
-- (you can visualize and interact with all options in 'Demo->Configuration')
MouseDrawCursor = false, -- = 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.
MouseClicked = {[0] = false, [1] = false, [2] = false}, -- Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
MouseReleased = {[0] = false, [1] = false, [2] = false}, -- Mouse button went from Down to !Down
MouseClickedCount = {[0] = 0, [1] = 0, [2] = 0}, -- == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
MouseClickedLastCount = {[0] = 0, [1] = 0, [2] = 0}, -- Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
MouseDownDuration = {[0] = -1, [1] = -1, [2] = -1}, -- Duration the mouse button has been down (0.0f == just clicked)
MouseDownDurationPrev = {[0] = -1, [1] = -1, [2] = -1}, -- Previous time the mouse button has been down
MouseClicked = {[0] = false, [1] = false, [2] = false, [3] = false, [4] = false}, -- Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
MouseReleased = {[0] = false, [1] = false, [2] = false, [3] = false, [4] = false}, -- Mouse button went from Down to !Down
MouseClickedCount = {[0] = 0, [1] = 0, [2] = 0, [3] = 0, [4] = 0}, -- == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
MouseClickedLastCount = {[0] = 0, [1] = 0, [2] = 0, [3] = 0, [4] = 0}, -- Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
MouseDownDuration = {[0] = -1, [1] = -1, [2] = -1, [3] = -1, [4] = -1}, -- Duration the mouse button has been down (0.0f == just clicked)
MouseDownDurationPrev = {[0] = -1, [1] = -1, [2] = -1, [3] = -1, [4] = -1}, -- Previous time the mouse button has been down
MouseDragMaxDistanceAbs = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, -- Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
MouseDragMaxDistanceSqr = {[0] = 0, [1] = 0, [2] = 0}, -- Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
MouseDragMaxDistanceAbs = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2(), [3] = ImVec2(), [4] = ImVec2()}, -- Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
MouseDragMaxDistanceSqr = {[0] = 0, [1] = 0, [2] = 0, [3] = 0, [4] = 0}, -- Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
MouseDownOwned = {[0] = nil, [1] = nil, [2] = nil}, -- 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.
MouseDownOwnedUnlessPopupClose = {[0] = nil, [1] = nil, [2] = nil}, -- Track if button was clicked inside a dear imgui window.
MouseClickedTime = {[0] = 0, [1] = 0, [2] = 0}, -- Time of last click (used to figure out double-click)
MouseReleasedTime = {[0] = 0, [1] = 0, [2] = 0}, -- Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
MouseClickedPos = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, -- Position at time of clicking
MouseDownOwned = {[0] = nil, [1] = nil, [2] = nil, [3] = nil, [4] = nil}, -- 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.
MouseDownOwnedUnlessPopupClose = {[0] = nil, [1] = nil, [2] = nil, [3] = nil, [4] = nil}, -- Track if button was clicked inside a dear imgui window.
MouseClickedTime = {[0] = 0, [1] = 0, [2] = 0, [3] = 0, [4] = 0}, -- Time of last click (used to figure out double-click)
MouseReleasedTime = {[0] = 0, [1] = 0, [2] = 0, [3] = 0, [4] = 0}, -- Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
MouseClickedPos = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2(), [3] = ImVec2(), [4] = ImVec2()}, -- Position at time of clicking
MouseDoubleClicked = {[0] = false, [1] = false, [2] = false}, -- Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
MouseDoubleClicked = {[0] = false, [1] = false, [2] = false, [3] = false, [4] = false}, -- Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
-- Inputs Behaviors
-- (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
@@ -1463,6 +1554,7 @@ function ImGuiViewport()
PlatformHandle = nil, -- void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
PlatformHandleRaw = nil, -- void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
PlatformIconData = nil, -- [EXPERIMENTAL] Pass opaque data for Platform backend to handle.
PlatformWindowCreated = false -- Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
}, MT.ImGuiViewport)
end
@@ -1494,12 +1586,24 @@ function ImGuiPlatformIO()
-- (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
Platform_GetClipboardTextFn = nil, -- Should return nil on failure (e.g. clipboard data is not text).
Platform_SetClipboardTextFn = nil,
Platform_ClipboardUserData = nil,
-- 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)
Platform_OpenInShellFn = nil,
Platform_OpenInShellUserData = nil,
-- 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)
Platform_SetImeDataFn = nil, -- fun(ctx, viewport, data)
Platform_ImeUserData = nil,
-- Optional: Platform locale
-- [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
Platform_LocaleDecimalPoint = 46, -- '.'
-- Optional: Session date
Platform_SessionDate = 0, -- Integer storing YYYYMMDD e.g. 20261231 corresponding to the beginning of application session.
-------------------------------------------------------------------------------
-- Input - Interface with Renderer Backend
-------------------------------------------------------------------------------
@@ -1511,6 +1615,12 @@ function ImGuiPlatformIO()
-- Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
Renderer_RenderState = nil,
-- Optional: Standard draw callbacks (set by backends that support them)
DrawCallback_ResetRenderState = nil, -- Request to reset the graphics/render state.
DrawCallback_SetSamplerLinear = nil, -- Request backend to set texture sampling to Linear.
DrawCallback_SetSamplerNearest = nil, -- Request backend to set texture sampling to Nearest/Point.
DrawCallback_SetSamplerFromTex = nil, -- Request backend to use sampler associated to texture - only available in some backends: OpenGL2/3 and SDLRenderer3.
-- (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.
@@ -1522,10 +1632,6 @@ function ImGuiPlatformIO()
-- (in the future we will attempt to organize this feature to remove the need for a "main viewport")
Viewports = ImVector(), -- Main viewports, followed by all secondary viewports.
-- Optional: Platform locale
-- [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
Platform_LocaleDecimalPoint = 46, -- '.'
Platform_OnChangedViewport = nil, -- (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.
}
@@ -1687,35 +1793,90 @@ ImGuiNextItemDataFlags = {
--- @enum ImDrawFlags
ImDrawFlags = {
None = 0,
-- - Rounding default to ImDrawFlags.RoundCornersAll when 'rounding > 0'.
-- - So you only need to use the ImDrawFlags.RoundCornersXXX flags if you want a special configuration (e.g. a rectangle with one rounded corner).
--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?
RoundCornersTopLeft = bitLShift(1, 4), -- OK -- -- Round top-left corner only (when 'rounding > 0.0f', we default to all corners).
RoundCornersTopRight = bitLShift(1, 5), -- OK -- -- Round top-right corner only (when 'rounding > 0.0f', we default to all corners).
RoundCornersBottomLeft = bitLShift(1, 6), -- OK -- -- Round bottom-left corner only (when 'rounding > 0.0f', we default to all corners).
RoundCornersBottomRight = bitLShift(1, 7), -- OK -- -- Round bottom-right corner only (when 'rounding > 0.0f', we default to all corners).
RoundCornersNone = bitLShift(1, 8), -- OK -- -- Disable rounding even when 'rounding > 0.0f'. This value is NOT zero, it is NOT an implicit flag!
RoundTopLeft = bitLShift(1, 4), -- OK -- -- Round top-left corner only (when 'rounding > 0.0f', we default to all corners).
RoundTopRight = bitLShift(1, 5), -- OK -- -- Round top-right corner only (when 'rounding > 0.0f', we default to all corners).
RoundBottomLeft = bitLShift(1, 6), -- OK -- -- Round bottom-left corner only (when 'rounding > 0.0f', we default to all corners).
RoundBottomRight = bitLShift(1, 7), -- OK -- -- Round bottom-right corner only (when 'rounding > 0.0f', we default to all corners).
RoundNone = bitLShift(1, 8), -- OK -- -- Disable rounding even when 'rounding > 0.0f'. This value is NOT zero, it is NOT an implicit flag!
-- Stroke Options ----------------------------- -- Prim/Scope?
Closed = bitLShift(1, 9) -- OK -- -- PathStroke(), AddPolyline(): specify that shape should be closed.
Closed = bitLShift(1, 9), -- OK -- -- PathStroke(), AddPolyline(): specify that shape should be closed.
JoinMiter = bitLShift(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.
CapSquare = bitLShift(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?
AAFill = bitLShift(1, 12), -- OK* OK(1) -- Enable anti-aliasing for Filled shapes.
AALines = bitLShift(1, 13), -- OK* OK(1) -- Enable anti-aliasing for Strokes (lines, borders).
AALineEnds = bitLShift(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?
StrokeInside = bitLShift(1, 17), -- OK -- -- Draw stroke inside of the shape outline (default for closed shapes and AddLineH, AddLineV functions)
StrokeCenter = bitLShift(2, 17), -- OK -- -- Draw stroke at the center of the shape outline (default for paths, bezier, and AddLine functions)
StrokeCenterBiased = bitLShift(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!
StrokeOutside = bitLShift(4, 17), -- OK -- -- Draw stroke outside of the shape outline
StrokeLegacy = bitLShift(7, 17), -- OK OK(0) -- Use legacy positioning + enable JoinMiter + disable AALineEnds. Must be all bits set.
-- Other Options ------------------------------ -- Prim/Scope?
TextNoPixelSnap = bitLShift(1, 20), -- OK OK(0) -- Disable automatically snapping AddText() calls to pixel boundaries.
UseTexForRoundCorners = bitLShift(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.
UseVtxOffset = bitLShift(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.
AllowTexForRoundCorners_= bitLShift(1, 23), -- -- OK(1) -- [Internal]
}
ImDrawFlags.RoundAll = bitOr(ImDrawFlags.RoundTopLeft, ImDrawFlags.RoundTopRight, ImDrawFlags.RoundBottomLeft, ImDrawFlags.RoundBottomRight) -- (Default!!)
ImDrawFlags.RoundTop = bitOr(ImDrawFlags.RoundTopLeft, ImDrawFlags.RoundTopRight)
ImDrawFlags.RoundBottom = bitOr(ImDrawFlags.RoundBottomLeft, ImDrawFlags.RoundBottomRight)
ImDrawFlags.RoundLeft = bitOr(ImDrawFlags.RoundBottomLeft, ImDrawFlags.RoundTopLeft)
ImDrawFlags.RoundRight = bitOr(ImDrawFlags.RoundBottomRight, ImDrawFlags.RoundTopRight)
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) -- (Default!!)
ImDrawFlags.RoundCornersDefault_ = ImDrawFlags.RoundCornersAll
ImDrawFlags.RoundCornersMask_ = bitOr(ImDrawFlags.RoundCornersAll, ImDrawFlags.RoundCornersNone) -- [Internal]
ImDrawFlags.InvalidMask_ = 0x8000000F -- [Internal] == 0x8000000F. Reserved to detect misuses.
-- [Internal]
ImDrawFlags.RoundMask_ = bitOr(ImDrawFlags.RoundAll, ImDrawFlags.RoundNone) -- [Internal]
ImDrawFlags.AllowInPushScope_ = bitOr(ImDrawFlags.AAFill, ImDrawFlags.AALines, ImDrawFlags.AALineEnds, ImDrawFlags.StrokeLegacy, ImDrawFlags.TextNoPixelSnap, ImDrawFlags.UseTexForRoundCorners, ImDrawFlags.UseVtxOffset, ImDrawFlags.RoundMask_) -- [Internal] Values allowed in PushDrawFlag() scope.
ImDrawFlags.AllowInFrameScope_ = bitOr(ImDrawFlags.AllowInPushScope_, ImDrawFlags.AllowTexForRoundCorners_)
ImDrawFlags.StrokeMask_ = bitLShift(0x07, 17) -- [Internal]
ImDrawFlags.InvalidMask_ = 0x8000000F -- [Internal] == ~0x7FFFFFF0 == 0x8000000F. Reserved to detect misuses.
-- Obsolete names
-- 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
-- -- RENAMED in 1.93.0: Merged ImDrawListFlags into ImDrawFlags.
--- @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)
None = ImDrawFlags.None,
AntiAliasedFill = ImDrawFlags.AAFill,
AntiAliasedLines = ImDrawFlags.AALines,
AntiAliasedLinesUseTex = ImDrawFlags.AALines, -- No effect, anti-aliased rendering always uses textures from 1.93+
AllowVtxOffset = ImDrawFlags.UseVtxOffset,
TextNoPixelSnap = ImDrawFlags.TextNoPixelSnap,
}
-- Font flags
@@ -1857,10 +2018,12 @@ ImGuiStyleVar = {
DragDropTargetRounding = 37, -- float DragDropTargetRounding
ButtonTextAlign = 38, -- ImVec2 ButtonTextAlign
SelectableTextAlign = 39, -- ImVec2 SelectableTextAlign
SeparatorTextBorderSize = 40, -- float SeparatorTextBorderSize
SeparatorTextAlign = 41, -- ImVec2 SeparatorTextAlign
SeparatorTextPadding = 42, -- ImVec2 SeparatorTextPadding
COUNT = 43
SeparatorSize = 40, -- float SeparatorSize
SeparatorTextBorderSize = 41, -- float SeparatorTextBorderSize
SeparatorTextAlign = 42, -- ImVec2 SeparatorTextAlign
SeparatorTextPadding = 43, -- ImVec2 SeparatorTextPadding
DockingSeparatorSize = 44, -- float DockingSeparatorSize
COUNT = 45
}
-- Flags for ImGui.IsItemHovered(), ImGui.IsWindowHovered()
@@ -1949,8 +2112,9 @@ ImGuiKey = {
RightCtrl = 531, RightShift = 532, RightAlt = 533, RightSuper = 534,
Menu = 535,
-- 1 ~ 9
-- 0 ~ 9 (upstream ImGuiKey_0..ImGuiKey_9: K0..K9 in this port, ImGuiKey["0"]..ImGuiKey["9"] are aliases)
K0 = 536, K1 = 537, K2 = 538, K3 = 539, K4 = 540, K5 = 541, K6 = 542, K7 = 543, K8 = 544, K9 = 545,
["0"] = 536, ["1"] = 537, ["2"] = 538, ["3"] = 539, ["4"] = 540, ["5"] = 541, ["6"] = 542, ["7"] = 543, ["8"] = 544, ["9"] = 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,
@@ -2119,6 +2283,10 @@ ImGuiDragDropFlags = {
ImGuiDragDropFlags.AcceptPeekOnly = bitOr(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoDrawDefaultRect) -- For peeking ahead and inspecting the payload before delivery.
-- Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
IMGUI_PAYLOAD_TYPE_COLOR_3F = "_COL3F" -- float[3]: Standard type for colors, without alpha. User code may use this type. [Port] payload.Data = { r, g, b } (1-based)
IMGUI_PAYLOAD_TYPE_COLOR_4F = "_COL4F" -- float[4]: Standard type for colors. User code may use this type. [Port] payload.Data = { r, g, b, a } (1-based)
-- Helpers macros to generate 32-bit encoded colors
IM_COL32_R_SHIFT = 0
IM_COL32_G_SHIFT = 8
@@ -2130,7 +2298,8 @@ IM_COL32_A_MASK = 0xFF000000
--- @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
--@hoist
function IM_COL32(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)
@@ -2172,7 +2341,7 @@ ImGuiComboFlags = {
}
ImGuiComboFlags.HeightMask_ = bitOr(ImGuiComboFlags.HeightSmall, ImGuiComboFlags.HeightRegular, ImGuiComboFlags.HeightLarge, ImGuiComboFlags.HeightLargest)
ImGuiComboFlags.CustomPreview = bitLShift(1, 20)
ImGuiComboFlags.CustomPreview = bitLShift(1, 20) -- [Luau] obsolete: removed in 1.93.0 (BeginComboPreview() no longer needs a flag), kept as an ignored value
-- Flags for ImGui.Selectable()
--- @enum ImGuiSelectableFlags
@@ -2294,6 +2463,7 @@ function ImGuiWindowClass()
TabItemFlagsOverrideSet = 0, -- [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.
DockNodeFlagsOverrideSet = 0, -- [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!)
DockingAlwaysTabBar = false, -- Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
PlatformIconData = nil, -- void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments.
DockingAllowUnclassed = true -- Set to true to allow windows of this class to be docked/merged with an unclassed window. -- FIXME-DOCK: Move to DockNodeFlags override?
}
end
@@ -2417,7 +2587,8 @@ function MT.ImGuiInputTextCallbackData:InsertChars(pos, new_text)
self.SelectionStart = self.CursorPos; self.SelectionEnd = self.CursorPos
end
function MT.ImGuiInputTextCallbackData:SelectAll() self.SelectionStart = 0; self.SelectionEnd = self.BufTextLen end
function MT.ImGuiInputTextCallbackData:SelectAll() self.SelectionStart = 0; self.CursorPos = self.BufTextLen; self.SelectionEnd = self.BufTextLen end
function MT.ImGuiInputTextCallbackData:SetSelection(s, e) IM_ASSERT(s >= 0 and s <= self.BufTextLen); IM_ASSERT(e >= 0 and e <= self.BufTextLen); self.SelectionStart = s; self.CursorPos = e; self.SelectionEnd = e end
function MT.ImGuiInputTextCallbackData:ClearSelection() self.SelectionStart = self.BufTextLen; self.SelectionEnd = self.BufTextLen end
function MT.ImGuiInputTextCallbackData:HasSelection() return self.SelectionStart ~= self.SelectionEnd end
@@ -2616,6 +2787,17 @@ ImGuiTableBgTarget = { None = 0, RowBg0 = 1, RowBg1 = 2, CellBg = 3 }
--- @enum ImGuiSortDirection
ImGuiSortDirection = { None = 0, Ascending = 1, Descending = 2 }
-- 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.
--- @class ImGuiSizeCallbackData
--- @field UserData any Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here.
--- @field Pos ImVec2 Read-only. Window position, for reference.
--- @field CurrentSize ImVec2 Read-only. Current window size.
--- @field DesiredSize ImVec2 Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
--- @return ImGuiSizeCallbackData
function ImGuiSizeCallbackData()
return { UserData = nil, Pos = ImVec2(), CurrentSize = ImVec2(), DesiredSize = ImVec2() }
end
-- Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
@@ -2639,6 +2821,13 @@ function ImGuiPayload_IsDelivery(p) return p.Delivery end
-- [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
-------------------------------------------------------------------------------
-- 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,
NoSetTableRowCounters = bitLShift(1, 0), -- [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row.
}
-- Helper: Growable text buffer for logging/accumulating text
-- (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
--- @class ImGuiTextBuffer # string builder: Buf is a list of string chunks
@@ -2652,6 +2841,148 @@ function ImGuiTextBufferMT:appendf(fmt, ...) self.Buf[#self.Buf + 1] = string.fo
function ImGuiTextBufferMT:c_str() return table.concat(self.Buf) end
function ImGuiTextBufferMT:size() return #self:c_str() end
-- Helpers: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
-- Prefer using IM_COL32() macros. Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
-- **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
-- [Luau] no implicit conversions: use :U32() / .Value (ImVec4). Overloads: ImColor(), ImColor(r, g, b, a) floats,
-- ImColor(ImVec4), ImColor(ImU32). The C++ int (0-255) overload can't be told apart from floats: use ImColor(IM_COL32(r, g, b, a)).
--- @class ImColor
local ImColorMT = {}
ImColorMT.__index = ImColorMT
ImColor = setmetatable({}, { __call = function(_, r, g, b, a)
local self = setmetatable({ Value = ImVec4() }, ImColorMT)
if type(r) == "table" then
ImVec4_Copy(self.Value, r)
elseif r ~= nil and g == nil then
local s = 1.0 / 255.0
self.Value.x = bit32.band(bit32.rshift(r, IM_COL32_R_SHIFT), 0xFF) * s; self.Value.y = bit32.band(bit32.rshift(r, IM_COL32_G_SHIFT), 0xFF) * s
self.Value.z = bit32.band(bit32.rshift(r, IM_COL32_B_SHIFT), 0xFF) * s; self.Value.w = bit32.band(bit32.rshift(r, IM_COL32_A_SHIFT), 0xFF) * s
elseif r ~= nil then
self.Value.x = r; self.Value.y = g; self.Value.z = b; self.Value.w = a or 1.0
end
return self
end })
function ImColorMT:U32() return ImGui.ColorConvertFloat4ToU32(self.Value) end
-- FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
function ImColorMT:SetHSV(h, s, v, a) self.Value.x, self.Value.y, self.Value.z = ImGui.ColorConvertHSVtoRGB(h, s, v); self.Value.w = a or 1.0 end
function ImColor.HSV(h, s, v, a) local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v); return ImColor(r, g, b, a or 1.0) end
-------------------------------------------------------------------------------
-- [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.
-- [Port] ImGuiSelectionUserData is any Lua value compared with '==' (an integer index, or e.g. a table reference instead of a pointer).
-- -1 (ImGuiSelectionUserData_Invalid) is reserved. ImGuiSelectionBasicStorage/ImGuiSelectionExternalStorage require integer indices.
-- Flags for BeginMultiSelect()
--- @enum ImGuiMultiSelectFlags
ImGuiMultiSelectFlags = {
None = 0,
SingleSelect = bitLShift(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!
NoSelectAll = bitLShift(1, 1), -- Disable Ctrl+A shortcut to select all.
NoRangeSelect = bitLShift(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.
NoAutoSelect = bitLShift(1, 3), -- Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
NoAutoClear = bitLShift(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).
NoAutoClearOnReselect = bitLShift(1, 5), -- Disable clearing selection when clicking/selecting an already selected item.
BoxSelect1d = bitLShift(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.
BoxSelect2d = bitLShift(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.
BoxSelectNoScroll = bitLShift(1, 8), -- Disable scrolling when box-selecting and moving mouse near edges of scope.
ClearOnEscape = bitLShift(1, 9), -- Clear selection when pressing Escape while scope is focused.
ClearOnClickVoid = bitLShift(1, 10), -- Clear selection when clicking on empty location within scope.
ScopeWindow = bitLShift(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.
ScopeRect = bitLShift(1, 12), -- Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
SelectOnAuto = bitLShift(1, 13), -- Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)
SelectOnClickAlways = bitLShift(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)
SelectOnClickRelease = bitLShift(1, 15), -- Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
--RangeSelect2d = bitLShift(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.
NavWrapX = bitLShift(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.
NoSelectOnRightClick = bitLShift(1, 17), -- Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
CheckboxMode_ = bitLShift(1, 20), -- [Internal]
}
ImGuiMultiSelectFlags.SelectOnMask_ = bit32.bor(ImGuiMultiSelectFlags.SelectOnAuto, ImGuiMultiSelectFlags.SelectOnClickAlways, ImGuiMultiSelectFlags.SelectOnClickRelease)
ImGuiMultiSelectFlags.SelectOnClick = ImGuiMultiSelectFlags.SelectOnAuto -- RENAMED in 1.92.6
-- 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.
--- @class ImGuiMultiSelectIO
--- @field Requests ImVector<ImGuiSelectionRequest> # ms:w, app:r / ms:w app:r // Requests to apply to your selection data. (1-based .Data)
--- @field RangeSrcItem ImGuiSelectionUserData # 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.
--- @field NavIdItem ImGuiSelectionUserData # ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
--- @field NavIdSelected bool # ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
--- @field RangeSrcReset bool # app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
--- @field ItemsCount int # 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,
SetAll = 1, -- 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)
SetRange = 2, -- 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
--- @class ImGuiSelectionRequest
--- @field Type ImGuiSelectionRequestType # ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
--- @field Selected bool # ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
--- @field RangeDirection int # / 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.
--- @field RangeFirstItem ImGuiSelectionUserData # / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
--- @field RangeLastItem ImGuiSelectionUserData # / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
function ImGuiSelectionRequest()
return { Type = ImGuiSelectionRequestType.None, Selected = false, RangeDirection = 0, RangeFirstItem = -1, RangeLastItem = -1 }
end
-- [Port] ImVector<ImGuiSelectionRequest> copy function: push_back() copies fields into the preallocated element (C++ copies by value),
-- so callers can push a reused scratch request without allocating.
function ImGuiSelectionRequest_Copy(t, k, v)
local dst = t[k]
dst.Type = v.Type; dst.Selected = v.Selected; dst.RangeDirection = v.RangeDirection; dst.RangeFirstItem = v.RangeFirstItem; dst.RangeLastItem = v.RangeLastItem
end
--- @return ImGuiMultiSelectIO
function ImGuiMultiSelectIO()
return { Requests = ImVector(ImGuiSelectionRequest, ImGuiSelectionRequest_Copy), RangeSrcItem = -1, NavIdItem = -1, NavIdSelected = false, RangeSrcReset = false, ItemsCount = 0 }
end
-- ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage: see [SECTION] Widgets: Multi-Select helpers in imgui_widgets.lua
-- (constructors and methods are defined there, like upstream's out-of-line definitions in imgui_widgets.cpp).
--- @class ImGuiSettingsHandler
--- Fns take (ctx, handler, ...) like upstream. ReadOpenFn(ctx, handler, name) returns entry; ReadLineFn(ctx, handler, entry, line);
--- WriteAllFn(ctx, handler, buf: ImGuiTextBuffer)
+584 -58
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@@ -200,6 +200,7 @@ end
local bit32 = bit32
local band, bor, bnot, lshift, rshift = bit32.band, bit32.bor, bit32.bnot, bit32.lshift, bit32.rshift
local mathMax, mathMin = math.max, math.min -- [Luau] scalar ImMax()/ImMin() in table code are written as mathMax()/mathMin() (no call through the vector-aware helper)
IM_COL32_DISABLE = IM_COL32(0, 0, 0, 1) -- Special sentinel code which cannot be used as a regular color.
IMGUI_TABLE_MAX_COLUMNS = 512 -- Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx.
@@ -330,9 +331,13 @@ end
-- Storage for a table .ini settings
--- @class ImGuiTableSettings
MT.ImGuiTableSettings = {}
MT.ImGuiTableSettings.__index = MT.ImGuiTableSettings
function ImGuiTableSettings()
return { ID = 0, SaveFlags = 0, RefScale = 0.0, ColumnsCount = 0, ColumnsCountMax = 0, LastUsedDate = 0, WantApply = false, Columns = {} }
return setmetatable({ ID = 0, SaveFlags = 0, RefScale = 0.0, ColumnsCount = 0, ColumnsCountMax = 0, LastUsedDate = 0, WantApply = false, Columns = {} }, MT.ImGuiTableSettings)
end
-- [Luau] column settings are stored in a 0-based .Columns table (upstream: allocated right after the struct)
function MT.ImGuiTableSettings:GetColumnSettings() return self.Columns end
-- Storage data for a single column for legacy Columns() api
--- @class ImGuiOldColumnData
@@ -347,16 +352,6 @@ function ImGuiOldColumns()
HostBackupClipRect = ImRect(), HostBackupParentWorkRect = ImRect(), Columns = ImVector(), Splitter = ImDrawListSplitter() }
end
-- Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays!
ImGuiOldColumnFlags = ImGuiOldColumnFlags or {
None = 0,
NoBorder = lshift(1, 0), -- Disable column dividers
NoResize = lshift(1, 1), -- Disable resizing columns when clicking on the dividers
NoPreserveWidths = lshift(1, 2), -- Disable column width preservation when adjusting columns
NoForceWithinWindow = lshift(1, 3), -- Disable forcing columns to fit within window
GrowParentContentsSize = lshift(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.
}
ImGuiTableColumnFlags.NoDirectResize_ = ImGuiTableColumnFlags.NoDirectResize_ or lshift(1, 30) -- [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
local function Rect(r) return ImRect(r.Min.x, r.Min.y, r.Max.x, r.Max.y) end
@@ -482,7 +477,7 @@ function ImGui.BeginTableEx(name, id, columns_count, flags, outer_size, inner_wi
-- - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
local use_child_window = band(flags, bor(ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY)) ~= 0
local avail_size = ImGui.GetContentRegionAvail()
local actual_outer_size = ImTrunc(ImGui.CalcItemSize(outer_size, ImMax(avail_size.x, IMGUI_WINDOW_HARD_MIN_SIZE), use_child_window and ImMax(avail_size.y, IMGUI_WINDOW_HARD_MIN_SIZE) or 0.0))
local actual_outer_size = ImTrunc(ImGui.CalcItemSize(outer_size, mathMax(avail_size.x, IMGUI_WINDOW_HARD_MIN_SIZE), use_child_window and mathMax(avail_size.y, IMGUI_WINDOW_HARD_MIN_SIZE) or 0.0))
local outer_rect = ImRect(outer_window.DC.CursorPos, outer_window.DC.CursorPos + actual_outer_size)
local outer_window_is_measuring_size = (outer_window.AutoFitFramesX > 0) or (outer_window.AutoFitFramesY > 0) -- Doesn't apply to AlwaysAutoResize windows!
if use_child_window and ImGui.IsClippedEx(outer_rect, 0) and not outer_window_is_measuring_size then
@@ -638,15 +633,15 @@ function ImGui.BeginTableEx(name, id, columns_count, flags, outer_size, inner_wi
-- different x/y values to BeginChild().
local border_size = TABLE_BORDER_SIZE
if band(flags, ImGuiTableFlags.BordersOuterV) ~= 0 then
table_.HostClipRect.Min.x = ImMin(table_.HostClipRect.Min.x + border_size, table_.HostClipRect.Max.x)
table_.HostClipRect.Min.x = mathMin(table_.HostClipRect.Min.x + border_size, table_.HostClipRect.Max.x)
if inner_window.DecoOuterSizeX2 == 0.0 then
table_.HostClipRect.Max.x = ImMax(table_.HostClipRect.Max.x - border_size, table_.HostClipRect.Min.x)
table_.HostClipRect.Max.x = mathMax(table_.HostClipRect.Max.x - border_size, table_.HostClipRect.Min.x)
end
end
if band(flags, ImGuiTableFlags.BordersOuterH) ~= 0 then
table_.HostClipRect.Min.y = ImMin(table_.HostClipRect.Min.y + border_size, table_.HostClipRect.Max.y)
table_.HostClipRect.Min.y = mathMin(table_.HostClipRect.Min.y + border_size, table_.HostClipRect.Max.y)
if inner_window.DecoOuterSizeY2 == 0.0 then
table_.HostClipRect.Max.y = ImMax(table_.HostClipRect.Max.y - border_size, table_.HostClipRect.Min.y)
table_.HostClipRect.Max.y = mathMax(table_.HostClipRect.Max.y - border_size, table_.HostClipRect.Min.y)
end
end
end
@@ -679,7 +674,7 @@ function ImGui.BeginTableEx(name, id, columns_count, flags, outer_size, inner_wi
ImRect_Copy(table_.InnerClipRect, (inner_window == outer_window) and table_.WorkRect or inner_window.ClipRect)
table_.InnerClipRect:ClipWith(table_.WorkRect) -- We need this to honor inner_width
table_.InnerClipRect:ClipWithFull(table_.HostClipRect)
table_.InnerClipRect.Max.y = (band(flags, ImGuiTableFlags.NoHostExtendY) ~= 0) and ImMin(table_.InnerClipRect.Max.y, inner_window.WorkRect.Max.y) or table_.HostClipRect.Max.y
table_.InnerClipRect.Max.y = (band(flags, ImGuiTableFlags.NoHostExtendY) ~= 0) and mathMin(table_.InnerClipRect.Max.y, inner_window.WorkRect.Max.y) or table_.HostClipRect.Max.y
table_.RowPosY1 = table_.WorkRect.Min.y -- This is needed somehow
table_.RowPosY2 = table_.WorkRect.Min.y
@@ -1050,7 +1045,7 @@ function ImGui.TableUpdateLayout(table_)
BitArrayClearAll(table_.EnabledMaskByIndex)
BitArrayClearAll(table_.EnabledMaskByDisplayOrder)
table_.LeftMostEnabledColumn = -1
table_.MinColumnWidth = ImMax(1.0, g.Style.FramePadding.x * 1.0) -- g.Style.ColumnsMinSpacing -- FIXME-TABLE
table_.MinColumnWidth = mathMax(1.0, g.Style.FramePadding.x * 1.0) -- 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.
@@ -1152,7 +1147,7 @@ function ImGui.TableUpdateLayout(table_)
stretch_sum_width_auto = stretch_sum_width_auto + column.WidthAuto
count_stretch = count_stretch + 1
else
fixed_max_width_auto = ImMax(fixed_max_width_auto, column.WidthAuto)
fixed_max_width_auto = mathMax(fixed_max_width_auto, column.WidthAuto)
count_fixed = count_fixed + 1
end
end
@@ -1204,7 +1199,7 @@ function ImGui.TableUpdateLayout(table_)
-- 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 and table_.IsInitializing and not column.IsPreserveWidthAuto then
column.WidthRequest = ImMax(column.WidthRequest, table_.MinColumnWidth * 4.0) -- FIXME-TABLE: Another constant/scale?
column.WidthRequest = mathMax(column.WidthRequest, table_.MinColumnWidth * 4.0) -- FIXME-TABLE: Another constant/scale?
end
sum_width_requests = sum_width_requests + column.WidthRequest
else
@@ -1238,7 +1233,7 @@ function ImGui.TableUpdateLayout(table_)
local work_rect = Rect(table_.WorkRect)
local width_spacings = (table_.OuterPaddingX * 2.0) + (table_.CellSpacingX1 + table_.CellSpacingX2) * (table_.ColumnsEnabledCount - 1)
local width_removed = (table_.HasScrollbarYPrev and not table_.InnerWindow.ScrollbarY) and g.Style.ScrollbarSize or 0.0 -- To synchronize decoration width of synced tables with mismatching scrollbar state (#5920)
local width_avail = ImMax(1.0, ((band(table_.Flags, ImGuiTableFlags.ScrollX) ~= 0 and table_.InnerWidth == 0.0) and table_.InnerClipRect:GetWidth() or work_rect:GetWidth()) - width_removed)
local width_avail = mathMax(1.0, ((band(table_.Flags, ImGuiTableFlags.ScrollX) ~= 0 and table_.InnerWidth == 0.0) and table_.InnerClipRect:GetWidth() or work_rect:GetWidth()) - width_removed)
local width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests
local width_remaining_for_stretched_columns = width_avail_for_stretched_columns
table_.ColumnsGivenWidth = width_spacings + (table_.CellPaddingX * 2.0) * table_.ColumnsEnabledCount
@@ -1249,7 +1244,7 @@ function ImGui.TableUpdateLayout(table_)
-- Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)
if band(column.Flags, ImGuiTableColumnFlags.WidthStretch) ~= 0 then
local weight_ratio = column.StretchWeight / stretch_sum_weights
column.WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table_.MinColumnWidth) + 0.01)
column.WidthRequest = IM_TRUNC(mathMax(width_avail_for_stretched_columns * weight_ratio, table_.MinColumnWidth) + 0.01)
width_remaining_for_stretched_columns = width_remaining_for_stretched_columns - column.WidthRequest
end
@@ -1260,7 +1255,7 @@ function ImGui.TableUpdateLayout(table_)
end
-- Assign final width, record width in case we will need to shrink
column.WidthGiven = ImTrunc(ImMax(column.WidthRequest, table_.MinColumnWidth))
column.WidthGiven = ImTrunc(mathMax(column.WidthRequest, table_.MinColumnWidth))
table_.ColumnsGivenWidth = table_.ColumnsGivenWidth + column.WidthGiven
end
end
@@ -1291,7 +1286,7 @@ function ImGui.TableUpdateLayout(table_)
table_instance.HoveredRowLast = table_instance.HoveredRowNext
table_instance.HoveredRowNext = -1
table_.HoveredColumnBody = -1; table_.HoveredColumnBorder = -1
local mouse_hit_rect = ImRect(table_.OuterRect.Min.x, table_.OuterRect.Min.y, table_.OuterRect.Max.x, ImMax(table_.OuterRect.Max.y, table_.OuterRect.Min.y + table_instance.LastOuterHeight))
local mouse_hit_rect = ImRect(table_.OuterRect.Min.x, table_.OuterRect.Min.y, table_.OuterRect.Max.x, mathMax(table_.OuterRect.Max.y, table_.OuterRect.Min.y + table_instance.LastOuterHeight))
local backup_active_id = g.ActiveId
g.ActiveId = 0
local is_hovering_table = ImGui.ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags.None)
@@ -1346,8 +1341,8 @@ function ImGui.TableUpdateLayout(table_)
-- Lock width based on start position and minimum/maximum width for this position
column.WidthMax = ImGui.TableCalcMaxColumnWidth(table_, column_n)
column.WidthGiven = ImMin(column.WidthGiven, column.WidthMax)
column.WidthGiven = ImMax(column.WidthGiven, ImMin(column.WidthRequest, table_.MinColumnWidth))
column.WidthGiven = mathMin(column.WidthGiven, column.WidthMax)
column.WidthGiven = mathMax(column.WidthGiven, mathMin(column.WidthRequest, table_.MinColumnWidth))
column.MaxX = offset_x + column.WidthGiven + table_.CellSpacingX1 + table_.CellSpacingX2 + table_.CellPaddingX * 2.0
-- Lock other positions
@@ -1455,7 +1450,7 @@ function ImGui.TableUpdateLayout(table_)
-- [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.
local unused_x1 = ImMax(table_.WorkRect.Min.x, table_.Columns[table_.RightMostEnabledColumn].ClipRect.Max.x)
local unused_x1 = mathMax(table_.WorkRect.Min.x, table_.Columns[table_.RightMostEnabledColumn].ClipRect.Max.x)
if is_hovering_table and table_.HoveredColumnBody == -1 then
if mouse_skewed_x >= unused_x1 then
table_.HoveredColumnBody = columns_count
@@ -1475,7 +1470,7 @@ function ImGui.TableUpdateLayout(table_)
end
if band(table_.Flags, ImGuiTableFlags.NoHostExtendX) ~= 0 then
table_.OuterRect.Max.x = unused_x1; table_.WorkRect.Max.x = unused_x1
table_.InnerClipRect.Max.x = ImMin(table_.InnerClipRect.Max.x, unused_x1)
table_.InnerClipRect.Max.x = mathMin(table_.InnerClipRect.Max.x, unused_x1)
end
ImRect_Copy(table_.InnerWindow.ParentWorkRect, table_.WorkRect)
table_.BorderX1 = table_.InnerClipRect.Min.x
@@ -1486,7 +1481,7 @@ function ImGui.TableUpdateLayout(table_)
if band(table_.Flags, ImGuiTableFlags.NoHostExtendY) ~= 0 then
window_content_max_y = table_.OuterRect.Max.y
else
window_content_max_y = ImMax(table_.InnerWindow.ContentRegionRect.Max.y, (band(table_.Flags, ImGuiTableFlags.ScrollY) ~= 0) and 0.0 or table_.OuterRect.Max.y)
window_content_max_y = mathMax(table_.InnerWindow.ContentRegionRect.Max.y, (band(table_.Flags, ImGuiTableFlags.ScrollY) ~= 0) and 0.0 or table_.OuterRect.Max.y)
end
table_.InnerWindow.WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table_.InnerWindow.WorkRect.Min.y, table_.InnerWindow.WorkRect.Max.y)
@@ -1538,7 +1533,7 @@ function ImGui.TableUpdateLayout(table_)
local inner_window = table_.InnerWindow
local bs = g.BoxSelectState
if bs and bs.Window == inner_window and bs.UnclipMode then
if bs.Window == inner_window and bs.UnclipMode then
ImGui.TableApplyExternalUnclipRect(table_, bs.UnclipRect)
end
@@ -1578,7 +1573,7 @@ function ImGui.TableUpdateBorders(table_)
local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent)
local hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)
local hit_y1 = ((table_.FreezeRowsCount >= 1) and table_.OuterRect.Min.y or table_.WorkRect.Min.y) + table_.AngledHeadersHeight
local hit_y2_body = ImMax(table_.OuterRect.Max.y, hit_y1 + table_instance.LastOuterHeight - table_.AngledHeadersHeight)
local hit_y2_body = mathMax(table_.OuterRect.Max.y, hit_y1 + table_instance.LastOuterHeight - table_.AngledHeadersHeight)
local hit_y2_head = hit_y1 + table_instance.LastTopHeadersRowHeight
for order_n = 0, table_.ColumnsCount - 1 do
@@ -1672,10 +1667,10 @@ function ImGui.EndTable()
if inner_window ~= outer_window then
inner_window.DC.CursorMaxPos.y = inner_content_max_y
elseif band(flags, ImGuiTableFlags.NoHostExtendY) == 0 then
local v = ImMax(table_.OuterRect.Max.y, inner_content_max_y) -- Patch OuterRect/InnerRect height
local v = mathMax(table_.OuterRect.Max.y, inner_content_max_y) -- Patch OuterRect/InnerRect height
table_.OuterRect.Max.y = v; table_.InnerRect.Max.y = v
end
table_.WorkRect.Max.y = ImMax(table_.WorkRect.Max.y, table_.OuterRect.Max.y)
table_.WorkRect.Max.y = mathMax(table_.WorkRect.Max.y, table_.OuterRect.Max.y)
table_instance.LastOuterHeight = table_.OuterRect:GetHeight()
-- Setup inner scrolling range
@@ -1685,10 +1680,10 @@ function ImGui.EndTable()
local outer_padding_for_border = (band(table_.Flags, ImGuiTableFlags.BordersOuterV) ~= 0) and TABLE_BORDER_SIZE or 0.0
local max_pos_x = inner_window.DC.CursorMaxPos.x
if table_.RightMostEnabledColumn ~= -1 then
max_pos_x = ImMax(max_pos_x, table_.Columns[table_.RightMostEnabledColumn].WorkMaxX + table_.CellPaddingX + table_.OuterPaddingX - outer_padding_for_border)
max_pos_x = mathMax(max_pos_x, table_.Columns[table_.RightMostEnabledColumn].WorkMaxX + table_.CellPaddingX + table_.OuterPaddingX - outer_padding_for_border)
end
if table_.ResizedColumn ~= -1 then
max_pos_x = ImMax(max_pos_x, table_.ResizeLockMinContentsX2)
max_pos_x = mathMax(max_pos_x, table_.ResizeLockMinContentsX2)
end
inner_window.DC.CursorMaxPos.x = max_pos_x + table_.TempData.AngledHeadersExtraWidth
end
@@ -1731,12 +1726,12 @@ function ImGui.EndTable()
auto_fit_width_for_stretched = auto_fit_width_for_stretched + column_width_request
end
if band(column.Flags, ImGuiTableColumnFlags.WidthStretch) ~= 0 and band(column.Flags, ImGuiTableColumnFlags.NoResize) ~= 0 then
auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column.StretchWeight / table_.ColumnsStretchSumWeights))
auto_fit_width_for_stretched_min = mathMax(auto_fit_width_for_stretched_min, column_width_request / (column.StretchWeight / table_.ColumnsStretchSumWeights))
end
end
end
local width_spacings = (table_.OuterPaddingX * 2.0) + (table_.CellSpacingX1 + table_.CellSpacingX2) * (table_.ColumnsEnabledCount - 1)
table_.ColumnsAutoFitWidth = width_spacings + (table_.CellPaddingX * 2.0) * table_.ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min)
table_.ColumnsAutoFitWidth = width_spacings + (table_.CellPaddingX * 2.0) * table_.ColumnsEnabledCount + auto_fit_width_for_fixed + mathMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min)
-- Update scroll
if band(table_.Flags, ImGuiTableFlags.ScrollX) == 0 and inner_window ~= outer_window then
@@ -1801,27 +1796,27 @@ function ImGui.EndTable()
-- 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(band(table_.Flags, ImGuiTableFlags.ScrollX) == 0)
outer_window.DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table_.OuterRect.Min.x + table_.ColumnsAutoFitWidth)
outer_window.DC.CursorMaxPos.x = mathMax(backup_outer_max_pos.x, table_.OuterRect.Min.x + table_.ColumnsAutoFitWidth)
elseif temp_data.UserOuterSize.x <= 0.0 then
-- 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'
local outer_content_max_x = table_.OuterRect.Min.x + table_.ColumnsAutoFitWidth
local decoration_size = table_.TempData.AngledHeadersExtraWidth + ((inner_window ~= outer_window) and inner_window.ScrollbarSizes.x or 0.0)
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))
outer_window.DC.IdealMaxPos.x = mathMax(outer_window.DC.IdealMaxPos.x, outer_content_max_x + decoration_size - temp_data.UserOuterSize.x)
outer_window.DC.CursorMaxPos.x = mathMax(backup_outer_max_pos.x, mathMin(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)
outer_window.DC.CursorMaxPos.x = mathMax(backup_outer_max_pos.x, table_.OuterRect.Max.x)
end
if temp_data.UserOuterSize.y <= 0.0 then
-- (same comment as above)
local outer_content_size_y = (inner_window == outer_window) and (inner_content_max_y - table_.InnerRect.Min.y) or (inner_content_max_y - inner_window.DC.CursorStartPos.y)
local outer_content_max_y = table_.OuterRect.Min.y + outer_content_size_y
local decoration_size = (inner_window ~= outer_window) and inner_window.ScrollbarSizes.y or 0.0
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))
outer_window.DC.IdealMaxPos.y = mathMax(outer_window.DC.IdealMaxPos.y, outer_content_max_y + decoration_size - temp_data.UserOuterSize.y)
outer_window.DC.CursorMaxPos.y = mathMax(backup_outer_max_pos.y, mathMin(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)
outer_window.DC.CursorMaxPos.y = mathMax(backup_outer_max_pos.y, table_.OuterRect.Max.y)
end
-- Save settings
@@ -2039,7 +2034,7 @@ function ImGui.TableSetupScrollFreeze(columns, rows)
IM_ASSERT(columns >= 0 and columns < IMGUI_TABLE_MAX_COLUMNS)
IM_ASSERT(rows >= 0 and rows < 128) -- Arbitrary limit
table_.FreezeColumnsRequest = (band(table_.Flags, ImGuiTableFlags.ScrollX) ~= 0) and ImMin(columns, table_.ColumnsCount) or 0
table_.FreezeColumnsRequest = (band(table_.Flags, ImGuiTableFlags.ScrollX) ~= 0) and mathMin(columns, table_.ColumnsCount) or 0
table_.FreezeColumnsCount = (table_.InnerWindow.Scroll.x ~= 0.0) and table_.FreezeColumnsRequest or 0
table_.FreezeRowsRequest = (band(table_.Flags, ImGuiTableFlags.ScrollY) ~= 0) and rows or 0
table_.FreezeRowsCount = (table_.InnerWindow.Scroll.y ~= 0.0) and table_.FreezeRowsRequest or 0
@@ -2065,11 +2060,23 @@ end
-- 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.
@native
function ImGui.SetWindowClipRectBeforeSetChannel(window, clip_rect)
local clip_rect_vec4 = clip_rect:ToVec4()
ImRect_Copy(window.ClipRect, clip_rect)
ImVec4_Copy(window.DrawList._CmdHeader.ClipRect, clip_rect_vec4)
window.DrawList._ClipRectStack.Data[window.DrawList._ClipRectStack.Size] = clip_rect_vec4
-- [Luau] scalar copies, no temporary ImVec4: the clip rect stack top is a uniquely owned ImVec4 (PushClipRect always pushes a fresh one), so overwrite it in place
local min, max = clip_rect.Min, clip_rect.Max
local x1, y1, x2, y2 = min.x, min.y, max.x, max.y
local wcr = window.ClipRect
wcr.Min.x = x1; wcr.Min.y = y1; wcr.Max.x = x2; wcr.Max.y = y2
local draw_list = window.DrawList
local hcr = draw_list._CmdHeader.ClipRect
hcr.x = x1; hcr.y = y1; hcr.z = x2; hcr.w = y2
local stack = draw_list._ClipRectStack
local top = stack.Data[stack.Size]
if top ~= nil then
top.x = x1; top.y = y1; top.z = x2; top.w = y2
else
stack.Data[stack.Size] = ImVec4(x1, y1, x2, y2)
end
end
function ImGui.TableGetColumnCount()
@@ -2154,8 +2161,8 @@ function ImGui.TableGetCellBgRect(table_, column_n)
-- x1 = x1 - table.OuterPaddingX
--if column.NextEnabledColumn == -1 then
-- x2 = x2 + table.OuterPaddingX
x1 = ImMax(x1, table_.WorkRect.Min.x)
x2 = ImMin(x2, table_.WorkRect.Max.x)
x1 = mathMax(x1, table_.WorkRect.Min.x)
x2 = mathMin(x2, table_.WorkRect.Max.x)
return ImRect(x1, table_.RowPosY1, x2, table_.RowPosY2)
end
@@ -2274,8 +2281,7 @@ function ImGui.TableNextRow(row_flags, row_min_height)
-- 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_.RowPosY2 + table_.RowCellPaddingY * 2.0
table_.RowPosY2 = ImMax(table_.RowPosY2, table_.RowPosY1 + row_min_height)
table_.RowPosY2 = mathMax(table_.RowPosY2 + table_.RowCellPaddingY * 2.0, table_.RowPosY1 + row_min_height) -- [Luau] inline ImMax
-- Disable output until user calls TableNextColumn()
table_.InnerWindow.SkipItems = true
@@ -2302,15 +2308,16 @@ function ImGui.TableBeginRow(table_)
table_.RowPosY1 = next_y1; table_.RowPosY2 = next_y1
table_.RowTextBaseline = 0.0
table_.RowIndentOffsetX = window.DC.Indent.x - table_.HostIndentX -- Lock indent
local dc = window.DC -- [Luau] cache
table_.RowIndentOffsetX = dc.Indent.x - table_.HostIndentX -- Lock indent
window.DC.PrevLineTextBaseOffset = 0.0
window.DC.CursorPosPrevLine.x = window.DC.CursorPos.x
window.DC.CursorPosPrevLine.y = window.DC.CursorPos.y + table_.RowCellPaddingY -- This allows users to call SameLine() to share LineSize between columns.
window.DC.PrevLineSize.x = 0.0; window.DC.PrevLineSize.y = 0.0 -- This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
window.DC.CurrLineSize.x = 0.0; window.DC.CurrLineSize.y = 0.0
window.DC.IsSameLine = false; window.DC.IsSetPos = false
window.DC.CursorMaxPos.y = next_y1
dc.PrevLineTextBaseOffset = 0.0
dc.CursorPosPrevLine.x = dc.CursorPos.x
dc.CursorPosPrevLine.y = dc.CursorPos.y + table_.RowCellPaddingY -- This allows users to call SameLine() to share LineSize between columns.
dc.PrevLineSize.x = 0.0; dc.PrevLineSize.y = 0.0 -- This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
dc.CurrLineSize.x = 0.0; dc.CurrLineSize.y = 0.0
dc.IsSameLine = false; dc.IsSetPos = false
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 band(table_.RowFlags, ImGuiTableRowFlags.Headers) ~= 0 then
@@ -2321,6 +2328,9 @@ function ImGui.TableBeginRow(table_)
end
end
-- [Luau] scratch vectors for TableEndRow() row background (never escape)
local TableEndRow_RowMin, TableEndRow_RowMax = ImVec2(), ImVec2()
-- [Internal] Called by TableNextRow()
function ImGui.TableEndRow(table_)
local g = GImGui
@@ -2347,7 +2357,7 @@ function ImGui.TableEndRow(table_)
local bg_y2 = table_.RowPosY2
local unfreeze_rows_actual = (table_.CurrentRow + 1 == table_.FreezeRowsCount)
local unfreeze_rows_request = (table_.CurrentRow + 1 == table_.FreezeRowsRequest)
local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent)
local table_instance = (table_.InstanceCurrent == 0) and table_.InstanceDataFirst or ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) -- [Luau] inline common case
if band(table_.RowFlags, ImGuiTableRowFlags.Headers) ~= 0 and (table_.CurrentRow == 0 or band(table_.LastRowFlags, ImGuiTableRowFlags.Headers) ~= 0) then
table_instance.LastTopHeadersRowHeight = table_instance.LastTopHeadersRowHeight + bg_y2 - bg_y1
end
@@ -2384,7 +2394,9 @@ function ImGui.TableEndRow(table_)
-- 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 band(table_.Flags, ImGuiTableFlags.NoClip) == 0 then
ImVec4_Copy(window.DrawList._CmdHeader.ClipRect, table_.Bg0ClipRectForDrawCmd:ToVec4())
-- [Luau] scalar copy, no temporary ImVec4
local src, dst = table_.Bg0ClipRectForDrawCmd, window.DrawList._CmdHeader.ClipRect
dst.x = src.Min.x; dst.y = src.Min.y; dst.z = src.Max.x; dst.w = src.Max.y
end
table_.DrawSplitter:SetCurrentChannel(window.DrawList, TABLE_DRAW_CHANNEL_BG0)
end
@@ -2392,13 +2404,16 @@ function ImGui.TableEndRow(table_)
-- Draw row background
-- We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
if bg_col0 ~= 0 or bg_col1 ~= 0 then
local row_rect = ImRect(table_.WorkRect.Min.x, bg_y1, table_.WorkRect.Max.x, bg_y2)
row_rect:ClipWith(table_.BgClipRect)
if bg_col0 ~= 0 and row_rect.Min.y < row_rect.Max.y then
window.DrawList:AddRectFilled(row_rect.Min, row_rect.Max, bg_col0)
-- [Luau] row_rect = ImRect(WorkRect.Min.x, bg_y1, WorkRect.Max.x, bg_y2); row_rect:ClipWith(BgClipRect), in scratch vectors (only read by AddRectFilled)
local bg_clip_rect = table_.BgClipRect
local row_min, row_max = TableEndRow_RowMin, TableEndRow_RowMax
row_min.x = mathMax(table_.WorkRect.Min.x, bg_clip_rect.Min.x); row_min.y = mathMax(bg_y1, bg_clip_rect.Min.y)
row_max.x = mathMin(table_.WorkRect.Max.x, bg_clip_rect.Max.x); row_max.y = mathMin(bg_y2, bg_clip_rect.Max.y)
if bg_col0 ~= 0 and row_min.y < row_max.y then
window.DrawList:AddRectFilled(row_min, row_max, bg_col0)
end
if bg_col1 ~= 0 and row_rect.Min.y < row_rect.Max.y then
window.DrawList:AddRectFilled(row_rect.Min, row_rect.Max, bg_col1)
if bg_col1 ~= 0 and row_min.y < row_max.y then
window.DrawList:AddRectFilled(row_min, row_max, bg_col1)
end
end
@@ -2411,8 +2426,8 @@ function ImGui.TableEndRow(table_)
local column = table_.Columns[cell_data.Column]
local cell_bg_rect = ImGui.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)
cell_bg_rect.Min.x = mathMax(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 = mathMin(cell_bg_rect.Max.x, column.MaxX)
if cell_bg_rect.Min.y < cell_bg_rect.Max.y then
window.DrawList:AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data.BgColor)
end
@@ -2438,7 +2453,7 @@ function ImGui.TableEndRow(table_)
for column_n = 0, table_.ColumnsCount - 1 do
table_.Columns[column_n].NavLayerCurrent = table_.NavLayer
end
local y0 = ImMax(table_.RowPosY2 + 1, table_.InnerClipRect.Min.y)
local y0 = mathMax(table_.RowPosY2 + 1, table_.InnerClipRect.Min.y)
table_instance.LastFrozenHeight = y0 - table_.OuterRect.Min.y
if unfreeze_rows_actual then
@@ -2446,7 +2461,7 @@ function ImGui.TableEndRow(table_)
table_.IsUnfrozenRows = true
-- BgClipRect starts as table.InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
local min_y = ImMin(y0, table_.InnerClipRect.Max.y)
local min_y = mathMin(y0, table_.InnerClipRect.Max.y)
table_.BgClipRect.Min.y = min_y; table_.Bg2ClipRectForDrawCmd.Min.y = min_y
table_.BgClipRect.Max.y = table_.InnerClipRect.Max.y; table_.Bg2ClipRectForDrawCmd.Max.y = table_.InnerClipRect.Max.y
table_.Bg2DrawChannelCurrent = table_.Bg2DrawChannelUnfrozen
@@ -2518,6 +2533,7 @@ function ImGui.TableSetColumnIndex(column_n)
end
-- [Public] Append into the next column, wrap and create a new row when already on last column
@native
function ImGui.TableNextColumn()
local g = GImGui
local table_ = g.CurrentTable
@@ -2525,28 +2541,33 @@ function ImGui.TableNextColumn()
return false
end
if table_.IsInsideRow and table_.CurrentColumn + 1 < table_.ColumnsCount then
if table_.CurrentColumn ~= -1 then
local current_column = table_.CurrentColumn
local next_column
if table_.IsInsideRow and current_column + 1 < table_.ColumnsCount then
if current_column ~= -1 then
ImGui.TableEndCell(table_)
end
ImGui.TableBeginCell(table_, table_.CurrentColumn + 1)
next_column = current_column + 1
else
ImGui.TableNextRow()
ImGui.TableBeginCell(table_, 0)
next_column = 0
end
ImGui.TableBeginCell(table_, next_column)
-- 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
return table_.Columns[next_column].IsRequestOutput
end
-- [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.
@native
function ImGui.TableBeginCell(table_, column_n)
local g = GImGui
local column = table_.Columns[column_n]
local window = table_.InnerWindow
local dc = window.DC -- [Luau] cache
table_.CurrentColumn = column_n
-- Start position is roughly ~~ CellRect.Min + CellPadding + Indent
@@ -2555,35 +2576,45 @@ function ImGui.TableBeginCell(table_, column_n)
start_x = start_x + table_.RowIndentOffsetX -- ~~ += window.DC.Indent.x - table.HostIndentX, except we locked it for the row.
end
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 = column.NavLayerCurrent
local start_y = table_.RowPosY1 + table_.RowCellPaddingY
dc.CursorPos.x = start_x
dc.CursorPos.y = start_y
dc.CursorMaxPos.x = start_x
dc.ColumnsOffset.x = start_x - window.Pos.x - dc.Indent.x -- FIXME-WORKRECT
dc.CursorPosPrevLine.x = start_x -- PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns.
dc.CurrLineTextBaseOffset = table_.RowTextBaseline
dc.NavLayerCurrent = 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
local work_rect = window.WorkRect
work_rect.Min.y = start_y
work_rect.Min.x = column.WorkMinX
work_rect.Max.x = column.WorkMaxX
dc.ItemWidth = column.ItemWidth
window.SkipItems = column.IsSkipItems
if column.IsSkipItems then
local skip_items = column.IsSkipItems
window.SkipItems = skip_items
if skip_items then
g.LastItemData.ID = 0
g.LastItemData.StatusFlags = 0
end
-- Also see TablePushColumnChannel()
-- [Luau] inline the SetCurrentChannel() early-out (same channel) to skip the method call
local splitter = table_.DrawSplitter
if band(table_.Flags, ImGuiTableFlags.NoClip) ~= 0 then
-- 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)
if splitter._Current ~= TABLE_DRAW_CHANNEL_NOCLIP then
splitter:SetCurrentChannel(window.DrawList, TABLE_DRAW_CHANNEL_NOCLIP)
end
--IM_ASSERT(table.DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP)
else
-- FIXME-TABLE: Could avoid this if draw channel is dummy channel?
ImGui.SetWindowClipRectBeforeSetChannel(window, column.ClipRect)
table_.DrawSplitter:SetCurrentChannel(window.DrawList, column.DrawChannelCurrent)
local channel = column.DrawChannelCurrent
if splitter._Current ~= channel then
splitter:SetCurrentChannel(window.DrawList, channel)
end
end
-- Logging
@@ -2594,31 +2625,34 @@ function ImGui.TableBeginCell(table_, column_n)
end
-- [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()
@native
function ImGui.TableEndCell(table_)
local column = table_.Columns[table_.CurrentColumn]
local window = table_.InnerWindow
local dc = window.DC -- [Luau] cache; mathMax() inlined as math.max below
if window.DC.IsSetPos then
if dc.IsSetPos then
ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
end
-- Report maximum position so we can infer content size per column.
local x = window.DC.CursorMaxPos.x
local cursor_max_pos = dc.CursorMaxPos
local x = cursor_max_pos.x
if band(table_.RowFlags, ImGuiTableRowFlags.Headers) ~= 0 then
column.ContentMaxXHeadersUsed = ImMax(column.ContentMaxXHeadersUsed, x) -- Useful in case user submit contents in header row that is not a TableHeader() call
column.ContentMaxXHeadersUsed = mathMax(column.ContentMaxXHeadersUsed, x) -- Useful in case user submit contents in header row that is not a TableHeader() call
elseif table_.IsUnfrozenRows then
column.ContentMaxXUnfrozen = ImMax(column.ContentMaxXUnfrozen, x)
column.ContentMaxXUnfrozen = mathMax(column.ContentMaxXUnfrozen, x)
else
column.ContentMaxXFrozen = ImMax(column.ContentMaxXFrozen, x)
column.ContentMaxXFrozen = mathMax(column.ContentMaxXFrozen, x)
end
if column.IsEnabled then
table_.RowPosY2 = ImMax(table_.RowPosY2, window.DC.CursorMaxPos.y + table_.RowCellPaddingY)
table_.RowPosY2 = mathMax(table_.RowPosY2, cursor_max_pos.y + table_.RowCellPaddingY)
end
column.ItemWidth = window.DC.ItemWidth
column.ItemWidth = 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)
table_.RowTextBaseline = mathMax(table_.RowTextBaseline, dc.PrevLineTextBaseOffset)
end
-------------------------------------------------------------------------------
@@ -2663,11 +2697,11 @@ end
-- Note this is meant to be stored in column.WidthAuto, please generally use the WidthAuto field
function ImGui.TableGetColumnWidthAuto(table_, column)
local content_width_body = ImMax(column.ContentMaxXFrozen, column.ContentMaxXUnfrozen) - column.WorkMinX
local content_width_body = mathMax(column.ContentMaxXFrozen, column.ContentMaxXUnfrozen) - column.WorkMinX
local content_width_headers = column.ContentMaxXHeadersIdeal - column.WorkMinX
local width_auto = content_width_body
if band(column.Flags, ImGuiTableColumnFlags.NoHeaderWidth) == 0 then
width_auto = ImMax(width_auto, content_width_headers)
width_auto = mathMax(width_auto, content_width_headers)
end
-- Non-resizable fixed columns preserve their requested width
@@ -2677,7 +2711,7 @@ function ImGui.TableGetColumnWidthAuto(table_, column)
end
end
return ImMax(width_auto, table_.MinColumnWidth)
return mathMax(width_auto, table_.MinColumnWidth)
end
-- 'width' = inner column width, without padding
@@ -2693,7 +2727,7 @@ function ImGui.TableSetColumnWidth(column_n, width)
-- Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
IM_ASSERT(table_.MinColumnWidth > 0.0)
local min_width = table_.MinColumnWidth
local max_width = ImMax(min_width, column_0.WidthMax) -- Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933)
local max_width = mathMax(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 or column_0.WidthRequest == column_0_width then
return
@@ -2754,7 +2788,7 @@ function ImGui.TableSetColumnWidth(column_n, width)
-- 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)
local column_1_width = ImMax(column_1.WidthRequest - (column_0_width - column_0.WidthRequest), min_width)
local column_1_width = mathMax(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 > 0.0 and column_1_width > 0.0)
column_0.WidthRequest = column_0_width
@@ -2970,6 +3004,12 @@ end
--
-- This function is particularly tricky to understand.. take a breath.
-- (Lua: splitter channel n lives in splitter._Channels.Data[n + 1]; bit arrays are Lua sets)
local TableMergeDrawChannels_MergeGroups = {}
for n = 0, 3 do
TableMergeDrawChannels_MergeGroups[n] = { ClipRect = ImRect(), ChannelsCount = 0, ChannelsMask = {} }
end
local TableMergeDrawChannels_RemainingMask = {}
local TableMergeDrawChannels_DstTmp = {}
function ImGui.TableMergeDrawChannels(table_)
local splitter = table_.DrawSplitter
local channels = splitter._Channels.Data
@@ -2979,12 +3019,18 @@ function ImGui.TableMergeDrawChannels(table_)
-- Track which groups we are going to attempt to merge, and which channels goes into each group.
local merge_group_mask = 0x00
local merge_groups = {}
-- [Luau] reuse file-level scratch storage (function is not re-entrant, nothing escapes)
local merge_groups = TableMergeDrawChannels_MergeGroups
for n = 0, 3 do
merge_groups[n] = { ClipRect = ImRect(), ChannelsCount = 0, ChannelsMask = {} }
local merge_group = merge_groups[n]
local cr = merge_group.ClipRect
cr.Min.x = 0.0; cr.Min.y = 0.0; cr.Max.x = 0.0; cr.Max.y = 0.0
merge_group.ChannelsCount = 0
table.clear(merge_group.ChannelsMask)
end
local max_draw_channels = (4 + table_.ColumnsCount * 2)
local remaining_mask = {}
local remaining_mask = TableMergeDrawChannels_RemainingMask
table.clear(remaining_mask)
-- 1. Scan channels and take note of those which can be merged
for column_n = 0, table_.ColumnsCount - 1 do
@@ -3011,9 +3057,9 @@ function ImGui.TableMergeDrawChannels(table_)
if band(column.Flags, ImGuiTableColumnFlags.NoClip) == 0 then
local content_max_x
if not has_freeze_v then
content_max_x = ImMax(column.ContentMaxXUnfrozen, column.ContentMaxXHeadersUsed) -- No row freeze
content_max_x = mathMax(column.ContentMaxXUnfrozen, column.ContentMaxXHeadersUsed) -- No row freeze
elseif merge_group_sub_n == 0 then
content_max_x = ImMax(column.ContentMaxXFrozen, column.ContentMaxXHeadersUsed) -- Row freeze: use width before freeze
content_max_x = mathMax(column.ContentMaxXFrozen, column.ContentMaxXHeadersUsed) -- Row freeze: use width before freeze
else
content_max_x = column.ContentMaxXUnfrozen -- Row freeze: use width after freeze
end
@@ -3026,12 +3072,18 @@ function ImGui.TableMergeDrawChannels(table_)
IM_ASSERT(channel_no < max_draw_channels)
local merge_group = merge_groups[merge_group_n]
if merge_group.ChannelsCount == 0 then
merge_group.ClipRect = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX)
local gcr = merge_group.ClipRect -- [Luau] in place (merge_groups are local to this call)
gcr.Min.x = FLT_MAX; gcr.Min.y = FLT_MAX; gcr.Max.x = -FLT_MAX; gcr.Max.y = -FLT_MAX
end
merge_group.ChannelsMask[channel_no] = true
merge_group.ChannelsCount = merge_group.ChannelsCount + 1
local cr = cmds.Data[1].ClipRect
merge_group.ClipRect:Add(ImRect(cr.x, cr.y, cr.z, cr.w))
-- [Luau] scalar version of merge_group.ClipRect:Add(ImRect(cr.x, cr.y, cr.z, cr.w))
local gmin, gmax = merge_group.ClipRect.Min, merge_group.ClipRect.Max
if gmin.x > cr.x then gmin.x = cr.x end
if gmin.y > cr.y then gmin.y = cr.y end
if gmax.x < cr.z then gmax.x = cr.z end
if gmax.y < cr.w then gmax.y = cr.w end
merge_group_mask = bor(merge_group_mask, lshift(1, merge_group_n))
until true
end
@@ -3046,7 +3098,8 @@ function ImGui.TableMergeDrawChannels(table_)
if merge_group_mask ~= 0 then
-- We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
local LEADING_DRAW_CHANNELS = 2
local dst_tmp = {}
local dst_tmp = TableMergeDrawChannels_DstTmp -- [Luau] scratch
table.clear(dst_tmp)
for n = LEADING_DRAW_CHANNELS, splitter._Count - 1 do
remaining_mask[n] = true
end
@@ -3069,16 +3122,16 @@ function ImGui.TableMergeDrawChannels(table_)
-- 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 band(merge_group_n, 1) == 0 or not has_freeze_h then
merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x)
merge_clip_rect.Min.x = mathMin(merge_clip_rect.Min.x, host_rect.Min.x)
end
if band(merge_group_n, 2) == 0 or not has_freeze_v then
merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y)
merge_clip_rect.Min.y = mathMin(merge_clip_rect.Min.y, host_rect.Min.y)
end
if band(merge_group_n, 1) ~= 0 then
merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x)
merge_clip_rect.Max.x = mathMax(merge_clip_rect.Max.x, host_rect.Max.x)
end
if band(merge_group_n, 2) ~= 0 and band(table_.Flags, ImGuiTableFlags.NoHostExtendY) == 0 then
merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y)
merge_clip_rect.Max.y = mathMax(merge_clip_rect.Max.y, host_rect.Max.y)
end
--ImGui.GetForegroundDrawList():AddRect(merge_group.ClipRect.Min, merge_group.ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0, 0, 1.0) -- [DEBUG]
--ImGui.GetForegroundDrawList():AddLine(merge_group.ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200))
@@ -3096,7 +3149,8 @@ function ImGui.TableMergeDrawChannels(table_)
local channel = channels[n + 1]
IM_ASSERT(channel._CmdBuffer.Size == 1)
ImVec4_Copy(channel._CmdBuffer.Data[1].ClipRect, merge_clip_rect:ToVec4())
local dst = channel._CmdBuffer.Data[1].ClipRect -- [Luau] scalar copy, no temporary ImVec4
dst.x = merge_clip_rect.Min.x; dst.y = merge_clip_rect.Min.y; dst.z = merge_clip_rect.Max.x; dst.w = merge_clip_rect.Max.y
dst_tmp[#dst_tmp + 1] = channel
end
n = n + 1
@@ -3122,6 +3176,7 @@ function ImGui.TableMergeDrawChannels(table_)
for i = 1, #dst_tmp do
channels[LEADING_DRAW_CHANNELS + i] = dst_tmp[i]
end
table.clear(dst_tmp) -- [Luau] don't keep channel references alive in the scratch
end
end
@@ -3152,9 +3207,9 @@ function ImGui.TableDrawBorders(table_)
-- Draw inner border and resizing feedback
local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent)
local border_size = TABLE_BORDER_SIZE
local draw_y1 = ImMax(table_.InnerRect.Min.y, ((table_.FreezeRowsCount >= 1) and table_.InnerRect.Min.y or table_.WorkRect.Min.y) + table_.AngledHeadersHeight) + ((band(table_.Flags, ImGuiTableFlags.BordersOuterH) ~= 0) and border_size or 0.0)
local draw_y1 = mathMax(table_.InnerRect.Min.y, ((table_.FreezeRowsCount >= 1) and table_.InnerRect.Min.y or table_.WorkRect.Min.y) + table_.AngledHeadersHeight) + ((band(table_.Flags, ImGuiTableFlags.BordersOuterH) ~= 0) and border_size or 0.0)
local draw_y2_body = table_.InnerRect.Max.y
local draw_y2_head = table_.IsUsingHeaders and ImMin(table_.InnerRect.Max.y, ((table_.FreezeRowsCount >= 1) and table_.InnerRect.Min.y or table_.WorkRect.Min.y) + table_instance.LastTopHeadersRowHeight) or draw_y1
local draw_y2_head = table_.IsUsingHeaders and mathMin(table_.InnerRect.Max.y, ((table_.FreezeRowsCount >= 1) and table_.InnerRect.Min.y or table_.WorkRect.Min.y) + table_instance.LastTopHeadersRowHeight) or draw_y1
if band(table_.Flags, ImGuiTableFlags.BordersInnerV) ~= 0 then
for order_n = 0, table_.ColumnsCount - 1 do
repeat
@@ -3310,7 +3365,7 @@ function ImGui.TableSetColumnSortDirection(column_n, sort_direction, append_to_s
local sort_order_max = 0
if append_to_sort_specs then
for other_column_n = 0, table_.ColumnsCount - 1 do
sort_order_max = ImMax(sort_order_max, table_.Columns[other_column_n].SortOrder)
sort_order_max = mathMax(sort_order_max, table_.Columns[other_column_n].SortOrder)
end
end
@@ -3468,7 +3523,7 @@ function ImGui.TableGetHeaderRowHeight()
for column_n = 0, table_.ColumnsCount - 1 do
if BitTest(table_.EnabledMaskByIndex, column_n) then
if band(table_.Columns[column_n].Flags, ImGuiTableColumnFlags.NoHeaderLabel) == 0 then
row_height = ImMax(row_height, ImGui.CalcTextSize(ImGui.TableGetColumnName(table_, column_n)).y)
row_height = mathMax(row_height, ImGui.CalcTextSize(ImGui.TableGetColumnName(table_, column_n)).y)
end
end
end
@@ -3482,7 +3537,7 @@ function ImGui.TableGetHeaderAngledMaxLabelWidth()
for column_n = 0, table_.ColumnsCount - 1 do
if BitTest(table_.EnabledMaskByIndex, column_n) then
if band(table_.Columns[column_n].Flags, ImGuiTableColumnFlags.AngledHeader) ~= 0 then
width = ImMax(width, ImGui.CalcTextSize(ImGui.TableGetColumnName(table_, column_n), nil, true).x)
width = mathMax(width, ImGui.CalcTextSize(ImGui.TableGetColumnName(table_, column_n), nil, true).x)
end
end
end
@@ -3561,8 +3616,11 @@ function ImGui.TableHeader(label)
-- 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?
local cell_r = ImGui.TableGetCellBgRect(table_, column_n)
local label_height = ImMax(label_size.y, table_.RowMinHeight - table_.RowCellPaddingY * 2.0)
-- [Luau] scalar version of: cell_r = TableGetCellBgRect(table_, column_n) (Min.x/Min.y/Max.x/Max.y -> cell_x1/cell_y1/cell_x2/cell_y2)
local cell_x1 = mathMax(column.MinX, table_.WorkRect.Min.x)
local cell_x2 = mathMin(column.MaxX, table_.WorkRect.Max.x)
local cell_y1, cell_y2 = table_.RowPosY1, table_.RowPosY2
local label_height = mathMax(label_size.y, table_.RowMinHeight - table_.RowCellPaddingY * 2.0)
-- Calculate ideal size for sort order arrow
local w_arrow = 0.0
@@ -3583,12 +3641,12 @@ function ImGui.TableHeader(label)
-- We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging.
local max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow
column.ContentMaxXHeadersUsed = ImMax(column.ContentMaxXHeadersUsed, sort_arrow and cell_r.Max.x or ImMin(max_pos_x, cell_r.Max.x))
column.ContentMaxXHeadersIdeal = ImMax(column.ContentMaxXHeadersIdeal, max_pos_x)
column.ContentMaxXHeadersUsed = mathMax(column.ContentMaxXHeadersUsed, sort_arrow and cell_x2 or mathMin(max_pos_x, cell_x2))
column.ContentMaxXHeadersIdeal = mathMax(column.ContentMaxXHeadersIdeal, max_pos_x)
-- Keep header highlighted when context menu is open.
local id = window:GetID(label)
local bb = ImRect(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 * 2.0))
local bb = ImRect(cell_x1, cell_y1, cell_x2, mathMax(cell_y2, cell_y1 + label_height + g.Style.CellPadding.y * 2.0))
ImGui.ItemSize(ImVec2(0.0, label_height)) -- Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
if not ImGui.ItemAdd(bb, id) then
return
@@ -3626,13 +3684,13 @@ function ImGui.TableHeader(label)
-- ... 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 < 0.0 and g.IO.MousePos.x < cell_r.Min.x then
if g.IO.MouseDelta.x < 0.0 and g.IO.MousePos.x < cell_x1 then
local prev_column = (column.PrevEnabledColumn ~= -1) and table_.Columns[column.PrevEnabledColumn] or nil
if prev_column then
ImGui.TableQueueSetColumnDisplayOrder(table_, column_n, prev_column.DisplayOrder)
end
end
if g.IO.MouseDelta.x > 0.0 and g.IO.MousePos.x > cell_r.Max.x then
if g.IO.MouseDelta.x > 0.0 and g.IO.MousePos.x > cell_x2 then
local next_column = (column.NextEnabledColumn ~= -1) and table_.Columns[column.NextEnabledColumn] or nil
if next_column then
ImGui.TableQueueSetColumnDisplayOrder(table_, column_n, next_column.DisplayOrder)
@@ -3643,10 +3701,10 @@ function ImGui.TableHeader(label)
-- 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.
local ellipsis_max = ImMax(cell_r.Max.x - (sort_arrow and (w_arrow + w_sort_text) or 0.0), label_pos.x)
local ellipsis_max = mathMax(cell_x2 - (sort_arrow and (w_arrow + w_sort_text) or 0.0), label_pos.x)
if band(table_.Flags, ImGuiTableFlags.Sortable) ~= 0 and band(column.Flags, ImGuiTableColumnFlags.NoSort) == 0 then
if column.SortOrder ~= -1 then
local x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text)
local x = mathMax(cell_x1, cell_x2 - w_arrow - w_sort_text)
local y = label_pos.y
if column.SortOrder > 0 then
ImGui.PushStyleColor(ImGuiCol.Text, ImGui.GetColorU32(ImGuiCol.Text, 0.70))
@@ -4173,6 +4231,7 @@ function ImGui.TableSaveSettings(table_)
table_.SettingsOffset = SettingsTablesOffsetFromPtr(settings)
end
settings.ColumnsCount = table_.ColumnsCount
settings.LastUsedDate = GImGui.SessionDate:Unpack()
-- Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
IM_ASSERT(settings.ID == table_.ID)
@@ -4241,6 +4300,7 @@ function ImGui.TableLoadSettings(table_)
table_.SettingsLoadedFlags = settings.SaveFlags
table_.RefScale = settings.RefScale
settings.LastUsedDate = GImGui.SessionDate:Unpack()
-- TableUpdateLayout() will then call TableLoadSettingsForColumns() to apply the data.
end
@@ -4330,6 +4390,17 @@ function ImGui.TableLoadSettingsForColumn(column, column_settings, load_flags)
column.SortDirection = column_settings.SortDirection
end
-- [Luau] boolean "less than" for table.sort; takes (table, lhs column idx, rhs column idx) instead of ImGuiTableFixDisplayOrderColumnData
local function TableFixDisplayOrderComparer(table_, lhs_idx, rhs_idx)
-- Assume ImGuiTableColumnIdx == signed short, to turn -1 into a large value so that it always sort after.
local lhs_order, rhs_order = table_.Columns[lhs_idx].DisplayOrder, table_.Columns[rhs_idx].DisplayOrder
if lhs_order < 0 then lhs_order = lhs_order + 0x10000 end
if rhs_order < 0 then rhs_order = rhs_order + 0x10000 end
local order_delta = lhs_order - rhs_order
if order_delta ~= 0 then return order_delta < 0 end
return lhs_idx < rhs_idx
end
-- 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)
function ImGui.TableFixDisplayOrder(table_)
if band(table_.Flags, ImGuiTableFlags.Reorderable) == 0 then
@@ -4344,17 +4415,7 @@ function ImGui.TableFixDisplayOrder(table_)
fdo_columns[n + 1] = n
end
-- Sort by DisplayOrder and then Index
-- Assume ImGuiTableColumnIdx == signed short, to turn -1 into a large value so that it always sort after.
local function key(idx)
local o = table_.Columns[idx].DisplayOrder
if o < 0 then o = o + 0x10000 end
return o
end
table.sort(fdo_columns, function(lhs_idx, rhs_idx)
local a, b = key(lhs_idx), key(rhs_idx)
if a ~= b then return a < b end
return lhs_idx < rhs_idx
end)
table.sort(fdo_columns, function(lhs_idx, rhs_idx) return TableFixDisplayOrderComparer(table_, lhs_idx, rhs_idx) end)
for n = 0, table_.ColumnsCount - 1 do
table_.Columns[fdo_columns[n + 1]].DisplayOrder = n
end
@@ -4363,6 +4424,27 @@ function ImGui.TableFixDisplayOrder(table_)
end
end
local function TableSettingsHandler_Cleanup(ctx, handler, args)
local g = ctx
for i = 0, g.Tables:GetMapSize() - 1 do
local table_ = g.Tables:GetByIndex(i)
if table_ then
table_.SettingsOffset = -1
end
end
-- [Luau] settings.LastUsedDate is stored unpacked (YYYYMMDD int, 0 = none); g.SessionDate is an ImGuiPackedDate
for _, settings in g.SettingsTables:iter() do
local is_valid = ImGuiPackedDate(settings.LastUsedDate):IsValid()
if args._DiscardOlderThanDate ~= 0 and settings.LastUsedDate < args._DiscardOlderThanDate then
settings.ID = 0
elseif args.DiscardWhenMissingDate and not is_valid then
settings.ID = 0
elseif args.SetCurrentSessionDateToAll or (args.SetCurrentSessionDateWhenMissingDate and not is_valid) then
settings.LastUsedDate = g.SessionDate:Unpack()
end
end
end
local function ForEachTable(g, fn)
for i = 0, g.Tables:GetMapSize() - 1 do
local t = g.Tables:GetByIndex(i)
@@ -4406,7 +4488,7 @@ local function TableSettingsHandler_ReadLine(ctx, handler, settings, line)
local f = string.match(line, "^RefScale=([%-%d%.eE+]+)")
if f then settings.RefScale = tonumber(f); return end
local n = string.match(line, "^LastUsed=(%d+)")
if n then settings.LastUsedDate = tonumber(n); return end
if n then settings.LastUsedDate = ImGuiPackedDate(tonumber(n)):Unpack(); return end
local column_n, rest = string.match(line, "^Column (%-?%d+)(.*)$")
if column_n then
@@ -4488,6 +4570,7 @@ function ImGui.TableSettingsAddSettingsHandler()
ini_handler.ReadLineFn = TableSettingsHandler_ReadLine
ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll
ini_handler.WriteAllFn = TableSettingsHandler_WriteAll
ini_handler.CleanupFn = TableSettingsHandler_Cleanup
ImGui.AddSettingsHandler(ini_handler)
end
@@ -4551,6 +4634,20 @@ function ImGui.TableGcCompactSettings()
ForEachTable(g, function(t) t.SettingsOffset = -1 end)
end
-------------------------------------------------------------------------------
-- [SECTION] Tables: Debugging
-------------------------------------------------------------------------------
-- [Luau] global (upstream: static) so ImGui.DebugNodeTable() in imgui.lua can use it
function DebugNodeTableGetSizingPolicyDesc(sizing_policy)
sizing_policy = band(sizing_policy, ImGuiTableFlags.SizingMask_)
if sizing_policy == ImGuiTableFlags.SizingFixedFit then return "FixedFit" end
if sizing_policy == ImGuiTableFlags.SizingFixedSame then return "FixedSame" end
if sizing_policy == ImGuiTableFlags.SizingStretchProp then return "StretchProp" end
if sizing_policy == ImGuiTableFlags.SizingStretchSame then return "StretchSame" end
return "N/A"
end
-------------------------------------------------------------------------------
-- [SECTION] Columns, BeginColumns, EndColumns, etc.
-- (This is a legacy API, prefer using BeginTable/EndTable!)
+1914 -290
View File
File diff suppressed because it is too large Load Diff
+31 -14
View File
@@ -3,7 +3,8 @@
-- Supports:
-- - %x, %X, %nx, %nX (where n is a number)
-- - %d, %nd (where n is a number)
-- - %d, %nd, %u, %nu (where n is a number)
-- - length modifiers h, hh, l, ll, I64 on integers: ll/I64 = 64-bit range (doubles: exact only within +-2^53)
-- - %f, %lf (very limited)
--
-- Returns items_matched instead of EOF on error
@@ -17,6 +18,9 @@ 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_h = _byte'h'
local CHAR_u = _byte'u'
local CHAR_I = _byte'I'
local CHAR_f, CHAR_F = _byte'f', _byte'F'
local CHAR_x, CHAR_X = _byte'x', _byte'X'
@@ -37,10 +41,15 @@ local function hex_digit_to_int(c)
end
-- we force this behavior by default
local function clamp_if_overflow(spec, val)
local function clamp_if_overflow(spec, val, is_64)
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
local max = is_64 and 9223372036854775807 or INT_MAX
local min = is_64 and -9223372036854775808 or INT_MIN
if val > max then return max end
if val < min then return min end
elseif spec == CHAR_u then
local max = is_64 and 18446744073709551615 or UINT_MAX
if val > max then return max end
end
return val
@@ -104,22 +113,27 @@ local function sscanf(buffer, buffer_begin, format, result)
width = math.huge
end
-- length modifiers
local n_l = 0
while _byte(format, f, f) == CHAR_l or _byte(format, f, f) == CHAR_h do
if _byte(format, f, f) == CHAR_l then n_l = n_l + 1 end
f = f + 1
end
if _byte(format, f, f) == CHAR_I and string.sub(format, f, f + 2) == "I64" then
n_l = 2
f = f + 3
end
local is_64 = n_l >= 2
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
elseif spec == CHAR_d or spec == CHAR_u 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
is_float = true -- TODO: distinguish %lf from %f?
else
return items_matched
end
@@ -197,11 +211,14 @@ local function sscanf(buffer, buffer_begin, format, result)
val = val * base + sign * hex_digit_to_int(c)
local old_val = val
val = clamp_if_overflow(spec, val)
val = clamp_if_overflow(spec, val, is_64)
if old_val ~= val then
break
end
end
if spec == CHAR_u and val < 0 then
val = val + (is_64 and 18446744073709551616 or 4294967296) -- unsigned wrap-around like strtoul()
end
end
result[assigned + 1] = val
+222 -14
View File
@@ -7,15 +7,34 @@
# Each source file becomes a function in __FILES; IM_INCLUDE(name) runs it once and caches the result.
# The module returns a table with every global the library defines (ImGui, ImVec2, ImGuiConfigFlags, ImGui_ImplRoblox, ...).
# Roblox target also writes ImGuiTyped.luau (types + require(script.Impl), see tools/gen_types.py).
import os, re
#
# Build-time optimizations (token rewrites with minify.py's lexer: strings/comments are never touched, every source line
# stays on its line so linemap.json still maps errors). IMGUI_BUNDLE_NOOPT=1 turns all off, IMGUI_BUNDLE_NO_<X>=1 one:
# A hot library globals (most referenced names assigned at a file's top level) become bundle-level locals declared
# before __FILES: every file's assignment/reference then hits an upvalue instead of GETGLOBAL. Fewer names for
# LuaJIT (60 upvalues per function). Library globals can't be patched from outside (use the returned table).
# B enum folding: the bundle is loaded once headless (Luau CLI) to dump enum-like tables (all values numbers, never
# written inside a function) and numeric constants assigned once at top level; reads `ImGuiCol.Text` / `FLT_MAX`
# inside function bodies become `0 --[[ImGuiCol.Text]]`. Load-time (top-level) code is left alone.
# C `--@hoist` functions in the sources (pure numeric helpers: ImMin, ImMax, ImClamp, ...) are moved to the bundle top
# as `local function`s (their source lines become blank) so Luau -O2 can inline them everywhere.
# E statement-form `IM_ASSERT(...)` becomes `assert(...)` (fast builtin); expression uses are left alone.
import os, re, sys, json, shutil, subprocess, tempfile
HERE = os.path.dirname(os.path.abspath(__file__))
ROOT = os.path.dirname(HERE)
sys.path.insert(0, HERE)
from minify import TOKEN
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
import sys
NO_DEMO = "--no-demo" in sys.argv
LOVE = False
if "--target" in sys.argv:
i = sys.argv.index("--target"); LOVE = sys.argv[i + 1] == "love"; del sys.argv[i:i + 2]
sys.argv = [a for a in sys.argv if a != "--no-demo"]
OPT = {x: os.environ.get("IMGUI_BUNDLE_NOOPT") != "1" and os.environ.get("IMGUI_BUNDLE_NO_" + x) != "1" for x in "ABCE"}
# A limits: Luau 200 locals in the main chunk (+ helpers, __FILES, ...), 200 upvalues per function; LuaJIT 60 upvalues
# per function (margin left for nested functions that also capture file locals)
MAX_LOCALS, MAX_UPVALUES = 160, (45 if LOVE else 150)
BACKEND = "imgui_impl_love.lua" if LOVE else "imgui_impl_roblox.lua"
SKIP = {"imgui_impl_roblox.lua", "imgui_impl_roblox_fonts.lua"} if LOVE else {"imgui_impl_love.lua"}
FILES = {}
@@ -26,6 +45,7 @@ for d in (ROOT, os.path.join(ROOT, "backends"), os.path.join(ROOT, "fonts")):
if LOVE: src = re.sub(r"^@native$", "", src, flags=re.M) # keep line numbers
FILES[f] = src
ORIG = dict(FILES) # for gen_types
ENTRY = ["imgui.lua", BACKEND] + ([] if NO_DEMO else ["imgui_demo.lua"]) # run order
names = set()
@@ -33,16 +53,207 @@ for src in FILES.values():
names.update(re.findall(r"^function ([A-Za-z_]\w*)\s*\(", src, re.M))
names.update(re.findall(r"^([A-Za-z_]\w*)\s*=[^=]", src, re.M))
# ---- lexer helpers ----
KW = set("and break do else elseif end false for function goto if in local nil not or repeat return then true until while".split())
def lex(src):
"""[(kind, text, start)] without whitespace/comments; kinds: name num str op."""
toks, pos = [], 0
while pos < len(src):
m = TOKEN.match(src, pos)
k = m.lastgroup
if k in ("ceq", "seq"): k = "lcom" if m.group(0).startswith("--") else "lstr"
if k not in ("ws", "lcom", "com"): toks.append(("str" if k == "lstr" else k, m.group(0), pos))
pos = m.end()
return toks
def fdepths(toks):
"""function nesting depth of every token (0 = runs at load time)"""
st, fd, out = [], 0, []
for k, t, _ in toks:
out.append(fd)
if k == "name":
if t == "function": st.append(1); fd += 1
elif t in ("if", "do", "repeat"): st.append(0)
elif t in ("end", "until"): fd -= st.pop()
assert not st, "unbalanced blocks"
return out
def declared(toks):
"""names declared as locals / parameters / loop variables anywhere"""
out, n = set(), len(toks)
for i, (k, t, _) in enumerate(toks):
j = None
if t == "local": j = i + 2 if toks[i + 1][1] == "function" else i + 1
elif t == "for": j = i + 1
elif t == "function":
j = i + 1
while toks[j][1] != "(": j += 1
j += 1
while j is not None and j < n and toks[j][0] == "name" and toks[j][1] not in KW:
out.add(toks[j][1])
j += 1
if j < n and toks[j][1] == ",": j += 1
else: break
return out
def apply(src, edits):
for s, e, r in sorted(edits, reverse=True): src = src[:s] + r + src[e:]
return src
def isref(toks, i):
"""toks[i] is a variable read/write (not a field name)"""
return toks[i][0] == "name" and (i == 0 or toks[i - 1][1] not in (".", ":"))
def nexttext(toks, i): return toks[i + 1][1] if i + 1 < len(toks) else ""
# ---- C: --@hoist helpers ----
hoisted, hoisted_names = [], []
if OPT["C"]:
for f, src in FILES.items():
while "--@hoist\n" in src:
s = src.index("--@hoist\n") + len("--@hoist\n")
toks = lex(src[s:])
depth, i = 0, 0
while True: # first `function` ... matching end
t = toks[i][1]
if t == "function" or t in ("if", "do", "repeat"): depth += 1
elif t in ("end", "until"):
depth -= 1
if depth == 0: break
i += 1
e = s + toks[i][2] + 3
text = src[s:e]
m = re.search(r"^(local )?function ([A-Za-z_]\w*)", text, re.M)
hoisted_names.append(m.group(2))
hoisted.append(text[:m.start()] + "local function " + text[m.start() + len(m.group(0)) - len(m.group(2)):])
src = src[:s - len("--@hoist\n")] + "\n" + re.sub(r"[^\n]", "", text) + src[e:]
FILES[f] = src
HOIST_DEPS = "local type, mathMin, mathMax, mathFloor, mathCeil, bitOr, bitLShift = type, math.min, math.max, math.floor, math.ceil, bit32.bor, bit32.lshift"
# ---- E: statement IM_ASSERT -> assert ----
STMT_PREV_KW = {"end", "true", "false", "nil", "break", "then", "do", "else", "repeat"}
def rewrite_assert(src):
toks, edits = lex(src), []
for i, (k, t, p) in enumerate(toks):
if t == "IM_ASSERT" and isref(toks, i) and nexttext(toks, i) == "(":
pk, pt = (toks[i - 1][0], toks[i - 1][1]) if i else ("op", ";")
if (pk == "name" and (pt not in KW or pt in STMT_PREV_KW)) or pk in ("num", "str") or pt in (")", "]", "}", ";", "..."):
edits.append((p, p + len(t), "assert"))
return apply(src, edits)
if OPT["E"]:
FILES = {f: rewrite_assert(s) for f, s in FILES.items()}
hoisted = [rewrite_assert(s) for s in hoisted]
# ---- B: enum / constant folding ----
LUAU = shutil.which("luau") or "/nix/store/2m2ja613nndihc8qm10f2rhq6znp1nh4-luau-0.734/bin/luau"
def header():
return ["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", ""]
def numtext(s):
v = float(s)
if v != v or v in (float("inf"), float("-inf")) or (v == 0 and s.startswith("-")): return None
r = str(int(v)) if v.is_integer() and abs(v) < 2 ** 53 else repr(v)
return "(%s)" % r if v < 0 else r
def dump_values():
"""{name: number} and {name: {key: number}} of the loaded library (imgui.lua and what it includes)"""
src = ["--!optimize 1"] + ([HOIST_DEPS] + hoisted if hoisted else []) + header()
for name, s in sorted(FILES.items()): src += ["__FILES[%r] = function()" % name, s, "end"]
src += ['IM_INCLUDE("imgui.lua")',
'local function D(n, v) if type(v) == "number" then print("C", n, string.format("%.17g", v)) elseif type(v) == "table" then',
' for k, x in pairs(v) do print("T", n, type(k) == "string" and k or "?", type(x) == "number" and string.format("%.17g", x) or "?") end end end']
src += ["D(%r, %s)" % (n, n) for n in sorted(names)]
with tempfile.NamedTemporaryFile("w", suffix=".luau", delete=False) as fp: fp.write("\n".join(src))
try:
p = subprocess.run([LUAU, fp.name], capture_output=True, text=True, timeout=60)
finally:
os.unlink(fp.name)
if p.returncode: raise RuntimeError("enum dump failed:\n" + p.stdout[-2000:] + p.stderr[-2000:])
consts, tables = {}, {}
for line in p.stdout.splitlines():
a = line.split("\t")
if a[0] == "C": consts[a[1]] = a[2]
elif a[0] == "T": tables.setdefault(a[1], {})[a[2]] = a[3]
tables = {n: t for n, t in tables.items() if "?" not in t and "?" not in t.values()}
return consts, tables
def fold(files):
consts, tables = dump_values()
lexed = {f: lex(s) for f, s in files.items()}
depth = {f: fdepths(t) for f, t in lexed.items()}
# tables written inside a function, constants assigned more than once or not at top level: not foldable
assigns = {}
for f, toks in lexed.items():
for i, (k, t, _) in enumerate(toks):
if not isref(toks, i): continue
if t in tables and depth[f][i] > 0:
j = i + 1
if nexttext(toks, i) == ".": j = i + 3
elif nexttext(toks, i) == "[":
b = 0
while True:
b += {"[": 1, "]": -1}.get(toks[j][1], 0); j += 1
if b == 0: break
if j < len(toks) and toks[j][1] == "=": tables.pop(t, None)
if t in consts and nexttext(toks, i) == "=":
assigns[t] = assigns.get(t, 0) + (1 if depth[f][i] == 0 else 2)
consts = {n: v for n, v in consts.items() if assigns.get(n) == 1 and numtext(v)}
out = {}
for f, toks in lexed.items():
shadow = declared(toks)
edits = []
for i, (k, t, p) in enumerate(toks):
if depth[f][i] == 0 or not isref(toks, i) or t in shadow: continue
if t in tables and nexttext(toks, i) == "." and i + 2 < len(toks):
key = toks[i + 2][1]
if key in tables[t] and numtext(tables[t][key]) and nexttext(toks, i + 2) not in ("=", ".", ":", "[", "(", "{") and toks[i + 3][0] != "str":
edits.append((p, toks[i + 2][2] + len(key), "%s --[[%s.%s]]" % (numtext(tables[t][key]), t, key)))
elif t in consts and nexttext(toks, i) not in ("=", ".", ":", "[", "(", "{") and toks[i + 1][0] != "str":
edits.append((p, p + len(t), "%s --[[%s]]" % (numtext(consts[t]), t)))
out[f] = apply(files[f], edits)
return out
if OPT["B"]:
try:
allf = dict(FILES); allf.update({"@hoist%d" % i: "local function __h()\n" + s + "\nend" for i, s in enumerate(hoisted)})
allf = fold(allf)
hoisted = [allf.pop("@hoist%d" % i)[len("local function __h()\n"):-len("\nend")] for i in range(len(hoisted))]
FILES = allf
except (OSError, RuntimeError) as e:
if os.environ.get("IMGUI_BUNDLE_STRICT"): raise # CI: a release must not silently lose the folding
print("bundle.py: enum folding skipped (%s)" % str(e).strip()[:300], file=sys.stderr)
# ---- A: hot globals -> bundle locals ----
hot = []
if OPT["A"]:
count, used = {}, []
for src in FILES.values():
toks = lex(src)
used.append({t for i, (k, t, _) in enumerate(toks) if isref(toks, i)})
for i, (k, t, _) in enumerate(toks):
if t in names and isref(toks, i): count[t] = count.get(t, 0) + 1
# greedy by reference count; each file function's upvalues (hoisted names it uses) stay <= MAX_UPVALUES
taken = [len(u & set(hoisted_names + re.findall(r"\w+", HOIST_DEPS.split("=")[0]))) for u in used]
for n in sorted((n for n in count if n not in hoisted_names), key=lambda n: (-count[n], n)):
if len(hot) == MAX_LOCALS: break
if all(taken[i] < MAX_UPVALUES for i, u in enumerate(used) if n in u):
hot.append(n)
taken = [c + (n in u) for c, u in zip(taken, used)]
out = ["--!optimize 2", "-- GENERATED by tools/bundle.py from *.lua, backends/, fonts/ - do not edit", ""]
if LOVE:
out = ["-- GENERATED by tools/bundle.py --target love - do not edit", re.search(r"--@compat-begin\n(.*?)--@compat-end", open(os.path.join(ROOT, "backends", "imgui_impl_love.lua")).read(), re.S).group(1), ""]
out += [
"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", ""]
if hot: out.append("local " + ", ".join(hot))
if hoisted: out += [HOIST_DEPS] + hoisted
out += header()
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)
@@ -58,15 +269,12 @@ for n in sorted(names):
out.append(" %s = %s," % (n, n))
out.append("}")
import sys
OUT = sys.argv[1] if len(sys.argv) > 1 else os.path.join(ROOT, "build")
os.makedirs(OUT, exist_ok=True)
NAME = "imgui_love.lua" if LOVE else "ImGui.luau"
open(os.path.join(OUT, NAME), "w").write("\n".join(out) + "\n")
import json
json.dump(linemap, open(os.path.join(OUT, NAME.rsplit(".", 1)[0] + ".linemap.json"), "w"))
if not LOVE:
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
from gen_types import wrapper
open(os.path.join(OUT, "ImGuiTyped.luau"), "w").write(wrapper(FILES))
open(os.path.join(OUT, "ImGuiTyped.luau"), "w").write(wrapper(ORIG))
print("wrote build/%s (%d files, %d exports)" % (NAME, len(FILES), len(names)))
+645
View File
@@ -0,0 +1,645 @@
#!/usr/bin/env python3
# Compares the port against upstream Dear ImGui (tools/test/upstream/*) and writes docs/PORT_STATUS.txt.
# python3 tools/compare_upstream.py # print summary, write docs/PORT_STATUS.txt
# Ported %: upstream functions (by qualified name, overloads merged) that have a port definition; enum values; struct fields;
# public/internal API declarations in imgui.h / imgui_internal.h (namespace ImGui).
# Similarity %: for each ported function, both bodies are normalized to a common token stream (comments/types/punctuation
# dropped, C++ operators and names mapped to Lua: -> :: . ! && || _Flag) and compared with difflib ratio.
# File figures are weighted by upstream body size. Matching is by name, so it's an estimate, not a proof.
# Excluded from the %: C++-only (operators, destructors), #if 0, IMGUI_DISABLE_OBSOLETE_FUNCTIONS, OS-specific (#ifdef _WIN32...),
# test engine. They're listed separately in the report.
import os, re, sys
from difflib import SequenceMatcher
from fnmatch import fnmatchcase
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
from minify import TOKEN as LUA_TOKEN
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
UP = os.path.join(ROOT, "tools", "test", "upstream")
CPP_FILES = ["imgui.cpp", "imgui_widgets.cpp", "imgui_draw.cpp", "imgui_tables.cpp", "imgui_demo.cpp", "imgui.h", "imgui_internal.h"]
PORT_FILES = sorted(f for f in os.listdir(ROOT) if f.endswith(".lua"))
LUA_CLASS_ALIAS = {"IM_RECT": "ImRect", "IM_VECTOR": "ImVector", "IM_POOL": "ImPool", "IMGUI_VIEWPORT_P": "ImGuiViewportP",
"ImGuiTextBufferMT": "ImGuiTextBuffer", "IMGUI_TEXT_INDEX": "ImGuiTextIndex", "IM_PAYLOAD": "ImGuiPayload",
"DN": "ImGuiDockNode", "IM_VTXBUF": "ImVector"}
# ---------------------------------------------------------------------------------------------------------------------
# Intentional Lua replacements: [=] rows, not counted as missing. (glob over the upstream key "Class::name" / "Struct::field",
# reason, regex that must match the port sources - if the port's mechanism disappears, the entry falls back to [ ] / missing).
# Only applies when no same-named port definition / field exists.
# ---------------------------------------------------------------------------------------------------------------------
REPLACED = [
# functions
("ImGuiStorage::*", "Lua table keyed by ID (e.g. window.StateStorage = {})", r"StateStorage\s*=\s*\{\}"),
("ImGuiStoragePair::*", "Lua table keyed by ID", r"StateStorage\s*=\s*\{\}"),
("PairComparerByID", "table.sort over Lua table keys", r"table\.sort\("),
("ImStr*", "Lua string library (string.find/sub/lower, immutable strings)", r"string\.find\("),
("ImMemdup", "Lua strings/tables are values, no copy needed", r"string\.find\("),
("ImFormatString*", "string.format", r"ImFormatString\s*=\s*string\.format"),
("ImText*Utf8*", "strings stay UTF-8 bytes: ImStd.ImTextCharFromUtf8 decoder + utf8 library", r"function ImStd\.ImTextCharFromUtf8"),
("MallocWrapper", "GC; IM_ALLOC = ImGui.MemAlloc", r"IM_ALLOC\s*=\s*ImGui\.MemAlloc"),
("FreeWrapper", "GC; IM_ALLOC = ImGui.MemAlloc", r"IM_ALLOC\s*=\s*ImGui\.MemAlloc"),
("ImGui::GetAllocatorFunctions", "GC, no allocator to query", r"IM_ALLOC\s*=\s*ImGui\.MemAlloc"),
("ImFileWrite", "no filesystem on Roblox: SaveIniSettingsToDisk is a no-op, use SaveIniSettingsToMemory", r"Roblox: no disk"),
("ImSwap", "Lua multiple assignment a, b = b, a", r"\b([\w.]+), ([\w.]+) = \2, \1\b"),
("ImGui::DebugCheckVersionAndDataLayout", "C++ ABI / sizeof check", None),
("TableSettingsCalcChunkSize", "sizeof; table settings are a plain ImVector", r"SettingsTables\s*=\s*ImVector\(\)"),
("ImVector::size", "v.Size field", r"function IM_VECTOR:"),
("ImVector::capacity", "v.Capacity field", r"function IM_VECTOR:"),
("ImVector::front", "v.Data[1]", r"function IM_VECTOR:"),
("ImVector::begin", "v.Data / v:iter()", r"function IM_VECTOR:iter\("),
("ImVector::end", "v.Data / v:iter()", r"function IM_VECTOR:iter\("),
("ImVector::size_in_bytes", "sizeof", None),
("ImVector::max_size", "sizeof", None),
("ImVector::clear_destruct", "GC: clear_delete / clear", r"function IM_VECTOR:clear_delete\("),
("ImVector::find", "find_index (no element pointers)", r"function IM_VECTOR:find_index\("),
("ImSpan::*", "plain Lua tables (e.g. table.Columns = {})", r"Columns = \{\}, ColumnsSize = 0"),
("ImSpanAllocator::*", "plain Lua tables, no arena", r"Columns = \{\}, ColumnsSize = 0"),
("ImStableVector::*", "ImVector (Lua references are stable)", r"BakedPool\s*=\s*ImVector\(\)"),
("ImChunkStream::*", "plain ImVector of settings tables", r"SettingsTables\s*=\s*ImVector\(\)"),
("ImPool::GetAliveCount", "pool.AliveCount field", r"\.AliveCount\)"),
("ImPool::GetBufSize", "pool.BufSize field / GetMapSize()", r"function IM_POOL:GetMapSize\(\) return self\.BufSize"),
("ImPool::TryGetMapData", "GetByIndex (removed slots hold false)", r"function IM_POOL:GetByIndex\("),
("ImGuiTextBuffer::begin", "chunk-list string builder: c_str()", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::end", "chunk-list string builder: c_str()", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::resize", "chunk-list string builder, no byte buffer", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::reserve", "chunk-list string builder, no byte buffer", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::appendfv", "appendf(fmt, ...) (Lua varargs)", r"function ImGuiTextBufferMT:appendf\("),
("ImGuiTextIndex::append", "debug log keeps a Lua line list (g.DebugLogLines)", r"g\.DebugLogLines\s*="),
# struct fields (ImSpan*/ImStableVector/ImGuiStoragePair fields: covered by the globs above)
("ImGuiTextBuffer::EmptyString", "c_str() of an empty chunk list", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiWindow::NameBufLen", "window.Name is an immutable Lua string", None),
("ImGuiTextFilterItem::Begin", "item.Text substring", r"Text = string\.sub\(buf, b, e - 1\)"),
("ImGuiTextFilterItem::Len", "item.Text substring", r"Text = string\.sub\(buf, b, e - 1\)"),
("ImDrawVert::uv", "vertices packed into VtxBuffer.Buf (VTX_STRIDE bytes per vertex)", r"VTX_STRIDE\s*=\s*\d+"),
("ImDrawVert::col", "vertices packed into VtxBuffer.Buf (VTX_STRIDE bytes per vertex)", r"VTX_STRIDE\s*=\s*\d+"),
("ImGuiContext::DebugLogIndex", "Lua line list g.DebugLogLines", r"g\.DebugLogLines\s*="),
("ImGuiContext::TempKeychordName", "GetKeyChordName returns a Lua string", r"\.\. \(\(key ~= ImGuiKey\.None"),
("ImGuiContext::DragDropPayloadBuf*", "payload.Data holds the Lua value", r"payload\.Data = data"),
("ImGuiTabBar::TabsNames", "names stored on the tab (tab.Name)", r"Tab names are stored on the tab itself"),
]
# ---------------------------------------------------------------------------------------------------------------------
# C++ side
# ---------------------------------------------------------------------------------------------------------------------
CPP_TOKEN = re.compile(r"""
(?P<nl>\n)
| (?P<ws>[ \t\r\f\v]+|\\\n)
| (?P<com>//[^\n]*|/\*.*?\*/)
| (?P<pp>\#(?:[^\n\\]|\\.|\\\n)*)
| (?P<str>(?:u8|u|U|L)?"(?:\\.|[^"\\\n])*"|'(?:\\.|[^'\\\n])*')
| (?P<num>0[xX][0-9a-fA-F']+[uUlL]*|(?:\d[\d']*\.?\d*|\.\d+)(?:[eE][+-]?\d+)?[fFuUlL]*)
| (?P<name>[A-Za-z_]\w*)
| (?P<op>->\*?|::|<<=|>>=|<<|>>|&&|\|\||==|!=|<=|>=|\+\+|--|[-+*/%&|^]=|\.\.\.|.)
""", re.S | re.X)
EXCLUDE_PP = [("if0", re.compile(r"^\s*#\s*if\s+0\b")),
("obsolete", re.compile(r"#\s*ifndef\s+IMGUI_DISABLE_OBSOLETE_FUNCTIONS|#\s*if\s+!defined\(IMGUI_DISABLE_OBSOLETE")),
("os-specific", re.compile(r"_WIN32|__APPLE__|__linux__|_MSC_VER|__EMSCRIPTEN__|IMGUI_DISABLE_WIN32|__ANDROID__|_XBOX|__MINGW")),
("test-engine", re.compile(r"IMGUI_ENABLE_TEST_ENGINE"))]
def cpp_tokens(src):
"""[(kind, text, line, excl)] without whitespace/comments; excl = exclusion tag from enclosing #if, or None."""
out, line, stack, sections = [], 1, [], []
for m in CPP_TOKEN.finditer(src):
kind, text = m.lastgroup, m.group(0)
if kind == "nl": line += 1; continue
if kind == "com":
s = re.match(r"//\s*\[SECTION\]\s*(.+)", text)
if s: sections.append((line, s.group(1).strip()))
line += text.count("\n"); continue
if kind == "ws": line += text.count("\n"); continue
if kind == "pp":
d = re.match(r"#\s*(\w+)", text); d = d.group(1) if d else ""
if d in ("if", "ifdef", "ifndef"):
stack.append(next((t for t, r in EXCLUDE_PP if r.search(text)), None))
elif d in ("else", "elif") and stack:
stack[-1] = None if stack[-1] in ("if0", "obsolete") else stack[-1] # #else of `#if 0` / obsolete is the live path
elif d == "endif" and stack:
stack.pop()
line += text.count("\n"); continue
out.append((kind, text, line, next((x for x in reversed(stack) if x), None)))
return out, sections
CPP_MACROS = {"IM_MSVC_RUNTIME_CHECKS_OFF", "IM_MSVC_RUNTIME_CHECKS_RESTORE"} # argument-less macro lines, no trailing ';'
CTRL = {"if", "for", "while", "switch", "catch", "sizeof", "return", "alignof", "decltype", "IM_ASSERT", "defined"}
def match_back(toks, i, close, open_):
depth = 0
while i >= 0:
t = toks[i][1]
if t == close: depth += 1
elif t == open_:
depth -= 1
if depth == 0: return i
i -= 1
return -1
def match_fwd(toks, i):
depth = 0
pairs = {"{": "}", "(": ")", "[": "]"}
open_ = toks[i][1]; close = pairs[open_]
while i < len(toks):
t = toks[i][1]
if t == open_: depth += 1
elif t == close:
depth -= 1
if depth == 0: return i
i += 1
return len(toks) - 1
def func_head(toks, i):
"""toks[i] is '{'. If it opens a function body, return (class, name, name_tok_index, cpp_only) else None."""
j = i - 1
while j >= 0 and toks[j][1] in ("const", "noexcept", "override", "final", "IM_FMTARGS", "IM_FMTLIST"):
j -= 1
if j >= 0 and toks[j][1] == ")" and toks[match_back(toks, j, ")", "(") - 1][1] in ("IM_FMTARGS", "IM_FMTLIST"):
j = match_back(toks, j, ")", "(") - 2
# constructor initializer list: Foo::Foo(...) : a(1), b{2} {
k = j
while k >= 0 and toks[k][1] in (")", "}"):
o = match_back(toks, k, toks[k][1], "(" if toks[k][1] == ")" else "{")
if o <= 1: break
if toks[o - 2][1] in (",",) or (toks[o - 2][1] == ":" ):
if toks[o - 2][1] == ":": j = o - 3; break
k = o - 3; continue
break
if j < 0 or toks[j][1] != ")": return None
o = match_back(toks, j, ")", "(")
if o <= 0: return None
n = o - 1
name = toks[n][1]
cpp_only = False
if toks[n - 1][1] == "operator" or (n >= 1 and toks[n][0] == "op" and toks[n - 1][1] == "operator"):
return (None, "operator" + name, n, True)
if toks[n][0] == "op" and n >= 2 and toks[n - 1][1] == "operator": return (None, "operator", n, True)
if toks[n][0] != "name" or name in CTRL: return None
if toks[n - 1][1] == "~": cpp_only = True; name = "~" + name
cls = None
if toks[n - 1][1] == "::" or (cpp_only and toks[n - 2][1] == "::"):
q = n - 2 if not cpp_only else n - 3
cls = toks[q][1]
if toks[n - 1][1] == "operator": return (cls, "operator", n, True)
return (cls, name, n, cpp_only)
class UpFunc:
def __init__(s, file, cls, name, line, body, section, excl):
s.file, s.cls, s.name, s.line, s.body, s.section, s.excl = file, cls, name, line, body, section, excl
@property
def key(s): return "%s::%s" % (s.cls, s.name) if s.cls else s.name
def parse_cpp(fname):
src = open(os.path.join(UP, fname), encoding="utf-8", errors="replace").read()
toks, sections = cpp_tokens(src)
funcs, enums, structs, decls = [], {}, {}, {} # decls: namespace ImGui declarations (name -> line)
def section_at(line):
cur = ""
for l, s in sections:
if l <= line and l > 120: cur = s # skip the index at the top of each file
return cur
def scan(a, b, cls, ns):
i = a
stmt_start = a
while i < b:
k, t, line, excl = toks[i]
if t == "{":
head = func_head(toks, i)
e = match_fwd(toks, i)
pre = [x[1] for x in toks[stmt_start:i]]
if head:
hc, hn, ni, cpp_only = head
c = hc or cls
if cls and hn == cls: c = cls # inline ctor in struct
ex = "c++-only" if cpp_only or hn.startswith("~") else toks[ni][3]
if c and hn == c and fname.endswith(".h") and e - i < 4: ex = ex # trivial ctor kept
funcs.append(UpFunc(fname, c, hn, toks[ni][2], toks[i + 1:e], section_at(toks[ni][2]), ex))
elif "namespace" in pre:
q = pre.index("namespace")
scan(i + 1, e, cls, (pre[q + 1] if len(pre) > q + 1 else ""))
elif "enum" in pre:
nm = next((x for x in pre[pre.index("enum") + 1:] if re.match(r"[A-Za-z_]\w*$", x) and x not in ("class", "int")), None)
vals, j, depth = [], i + 1, 0
expect = True
while j < e:
tt = toks[j][1]
if tt in "([{": depth += 1
elif tt in ")]}": depth -= 1
elif depth == 0 and tt == ",": expect = True
elif expect and depth == 0 and toks[j][0] == "name":
vals.append((tt, toks[j][2], toks[j][3])); expect = False
j += 1
if nm: enums[nm] = (vals, line, section_at(line))
elif any(x in ("struct", "class", "union") for x in pre) and "=" not in pre:
kw = max(q for q, x in enumerate(pre) if x in ("struct", "class", "union")) # skips macro lines / template<...> before it
names = [x for x in pre[kw:] if re.match(r"[A-Za-z_]\w*$", x) and x not in ("struct", "class", "union", "IMGUI_API", "typedef", "final", "public", "private", "alignas")]
nm = names[0] if names else cls
if nm and "union" not in pre: structs.setdefault(nm, ([], line, section_at(line)))
scan(i + 1, e, nm, ns)
if nm and pre[:1] != ["union"] and toks[e + 1][1] != ";" and toks[e + 1][0] == "name" and cls:
pass
i = e + 1
if i < b and toks[i][1] == ";": i += 1
stmt_start = i
continue
if t == ";":
st = toks[stmt_start:i]
txt = [x[1] for x in st]
if txt and txt[0] in ("public", "private", "protected") and len(txt) > 1 and txt[1] == ":": st, txt = st[2:], txt[2:]
while txt and txt[0] in CPP_MACROS: st, txt = st[1:], txt[1:]
if txt and ns == "ImGui" and cls is None and "(" in txt and txt[0] not in ("typedef", "struct", "enum", "using"):
p = txt.index("(")
if p > 0 and st[p - 1][0] == "name" and txt[p - 1] not in CTRL:
decls.setdefault(txt[p - 1], (st[p - 1][2], st[p - 1][3], section_at(st[p - 1][2])))
elif txt and cls and txt[0] not in ("typedef", "friend", "static", "using", "enum", "struct", "class", "template"):
eq = txt.index("=") if "=" in txt else len(txt)
pa = txt.index("(") if "(" in txt else len(txt)
if pa >= eq: # not a method declaration
depth = 0
for j, x in enumerate(txt[:eq] + [";"]):
if x in ("<", "(", "["): depth += 1
elif x in (">", ")", "]"): depth -= 1
elif depth == 0 and x in (",", ";", ":") or (depth == 0 and x == "[" ):
if j > 0 and re.match(r"[A-Za-z_]\w*$", txt[j - 1]) and txt[j - 1] not in ("const", "unsigned", "int", "float"):
structs.setdefault(cls, ([], 0, ""))[0].append((txt[j - 1], st[j - 1][2], st[j - 1][3]))
if x == "[" and depth == 1 and j > 0 and re.match(r"[A-Za-z_]\w*$", txt[j - 1]):
structs.setdefault(cls, ([], 0, ""))[0].append((txt[j - 1], st[j - 1][2], st[j - 1][3]))
if eq < len(txt) and re.match(r"[A-Za-z_]\w*$", txt[eq - 1]):
structs.setdefault(cls, ([], 0, ""))[0].append((txt[eq - 1], st[eq - 1][2], st[eq - 1][3]))
stmt_start = i + 1
i += 1
scan(0, len(toks), None, "")
for k in structs: # dedupe fields
seen, out = set(), []
for f in structs[k][0]:
if f[0] not in seen: seen.add(f[0]); out.append(f)
structs[k] = (out,) + structs[k][1:]
return funcs, enums, structs, decls
# ---------------------------------------------------------------------------------------------------------------------
# Lua side
# ---------------------------------------------------------------------------------------------------------------------
def lua_tokens(src):
out, line, pos = [], 1, 0
while pos < len(src):
m = LUA_TOKEN.match(src, pos)
kind, text = m.lastgroup, m.group(0)
if kind in ("ceq", "seq"): kind = "lcom" if text.startswith("--") else "lstr"
if kind not in ("ws", "com", "lcom"):
out.append(("str" if kind in ("str", "lstr") else kind, text, line))
line += text.count("\n"); pos = m.end()
return out
OPENERS = {"function", "if", "do", "repeat"}
CLOSERS = {"end", "until"}
class PortFunc:
alias = None
def __init__(s, file, cls, name, line, body):
s.file, s.cls, s.name, s.line, s.body = file, cls, name, line, body
def parse_lua():
defs, enum_keys, globals_, fields = [], set(), set(), set()
for f in PORT_FILES:
toks = lua_tokens(open(os.path.join(ROOT, f), encoding="utf-8").read())
n = len(toks)
for i, (k, t, line) in enumerate(toks):
chain, start = None, None
if t == "function" and i + 1 < n and toks[i + 1][0] == "name":
j = i + 1; chain = [toks[j][1]]
while j + 2 < n and toks[j + 1][1] in (".", ":") and toks[j + 2][0] == "name":
chain.append(toks[j + 2][1]); j += 2
if j + 1 < n and toks[j + 1][1] == "(": start = j + 1
else: chain = None
elif k == "name" and i + 3 < n and toks[i + 1][1] == "=" and toks[i + 2][1] == "function" and toks[i + 3][1] == "(":
j = i; chain = [t]
while j >= 2 and toks[j - 1][1] == "." and toks[j - 2][0] == "name":
chain.insert(0, toks[j - 2][1]); j -= 2
start = i + 3; i0 = i + 2
if chain is None: continue
# body: from start's ')' to matching end
j = start
while toks[j][1] != ")": j += 1
body_start, depth, j = j + 1, 1, j + 1
while j < n and depth > 0:
tt = toks[j][1]
if tt in OPENERS and toks[j][0] == "name": depth += 1
elif tt in CLOSERS and toks[j][0] == "name": depth -= 1
j += 1
name = chain[-1]
cls = LUA_CLASS_ALIAS.get(chain[-2], chain[-2]) if len(chain) > 1 else None
if cls and cls.endswith("MT") and len(cls) > 2: cls = cls[:-2] # method tables: function ExampleAppLogMT:AddLog()
if cls is None and re.match(r"[A-Z]\w*_[A-Z]\w*$", name) and "__" not in name: # Class_Method globals (C++ static members)
c, _, m = name.partition("_")
defs.append(PortFunc(f, c, m, line, toks[body_start:j - 1]))
pf = PortFunc(f, cls, name, line, toks[body_start:j - 1])
bt = [x[1] for x in pf.body]
if len(bt) >= 5 and bt[0] == "return" and bt[-3:] == ["(", "...", ")"] and all(x[0] == "name" or x[1] in (".", ":") for x in pf.body[1:-3]):
pf.alias = " ".join(bt[1:-3]) + "(...)"; pf.body = pf.body[1:-3] # forwarder: function(...) return ImGui.X(...) end
defs.append(pf)
# aliases / factories: ImGui.DragFloat2 = DragFloatN(2) ImFormatString = string.format ImGui.LogTextV = ImGui.LogText
for i, (k, t, line) in enumerate(toks):
if k != "name" or (i and toks[i - 1][2] == line) or t == "local": continue
j, chain = i, [t]
while j + 2 < n and toks[j + 1][1] == "." and toks[j + 2][0] == "name":
chain.append(toks[j + 2][1]); j += 2
if j + 2 >= n or toks[j + 1][1] != "=" or toks[j + 2][0] != "name" or toks[j + 2][1] in ("function", "nil", "true", "false", "not"): continue
if len(chain) == 1 and not re.match(r"(Im|STB|IMSTB|stb)", t): continue
if len(chain) > 1 and chain[0] not in ("ImGui", "ImStd", "ImStb", "MT") and chain[-2] not in LUA_CLASS_ALIAS: continue
rhs = [x for x in toks[j + 2:] if x[2] == toks[j + 2][2]]
cls = LUA_CLASS_ALIAS.get(chain[-2], chain[-2]) if len(chain) > 1 else None
pf = PortFunc(f, cls, chain[-1], line, rhs); pf.alias = " ".join(x[1] for x in rhs[:6])
defs.append(pf)
# enum tables / globals / fields
depth_stack = []
for i, (k, t, line) in enumerate(toks):
if t == "{":
owner = None
if i >= 2 and toks[i - 1][1] == "=" and toks[i - 2][0] == "name": owner = toks[i - 2][1]
depth_stack.append(owner)
elif t == "}":
if depth_stack: depth_stack.pop()
elif k == "name" and i + 1 < n and toks[i + 1][1] == "=":
prev = toks[i - 1][1] if i else ""
if prev in ("{", ",", ";") or (prev == "." ) or (prev not in ("local", "for") and toks[i - 1][0] != "name" and prev not in ("]", ")")):
fields.add(t)
if prev in ("{", ",") and depth_stack and depth_stack[-1]: enum_keys.add((depth_stack[-1], t))
if prev == "." and i >= 2: enum_keys.add((toks[i - 2][1], t))
if prev not in (".", "local", ",") and not depth_stack: globals_.add(t)
elif k == "str" and i >= 1 and toks[i - 1][1] == "[" and i + 2 < n and toks[i + 1][1] == "]" and toks[i + 2][1] == "=" and depth_stack and depth_stack[-1]:
enum_keys.add((depth_stack[-1], toks[i][1].strip("\"'")))
return defs, enum_keys, globals_, fields
# ---------------------------------------------------------------------------------------------------------------------
# Normalization + similarity
# ---------------------------------------------------------------------------------------------------------------------
CPP_DROP = {"const", "static", "float", "int", "unsigned", "signed", "bool", "char", "void", "auto", "double", "size_t", "short", "long",
"ImU8", "ImU16", "ImU32", "ImU64", "ImS8", "ImS16", "ImS32", "ImS64", "ImWchar", "ImGuiID", "struct", "inline", "IMGUI_API",
"constexpr", "template", "typename", "IM_UNUSED", "this", ";", "{", "}", "(", ")", "&", "*", "ImGuiContext", "ImGuiWindow", "ImGuiStyle",
"ImGuiIO", "ImDrawList", "ImFont", "ImRect", "ImVec2", "ImVec4", "case", "break", "default", ":", "[", "]"}
LUA_DROP = {"local", "then", "do", "end", "self", "(", ")", ";", "{", "}", "&", "*", "[", "]", ":", "bit32", "math", "string", "table"}
LUA_MAP = {"~=": "!=", "not": "!", "and": "&&", "or": "||", "nil": "NULL", "elseif": "else if", "band": "&", "bor": "|", "bxor": "^",
"bnot": "~", "lshift": "<<", "rshift": ">>", "btest": "&", "ImMax": "ImMax", "ImMin": "ImMin"}
CPP_MAP = {"->": ".", "::": ".", "nullptr": "NULL", "++": "+=", "--": "-=", "IM_COUNTOF": "#", "IM_ARRAYSIZE": "#", "true": "true", "false": "false"}
def norm_num(t):
try:
if t.lower().startswith("0x"): return str(int(t.rstrip("uUlL").replace("'", ""), 16))
return repr(float(t.rstrip("fFuUlL").replace("'", "")))
except ValueError: return t
def split_enum(t):
m = re.match(r"(Im[A-Za-z]+)_(\w+)$", t)
return [m.group(1), ".", m.group(2)] if m and not t.endswith("_") else [t]
def norm_cpp(body):
out = []
for k, t, _, _ in body:
if k == "num": out.append(norm_num(t)); continue
if k == "str": out.append("S"); continue
t = CPP_MAP.get(t, t)
if t in CPP_DROP: continue
out.extend(split_enum(t) if k == "name" else [t])
o2 = []
for i, t in enumerate(out): # drop the implicit ImGui:: qualifier (C++ calls inside the namespace omit it)
if t == "ImGui" and i + 1 < len(out) and out[i + 1] == ".": continue
if t == "." and o2 and o2[-1] in (".",): continue
o2.append(t)
return [t for i, t in enumerate(o2) if not (t == "." and (i == 0 or o2[i - 1] in ("(", ",", "=", "return")))]
def norm_lua(body):
out = []
for k, t, _ in body:
if k == "num": out.append(norm_num(t)); continue
if k == "str": out.append("S"); continue
if t in LUA_DROP: continue
t = LUA_MAP.get(t, t)
out.extend(t.split(" ") if " " in t else [t])
o2 = []
for i, t in enumerate(out):
if t == "ImGui" and i + 1 < len(out) and out[i + 1] == ".": continue
if t == "." and (not o2 or o2[-1] in ("&", "|", "^", "~", "<<", ">>", "=", ",", "return", "if", "while", "!")): continue
o2.append(t)
return o2
def similarity(a, b):
if not a and not b: return 1.0
return SequenceMatcher(None, a, b, autojunk=False).ratio()
def is_stub(port_norm, up_norm):
real = [t for t in port_norm if t not in ("return", "NULL", "false", "true", "0.0", "S", "IM_ASSERT", "!", ",", "=", "0")]
return len(up_norm) > 12 and (len(real) < 3 or not any(re.match(r"[A-Za-z_]\w*$", t) for t in real))
# ---------------------------------------------------------------------------------------------------------------------
def main():
defs, enum_keys, lua_globals, lua_fields = parse_lua()
by_name = {}
for d in sorted(defs, key=lambda d: d.alias is not None): by_name.setdefault(d.name, []).append(d)
port_classes = {d.cls for d in defs if d.cls}
port_class_files = {}
for d in defs:
if d.cls: port_class_files.setdefault(d.cls, set()).add(d.file)
def find(u):
m = re.match(r"I?M?STB_TEXTEDIT_(\w+?)(_IMPL)?$", u.name)
if m: # STB_TEXTEDIT_INSERTCHARS / IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL -> ImStb.TEXTEDIT_*
c = [d for d in by_name.get("TEXTEDIT_" + m.group(1), []) if d.cls == "ImStb"]
return c[0] if c else None
cands = by_name.get(u.name, [])
if u.cls and u.cls not in ("ImGui",):
exact = [d for d in cands if d.cls == u.cls]
if exact: return exact[0]
if u.name == u.cls: # constructor: function ImGuiStyle() / MT.X.new
c = [d for d in cands if d.cls is None] or [d for d in by_name.get("new", []) if d.cls == u.cls]
return c[0] if c else None
if u.cls in port_classes: # only a classless helper in the class's own file (local function _grow_capacity)
loose = [d for d in cands if d.cls is None and d.file in port_class_files[u.cls]] if len(cands) == 1 else []
return loose[0] if loose else None
loose = [d for d in cands if d.cls in (None, "ImGui")] if len(cands) == 1 else []
return loose[0] if loose else None
pref = [d for d in cands if d.cls == "ImGui"] + [d for d in cands if d.cls is None] + [d for d in cands if d.cls in ("ImStd", "ImStb")]
return pref[0] if pref else None
up_names = set()
for f in CPP_FILES:
for u in parse_cpp(f)[0]: up_names.add(u.name)
def expand(p, depth=0, seen=()):
"""Port body with calls to port-only helpers in the same file inlined (the port splits some big functions)."""
out, body = [], p.body
for i, x in enumerate(body):
out.append(x)
if depth < 3 and x[0] == "name" and i + 1 < len(body) and body[i + 1][1] == "(" and x[1] not in up_names and (i == 0 or body[i - 1][1] not in (".", ":")):
h = [d for d in by_name.get(x[1], []) if d.file == p.file and not d.alias and d is not p and d.name not in seen]
if h: out.extend(expand(h[0], depth + 1, seen + (p.name,)))
return out
report, summary = [], []
all_up = {}
enums_all, structs_all, decls_by_file = {}, {}, {}
for f in CPP_FILES:
funcs, enums, structs, decls = parse_cpp(f)
merged = {}
for u in funcs: # merge overloads (keep the largest body for similarity)
if u.key not in merged or len(u.body) > len(merged[u.key].body):
if u.key in merged and merged[u.key].excl is None: u.excl = None
merged[u.key] = u
elif u.excl is None: merged[u.key].excl = None
all_up[f] = list(merged.values())
for k, v in enums.items(): enums_all.setdefault(k, v)
for k, v in structs.items():
if k in structs_all: structs_all[k][0].extend(x for x in v[0] if x[0] not in {y[0] for y in structs_all[k][0]})
else: structs_all[k] = v
decls_by_file[f] = decls
port_src = "\n".join(open(os.path.join(ROOT, f), encoding="utf-8").read() for f in PORT_FILES)
ev_ok = {ev: ev is None or re.search(ev, port_src) is not None for _, _, ev in REPLACED}
def replaced(key):
return next((why for pat, why, ev in REPLACED if ev_ok[ev] and fnmatchcase(key, pat)), None)
tot = {"n": 0, "have": 0, "stub": 0, "size": 0, "size_have": 0, "simw": 0.0, "size_sim": 0, "repl": 0}
for f in CPP_FILES:
rows = []
st = {"n": 0, "have": 0, "stub": 0, "size": 0, "size_have": 0, "simw": 0.0, "size_sim": 0, "repl": 0}
for u in sorted(all_up[f], key=lambda u: u.line):
un = norm_cpp(u.body)
if u.excl:
rows.append((u.section, "[-]", "", u, None, u.excl)); continue
p = find(u)
why = replaced(u.key) if p is None else None
if why:
st["repl"] += 1; rows.append((u.section, "[=]", "", u, None, why)); continue
st["n"] += 1; st["size"] += len(un)
if p is None:
rows.append((u.section, "[ ]", "", u, None, "")); continue
body = p.body
if p.alias: # ImGui.X = ImGui.Y / Factory(n): compare against the target's body when it is a plain reference
tgt = [x[1] for x in p.body if x[0] == "name"]
t = by_name.get(tgt[-1]) if tgt and all(x[1] == "." or x[0] == "name" for x in p.body) else None
t = [d for d in (t or []) if not d.alias]
body = t[0].body if t else None
if body is None: # alias of a Lua builtin / factory: ported, but no body to compare
st["have"] += 1; st["size_have"] += len(un)
rows.append((u.section, "[x]", " n/a", u, p, "= " + p.alias)); continue
pn = norm_lua(expand(p) if not p.alias else body)
sim = similarity(un, pn)
stub = is_stub(pn, un) and not p.alias
st["have"] += 1; st["size_have"] += len(un); st["simw"] += sim * len(un); st["size_sim"] += len(un)
if stub: st["stub"] += 1
rows.append((u.section, "[~]" if stub else "[x]", "%3.0f%%" % (100 * sim), u, p, "stub" if stub else ("= " + p.alias if p.alias else "")))
for k in tot: tot[k] += st[k]
summary.append((f, st))
report.append((f, rows))
def pct(a, b): return "%5.1f%%" % (100.0 * a / b) if b else " - "
# enums / fields / API declarations
enum_rows, enum_n, enum_have = [], 0, 0
for nm, (vals, line, sec) in sorted(enums_all.items(), key=lambda x: x[0]):
base = re.sub(r"(Private)?_$", "", nm)
missing, have, counted = [], 0, 0
for v, vline, excl in vals:
if excl or v.endswith("_COUNT") and False: continue
pre, _, key = v.partition("_")
ok = v in lua_globals or (pre, key) in enum_keys or (base, key) in enum_keys or (nm, v) in enum_keys or (base, v) in enum_keys
if not ok and not key: ok = v in lua_globals
enum_n += 1; counted += 1
if ok: have += 1; enum_have += 1
else: missing.append(v)
enum_rows.append((nm, have, counted, missing))
field_rows, field_n, field_have, field_repl = [], 0, 0, 0
for nm, (fl, line, sec) in sorted(structs_all.items()):
fl = [x for x in fl if not x[2]]
repl = [x[0] for x in fl if x[0] not in lua_fields and replaced("%s::%s" % (nm, x[0]))]
fl = [x for x in fl if x[0] not in repl]
if not fl and not repl: continue
missing = [x[0] for x in fl if x[0] not in lua_fields]
field_n += len(fl); field_have += len(fl) - len(missing); field_repl += len(repl)
field_rows.append((nm, len(fl) - len(missing), len(fl), missing, repl))
api_rows, api_repl = [], 0
port_names = set(by_name)
for f, label in (("imgui.h", "Public API (imgui.h, namespace ImGui)"), ("imgui_internal.h", "Internal API (imgui_internal.h, namespace ImGui)")):
d = {k: v for k, v in decls_by_file[f].items() if not v[1]}
r = [k for k in d if k not in port_names and replaced("ImGui::" + k)]
api_repl += len(r)
for k in r: del d[k]
have = [k for k in d if k in port_names]
api_rows.append((label, len(have), len(d), sorted((k for k in d if k not in port_names), key=lambda k: d[k][0]), d))
# ------------------------------------------------------------------ summary (stdout + file)
head = []
head.append("%-22s %9s %9s %9s %11s %9s %9s" % ("upstream file", "funcs", "ported", "by size", "similarity", "stubs", "replaced"))
for f, s in summary:
head.append("%-22s %9d %9s %9s %11s %9d %9d" % (f, s["n"], pct(s["have"], s["n"]), pct(s["size_have"], s["size"]),
pct(s["simw"], s["size_sim"]), s["stub"], s["repl"]))
head.append("%-22s %9d %9s %9s %11s %9d %9d" % ("TOTAL", tot["n"], pct(tot["have"], tot["n"]), pct(tot["size_have"], tot["size"]),
pct(tot["simw"], tot["size_sim"]), tot["stub"], tot["repl"]))
head.append("")
head.append("upstream code reproduced (similarity x ported size / all upstream size): %s" % pct(tot["simw"] / max(1, tot["size_sim"]) * tot["size_have"], tot["size"]))
for label, h, n, _, _ in api_rows: head.append("%-52s %4d / %4d %s" % (label, h, n, pct(h, n)))
head.append("%-52s %4d / %4d %s" % ("Enum values (imgui.h + imgui_internal.h)", enum_have, enum_n, pct(enum_have, enum_n)))
head.append("%-52s %4d / %4d %s" % ("Struct fields (imgui.h + imgui_internal.h)", field_have, field_n, pct(field_have, field_n)))
head.append("%d intentionally replaced by Lua equivalents [=] (%d functions, %d API declarations, %d struct fields), not counted above"
% (tot["repl"] + api_repl + field_repl, tot["repl"], api_repl, field_repl))
print("\n".join(head))
L = []
L.append("PORT STATUS: imgui-luau vs upstream Dear ImGui (docking, %s)" % re.search(r'IMGUI_VERSION\s+"([^"]+)"', open(os.path.join(UP, "imgui.h")).read()).group(1))
L.append("Generated by tools/compare_upstream.py - do not edit. Upstream sources: tools/test/upstream/.")
L.append("")
L.append("Columns: funcs = upstream function definitions (overloads merged), excluding [-] rows")
L.append(" ported = share that has a port definition with the same name")
L.append(" by size = same, weighted by upstream body size (tokens)")
L.append(" similarity = normalized token similarity of the ported bodies (difflib ratio), weighted by size")
L.append(" stubs = ported but (nearly) empty in the port")
L.append(" replaced = [=] rows: intentionally replaced by a Lua mechanism (REPLACED table), excluded from funcs")
L.append("Name-based matching: a renamed port function shows as [ ], a same-named one counts even if it differs. Treat as estimates.")
L.append("Port-only helpers called from a ported function (same file) are inlined before comparing, since the port splits some big functions.")
L.append("Known low scores that are not missing code: data-driven port code (e.g. DemoWindowTables' section table), the older 1.92")
L.append("polyline stroker (AddPolyline), Lua-native replacements (ImGuiStorage, ImStr*, ImFormatString -> string.format).")
L.append("")
L += head
L.append("")
L.append("Legend: [x] ported (sim %) [~] stub [ ] not ported [=] replaced by Lua equivalent (reason) [-] excluded (c++-only / obsolete / os-specific / #if 0 / test-engine)")
for f, rows in report:
L.append("")
L.append("=" * 100)
L.append("%s" % f)
L.append("=" * 100)
cur = None
for sec, mark, sim, u, p, note in rows:
if sec != cur:
cur = sec; L.append(""); L.append(" -- %s" % (sec or "(top)"))
where = "%s:%d" % (p.file, p.line) if p else ""
L.append(" %s %5s %-58s %-32s %s" % (mark, sim, u.key, where, note))
L.append("")
L.append("=" * 100)
L.append("API declarations not ported (by upstream line; [=] replacements excluded)")
L.append("=" * 100)
for label, h, n, missing, d in api_rows:
L.append(""); L.append(" %s: %d / %d" % (label, h, n))
cur = None
for k in missing:
if d[k][2] != cur: cur = d[k][2]; L.append(" -- %s" % (cur or "(top)"))
L.append(" [ ] ImGui::%s" % k)
L.append("")
L.append("=" * 100)
L.append("Enums (values ported / total; missing listed)")
L.append("=" * 100)
for nm, h, n, missing in enum_rows:
if not n: continue
L.append(" %-40s %4d / %4d%s" % (nm, h, n, (" missing: " + ", ".join(missing)) if missing else ""))
L.append("")
L.append("=" * 100)
L.append("Struct fields (name found in the port / total; missing listed; [=] replaced by Lua equivalent, excluded from total). Field names are matched globally, so common names may over-count.")
L.append("=" * 100)
for nm, h, n, missing, repl in field_rows:
L.append(" %-40s %4d / %4d%s%s" % (nm, h, n, (" missing: " + ", ".join(missing)) if missing else "",
(" [=] " + ", ".join("%s (%s)" % (x, replaced("%s::%s" % (nm, x))) for x in repl)) if repl else ""))
out = os.path.join(ROOT, "docs", "PORT_STATUS.txt")
open(out, "w").write("\n".join(L) + "\n")
print("\nwrote docs/PORT_STATUS.txt")
if __name__ == "__main__":
main()
+52
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@@ -0,0 +1,52 @@
#!/usr/bin/env bash
# All local checks: CI's "Check" step (release.yml) + every scripted test + whole demo forced open + LÖVE.
# Usage: tools/test/check_all.sh (prints PASS/FAIL per check, exit 1 if any failed)
# HASHES=1 tools/test/check_all.sh (also prints the draw-data checksums, see hashes.sh)
cd "$(dirname "$0")/../.."
export PATH="$PATH:/nix/store/2m2ja613nndihc8qm10f2rhq6znp1nh4-luau-0.734/bin:/nix/store/4qxq4arv32ly13kl3g0m5q80gm3a35xr-luajit-2.1.1741730670/bin"
T=$(mktemp -d /tmp/imgui_check.XXXX)
R="python3 tools/test/run.py --quiet --roblox --timeout 600"
# name | expected output | command
CHECKS=(
"readme|README OK|$R --main tools/test/scripts/t_readme.luau --frames 30"
"readme-min|README OK|MINIFY=1 $R --main tools/test/scripts/t_readme.luau --frames 30"
"cached|CACHED OK|$R --main tools/test/scripts/t_cached_window.luau --frames 130"
"fixes|FIXES OK|$R --main tools/test/scripts/t_fixes.luau --frames 55"
"debugtools|DEBUGTOOLS OK|$R --main tools/test/scripts/t_debugtools.luau --frames 65"
"helpers|HELPERS OK|$R --main tools/test/scripts/t_helpers.luau --frames 45"
"multiselect|MULTISELECT OK|$R --main tools/test/scripts/t_multiselect.luau --frames 380"
"nodemo|NODEMO OK|NO_DEMO=1 $R --main tools/test/scripts/t_nodemo.luau --frames 25"
"widgets|OK|$R --main tools/test/scripts/t_widgets.luau --frames 80"
"tables|OK|$R --main tools/test/scripts/t_tables.luau --frames 150"
"tabs|scrollbtn.true|$R --main tools/test/scripts/t_tabs.luau --frames 60"
"modal|round trip ok|$R --main tools/test/scripts/t_modal.luau --frames 40"
"dock|DOCK OK|$R --main tools/test/scripts/t_dock.luau --frames 60"
"dock_close|DOCK CLOSE OK|$R --main tools/test/scripts/t_dock_close.luau --frames 60"
"dock_drag|OK|$R --main tools/test/scripts/t_dock_drag.luau --frames 80"
"dock_ini|ROUNDTRIP OK|$R --main tools/test/scripts/t_dock_ini.luau --frames 60"
"dock_move|OK|$R --main tools/test/scripts/t_dock_move.luau --frames 80"
"passthru|PASSTHRU OK|$R --main tools/test/scripts/t_passthru.luau --frames 40"
"fonts|FONTS OK|$R --main tools/test/scripts/t_fonts.luau --frames 8"
"textproxy|PROXY OK|$R --main tools/test/scripts/t_textproxy.luau --frames 30"
"style_editor|SE OK|$R --main tools/test/scripts/t_style_editor.luau --frames 20"
"style_leak|STYLE OK|$R --main tools/test/scripts/t_style_leak.luau --frames 60 --open"
"apps|APPS OK|$R --main tools/test/scripts/t_apps.luau --frames 120 --open"
"libhash|LIBHASH|NO_DEMO=1 $R --main tools/test/scripts/t_libhash.luau --frames 120"
"demo_open|DRAWHASH|$R --main tools/test/scripts/t_drawhash.luau --frames 150 --open"
"demo_random|^|python3 tools/test/run.py --roblox --timeout 600 --frames 400 --open"
"pixels|PIXELS SAME|a=\$($R --main tools/test/scripts/t_pixels.luau --frames 600 | grep -P '^PIX\t'); b=\$(RUN_FLAGS=ARG_FORCE=true $R --main tools/test/scripts/t_pixels.luau --frames 600 | grep -P '^PIX\t'); [ -n \"\$a\" ] && [ \"\$a\" = \"\$b\" ] && echo PIXELS SAME"
"shot|wrote|python3 tools/test/shot.py /tmp/imgui_shot.png --app"
"love|DRAWHASH|python3 tools/bundle.py --target love >/dev/null && luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic && luajit tools/test/love/t_examples.lua"
)
run() { # $1=name $2=expect $3=cmd
bash -c "$3" > "$T/$1.txt" 2>&1; code=$?
if [ $code -eq 0 ] && grep -q "$2" "$T/$1.txt" && ! grep -qiE "error|traceback|stack begin|FAIL" "$T/$1.txt"; then echo "PASS $1"
else echo "FAIL $1 (exit $code, log $T/$1.txt)"; tail -5 "$T/$1.txt" | sed 's/^/ /'; fi
}
for c in "${CHECKS[@]}"; do IFS='|' read -r n e cmd <<< "$c"; run "$n" "$e" "$cmd" & done > "$T/summary.txt"
wait
sort "$T/summary.txt"
[ -n "$HASHES" ] && tools/test/hashes.sh
! grep -q "^FAIL" "$T/summary.txt"
+23
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#!/usr/bin/env bash
# Draw-data checksums of the working tree vs a git rev (default HEAD), to prove a change renders identically.
# tools/test/hashes.sh [rev]
# lib = t_libhash (library only, no demo): must stay equal unless rendering is meant to change
# demo = t_drawhash with Widgets,Basic / whole demo open: changes with any demo edit
cd "$(dirname "$0")/../.."
export PATH="$PATH:/nix/store/2m2ja613nndihc8qm10f2rhq6znp1nh4-luau-0.734/bin:/nix/store/4qxq4arv32ly13kl3g0m5q80gm3a35xr-luajit-2.1.1741730670/bin"
REV=${1:-HEAD}
hashes() { # $1 = repo dir
( cd "$1"
R="python3 tools/test/run.py --quiet --roblox --timeout 600"
echo "lib $(NO_DEMO=1 $R --main "$OLDPWD/tools/test/scripts/t_libhash.luau" --frames 120 | grep -o 'LIBHASH.*')" &
echo "demo-basic $($R --main tools/test/scripts/t_drawhash.luau --frames 150 --open-only Widgets,Basic | grep -o 'DRAWHASH.*')" &
echo "demo-all $($R --main tools/test/scripts/t_drawhash.luau --frames 150 --open | grep -o 'DRAWHASH.*')" &
echo "love-basic $(python3 tools/bundle.py --target love >/dev/null; luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic | grep -o 'DRAWHASH.*')" &
wait ) | tr "\t" " " | sort
}
W=$(mktemp -d /tmp/imgui_rev.XXXX)
git worktree add -q --detach "$W" "$REV"
hashes "$W" > "$W.old" & hashes . > "$W.new"; wait
git worktree remove --force "$W"
echo "check $REV working tree"
paste "$W.old" "$W.new" | awk -F'\t' '{split($1,a," "); split($2,b," "); printf "%-12s %-30s %-30s %s\n", a[1], a[3], b[3], (a[3]==b[3]?"same":"CHANGED")}'
+1 -1
View File
@@ -4,4 +4,4 @@ set -e
cd "$(dirname "$0")/../../.."
python3 tools/bundle.py --target love >/dev/null
nix-shell -p luajit --run "luajit tools/test/love/t_drawhash.lua 150 Widgets,Basic && luajit tools/test/love/t_drawhash.lua 150 all && luajit tools/test/love/t_examples.lua"
echo "expected (Luau, tools/test/scripts/t_drawhash.luau): 1385106188 / 1292122782"
echo "expected (Luau, tools/test/scripts/t_drawhash.luau): 154977593 / 263656315"
+2 -2
View File
@@ -1,5 +1,5 @@
-- Runs examples/example_love and examples/example_shared main.lua headless under LuaJIT (mock love) for some frames.
for _, ex in ipairs({ "examples/example_love", "examples/example_shared" }) do
-- Runs examples/example_love main.lua headless under LuaJIT (mock love) for some frames.
for _, ex in ipairs({ "examples/example_love" }) do
dofile("tools/test/love/mock_love.lua")
love.filesystem.getSource = function() return ex end
love.filesystem.load = function(p) return assert(loadfile(ex .. "/" .. p)) end
+1 -1
View File
@@ -68,7 +68,7 @@ def main():
ap.add_argument("--quiet", action="store_true", help="no random input (scripted tests drive io themselves)")
args = ap.parse_args()
code, out = run(args, "")
code, out = run(args, os.environ.get("RUN_FLAGS", ""))
print(out if os.environ.get("FULL_OUTPUT") else out[-4000:])
sys.exit(code)
+1 -1
View File
@@ -7,7 +7,7 @@ io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
G.ImGui_ImplRoblox.Init()
local names = { "ShowExampleAppConsole", "ShowExampleAppLog", "ShowExampleAppLayout", "ShowExampleAppPropertyEditor", "ShowExampleAppLongText",
"ShowExampleAppAutoResize", "ShowExampleAppConstrainedResize", "ShowExampleAppSimpleOverlay", "ShowExampleAppWindowTitles",
"ShowExampleAppCustomRendering", "ShowExampleAppDocuments", "ShowExampleAppDockSpace", "ShowExampleAppFullscreen", "ShowExampleAppAssetsBrowser", "ShowExampleAppMainMenuBar" }
"ShowExampleAppCustomRendering", "ShowExampleAppDocuments", "ShowExampleAppDockSpace", "ShowExampleAppFullscreen", "ShowExampleAppAssetsBrowser", "ShowExampleAppMainMenuBar", "ShowExampleAppImageViewer" }
local tools = { "ShowMetricsWindow", "ShowDebugLogWindow", "ShowIDStackToolWindow", "ShowAboutWindow" }
local open = {}
local frame = 0
+92
View File
@@ -0,0 +1,92 @@
-- Debug tools + misc imgui.cpp ports: item picker, DebugFlashStyleColor, DebugLocateItem, context hooks, AddInputCharactersUTF8, ImBezierCubicClosestPoint
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
local ctx = ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
-- ImBezierCubicClosestPoint: straight-line cubic (0,0)-(30,0)-(60,0)-(90,0): closest point to (45,10) is (45,0)
local p1, p2, p3, p4 = ImVec2(0, 0), ImVec2(30, 0), ImVec2(60, 0), ImVec2(90, 0)
local cp = G.ImBezierCubicClosestPoint(p1, p2, p3, p4, ImVec2(45, 10), 20)
check(math.abs(cp.x - 45) < 1e-3 and math.abs(cp.y) < 1e-6, ("ImBezierCubicClosestPoint %g,%g"):format(cp.x, cp.y))
-- Curved: result must lie on the curve (distance to a dense sampling of the curve ~0) and beat the endpoints
local q1, q2, q3, q4 = ImVec2(0, 0), ImVec2(0, 100), ImVec2(100, 100), ImVec2(100, 0)
local target = ImVec2(50, 120)
for _, r in { G.ImBezierCubicClosestPoint(q1, q2, q3, q4, target, 64), G.ImBezierCubicClosestPointCasteljau(q1, q2, q3, q4, target, 0.25) } do
check(math.abs(r.x - 50) < 0.5 and math.abs(r.y - 75) < 0.5, ("closest point on curve %g,%g (expected ~50,75)"):format(r.x, r.y))
end
-- AddInputCharactersUTF8 queues one Text event per codepoint
io:AddInputCharactersUTF8("a\u{e9}\u{20ac}\u{1F600}")
local chars = {}
for _, e in ctx.InputEventsQueue.Data do if e.Type == G.ImGuiInputEventType.Text then table.insert(chars, e.Text.Char) end end
-- (this build has IM_UNICODE_CODEPOINT_MAX = 0xFFFF like upstream's default ImWchar16: U+1F600 becomes IM_UNICODE_CODEPOINT_INVALID)
check(#chars == 4 and chars[1] == 0x61 and chars[2] == 0xE9 and chars[3] == 0x20AC and chars[4] == ((G.IM_UNICODE_CODEPOINT_MAX >= 0x1F600) and 0x1F600 or 0xFFFD), "AddInputCharactersUTF8 " .. table.concat(chars, ","))
-- Context hooks
local log = {}
local function hook(t, name)
local h = G.ImGuiContextHook(); h.Type = t; h.Callback = function(c, hk) table.insert(log, name) end
return ImGui.AddContextHook(ctx, h)
end
local T = G.ImGuiContextHookType
hook(T.NewFramePre, "nfpre"); hook(T.NewFramePost, "nfpost"); hook(T.RenderPre, "rpre"); local rpost = hook(T.RenderPost, "rpost")
-- Context defaults (ImGuiContext()/ImGuiIO() constructors, upstream values)
check(ctx.DebugFlashStyleColorIdx == G.ImGuiCol.COUNT and ctx.ActiveIdSource == G.ImGuiInputSource.None and io.MouseSource == G.ImGuiMouseSource.Mouse
and ctx.DebugBreakKeyChord == G.ImGuiKey.Pause and ctx.DebugItemPickerActive == false and ctx.DebugLocateId == 0 and ctx.CurrentPixelDensity == 1.0, "context defaults")
check(T.PendingRemoval_ == 7 and T.Shutdown == 6, "ImGuiContextHookType values")
check(io.BackendPlatformName == "imgui_impl_roblox" and io.BackendRendererName == "imgui_impl_roblox", "BackendPlatformName/BackendRendererName")
check((os.date == nil) == (ImGui.GetPlatformIO().Platform_SessionDate == 0), "Platform_SessionDate set from os.date() when available") -- (the test sandbox has no os.date)
ImGui.GetPlatformIO().Platform_SessionDate = 20261015 -- exercise the metrics Settings section date code
-- Style color flash
local col = ImGui.GetStyle().Colors[G.ImGuiCol.Button]
local orig = { col.x, col.y, col.z, col.w }
local f, rect, picked, broke, button_id = 0, nil, nil, 0, 0
ctx.DebugBreakCallback = function() broke += 1 end
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
if rect and f == 5 then io:AddMousePosEvent((rect[1].x + rect[2].x) / 2, (rect[1].y + rect[2].y) / 2) end
if f == 6 then ImGui.DebugStartItemPicker() end
if f == 8 then io:AddMouseButtonEvent(0, true) elseif f == 9 then io:AddMouseButtonEvent(0, false) end
ImGui.NewFrame()
if f == 1 then check(table.concat(log, " ") == "nfpre nfpost", "hooks after NewFrame: " .. table.concat(log, " ")) end
if f == 8 then picked = ctx.DebugItemPickerBreakId end
if f == 3 then ImGui.DebugFlashStyleColor(G.ImGuiCol.Button) end
ImGui.SetNextWindowPos(ImVec2(10, 10), G.ImGuiCond.Always)
ImGui.Begin("DebugTools")
ImGui.Button("Target")
if f == 2 then local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); rect = { ImVec2(a.x, a.y), ImVec2(b.x, b.y) } end
local target_id = ctx.LastItemData.ID
button_id = target_id
if f == 12 then ImGui.DebugLocateItem(target_id) end
if f == 13 then check(ctx.DebugLocateId == 0, "DebugLocateItem resolved by ItemAdd()") end
ImGui.DebugDrawItemRect(); ImGui.DebugDrawCursorPos(); ImGui.DebugDrawLineExtents()
ImGui.DebugTextUnformattedWithLocateItem(("id 0x%08X here"):format(target_id))
ImGui.End()
if f == 3 then -- open the metrics Settings/InputText sections
local mw = ImGui.FindWindowByName("Dear ImGui Metrics/Debugger")
for _, lbl in { "Settings", "SettingsWindows", "SettingsTables", "InputText" } do mw.DC.StateStorage[mw:GetID(lbl)] = true end
ctx.DebugMetricsConfig.SettingsHighlightOldEntries = true
end
ImGui.SetNextWindowPos(ImVec2(400, 10), G.ImGuiCond.Always); ImGui.ShowMetricsWindow()
ImGui.SetNextWindowPos(ImVec2(400, 300), G.ImGuiCond.Always); ImGui.ShowDebugLogWindow()
if f == 4 then
local c = ImGui.GetStyle().Colors[G.ImGuiCol.Button]
check(c.w == 1.0 and ctx.DebugFlashStyleColorIdx == G.ImGuiCol.Button, "flash active")
end
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 1 then check(table.concat(log, " ") == "nfpre nfpost rpre rpost", "hooks after Render: " .. table.concat(log, " ")); ImGui.RemoveContextHook(ctx, rpost) end
if f == 2 then check(table.concat(log, " ") == "nfpre nfpost rpre rpost nfpre nfpost rpre", "RemoveContextHook: " .. table.concat(log, " ")) end
if f == 60 then
local c = ImGui.GetStyle().Colors[G.ImGuiCol.Button]
check(c.x == orig[1] and c.y == orig[2] and c.z == orig[3] and c.w == orig[4] and ctx.DebugFlashStyleColorIdx == G.ImGuiCol.COUNT, "flash restored color exactly")
check(picked ~= nil and picked ~= 0 and picked == button_id, ("item picker set DebugItemPickerBreakId (%s vs %s)"):format(tostring(picked), tostring(button_id)))
check(not ctx.DebugItemPickerActive and broke >= 1, ("item picker break hook called (%d)"):format(broke))
if #failed == 0 then print("DEBUGTOOLS OK") end
end
end)
+88 -3
View File
@@ -1,7 +1,12 @@
-- Regressions vs upstream: clipboard paste filter (InputTextEx), ImParseFormatTrimDecorations (Ctrl+click temp input), ShrinkWidths tie order
-- Regressions vs upstream: clipboard paste filter (InputTextEx), ImParseFormatTrimDecorations (Ctrl+click temp input), ShrinkWidths tie order,
-- CalcItemSize by value, PushClipRectFullScreen (drop target outside clip rect), long TextUnformatted, PushFont/PopFont, InputTextMultiline line index (render/scroll/edit), Shortcut() default
-- args, IsWindowAppearing() on frame 1 (FrameCount starts at 0), ColorButton -> ColorEdit4 drag and drop
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
ImGui.CreateContext()
ImGui.GetIO().Fonts:AddFontDefault()
local font2 = ImGui.GetIO().Fonts:AddFontDefault() -- second font for the PushFont/PopFont check
G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
@@ -14,6 +19,12 @@ local w = {}
for _, it in items do w[it.Index] = it.Width end
check(w[3] == 100 and w[2] == 100 and w[1] == 99 and w[0] == 99, ("ShrinkWidths widths %s %s %s %s"):format(w[0], w[1], w[2], w[3]))
check(G.ImFloor(-1.5) == -2 and G.ImFloor(-0.2) == -1 and G.ImFloor(2.7) == 2, "ImFloor negative")
local long_text = {}
for i = 1, 300 do long_text[i] = string.format("line %04d", i) end
long_text = table.concat(long_text, "\n") -- 2999 bytes
local function edit_text()
local st = ImGui.GetCurrentContext().InputTextState
return G.ImGui._ByteArrayToString(st.TextA.Data, 1, st.TextLen + 1)
@@ -30,6 +41,12 @@ local function click(name, ctrl)
end
local function release() io:AddMouseButtonEvent(0, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
local function key(k) io:AddKeyEvent(k, true); io:AddKeyEvent(k, false) end
local function center(name) local r = rects[name]; return (r[1].x + r[2].x) / 2, (r[1].y + r[2].y) / 2 end
local ml_text = "line1\nline2\nline3\nline4\nline5\nline6"
local mbuf = ImGui.NewTextBuffer(ml_text, 256)
local wbuf = ImGui.NewTextBuffer("a long line that has to be word wrapped several times inside the narrow box\nsecond", 256)
local shortcut_frames = {}
local cb_col, ce_col = G.ImVec4(1, 0, 0, 1), { 0, 0, 0, 1 }
game:GetService("RunService").Stepped:Connect(function()
f += 1
@@ -42,16 +59,84 @@ game:GetService("RunService").Stepped:Connect(function()
if f == 11 then click("s", true) elseif f == 12 then release() end
if f == 14 then key(G.ImGuiKey.Escape) end
if f == 16 then click("d", true) elseif f == 17 then release() end
-- multi-line: click, Ctrl+End, type "x", Enter, "y"
if f == 21 then click("m") elseif f == 22 then release() end
if f == 23 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.End, true) end
if f == 24 then io:AddKeyEvent(G.ImGuiKey.End, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
if f == 25 then io:AddInputCharacter(string.byte("x")) end
if f == 26 then key(G.ImGuiKey.Enter) end
if f == 28 then io:AddInputCharacter(string.byte("y")) end
if f == 29 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.A, true) end -- select all: renders the multi-line selection
if f == 30 then io:AddKeyEvent(G.ImGuiKey.A, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
if f == 31 then key(G.ImGuiKey.Escape) end
-- Shortcut(chord) with default flags/owner
if f == 33 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.S, true) end
if f == 34 then io:AddKeyEvent(G.ImGuiKey.S, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
-- drag the ColorButton onto the ColorEdit4
if f == 36 then io:AddMousePosEvent(center("cb")) end
if f == 37 then io:AddMouseButtonEvent(0, true) end
if f == 38 then local x, y = center("cb"); io:AddMousePosEvent(x + 10, y + 5) end
if f == 39 then io:AddMousePosEvent(center("ce")) end
if f == 42 then io:AddMouseButtonEvent(0, false) end
-- word-wrapped multi-line: click, Ctrl+End, type "z"
if f == 45 then click("w") elseif f == 46 then release() end
if f == 47 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.End, true) end
if f == 48 then io:AddKeyEvent(G.ImGuiKey.End, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
if f == 49 then io:AddInputCharacter(string.byte("z")) end
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(300, 200))
ImGui.Begin("T")
if f == 1 then check(ImGui.GetFrameCount() == 1 and ImGui.IsWindowAppearing(), "IsWindowAppearing() on frame 1") end
if f == 2 then check(not ImGui.IsWindowAppearing(), "IsWindowAppearing() on frame 2") end
ImGui.InputText("##t", buf, 64); rects.t = rect()
sf = ImGui.SliderFloat("##s", sf, 0.0, 100.0, "%.0f deg"); rects.s = rect()
di = ImGui.DragInt("##d", di, 1, 0, 100, "%d%%"); rects.d = rect()
-- CalcItemSize takes 'size' by value: the caller's ImVec2 must not be written to
local bsz, csz = ImVec2(0, 0), ImVec2(-1, 40)
ImGui.Button("sz", bsz); check(bsz.x == 0 and bsz.y == 0, "Button wrote size_arg")
ImGui.BeginChild("c", csz); ImGui.EndChild(); check(csz.x == -1 and csz.y == 40, "BeginChild wrote size_arg")
-- drop target rect sticking out of the window clip rect pushes a full-screen clip rect
ImGui.RenderDragDropTargetRectForItem(G.ImRect(-50, -50, 900, 900))
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(320, 10)); ImGui.SetNextWindowSize(ImVec2(300, 200))
ImGui.Begin("M")
ImGui.InputTextMultiline("##m", mbuf, 256, ImVec2(200, ImGui.GetTextLineHeight() * 3)); rects.m = rect()
if f == 30 then
local st = ImGui.GetCurrentContext().InputTextState
check(st.LineCount == 7, "multiline LineCount " .. tostring(st.LineCount))
local cw -- the multi-line child window: cursor on the last line scrolled it
for _, w in ImGui.GetCurrentContext().Windows.Data do if w.Name:find("^M/##m_") then cw = w end end
check(cw ~= nil and cw.Scroll.y > 0, "multiline scroll " .. tostring(cw and cw.Scroll.y))
end
ImGui.InputTextMultiline("##w", wbuf, 256, ImVec2(120, 80), G.ImGuiInputTextFlags.WordWrap); rects.w = rect()
if f == 30 then check(ImGui.GetCurrentContext().InputTextState:HasSelection(), "multiline select all") end
if ImGui.Shortcut(bit32.bor(G.ImGuiMod_Ctrl, G.ImGuiKey.S)) then shortcut_frames[f] = true end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(10, 220)); ImGui.SetNextWindowSize(ImVec2(300, 150))
ImGui.Begin("D")
ImGui.ColorButton("cb", cb_col); rects.cb = rect()
ImGui.ColorEdit4("##ce", ce_col); rects.ce = rect()
ImGui.End()
-- TextUnformatted() > 2000 bytes (coarse-clipped long text path): each visible line renders only up to its '\n'
ImGui.SetNextWindowPos(ImVec2(320, 220)); ImGui.SetNextWindowSize(ImVec2(300, 150))
ImGui.Begin("L")
local dl = ImGui.GetWindowDrawList()
local v0 = dl.VtxBuffer.Size
ImGui.TextUnformatted(long_text)
local nv = dl.VtxBuffer.Size - v0
if f == 3 then check(nv > 0 and nv <= 14 * 9 * 4, "long TextUnformatted vertices " .. nv) end
-- PushFont() saves the CURRENT font: PopFont() must restore it
local font1 = ImGui.GetFont()
check(font2 ~= font1, "font2 is the default font"); ImGui.PushFont(font2, 0.0); ImGui.PopFont()
if f == 3 then check(ImGui.GetFont() == font1, "PopFont() did not restore the previous font") end
ImGui.End()
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 8 then check(edit_text() == "abc\u{e9}", "paste: '" .. edit_text() .. "'") end
if f == 13 then check(edit_text() == "45", "SliderFloat temp input: '" .. edit_text() .. "'") end
if f == 18 then check(edit_text() == "50", "DragInt temp input: '" .. edit_text() .. "'") end
if f == 20 and #failed == 0 then print("FIXES OK") end
if f == 30 then check(ImGui.TextBufferToString(mbuf) == ml_text .. "x\ny", "multiline buffer: '" .. ImGui.TextBufferToString(mbuf) .. "'") end
if f == 35 then check(shortcut_frames[33] and not shortcut_frames[32] and not shortcut_frames[34], "Shortcut(Ctrl+S) default args") end
if f == 44 then check(ce_col[1] == 1 and ce_col[2] == 0 and ce_col[3] == 0 and ce_col[4] == 1, ("color drop: %s %s %s %s"):format(ce_col[1], ce_col[2], ce_col[3], ce_col[4])) end
if f == 51 then check(ImGui.TextBufferToString(wbuf):sub(-7) == "secondz", "word-wrap buffer: '" .. ImGui.TextBufferToString(wbuf) .. "'") end
if f == 52 and #failed == 0 then print("FIXES OK") end
end)
+174
View File
@@ -0,0 +1,174 @@
-- Font pieces: ImFontGlyphRangesBuilder, ImFont:CalcWordWrapPosition() vs TextWrapped(), IsGlyphRangeUnused(),
-- stb_decompress + Decode85 via AddFontFromMemoryCompressedBase85TTF() (same glyphs/metrics as the raw TTF).
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
-- GlyphRangesBuilder
local builder = G.ImFontGlyphRangesBuilder()
builder:AddText("Hello \u{e9}")
local ranges = G.ImVector()
builder:BuildRanges(ranges)
local got = table.concat(table.move(ranges.Data, 1, ranges.Size, 1, {}), ",")
check(got == "32,32,72,72,101,101,108,108,111,111,233,233,0", "BuildRanges " .. got)
builder:Clear()
builder:AddRanges(io.Fonts:GetGlyphRangesDefault())
builder:AddChar(0x41) -- already in range
ranges = G.ImVector(); builder:BuildRanges(ranges)
check(ranges.Size == 3 and ranges.Data[1] == 0x20 and ranges.Data[2] == 0xFF and ranges.Data[3] == 0, "AddRanges default")
check(builder:GetBit(0x20) and not builder:GetBit(0x1F) and not builder:GetBit(0x100), "GetBit")
-- stb-compressed + base85 ProggyClean.ttf (generated with an stb_compress-format encoder + binary_to_compressed_c's base85)
local B85 = ([==[
7])#######hV0qs#####]h?>#/:jl&Ql#v#[Zre=N=K_o(-(##mQ%##B>A0F_%#g(g/'##r[(##PF6'I</,GM*BiC$v%###s,0%J*RB8O+d68%eKRrQ(.d<BW_*vCL%###E%###:d@UC%)BE#=.>>#'####<_[FH
O97MKO->>#i6YY#i1JuB5eI`[VRUV$=.<T7oH[^ICAS5#T.>>#K####+>00FnH/5`S7g1TS->>#k%S+Hot3>MYJGiTLPUV$>eFVCUwS>#9G:;$n%###Sh(a1aA.;6BE-hAeI1=#au8eZ2D$CI[Mn20Gb?=iMPrIL
DSGkFI5>##Q+`AMB%]`ac<%##CFgn*<WFX:&M'^#3@:B#`2B2#[0b30lOj)#-####.%*=Cvf./LVSiHdaT_n#X$###csu8.r:%)34Dk>$<,;.OOMDgEKnIS7EM9>ZoSAZ$*3)qMQv//L^MkA#wmCAMUnG<-7F>HM
DHw>Pt*p+M[ul=Q<O]CPUoINNUm+p7S<oG76Mqr)twv9Mt0[0#=S&r;QDqk+SEqFR@0p--.iPDN+Y')$PP;vnQbxRMqJQ*OD:H-M#C]GQJ-jBPO&%^Qmus+M3@C58qNO&#sNk,%?$xu#Fle&,W6=G2,Hb;-;wcP$
tPBuuE1V:vm3SML+x0B#/Dabh^KfW-j(.`&V8WQ-2$ZtQQpp5#l,$R#=`i['#l+S#Q*IX#6GMk#op/i#:n*x#tJV0$t#F=$X6iC$1/oh$TrKb$S/kt$&,)O%=q]E%o]n[%6dRd%lGTq%_#`C&$T1_&>Y^Y&2wbq&
TB-K'@IZC'%]#V'Uv'n'[R%1(D6?c(OD1$)e>Lr(Z*24)C5Yb)R/uY)#PPj)uaFu)pEt**@7KY*j<MS*5Nki*SAC?+x/x5+ugwH+;f6w+**;8,V?'+,3Y6W,pGkM,sgEa,%5h7-QbL,-Z8sL-.[r<-r;tI-5hnl-
Cnqc-CX86.QEKF.,hI9.1W`S%mQrV[C4s&#t3&KDU+DvZ)$SpA>O*dskh5??pb?^Y44[W7m@O9&/?o&YNgT?-'aPdsd(-qA0[9_#WMT9AcO#wm%e;e3?oWq/R1,XIghlWnL4mEX_v(R^+$4:A6.*x6Y+w_,ED)`,
PIDRpbf::fN$F.N4Bv:/>80xm6wgLiuWsFXrv)AHt/sl19::#%T1?Ynm49;SFb8/N7n.a><s3T0OpXm(4@4sf)_W/WEcIZ70Ne5_QYMTBLMbT0%t4Tph<HT^;n@*>$P%O)]J/0j$)macqO]pg2V2u$&t@##5f1$#
E@%%#Uqn%#fKb&#v&U'#0WH(#@2<)#Pc/*#a=#+#qnl+#+I`,#;$S-#KTF.#[/:/#l`-0#&;w0#6lj1#oiFJ('Moe2;4HZ$mgfX-b/g/HIt71#DRT<Lq8%dM$bLDNoaVV-Pm^dOJ@6##XaYx')_#&4Za=sQ-,7&4
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]==]):gsub("\n", "")
local raw_data, raw_size = G.ImStd.ImFileLoadToMemory("fonts/ProggyClean.ttf", "rb")
local raw = io.Fonts:AddFontFromMemoryTTF(raw_data, raw_size, 13.0)
local comp = io.Fonts:AddFontFromMemoryCompressedBase85TTF(B85, 13.0)
check(comp ~= nil, "AddFontFromMemoryCompressedBase85TTF returned nil")
local comp_data = comp.Sources.Data[1].FontData
local same = comp.Sources.Data[1].FontDataSize == raw_size
for n = 1, raw_size do if not same then break end same = comp_data[n] == raw_data[n] end
check(same, "decompressed bytes differ from fonts/ProggyClean.ttf")
local TEXT = "The quick brown fox jumps over the lazy dog again and again"
local W = 100
local f = 0
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(400, 300))
ImGui.Begin("Fonts")
ImGui.PushFont(raw, 13.0)
ImGui.PushTextWrapPos(ImGui.GetCursorPosX() + W)
ImGui.TextWrapped(TEXT)
local wrapped_h = ImGui.GetItemRectSize().y
ImGui.PopTextWrapPos()
local line_h = ImGui.GetTextLineHeight()
ImGui.PopFont()
if f <= 3 then
ImGui.PushFont(comp, 13.0)
ImGui.Text("Hello \u{e9}")
ImGui.PopFont()
end
ImGui.End()
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 3 then
-- CalcWordWrapPosition(): same line breaks as TextWrapped(). ProggyClean 13px = 7px per char -> 14 chars per 100px line
local te = #TEXT + 1
local s, lines, breaks = 1, 0, {}
while s < te do
local e = raw:CalcWordWrapPosition(13.0, TEXT, s, te, W)
lines += 1; table.insert(breaks, e)
s = e
while s < te and TEXT:sub(s, s) == " " do s += 1 end -- ImTextCalcWordWrapNextLineStart(): skip blanks
end
check(breaks[1] == 10, "first wrap after 'The quick': " .. tostring(breaks[1])) -- "The quick" | "brown fox" | ...
check(TEXT:sub(11, breaks[2] - 1) == "brown fox", "second line '" .. TEXT:sub(11, breaks[2] - 1) .. "'")
check(wrapped_h == lines * line_h, ("TextWrapped height %s vs %d lines * %s"):format(wrapped_h, lines, line_h))
-- Compressed font: same glyphs and metrics as the raw TTF
local br, bc = raw:GetFontBaked(13.0), comp:GetFontBaked(13.0)
check(br.Ascent == bc.Ascent and br.Descent == bc.Descent, "ascent/descent")
for _, c in { 0x48, 0x65, 0x6C, 0xE9, 0x41, 0x7E } do
local gr, gc = br:FindGlyph(c), bc:FindGlyph(c)
check(gc.Visible and gc.X1 > gc.X0 and gc.Y1 > gc.Y0, "compressed glyph empty " .. c)
check(gr.AdvanceX == gc.AdvanceX and gr.X0 == gc.X0 and gr.Y0 == gc.Y0 and gr.X1 == gc.X1 and gr.Y1 == gc.Y1, "glyph metrics " .. c)
end
local str = "Hello \u{e9}"
local sr, sc = raw:CalcTextSizeA(13.0, 1e30, 0, str, 1, #str + 1), comp:CalcTextSizeA(13.0, 1e30, 0, str, 1, #str + 1)
check(sr.x == sc.x and sr.y == sc.y and sc.x > 0, "CalcTextSizeA")
check(not comp:IsGlyphRangeUnused(0, 255) and comp:IsGlyphRangeUnused(0x4E00, 0x9FFF), "IsGlyphRangeUnused")
-- AddRemapCodepoint(): '$' loads the 'A' glyph (applies to glyphs loaded afterwards: new 20px baked)
comp:AddRemapCodepoint(0x24, 0x41)
local b20 = comp:GetFontBaked(20.0)
local gd, ga = b20:FindGlyph(0x24), raw:GetFontBaked(20.0):FindGlyph(0x41)
check(gd.X0 == ga.X0 and gd.Y0 == ga.Y0 and gd.X1 == ga.X1 and gd.Y1 == ga.Y1, "AddRemapCodepoint")
-- RemoveCustomRect()
local atlas = io.Fonts
local id = atlas:AddCustomRect(8, 8)
check(atlas:GetCustomRect(id, G.ImFontAtlasRect()) == true, "AddCustomRect")
atlas:RemoveCustomRect(id)
check(not atlas:GetCustomRect(id, G.ImFontAtlasRect()), "RemoveCustomRect")
-- RemoveFont()
local nfonts, nsrc = atlas.Fonts.Size, atlas.Sources.Size
atlas:RemoveFont(comp)
check(atlas.Fonts.Size == nfonts - 1 and atlas.Sources.Size == nsrc - 1 and not atlas.Fonts:contains(comp), "RemoveFont")
-- ImFontAtlasTextureBlockFill(), ImTextureDataGetXXXName()
local tex = G.ImTextureData(); tex:Create(G.ImTextureFormat.RGBA32, 4, 4)
G.ImFontAtlasTextureBlockFill(tex, 1, 2, 2, 1, G.IM_COL32(1, 2, 3, 4))
local px = table.concat(tex.Pixels, ",", 33, 48)
check(px == "0,0,0,0,1,2,3,4,1,2,3,4,0,0,0,0" and tex.Pixels[29] == 0 and tex.Pixels[53] == 0, "TextureBlockFill " .. px)
check(G.ImTextureDataGetStatusName(tex.Status) == "WantCreate" and G.ImTextureDataGetFormatName(tex.Format) == "RGBA32", "texture names")
end
if f == 5 and #failed == 0 then print("FONTS OK") end
end)
+301
View File
@@ -0,0 +1,301 @@
-- Small upstream helpers: ImGuiInputTextState selection API + ReloadUserBuf*, ImGuiInputTextCallbackData:SetSelection, ImDrawList AddImageQuad/PrimQuadUV/
-- CloneOutput, ImDrawData DeIndexAllBuffers/ScaleClipRects, ImBitVector/ImBitArray*, ImGuiPackedDate, ImParseFormatSanitizeForPrinting, drag cancel (ShortcutsForCancel),
-- log decorations, ImGuiDataType.S64/U64, BringWindowToDisplayBehind, ImGuiSizeCallbackData
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
-- Pure helpers
check(G.ImParseFormatSanitizeForPrinting("%.3f%%", nil, 32) == "%.3f", "sanitize %.3f%%")
check(G.ImParseFormatSanitizeForPrinting("%'_5.2f units", nil, 32) == "%5.2f", "sanitize stb flags: " .. G.ImParseFormatSanitizeForPrinting("%'_5.2f units", nil, 32))
local d = G.ImGuiPackedDate(20260315)
check(d:IsValid() and d:Unpack() == 20260315, "PackedDate round trip " .. d:Unpack())
d:SubtractMonths(3)
check(d:Unpack() == 20251215, "PackedDate SubtractMonths " .. d:Unpack())
check(not G.ImGuiPackedDate():IsValid() and G.ImGuiPackedDate():Unpack() == 0, "PackedDate empty")
local bv = G.ImBitVector()
bv:Create(70)
check(bv.Storage.Size == 3, "ImBitVector size")
bv:SetBit(1); bv:SetBit(70); bv:SetBit(33)
check(bv:TestBit(1) and bv:TestBit(70) and bv:TestBit(33) and not bv:TestBit(2) and not bv:TestBit(69), "ImBitVector SetBit/TestBit")
bv:ClearBit(33)
check(not bv:TestBit(33) and bv:TestBit(70), "ImBitVector ClearBit")
local arr = {}
G.ImBitArrayClearAllBits(arr, 96)
G.ImBitArraySetBitRange(arr, 3, 70) -- [3..70)
local ok_range = true
for n = 1, 96 do if G.ImBitArrayTestBit(arr, n) ~= (n >= 3 and n < 70) then ok_range = false end end
check(ok_range, "ImBitArraySetBitRange")
check(G.ImBitArrayGetStorageSizeInBytes(70) == 12, "ImBitArrayGetStorageSizeInBytes")
check(G.ImModPositive(-1, 5) == 4 and G.ImRoundSigned64(-1.5) == -2 and G.ImCharIsXdigitA(string.byte("F")), "math helpers")
local buf = ImGui.NewTextBuffer("hello world", 64)
local cbuf = ImGui.NewTextBuffer("abcdef", 64)
local cb_calls = 0
local function cb(data)
cb_calls += 1
if cb_calls == 1 then data:SetSelection(1, 3) end
return 0
end
local df, rect_df = 10.0, nil
local s64_v = 2 ^ 40
local f = 0
local function center(r) return (r[1].x + r[2].x) / 2, (r[1].y + r[2].y) / 2 end
local function vtx(dl, i) -- 1-based vertex
local b, o = dl.VtxBuffer.Buf, (i - 1) * G.VTX_STRIDE
return buffer.readf64(b, o), buffer.readf64(b, o + 8), buffer.readf64(b, o + 16), buffer.readf64(b, o + 24), buffer.readu32(b, o + 32)
end
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
-- drag + Escape cancels and reverts (ShortcutsForCancel)
if f == 20 then io:AddMousePosEvent(center(rect_df)) end
if f == 21 then io:AddMouseButtonEvent(0, true) end
if f == 22 then local x, y = center(rect_df); io:AddMousePosEvent(x + 40, y) end
if f == 24 then io:AddKeyEvent(G.ImGuiKey.Escape, true) end
if f == 25 then io:AddKeyEvent(G.ImGuiKey.Escape, false) end
if f == 26 then io:AddMouseButtonEvent(0, false) end
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(400, 300))
ImGui.Begin("H")
if f == 2 then ImGui.SetKeyboardFocusHere() end
ImGui.InputText("##t", buf, 64)
local id = ImGui.GetItemID()
local st = ImGui.GetInputTextState(id)
if f == 5 then
check(st ~= nil, "InputText active")
if st then
st:SetSelection(3, 6)
check(st:GetSelectionStart() == 3 and st:GetSelectionEnd() == 6 and st:GetCursorPos() == 6 and st:HasSelection(), "SetSelection/Get*")
st:ClearSelection()
check(st:GetSelectionStart() == 6 and st:GetSelectionEnd() == 6 and not st:HasSelection(), "ClearSelection")
check(st:GetPreferredOffsetX() == -1, "GetPreferredOffsetX")
-- modify the user buffer externally then reload
local s = "bye"; for i = 1, #s do buf[i] = string.byte(s, i) end; buf[#s + 1] = 0
st:ReloadUserBufAndSelectAll()
end
end
if f == 7 and st then
check(G.ImGui._ByteArrayToString(st:GetText(), 1, st.TextLen + 1) == "bye", "ReloadUserBufAndSelectAll text")
check(st:GetSelectionStart() == 1 and st:GetSelectionEnd() == 4, ("ReloadUserBufAndSelectAll sel %d..%d"):format(st:GetSelectionStart(), st:GetSelectionEnd()))
st:SetSelection(2, 3); st:ReloadUserBufAndKeepSelection()
end
if f == 9 and st then
check(st:GetSelectionStart() == 2 and st:GetSelectionEnd() == 3, "ReloadUserBufAndKeepSelection")
st:ReloadUserBufAndMoveToEnd()
end
if f == 11 and st then
check(st:GetCursorPos() == 4 and not st:HasSelection(), "ReloadUserBufAndMoveToEnd " .. st:GetCursorPos())
end
-- callback SetSelection (0-based callback positions -> 1-based stb)
if f == 12 then ImGui.SetKeyboardFocusHere() end
ImGui.InputText("##c", cbuf, 64, G.ImGuiInputTextFlags.CallbackAlways, cb)
if f == 15 then
local cst = ImGui.GetInputTextState(ImGui.GetItemID())
check(cst ~= nil and cb_calls > 0 and cst:GetSelectionStart() == 2 and cst:GetSelectionEnd() == 4, "callback SetSelection " .. (cst and (cst:GetSelectionStart() .. ".." .. cst:GetSelectionEnd()) or "nil"))
end
df = ImGui.DragFloat("##df", df, 1.0)
local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); rect_df = { ImVec2(a.x, a.y), ImVec2(b.x, b.y) }
if f == 23 then check(df ~= 10.0, "drag changed value " .. df) end
if f == 25 then check(df == 10.0 and ImGui.GetActiveID() == 0, "Escape reverts drag " .. df) end
if f == 30 then
local dl = ImGui.GetWindowDrawList()
local v0, i0 = dl.VtxBuffer.Size, dl.IdxBuffer.Size
local tex = G.ImTextureRef(1234)
dl:AddImageQuad(tex, ImVec2(10, 10), ImVec2(50, 12), ImVec2(48, 60), ImVec2(8, 58), ImVec2(0, 0), ImVec2(1, 0), ImVec2(1, 1), ImVec2(0, 1), 0xFF00FF00)
check(dl.VtxBuffer.Size == v0 + 4 and dl.IdxBuffer.Size == i0 + 6, "AddImageQuad counts")
local x, y, u, v, col = vtx(dl, v0 + 3)
check(x == 48 and y == 60 and u == 1 and v == 1 and col == 0xFF00FF00, ("PrimQuadUV vertex %s %s %s %s %x"):format(x, y, u, v, col))
local idx = dl.IdxBuffer.Data
check(idx[i0 + 1] == v0 + 1 and idx[i0 + 5] == v0 + 3 and idx[i0 + 6] == v0 + 4, "PrimQuadUV indices")
local cmin, cmax = dl:GetClipRectMin(), dl:GetClipRectMax()
check(cmax.x > cmin.x and cmax.y > cmin.y, "GetClipRectMin/Max")
local clone = dl:CloneOutput()
check(clone.VtxBuffer.Size == dl.VtxBuffer.Size and clone.IdxBuffer.Size == dl.IdxBuffer.Size and clone.CmdBuffer.Size == dl.CmdBuffer.Size
and clone.VtxBuffer.Buf ~= dl.VtxBuffer.Buf and clone.CmdBuffer.Data[1] ~= dl.CmdBuffer.Data[1], "CloneOutput copies buffers")
local cx = vtx(clone, v0 + 3)
check(cx == 48, "CloneOutput vertex data")
local dd = G.ImDrawData()
dd.CmdLists:push_back(clone)
local n_idx = clone.IdxBuffer.Size
local ex, ey = vtx(clone, clone.IdxBuffer.Data[n_idx])
dd:DeIndexAllBuffers()
check(clone.IdxBuffer.Size == 0 and clone.VtxBuffer.Size == n_idx and dd.TotalVtxCount == n_idx and dd.TotalIdxCount == 0, "DeIndexAllBuffers counts")
local lx, ly = vtx(clone, n_idx)
check(lx == ex and ly == ey, "DeIndexAllBuffers vertex data")
local cr = clone.CmdBuffer.Data[1].ClipRect
local x1, y1, z1, w1 = cr.x, cr.y, cr.z, cr.w
dd:ScaleClipRects(ImVec2(2, 3))
local cr2 = clone.CmdBuffer.Data[1].ClipRect
check(cr2.x == x1 * 2 and cr2.y == y1 * 3 and cr2.z == z1 * 2 and cr2.w == w1 * 3 and dl.CmdBuffer.Data[1].ClipRect.z == z1, "ScaleClipRects")
end
if f == 31 then
local g = ImGui.GetCurrentContext()
local style = ImGui.GetStyle()
local window = ImGui.GetCurrentWindow()
check(G.ImGuiKey["0"] == G.ImGuiKey.K0 and G.ImGuiKey["9"] == G.ImGuiKey.K9, "ImGuiKey digit aliases")
-- Style vars (enum values must match GStyleVarsInfo order)
local sv = G.ImGuiStyleVar
local b1, b2, b3 = style.SeparatorSize, style.SeparatorTextBorderSize, style.DockingSeparatorSize
ImGui.PushStyleVar(sv.SeparatorSize, 5); ImGui.PushStyleVar(sv.SeparatorTextBorderSize, 6); ImGui.PushStyleVar(sv.DockingSeparatorSize, 7)
check(style.SeparatorSize == 5 and style.SeparatorTextBorderSize == 6 and style.DockingSeparatorSize == 7, "PushStyleVar SeparatorSize/SeparatorTextBorderSize/DockingSeparatorSize")
ImGui.PushStyleVar(sv.SeparatorTextPadding, ImVec2(3, 4))
check(style.SeparatorTextPadding.x == 3 and style.SeparatorTextPadding.y == 4, "PushStyleVar SeparatorTextPadding")
ImGui.PopStyleVar(4)
check(style.SeparatorSize == b1 and style.SeparatorTextBorderSize == b2 and style.DockingSeparatorSize == b3, "PopStyleVar restores")
-- Log flags
ImGui.LogToBuffer()
check(g.LogEnabled and g.LogFlags == G.ImGuiLogFlags.OutputBuffer, "LogToBuffer sets ImGuiLogFlags.OutputBuffer")
ImGui.Text("logged")
check(string.find(g.LogBuffer:c_str(), "logged", 1, true) ~= nil, "LogToBuffer captures text")
ImGui.LogFinish()
check(g.LogFlags == G.ImGuiLogFlags.None and not g.LogEnabled, "LogFinish clears LogFlags")
-- Combo preview (no ImGuiComboFlags.CustomPreview needed since 1.93)
if ImGui.BeginCombo("##cb", "") then ImGui.EndCombo() end
local pd = g.ComboPreviewData
local work_max_x, content_max_x = window.WorkRect.Max.x, window.ContentRegionRect.Max.x
local opened = ImGui.BeginComboPreview()
check(opened and pd.WithinPreview and window.WorkRect.Max.x == pd.PreviewRect.Max.x - style.FramePadding.x and window.ContentRegionRect.Max.x == window.WorkRect.Max.x, "BeginComboPreview sets WorkRect")
if opened then
ImGui.Text("preview")
ImGui.EndComboPreview()
end
check(not pd.WithinPreview and window.WorkRect.Max.x == work_max_x and window.ContentRegionRect.Max.x == content_max_x, "EndComboPreview restores WorkRect")
if ImGui.BeginCombo("##cb2", "x", G.ImGuiComboFlags.NoPreview) then ImGui.EndCombo() end
check(not ImGui.BeginComboPreview(), "BeginComboPreview with NoPreview returns false")
-- ListClipper in a table: ImGuiListClipperFlags.NoSetTableRowCounters
local rows = {}
ImGui.SetNextWindowPos(ImVec2(500, 10)); ImGui.SetNextWindowSize(ImVec2(300, 400))
ImGui.Begin("Clip")
for pass = 1, 2 do
if ImGui.BeginTable("##clip" .. pass, 1, G.ImGuiTableFlags.ScrollY, ImVec2(0, 60)) then
local clipper = G.ImGuiListClipper()
if pass == 2 then clipper.Flags = G.ImGuiListClipperFlags.NoSetTableRowCounters end
clipper:Begin(1000)
while clipper:Step() do
for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TableNextRow(); ImGui.TableNextColumn(); ImGui.Text("%d", i) end
end
clipper:End()
rows[pass] = ImGui.GetCurrentTable().CurrentRow
local tbl = ImGui.GetCurrentTable()
ImGui.EndTable()
if pass == 1 then ImGui.SetNextItemOpen(true); ImGui.DebugNodeTable(tbl) end -- DebugNodeTableGetSizingPolicyDesc()
end
end
ImGui.End()
check(rows[1] ~= nil and rows[2] ~= nil and rows[1] >= 990 and rows[2] < 100, ("clipper row counters %s / NoSetTableRowCounters %s"):format(tostring(rows[1]), tostring(rows[2])))
-- .ini LastUsed dates + CleanupIniSettings()
local pio = ImGui.GetPlatformIO()
pio.Platform_SessionDate = 20261015
g.SessionDate = G.ImGuiPackedDate(pio.Platform_SessionDate) -- (normally done by NewFrame())
io.ConfigIniSettingsAutoDiscardMonths = 6
ImGui.LoadIniSettingsFromMemory("[Window][Old]\nPos=1,1\nLastUsed=20250101\n\n[Window][NoDate]\nPos=2,2\n\n[Window][Recent]\nPos=3,3\nLastUsed=20260901\n\n")
io.ConfigIniSettingsAutoDiscardMonths = 0
local function ws(name) for _, st in g.SettingsWindows.Data do if st.Name == name then return st end end; return nil end
check(ws("Old").WantDelete and ws("NoDate").WantDelete and not ws("Recent").WantDelete and ws("Recent").LastUsedDate == 20260901, "ConfigIniSettingsAutoDiscardMonths discards old/undated entries")
local args = G.ImGuiSettingsCleanupArgs()
args.SetCurrentSessionDateToAll = true
args.TypeHashFilter = G.ImHashStr("Window")
ImGui.CleanupIniSettings(args)
check(ws("Recent").LastUsedDate == 20261015, "CleanupIniSettings SetCurrentSessionDateToAll")
local ini = ImGui.SaveIniSettingsToMemory()
check(not string.find(ini, "[Window][Old]", 1, true) and string.find(ini, "[Window][Recent]\nPos=3,3\nCollapsed=0\nLastUsed=20261015\n", 1, true) ~= nil
and string.find(ini, "[Window][H]\nPos=10,10\nSize=400,300\nCollapsed=0\nLastUsed=20261015\n", 1, true) ~= nil, "LastUsed written to .ini:\n" .. ini)
io.ConfigIniSettingsSaveLastUsedDate = false
check(not string.find(ImGui.SaveIniSettingsToMemory(), "LastUsed", 1, true), "ConfigIniSettingsSaveLastUsedDate = false")
io.ConfigIniSettingsSaveLastUsedDate = true
pio.Platform_SessionDate = 0
-- Log decorations: Selectable/Button/Checkbox/MenuItem shortcut
ImGui.LogToBuffer()
ImGui.Selectable("sel item")
ImGui.Button("btn")
ImGui.Checkbox("chk", true)
ImGui.MenuItem("mi", "Ctrl+M")
local log = g.LogBuffer:c_str()
ImGui.LogFinish()
check(string.find(log, "[sel item]", 1, true) == nil and string.find(log, "sel item", 1, true) ~= nil, "Selectable logs plain label: " .. log)
check(string.find(log, "[ btn ]", 1, true) ~= nil and string.find(log, "[x]", 1, true) ~= nil and string.find(log, "mi ( Ctrl+M )", 1, true) ~= nil, "LogSetNextTextDecoration [ ]: " .. log)
-- DragScalar S64/U64 (doubles) + DataTypeFormatString
local v64, ch = ImGui.DragScalar("##s64", G.ImGuiDataType.S64, 2 ^ 40, 1.0)
check(v64 == 2 ^ 40 and ch == false, "DragScalar S64 idle")
local b64 = {}
local n = ImGui.DataTypeFormatString(b64, 64, G.ImGuiDataType.S64, -(2 ^ 40), "%lld")
check(G.ImGui._ByteArrayToString(b64, 1, n + 1) == "-1099511627776", "DataTypeFormatString S64")
n = ImGui.DataTypeFormatString(b64, 64, G.ImGuiDataType.U64, 18446744073709551615, "%llu")
check(G.ImGui._ByteArrayToString(b64, 1, n + 1) == "18446744073709551615", "DataTypeFormatString U64 max")
n = ImGui.DataTypeFormatString(b64, 64, G.ImGuiDataType.S32, -5, "%X")
check(G.ImGui._ByteArrayToString(b64, 1, n + 1) == "FFFFFFFB", "DataTypeFormatString S32 hex")
local tb = ImGui.NewTextBuffer("-123456789012", 64)
local r64, c64 = ImGui.DataTypeApplyFromText(tb, G.ImGuiDataType.S64, 0, "%lld")
check(r64 == -123456789012 and c64, "DataTypeApplyFromText S64 " .. tostring(r64))
check(ImGui.DataTypeApplyOp(G.ImGuiDataType.S64, 43, 2 ^ 62, 2 ^ 62) == 9223372036854775807, "DataTypeApplyOp S64 clamp")
check(G.ImGuiDataType.Float == 8 and G.ImGuiDataType.COUNT == 12 and ImGui.DataTypeGetInfo(G.ImGuiDataType.Float).Name == "float", "ImGuiDataType layout")
end
-- DragScalar S64: drag with the mouse
local s64_rect
s64_v = ImGui.DragScalar("##drag_s64", G.ImGuiDataType.S64, s64_v, 1.0)
do local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); s64_rect = { ImVec2(a.x, a.y), ImVec2(b.x, b.y) } end
if f == 33 then io:AddMousePosEvent(center(s64_rect)) end
if f == 34 then io:AddMouseButtonEvent(0, true) end
if f == 35 then local x, y = center(s64_rect); io:AddMousePosEvent(x + 30, y) end
if f == 37 then io:AddMouseButtonEvent(0, false); check(s64_v > 2 ^ 40 and s64_v == math.floor(s64_v), "DragScalar S64 drag " .. s64_v) end
ImGui.End()
-- BringWindowToDisplayBehind
if f == 38 then
local g = ImGui.GetCurrentContext()
local wa, wb, wc = ImGui.FindWindowByName("WA"), ImGui.FindWindowByName("WB"), ImGui.FindWindowByName("WC")
local function idx(w) return ImGui.FindWindowDisplayIndex(w) end
ImGui.BringWindowToDisplayFront(wa); ImGui.BringWindowToDisplayFront(wb); ImGui.BringWindowToDisplayFront(wc)
local n0 = g.Windows.Size
ImGui.BringWindowToDisplayBehind(wc, wa) -- move forward-placed window behind: WC WA WB
check(idx(wc) + 1 == idx(wa) and idx(wa) + 1 == idx(wb) and g.Windows.Size == n0, ("BringWindowToDisplayBehind back %d %d %d"):format(idx(wa), idx(wb), idx(wc)))
ImGui.BringWindowToDisplayBehind(wa, wb) -- already directly behind: unchanged
check(idx(wc) + 1 == idx(wa) and idx(wa) + 1 == idx(wb), "BringWindowToDisplayBehind no-op")
ImGui.BringWindowToDisplayBehind(wc, wb) -- WA WC WB
check(idx(wa) + 1 == idx(wc) and idx(wc) + 1 == idx(wb) and g.Windows.Size == n0, ("BringWindowToDisplayBehind fwd %d %d %d"):format(idx(wa), idx(wb), idx(wc)))
end
for _, name in { "WA", "WB", "WC" } do
ImGui.SetNextWindowPos(ImVec2(820, 10)); ImGui.SetNextWindowSize(ImVec2(80, 60))
ImGui.Begin(name); ImGui.End()
end
-- Size callback (Step + AspectRatio)
ImGui.SetNextWindowPos(ImVec2(10, 420))
if f <= 3 then ImGui.SetNextWindowSize(ImVec2(237, 160)) end
ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(G.FLT_MAX, G.FLT_MAX), function(data)
local step = data.UserData
check(data.Pos ~= nil and data.CurrentSize ~= nil and not rawequal(data.DesiredSize, data.CurrentSize), "ImGuiSizeCallbackData fields")
data.DesiredSize = ImVec2(math.floor(data.DesiredSize.x / step + 0.5) * step, math.floor(data.DesiredSize.y / step + 0.5) * step)
end, 100.0)
ImGui.Begin("Step"); local step_size = ImGui.GetWindowSize(); ImGui.End()
ImGui.SetNextWindowPos(ImVec2(300, 420))
if f <= 3 then ImGui.SetNextWindowSize(ImVec2(320, 100)) end
ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(G.FLT_MAX, G.FLT_MAX), function(data)
data.DesiredSize.y = math.floor(data.DesiredSize.x / data.UserData)
end, 16 / 9)
ImGui.Begin("Aspect"); local asp_size = ImGui.GetWindowSize(); ImGui.End()
if f == 5 then
check(step_size.x == 200 and step_size.y == 200, ("size callback Step %gx%g"):format(step_size.x, step_size.y))
check(asp_size.x == 320 and asp_size.y == 180, ("size callback AspectRatio %gx%g"):format(asp_size.x, asp_size.y))
end
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 40 and #failed == 0 then print("HELPERS OK") end
end)
+94
View File
@@ -0,0 +1,94 @@
-- Library-only draw-data checksum (no demo, run with NO_DEMO=1): widgets + raw ImDrawList primitives with scripted input.
-- Must stay identical across demo edits; changes only when library rendering changes. Prints "LIBHASH <n>".
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init(); G.ImGui_ImplRoblox.SetRenderRate(0)
local io = ImGui.GetIO()
local frame, h = 0, 0
local function mix(v) h = (h * 31 + math.floor(v * 64 + 0.5)) % 2147483647 end
local st = { b = false, f = 0.25, i = 42, c = ImVec4(0.2, 0.7, 0.4, 1.0), buf = ImGui.NewTextBuffer("hello", 64), r = 0, tab = 0, combo = 1, list = 2 }
local plot = {}
for i = 1, 40 do plot[i] = math.sin(i * 0.3) end
local poly = { ImVec2(0, 0), ImVec2(60, 10), ImVec2(30, 30), ImVec2(70, 60), ImVec2(0, 50) }
game:GetService("RunService").Stepped:Connect(function()
frame += 1
G.ImGui_ImplRoblox.NewFrame()
io.DeltaTime = 1 / 60
io:AddMousePosEvent(20 + (frame * 37) % 560, 20 + (frame * 53) % 560)
if frame % 7 == 0 then io:AddMouseButtonEvent(0, frame % 14 == 0) end
if frame % 11 == 0 then io:AddMouseWheelEvent(0, -1) end
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(320, 560), G.ImGuiCond.Always)
ImGui.Begin("Widgets")
ImGui.Text("Text %d", 123); ImGui.TextColored(ImVec4(1, 0.5, 0, 1), "Colored"); ImGui.TextWrapped("Wrapped text that is long enough to wrap around the window edge at least once.")
ImGui.Button("Button"); ImGui.SameLine(); ImGui.SmallButton("Small"); ImGui.SameLine(); ImGui.ArrowButton("##a", G.ImGuiDir.Left)
st.b = ImGui.Checkbox("Checkbox", st.b)
st.r = ImGui.RadioButton("R0", st.r, 0); ImGui.SameLine(); st.r = ImGui.RadioButton("R1", st.r, 1)
st.f = ImGui.SliderFloat("Slider", st.f, 0, 1); st.i = ImGui.DragInt("Drag", st.i, 1, 0, 100)
ImGui.InputText("Input", st.buf, 64)
ImGui.ColorEdit4("Color", st.c)
st.combo = ImGui.Combo("Combo", st.combo, { "AAA", "BBB", "CCC" })
st.list = ImGui.ListBox("List", st.list, { "one", "two", "three", "four" }, 4, 3)
ImGui.ProgressBar(0.4, ImVec2(-1, 0)); ImGui.ProgressBar(-1.0 * frame / 60, ImVec2(-1, 0), "busy")
ImGui.PlotLines("Lines", plot, nil, #plot); ImGui.PlotHistogram("Hist", plot, nil, #plot, 0, nil, -1, 1, ImVec2(0, 40))
ImGui.Bullet(); ImGui.Text("bullet"); ImGui.Separator(); ImGui.SeparatorText("Sep")
if ImGui.TreeNode("Tree") then ImGui.Text("inside"); ImGui.TreePop() end
ImGui.SetNextItemOpen(true, G.ImGuiCond.Once)
if ImGui.CollapsingHeader("Header") then
if ImGui.BeginTabBar("tabs") then
if ImGui.BeginTabItem("Tab A") then ImGui.Text("A"); ImGui.EndTabItem() end
if ImGui.BeginTabItem("Tab B") then ImGui.Text("B"); ImGui.EndTabItem() end
ImGui.EndTabBar()
end
if ImGui.BeginTable("t", 3, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg, G.ImGuiTableFlags.Resizable)) then
ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow()
for row = 0, 4 do ImGui.TableNextRow(); for col = 0, 2 do ImGui.TableSetColumnIndex(col); ImGui.Text("r%d c%d", row, col) end end
ImGui.EndTable()
end
end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(340, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(300, 560), G.ImGuiCond.Always)
ImGui.Begin("Draw")
local dl, p = ImGui.GetWindowDrawList(), ImGui.GetCursorScreenPos()
local x, y, col = p.x + 4, p.y + 4, 0xFF40C0FF
for i, th in { 1.0, 2.5, 6.0 } do
local yy = y + (i - 1) * 70
dl:AddRect(ImVec2(x, yy), ImVec2(x + 50, yy + 50), col, 10.0, th)
dl:AddRectFilled(ImVec2(x + 60, yy), ImVec2(x + 110, yy + 50), col, 10.0, G.ImDrawFlags.RoundTopLeft or G.ImDrawFlags.RoundCornersTopLeft) -- RoundCornersTopLeft: pre-1.93 revs (hashes.sh)
dl:AddCircle(ImVec2(x + 145, yy + 25), 25, col, 0, th)
dl:AddNgon(ImVec2(x + 200, yy + 25), 25, col, 6, th)
dl:AddTriangle(ImVec2(x + 230, yy + 50), ImVec2(x + 255, yy), ImVec2(x + 280, yy + 50), col, th)
dl:AddLine(ImVec2(x, yy + 60), ImVec2(x + 280, yy + 55), col, th)
end
y += 210
dl:AddBezierCubic(ImVec2(x, y), ImVec2(x + 60, y - 30), ImVec2(x + 120, y + 60), ImVec2(x + 180, y), col, 3.0)
dl:AddBezierQuadratic(ImVec2(x, y + 30), ImVec2(x + 90, y - 10), ImVec2(x + 180, y + 30), col, 2.0)
dl:AddEllipse(ImVec2(x + 230, y + 15), ImVec2(40, 15), col, 0.5, 0, 2.0)
y += 50
local pts = {}
for i, v in poly do pts[i] = ImVec2(x + v.x, y + v.y) end
dl:AddConcavePolyFilled(pts, #pts, 0xFF8080FF)
for i, v in poly do pts[i] = ImVec2(x + 100 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 4.0, G.ImDrawFlags.Closed)
for i, v in poly do pts[i] = ImVec2(x + 200 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 1.0, 0)
y += 80
dl:AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + 100, y + 40), 0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF)
dl:AddCircleFilled(ImVec2(x + 140, y + 20), 20, col)
dl:AddEllipseFilled(ImVec2(x + 210, y + 20), ImVec2(30, 15), col, 0.3)
dl:AddText(ImVec2(x, y + 50), 0xFFFFFFFF, "AddText")
ImGui.End()
ImGui.Render()
for _, dl in ImGui.GetDrawData().CmdLists:iter() do
local vb, id = dl.VtxBuffer.Buf, dl.IdxBuffer.Data
for i = 1, dl.VtxBuffer.Size do local o = (i - 1) * 36; mix(buffer.readf64(vb, o)); mix(buffer.readf64(vb, o + 8)); mix(buffer.readf64(vb, o + 16) * 4096); mix(buffer.readf64(vb, o + 24) * 4096); mix(buffer.readu32(vb, o + 32) / 64) end
for i = 1, dl.IdxBuffer.Size do mix(id[i]) end
for _, c in dl.CmdBuffer:iter() do mix(c.ClipRect.x); mix(c.ClipRect.y); mix(c.ClipRect.z); mix(c.ClipRect.w); mix(c.ElemCount) end
end
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if frame == ARG_FRAMES - 1 then print("LIBHASH", h) end
end)
+265
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@@ -0,0 +1,265 @@
-- Multi-select / box-select / typing-select: ImGuiSelectionBasicStorage + Selectable list (click, Ctrl+click, Shift+click, Ctrl+A,
-- Escape, box-select drag, keyboard nav + Shift, typing-select), ImGuiListClipper + IncludeItemByIndex(RangeSrcItem),
-- ImGuiSelectionExternalStorage on a bool array, checkboxes and tree nodes inside a multi-select scope.
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
local MSF = G.ImGuiMultiSelectFlags
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.NavEnableKeyboard)
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
local NAMES = { "Apple", "Apricot", "Banana", "Blueberry", "Cherry", "Coconut", "Date", "Durian", "Elderberry", "Fig",
"Grape", "Guava", "Kiwi", "Lemon", "Lime", "Mango", "Melon", "Orange", "Papaya", "Peach" }
local N = #NAMES
-- Iterate with GetNextSelectedItem() (sorted by key) -> "a,b,c"
local function sel_str(sel)
local out, it, id, has_more = {}, nil, 0, false
while true do
has_more, it, id = sel:GetNextSelectedItem(it)
if not has_more then break end
table.insert(out, tostring(id))
end
return table.concat(out, ",")
end
local function bools_str(t, n)
local out = {}
for i = 1, n do if t[i] then table.insert(out, tostring(i - 1)) end end
return table.concat(out, ",")
end
local sel_list = G.ImGuiSelectionBasicStorage()
local sel_clip = G.ImGuiSelectionBasicStorage()
local sel_tree = G.ImGuiSelectionBasicStorage()
local ext_bools = {}
local sel_ext = G.ImGuiSelectionExternalStorage()
sel_ext.UserData = ext_bools
sel_ext.AdapterSetItemSelected = function(self, idx, selected) self.UserData[idx + 1] = selected end
local chk_bools = {}
local sel_chk = G.ImGuiSelectionExternalStorage()
sel_chk.UserData = chk_bools
sel_chk.AdapterSetItemSelected = function(self, idx, selected) self.UserData[idx + 1] = selected end
local rects = {} -- [name] = { min, max } (copies)
local ids = {} -- [name] = item id
local function rect() local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); return { ImVec2(a.x, a.y), ImVec2(b.x, b.y) } end
local function center(name) local r = rects[name]; return (r[1].x + r[2].x) / 2, (r[1].y + r[2].y) / 2 end
local function key(k) io:AddKeyEvent(k, true); io:AddKeyEvent(k, false) end
local function mods(ctrl, shift) io:AddKeyEvent(G.ImGuiMod_Ctrl, ctrl == true); io:AddKeyEvent(G.ImGuiMod_Shift, shift == true) end
-- Schedule: each step = { input = fn (before NewFrame), check = fn (after Render) }. Steps run on consecutive frames.
local steps = {}
local function step(input, chk) table.insert(steps, { input = input, check = chk }) end
local function idle(n) for _ = 1, n or 1 do step(nil, nil) end end
-- click: press (+mods) on frame A, release on frame B, then one idle frame for EndMultiSelect requests to be applied
local function click(name, ctrl, shift)
step(function() mods(ctrl, shift); io:AddMousePosEvent(center(name)); io:AddMouseButtonEvent(0, true) end)
step(function() io:AddMouseButtonEvent(0, false) end)
step(function() mods(false, false) end)
end
local typed_focus_idx = -1
local clip_scroll_request = false
local f = 0
idle(3)
-- 1. List: click selects one
click("L2"); step(nil, function() check(sel_str(sel_list) == "2", "click: " .. sel_str(sel_list)) end)
-- 2. Ctrl+click toggles
click("L5", true); step(nil, function() check(sel_str(sel_list) == "2,5", "ctrl+click add: " .. sel_str(sel_list)) end)
click("L2", true); step(nil, function() check(sel_str(sel_list) == "5", "ctrl+click remove: " .. sel_str(sel_list)) end)
-- 3. Shift+click range (from RangeSrc = 2, the last Ctrl+clicked item)
click("L8", false, true); step(nil, function() check(sel_str(sel_list) == "2,3,4,5,6,7,8", "shift+click range: " .. sel_str(sel_list)) end)
-- 4. Ctrl+A
step(function() io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.A, true) end)
step(function() io:AddKeyEvent(G.ImGuiKey.A, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end)
step(nil, function() check(sel_list.Size == N, "ctrl+A size " .. sel_list.Size) end)
-- 5. Escape clears (ClearOnEscape)
step(function() key(G.ImGuiKey.Escape) end)
step(nil, function() check(sel_list.Size == 0 and sel_str(sel_list) == "", "escape clear: " .. sel_str(sel_list)) end)
-- 6. Box-select drag (BoxSelect1d) from item 2 to item 5
step(function() io:AddMousePosEvent(center("L2")); io:AddMouseButtonEvent(0, true) end)
step(function() local x, y = center("L2"); io:AddMousePosEvent(x + 2, y + 10) end)
step(function() local x, y = center("L4"); io:AddMousePosEvent(x + 4, y) end)
step(function() local x, y = center("L5"); io:AddMousePosEvent(x + 4, y) end,
function() check(ImGui.GetCurrentContext().BoxSelectState.IsActive, "box-select active while dragging") end)
step(nil)
step(function() io:AddMouseButtonEvent(0, false) end)
step(nil, function() check(sel_str(sel_list) == "2,3,4,5", "box-select: " .. sel_str(sel_list)); check(not ImGui.GetCurrentContext().BoxSelectState.IsActive, "box-select ended") end)
-- 7. Keyboard nav: click 3, Down -> 4 (auto-select), Shift+Down x2 -> 4..6
click("L3"); step(nil, function() check(sel_str(sel_list) == "3", "click before nav: " .. sel_str(sel_list)) end)
step(function() key(G.ImGuiKey.DownArrow) end); idle(2)
step(nil, function() check(sel_str(sel_list) == "4", "nav down auto-select: " .. sel_str(sel_list)) end)
step(function() io:AddKeyEvent(G.ImGuiMod_Shift, true); key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() io:AddKeyEvent(G.ImGuiMod_Shift, false) end); idle(1)
step(nil, function() check(sel_str(sel_list) == "4,5,6", "shift+nav range: " .. sel_str(sel_list)) end)
-- 8. Typing-select: "ch" -> Cherry (5), then single-char mode "b" "b" -> Banana (2) then Blueberry (3)
step(function() io:AddInputCharacter(string.byte("c")); io:AddInputCharacter(string.byte("h")) end); idle(2)
step(nil, function() check(ImGui.GetCurrentContext().NavId == ids.L4, "typing 'ch' -> Cherry"); check(sel_str(sel_list) == "4", "typing focus selects: " .. sel_str(sel_list)) end)
idle(120) -- TYPING_SELECT_RESET_TIMER
step(function() io:AddInputCharacter(string.byte("b")) end); idle(2)
step(nil, function() check(ImGui.GetCurrentContext().NavId == ids.L2, "typing 'b' -> Banana") end)
step(function() io:AddInputCharacter(string.byte("b")) end); idle(2)
step(nil, function() check(ImGui.GetCurrentContext().NavId == ids.L3, "typing 'bb' -> Blueberry") end)
idle(120)
-- 9. Clipper (1000 items): click 5, scroll down, Shift+click item 40 -> 5..40 (RangeSrcItem 5 kept submitted by IncludeItemByIndex)
click("C5")
-- move NavId away with Ctrl+Down (no selection change, RangeSrc stays 5) so the clipper doesn't keep item 5 alive as the nav item
step(function() io:AddKeyEvent(G.ImGuiMod_Ctrl, true); key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end)
step(nil, function() check(sel_str(sel_clip) == "5", "clipper ctrl+nav keeps selection: " .. sel_str(sel_clip)) end)
step(function() clip_scroll_request = true end); idle(2)
step(nil, function() check(rects.C40 ~= nil and rects.C5 == nil, "clipper scrolled (item 5 not visible)") end)
click("C40", false, true)
step(nil, function() check(sel_clip.Size == 36, "clipper shift+click range size " .. sel_clip.Size); check(sel_clip:Contains(5) and sel_clip:Contains(40) and not sel_clip:Contains(4) and not sel_clip:Contains(41), "clipper range bounds") end)
-- 10. External storage on bool array: click 1, Shift+click 3, Ctrl+click 2
click("E1"); click("E3", false, true)
step(nil, function() check(bools_str(ext_bools, 10) == "1,2,3", "external storage range: " .. bools_str(ext_bools, 10)) end)
click("E2", true)
step(nil, function() check(bools_str(ext_bools, 10) == "1,3", "external storage ctrl+click: " .. bools_str(ext_bools, 10)) end)
-- 11. Checkboxes (NoAutoSelect|NoAutoClear): click 1 toggles on, Shift+click 4 -> 1..4 on, click 2 toggles off
click("K1"); step(nil, function() check(bools_str(chk_bools, 8) == "1", "checkbox click: " .. bools_str(chk_bools, 8)) end)
click("K4", false, true); step(nil, function() check(bools_str(chk_bools, 8) == "1,2,3,4", "checkbox shift+click: " .. bools_str(chk_bools, 8)) end)
click("K2"); step(nil, function() check(bools_str(chk_bools, 8) == "1,3,4", "checkbox toggle off: " .. bools_str(chk_bools, 8)) end)
-- 12. Tree nodes: click 0, Ctrl+click 2, Shift+click 4 (range from 2)
click("T0"); click("T2", true)
step(nil, function() check(sel_str(sel_tree) == "0,2", "tree ctrl+click: " .. sel_str(sel_tree)) end)
click("T4", false, true)
step(nil, function() check(sel_str(sel_tree) == "2,3,4", "tree shift+click: " .. sel_str(sel_tree)) end)
-- 13. Metrics window renders the TypingSelect / MultiSelect debug nodes
local show_metrics = false
step(function() show_metrics = true end); idle(3)
step(nil, function() if #failed == 0 then print("MULTISELECT OK") end end)
local function list_window()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(200, 420))
ImGui.Begin("L")
local flags = bit32.bor(MSF.ClearOnEscape, MSF.BoxSelect1d)
local ms_io = ImGui.BeginMultiSelect(flags, sel_list.Size, N)
sel_list:ApplyRequests(ms_io)
-- typing-select
local focus_idx = -1
if ImGui.IsWindowFocused() then
local req = ImGui.GetTypingSelectRequest(G.ImGuiTypingSelectFlags.AllowSingleCharMode)
local nav_idx = (type(ms_io.NavIdItem) == "number") and ms_io.NavIdItem or -1
focus_idx = ImGui.TypingSelectFindMatch(req, N, function(_, idx) return NAMES[idx + 1] end, nil, nav_idx)
end
for n = 0, N - 1 do
if n == focus_idx then ImGui.SetKeyboardFocusHere() end
ImGui.SetNextItemSelectionUserData(n)
ImGui.Selectable(NAMES[n + 1], sel_list:Contains(n))
rects["L" .. n] = rect(); ids["L" .. n] = ImGui.GetItemID()
end
ms_io = ImGui.EndMultiSelect()
sel_list:ApplyRequests(ms_io)
ImGui.End()
end
local function clipper_window()
ImGui.SetNextWindowPos(ImVec2(220, 10)); ImGui.SetNextWindowSize(ImVec2(200, 300))
ImGui.Begin("C")
if clip_scroll_request then ImGui.SetScrollY(ImGui.GetTextLineHeightWithSpacing() * 30); clip_scroll_request = false end
local COUNT = 1000
local ms_io = ImGui.BeginMultiSelect(MSF.ClearOnEscape, sel_clip.Size, COUNT)
sel_clip:ApplyRequests(ms_io)
local clipper = G.ImGuiListClipper()
clipper:Begin(COUNT)
if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) end -- Ensure RangeSrc item is not clipped.
for k in rects do if string.sub(k, 1, 1) == "C" then rects[k] = nil end end
while clipper:Step() do
for n = clipper.DisplayStart, clipper.DisplayEnd - 1 do
ImGui.SetNextItemSelectionUserData(n)
ImGui.Selectable(("Object %04d"):format(n), sel_clip:Contains(n))
if ImGui.IsItemVisible() then rects["C" .. n] = rect() end
end
end
ms_io = ImGui.EndMultiSelect()
sel_clip:ApplyRequests(ms_io)
ImGui.End()
end
local function external_window()
ImGui.SetNextWindowPos(ImVec2(430, 10)); ImGui.SetNextWindowSize(ImVec2(180, 220))
ImGui.Begin("E")
local ms_io = ImGui.BeginMultiSelect(MSF.None, -1, 10)
sel_ext:ApplyRequests(ms_io)
for n = 0, 9 do
ImGui.SetNextItemSelectionUserData(n)
ImGui.Selectable("Ext " .. n, ext_bools[n + 1] == true)
rects["E" .. n] = rect()
end
ms_io = ImGui.EndMultiSelect()
sel_ext:ApplyRequests(ms_io)
ImGui.End()
end
local function checkbox_window()
ImGui.SetNextWindowPos(ImVec2(430, 240)); ImGui.SetNextWindowSize(ImVec2(180, 200))
ImGui.Begin("K")
local ms_io = ImGui.BeginMultiSelect(bit32.bor(MSF.NoAutoSelect, MSF.NoAutoClear, MSF.ClearOnEscape), -1, 8)
sel_chk:ApplyRequests(ms_io)
for n = 0, 7 do
ImGui.SetNextItemSelectionUserData(n)
local _, v = ImGui.Checkbox("Check " .. n, chk_bools[n + 1] == true)
rects["K" .. n] = rect()
local _ = v -- the selection is updated through requests (ApplyRequests), like upstream's demo
end
ms_io = ImGui.EndMultiSelect()
sel_chk:ApplyRequests(ms_io)
ImGui.End()
end
local function tree_window()
ImGui.SetNextWindowPos(ImVec2(220, 320)); ImGui.SetNextWindowSize(ImVec2(200, 160))
ImGui.Begin("T")
local ms_io = ImGui.BeginMultiSelect(MSF.None, sel_tree.Size, 5)
sel_tree:ApplyRequests(ms_io)
for n = 0, 4 do
local flags = bit32.bor(G.ImGuiTreeNodeFlags.Leaf, G.ImGuiTreeNodeFlags.NoTreePushOnOpen, G.ImGuiTreeNodeFlags.SpanAvailWidth)
if sel_tree:Contains(n) then flags = bit32.bor(flags, G.ImGuiTreeNodeFlags.Selected) end
ImGui.SetNextItemSelectionUserData(n)
ImGui.TreeNodeEx("Node " .. n, flags)
rects["T" .. n] = rect()
end
ms_io = ImGui.EndMultiSelect()
sel_tree:ApplyRequests(ms_io)
ImGui.End()
end
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
local s = steps[f]
if s and s.input then s.input() end
ImGui.NewFrame()
list_window()
clipper_window()
external_window()
checkbox_window()
tree_window()
if show_metrics then
ImGui.SetNextWindowPos(ImVec2(620, 10)); ImGui.SetNextWindowSize(ImVec2(400, 600))
ImGui.ShowMetricsWindow()
local ctx = ImGui.GetCurrentContext()
ImGui.Begin("DebugNodes")
ImGui.DebugNodeTypingSelectState(ctx.TypingSelectState)
for n = 0, ctx.MultiSelectStorage:GetMapSize() - 1 do
local st = ctx.MultiSelectStorage:GetByIndex(n)
if st then ImGui.SetNextItemOpen(true); ImGui.DebugNodeMultiSelectState(st) end
end
ImGui.End()
end
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if s and s.check then s.check() end
end)
print(("t_multiselect: %d steps"):format(#steps))
+133
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@@ -0,0 +1,133 @@
-- Backend pixel oracle: composites the ScreenGui (like t_composite) at checkpoints and prints "PIX <frame> <hash>".
-- Phases: resize (bottom-right, then top-left), move, scroll, hover, typing, new font sizes (glyph baking), colour drag.
-- Each phase ends with a few still frames, then a checkpoint. Run with RUN_FLAGS="ARG_FORCE=true" for a full redraw
-- every frame: incremental output must match it exactly (and match the previous backend version).
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
ImGui.CreateContext()
G.ImGui_ImplRoblox.Init()
G.ImGui_ImplRoblox.SetRenderRate(0)
if ARG_TILELIMIT then ImGui.GetIO().BackendPlatformUserData.TileLimit = ARG_TILELIMIT end
local io = ImGui.GetIO()
local W, H = 1280, 760
local col = ImVec4(0.4, 0.7, 0.2, 0.5)
local buf = ImGui.NewTextBuffer("type here", 128)
local slider = 0.3
local function composite(gui)
local screen = buffer.create(W * H * 3)
local function walk(inst, ox, oy, kx0, ky0, kx1, ky1)
local kids = inst:GetChildren()
table.sort(kids, function(a, b) return (a.ZIndex or 1) < (b.ZIndex or 1) end)
for _, c in ipairs(kids) do
if c.Visible ~= false then
local x, y = ox + (c.Position and c.Position.X or 0), oy + (c.Position and c.Position.Y or 0)
local cx0, cy0, cx1, cy1 = kx0, ky0, kx1, ky1
if c.ClipsDescendants then
cx0, cy0 = math.max(cx0, x), math.max(cy0, y)
cx1, cy1 = math.min(cx1, x + c.Size.X), math.min(cy1, y + c.Size.Y)
end
if c.ClassName == "ImageLabel" then
local img = c.ImageContent.Object
local px, sz = img.Pixels, img.Size.X
for ty = 0, sz - 1 do
local sy = y + ty
if sy >= cy0 and sy < cy1 then
for tx = 0, sz - 1 do
local sx = x + tx
if sx >= cx0 and sx < cx1 then
local o = (ty * sz + tx) * 4
local a = buffer.readu8(px, o + 3)
if a > 0 then
local d = (sy * W + sx) * 3
local fa = a / 255
for ch = 0, 2 do
local v = buffer.readu8(px, o + ch) * fa + buffer.readu8(screen, d + ch) * (1 - fa)
buffer.writeu8(screen, d + ch, math.floor(v + 0.5))
end
end
end
end
end
end
end
walk(c, x, y, cx0, cy0, cx1, cy1)
end
end
end
walk(gui, 0, 0, 0, 0, W, H)
local h = 0
for i = 0, W * H * 3 - 4, 4 do h = (h * 31 + buffer.readu32(screen, i)) % 2147483647 end
return h
end
-- phase list: name, frames of action (then 6 still frames + checkpoint)
local PHASES = { { "start", 4 }, { "resize_br", 24 }, { "resize_tl", 24 }, { "move", 24 }, { "scroll", 30 }, { "hover", 30 },
{ "type", 24 }, { "fonts", 24 }, { "color", 20 } }
local STILL = ARG_STILL or (ARG_TILELIMIT and 40 or 6) -- tile limit: deferred tiles need more frames to settle
local PT = {}
local pi, pf = 1, 0
local pos, size, scroll, fsize = ImVec2(40, 40), ImVec2(460, 520), 0, 13
local frame = 0
local typing = "Hello, glyphs! 0123 xyz"
game:GetService("RunService").Stepped:Connect(function()
local ph = PHASES[pi]
if not ph then return end
frame += 1; pf += 1
local name, n = ph[1], ph[2]
local act = pf <= n
G.ImGui_ImplRoblox.NewFrame()
io.DeltaTime = 1 / 60
io:AddMousePosEvent(1200, 740)
if act then
if name == "resize_br" then size = ImVec2(460 + pf * 7, 520 + pf * 5)
elseif name == "resize_tl" then pos = ImVec2(40 + pf * 3, 40 + pf * 2); size = ImVec2(size.x - 3, size.y - 2)
elseif name == "move" then pos = ImVec2(pos.x + 5, pos.y + 3)
elseif name == "scroll" then scroll += 9
elseif name == "hover" then io:AddMousePosEvent(pos.x + 30 + (pf * 17) % 300, pos.y + 40 + (pf * 23) % 400)
elseif name == "type" then
if pf == 1 then io:AddMousePosEvent(pos.x + 120, pos.y + 37); io:AddMouseButtonEvent(0, true)
elseif pf == 2 then io:AddMouseButtonEvent(0, false)
else io:AddInputCharacter(string.byte(typing, (pf - 3) % #typing + 1)) end
elseif name == "fonts" then fsize = 13 + pf * 0.75
elseif name == "color" then
local p = ImVec2(700 + pf * 4, 120 + pf * 3)
io:AddMousePosEvent(p.x, p.y); io:AddMouseButtonEvent(0, pf < n)
end
end
ImGui.NewFrame()
ImGui.SetNextWindowPos(pos, G.ImGuiCond.Always); ImGui.SetNextWindowSize(size, G.ImGuiCond.Always)
ImGui.Begin("Stress")
ImGui.InputText("##in", buf, 128)
if name == "scroll" or scroll > 0 then ImGui.SetScrollY(scroll) end
for i = 1, 12 do ImGui.Button("Button " .. i); ImGui.SameLine(); slider = ImGui.SliderFloat("##s" .. i, slider, 0, 1) end
if ImGui.BeginTable("tbl", 4, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg)) then
for r = 1, 30 do ImGui.TableNextRow(); for c = 1, 4 do ImGui.TableNextColumn(); ImGui.Text("r%d c%d", r, c) end end
ImGui.EndTable()
end
ImGui.PushFont(nil, fsize); ImGui.Text("Font size %.2f AaBbCc", fsize); ImGui.PopFont()
for i = 1, 30 do ImGui.TextWrapped("Line %d: the quick brown fox jumps over the lazy dog.", i) end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(660, 60), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(500, 620), G.ImGuiCond.Always)
ImGui.Begin("Pickers")
ImGui.ColorPicker4("bar", col, G.ImGuiColorEditFlags.PickerHueBar)
ImGui.End()
ImGui.Render()
local clk = os.realclock or os.clock
local t0 = clk()
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if act then PT[name] = (PT[name] or 0) + (clk() - t0) * 1000 end
if pf == n then -- mid-action (not settled): only exact without a redraw budget
print("PIXA", name, frame, composite(game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ImGui")))
end
if pf == n + STILL then
local gui = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ImGui")
print("PIX", name, frame, composite(gui))
pi += 1; pf = 0
if not PHASES[pi] then
for _, q in PHASES do print(string.format("PIXT %-10s %7.2f ms/frame", q[1], PT[q[1]] / q[2])) end
print("PIXELS DONE")
end
end
end)
+138
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@@ -0,0 +1,138 @@
-- Screenshot of a fixed scene (t_libhash's widgets + primitives, optionally the Custom Rendering example):
-- composites the ScreenGui like t_composite and prints "ROW y hex". tools/test/shot.py turns it into a PNG.
-- RUN_FLAGS: ARG_APP=true also opens ShowExampleAppCustomRendering (needs the demo).
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init(); G.ImGui_ImplRoblox.SetRenderRate(0)
local io = ImGui.GetIO()
local W, H = 1280, 760
local frame = 0
local st = { b = false, f = 0.25, i = 42, c = ImVec4(0.2, 0.7, 0.4, 1.0), buf = ImGui.NewTextBuffer("hello", 64), r = 0, tab = 0, combo = 1, list = 2 }
local plot = {}
for i = 1, 40 do plot[i] = math.sin(i * 0.3) end
local poly = { ImVec2(0, 0), ImVec2(60, 10), ImVec2(30, 30), ImVec2(70, 60), ImVec2(0, 50) }
local function composite(gui)
local screen = buffer.create(W * H * 3)
local function walk(inst, ox, oy, kx0, ky0, kx1, ky1)
local kids = inst:GetChildren()
table.sort(kids, function(a, b) return (a.ZIndex or 1) < (b.ZIndex or 1) end) -- table.sort isn't stable, but siblings with equal ZIndex never overlap here
for _, c in ipairs(kids) do
if c.Visible ~= false then
local x, y = ox + (c.Position and c.Position.X or 0), oy + (c.Position and c.Position.Y or 0)
local cx0, cy0, cx1, cy1 = kx0, ky0, kx1, ky1
if c.ClipsDescendants then
cx0, cy0 = math.max(cx0, x), math.max(cy0, y)
cx1, cy1 = math.min(cx1, x + c.Size.X), math.min(cy1, y + c.Size.Y)
end
if c.ClassName == "ImageLabel" then
local img = c.ImageContent.Object
local px, sz = img.Pixels, img.Size.X
for ty = 0, sz - 1 do
local sy = y + ty
if sy >= ky0 and sy < ky1 then
for tx = 0, sz - 1 do
local sx = x + tx
if sx >= kx0 and sx < kx1 then
local o = (ty * sz + tx) * 4
local a = buffer.readu8(px, o + 3)
if a > 0 then
local d = (sy * W + sx) * 3
local fa = a / 255
for ch = 0, 2 do
local v = buffer.readu8(px, o + ch) * fa + buffer.readu8(screen, d + ch) * (1 - fa)
buffer.writeu8(screen, d + ch, math.floor(v + 0.5))
end
end
end
end
end
end
end
walk(c, x, y, cx0, cy0, cx1, cy1)
end
end
end
walk(gui, 0, 0, 0, 0, W, H)
return screen
end
game:GetService("RunService").Stepped:Connect(function()
frame += 1
G.ImGui_ImplRoblox.NewFrame()
io.DeltaTime = 1 / 60
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(320, 560), G.ImGuiCond.Always)
ImGui.Begin("Widgets")
ImGui.Text("Text %d", 123); ImGui.TextColored(ImVec4(1, 0.5, 0, 1), "Colored"); ImGui.TextWrapped("Wrapped text that is long enough to wrap around the window edge at least once.")
ImGui.Button("Button"); ImGui.SameLine(); ImGui.SmallButton("Small"); ImGui.SameLine(); ImGui.ArrowButton("##a", G.ImGuiDir.Left)
st.b = ImGui.Checkbox("Checkbox", st.b)
st.r = ImGui.RadioButton("R0", st.r, 0); ImGui.SameLine(); st.r = ImGui.RadioButton("R1", st.r, 1)
st.f = ImGui.SliderFloat("Slider", st.f, 0, 1); st.i = ImGui.DragInt("Drag", st.i, 1, 0, 100)
ImGui.InputText("Input", st.buf, 64)
ImGui.ColorEdit4("Color", st.c)
st.combo = ImGui.Combo("Combo", st.combo, { "AAA", "BBB", "CCC" })
st.list = ImGui.ListBox("List", st.list, { "one", "two", "three", "four" }, 4, 3)
ImGui.ProgressBar(0.4, ImVec2(-1, 0)); ImGui.ProgressBar(-1.0 * frame / 60, ImVec2(-1, 0), "busy")
ImGui.PlotLines("Lines", plot, nil, #plot); ImGui.PlotHistogram("Hist", plot, nil, #plot, 0, nil, -1, 1, ImVec2(0, 40))
ImGui.Bullet(); ImGui.Text("bullet"); ImGui.Separator(); ImGui.SeparatorText("Sep")
if ImGui.TreeNode("Tree") then ImGui.Text("inside"); ImGui.TreePop() end
ImGui.SetNextItemOpen(true, G.ImGuiCond.Once)
if ImGui.CollapsingHeader("Header") then
if ImGui.BeginTabBar("tabs") then
if ImGui.BeginTabItem("Tab A") then ImGui.Text("A"); ImGui.EndTabItem() end
if ImGui.BeginTabItem("Tab B") then ImGui.Text("B"); ImGui.EndTabItem() end
ImGui.EndTabBar()
end
if ImGui.BeginTable("t", 3, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg, G.ImGuiTableFlags.Resizable)) then
ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow()
for row = 0, 4 do ImGui.TableNextRow(); for col = 0, 2 do ImGui.TableSetColumnIndex(col); ImGui.Text("r%d c%d", row, col) end end
ImGui.EndTable()
end
end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(340, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(300, 560), G.ImGuiCond.Always)
ImGui.Begin("Draw")
local dl, p = ImGui.GetWindowDrawList(), ImGui.GetCursorScreenPos()
local x, y, col = p.x + 4, p.y + 4, 0xFF40C0FF
for i, th in { 1.0, 2.5, 6.0 } do
local yy = y + (i - 1) * 70
dl:AddRect(ImVec2(x, yy), ImVec2(x + 50, yy + 50), col, 10.0, th)
dl:AddRectFilled(ImVec2(x + 60, yy), ImVec2(x + 110, yy + 50), col, 10.0, G.ImDrawFlags.RoundTopLeft or G.ImDrawFlags.RoundCornersTopLeft) -- RoundCornersTopLeft: pre-1.93 revs (hashes.sh)
dl:AddCircle(ImVec2(x + 145, yy + 25), 25, col, 0, th)
dl:AddNgon(ImVec2(x + 200, yy + 25), 25, col, 6, th)
dl:AddTriangle(ImVec2(x + 230, yy + 50), ImVec2(x + 255, yy), ImVec2(x + 280, yy + 50), col, th)
dl:AddLine(ImVec2(x, yy + 60), ImVec2(x + 280, yy + 55), col, th)
end
y += 210
dl:AddBezierCubic(ImVec2(x, y), ImVec2(x + 60, y - 30), ImVec2(x + 120, y + 60), ImVec2(x + 180, y), col, 3.0)
dl:AddBezierQuadratic(ImVec2(x, y + 30), ImVec2(x + 90, y - 10), ImVec2(x + 180, y + 30), col, 2.0)
dl:AddEllipse(ImVec2(x + 230, y + 15), ImVec2(40, 15), col, 0.5, 0, 2.0)
y += 50
local pts = {}
for i, v in poly do pts[i] = ImVec2(x + v.x, y + v.y) end
dl:AddConcavePolyFilled(pts, #pts, 0xFF8080FF)
for i, v in poly do pts[i] = ImVec2(x + 100 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 4.0, G.ImDrawFlags.Closed)
for i, v in poly do pts[i] = ImVec2(x + 200 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 1.0, 0)
y += 80
dl:AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + 100, y + 40), 0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF)
dl:AddCircleFilled(ImVec2(x + 140, y + 20), 20, col)
dl:AddEllipseFilled(ImVec2(x + 210, y + 20), ImVec2(30, 15), col, 0.3)
dl:AddText(ImVec2(x, y + 50), 0xFFFFFFFF, "AddText")
ImGui.End()
if ARG_APP then ImGui.SetNextWindowPos(ImVec2(650, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(620, 740), G.ImGuiCond.Always); G.ShowExampleAppCustomRendering(true) end
ImGui.Render()
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if frame == ARG_FRAMES - 1 then
local screen = composite(game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ImGui"))
for y = 0, H - 1 do
local t = table.create(W * 3)
for i = 0, W * 3 - 1 do t[i + 1] = string.format("%02x", buffer.readu8(screen, y * W * 3 + i)) end
print("ROW", y, table.concat(t))
end
end
end)
+14
View File
@@ -0,0 +1,14 @@
#!/usr/bin/env python3
"""Headless screenshot: tools/test/shot.py out.png [--app] (runs scripts/t_shot.luau, writes a PNG; stdlib only)"""
import os, subprocess, sys, struct, zlib
HERE = os.path.dirname(os.path.abspath(__file__))
env = dict(os.environ, FULL_OUTPUT="1", RUN_FLAGS="ARG_APP=true" if "--app" in sys.argv else "")
out = subprocess.run([sys.executable, os.path.join(HERE, "run.py"), "--quiet", "--roblox", "--frames", "30", "--timeout", "600",
"--main", os.path.join(HERE, "scripts", "t_shot.luau")], env=env, capture_output=True, text=True).stdout
rows = {int(l.split()[1]): bytes.fromhex(l.split()[2]) for l in out.splitlines() if l.startswith("ROW")}
assert rows, out[-2000:]
w, h = len(rows[0]) // 3, len(rows)
raw = b"".join(b"\0" + rows[y] for y in range(h))
chunk = lambda t, d: struct.pack(">I", len(d)) + t + d + struct.pack(">I", zlib.crc32(t + d) & 0xffffffff)
open(sys.argv[1], "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(raw, 6)) + chunk(b"IEND", b""))
print("wrote", sys.argv[1], w, h)
+1 -1
View File
@@ -1,6 +1,6 @@
[package]
name = "4dbug/imgui-luau"
version = "0.1.4"
version = "0.3.0"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
license = "MIT"