-- dear imgui demo (Luau port of imgui_demo.cpp). Optional: the library never calls into this file. do --[[ imgui_demo.lua ]] -- dear imgui, v1.93.0 WIP -- (demo code) Port of imgui_demo.cpp (docking branch) -- This file: shared demo helpers, ShowDemoWindow(), DemoWindowMenuBar(), DemoWindowWidgets() dispatcher, example tree/image viewer helpers. -- Other parts (all global functions, loaded from the same bundle): -- Help: -- - Read FAQ at http://dearimgui.com/faq -- - Call and read ImGui.ShowDemoWindow() in imgui_demo.lua. -- - Need help integrating Dear ImGui in your codebase? -- - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started -- Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. -- Get the latest version at https://github.com/ocornut/imgui -- How to easily locate code? -- - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools -- - Browse pthom's online imgui_explorer: web version the demo w/ source code browser: https://pthom.github.io/imgui_explorer -- - Find a visible string and search for it in the code! ----------------------------------------------------- -- PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! ----------------------------------------------------- -- Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: -- Think again! It is the most useful reference code that you and other coders will want to refer to and call. -- Have the ImGui.ShowDemoWindow() function wired in an always-available debug menu of your game/app! -- Also include Metrics! ItemPicker! DebugLog! and other debug features. -- Removing this file from your project is hindering access to documentation for everyone in your team, -- likely leading you to poorer usage of the library. -- Whenever you have Dear ImGui available you probably want this to be available for reference. -- Thank you, -- -Your beloved friend, imgui_demo.cpp (which you won't delete) ---------------------------------------------- -- ABOUT THE MEANING OF THE 'static' KEYWORD: ---------------------------------------------- -- In the upstream C++ demo code, 'static' variables inside functions are frequently used. -- A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. -- Think of "static int n = 0;" as "global int n = 0;" ! -- (PORT: Lua has no function-local statics; this port keeps them as fields of file-level tables, e.g. `S`, `SL`, `ST`.) -- We do this IN THE DEMO because we want: -- - to gather code and data in the same place. -- - to make the demo source code faster to read, faster to change, smaller in size. -- - it is also a convenient way of storing simple UI related information as long as your function -- doesn't need to be reentrant or used in multiple threads. -- This might be a pattern you will want to use in your code, but most of the data you would be working -- with in a complex codebase is likely going to be stored outside your functions. ------------------------------------------- -- ABOUT THE CODING STYLE OF OUR DEMO CODE ------------------------------------------- -- The Demo code in this file is designed to be easy to copy-and-paste into your application! -- Because of this: -- - We never omit the ImGui. prefix when calling functions. -- Navigating this file: -- - You can search/grep for all sections listed in the index to find the section. -- Index of this file: -- -- [SECTION] Helpers -- [SECTION] Demo Window / ShowDemoWindow() -- [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) -- [SECTION] Helpers: ExampleImageViewer -- [SECTION] DemoWindowWidgetsBasic() -- [SECTION] DemoWindowWidgetsBullets() -- [SECTION] DemoWindowWidgetsCollapsingHeaders() -- [SECTION] DemoWindowWidgetsComboBoxes() -- [SECTION] DemoWindowWidgetsColorAndPickers() -- [SECTION] DemoWindowWidgetsDataTypes() -- [SECTION] DemoWindowWidgetsDisableBlocks() -- [SECTION] DemoWindowWidgetsDragAndDrop() -- [SECTION] DemoWindowWidgetsDragsAndSliders() -- [SECTION] DemoWindowWidgetsFonts() -- [SECTION] DemoWindowWidgetsImages() -- [SECTION] DemoWindowWidgetsListBoxes() -- [SECTION] DemoWindowWidgetsLiveEdit() -- [SECTION] DemoWindowWidgetsMixedValues() -- [SECTION] DemoWindowWidgetsMultiComponents() -- [SECTION] DemoWindowWidgetsPlotting() -- [SECTION] DemoWindowWidgetsProgressBars() -- [SECTION] DemoWindowWidgetsQueryingStatuses() -- [SECTION] DemoWindowWidgetsSelectables() -- [SECTION] DemoWindowWidgetsTabs() -- [SECTION] DemoWindowWidgetsText() -- [SECTION] DemoWindowWidgetsTextFilter() -- [SECTION] DemoWindowWidgetsTextInput() -- [SECTION] DemoWindowWidgetsTooltips() -- [SECTION] DemoWindowWidgetsTreeNodes() -- [SECTION] DemoWindowWidgetsVerticalSliders() -- [SECTION] DemoWindowWidgets() -- [SECTION] DemoWindowLayout() -- [SECTION] DemoWindowPopups() -- [SECTION] DemoWindowTables() -- [SECTION] About Window / ShowAboutWindow() -- [SECTION] Style Editor / ShowStyleEditor() -- [SECTION] User Guide / ShowUserGuide() -- [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() -- [SECTION] Example App: Debug Console / ShowExampleAppConsole() -- [SECTION] Example App: Debug Log / ShowExampleAppLog() -- [SECTION] Example App: Simple Layout / ShowExampleAppLayout() -- [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() -- [SECTION] Example App: Long Text / ShowExampleAppLongText() -- [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() -- [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() -- [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() -- [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() -- [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() -- [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() -- [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() -- [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() local _ ------------------------------------------------------------------------------- -- [SECTION] Helpers ------------------------------------------------------------------------------- -- Helper to wire demo markers located in code to an interactive browser (e.g. https://pthom.github.io/imgui_explorer) function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here -- Helper to display a little (?) mark which shows a tooltip when hovered. -- In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) function HelpMarker(desc) ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) ImGui.TextUnformatted(desc) ImGui.PopTextWrapPos() ImGui.EndTooltip() end end function ShowDockingDisabledMessage() local io = ImGui.GetIO() ImGui.Text("ERROR: Docking is not enabled! See Demo > Configuration.") ImGui.Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ") ImGui.SameLine(0.0, 0.0) if ImGui.SmallButton("click here") then io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.DockingEnable) end end function DemoNotSupported() ImGui.TextDisabled("(not supported on Roblox)") end function DemoNotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end function DemoB2I(b) return b and 1 or 0 end function DemoHas(flags, f) return bit32.band(flags, f) ~= 0 end function DemoClamp(v, mn, mx) return (v < mn) and mn or (v > mx) and mx or v end --- `char buf[size] = "str"` -> zero-terminated byte table function DemoBuf(str, size) local t = {} for i = 1, #str do t[i] = string.byte(str, i) end t[#str + 1] = 0 if size then for i = #str + 2, size do t[i] = 0 end end return t end --- byte table -> Lua string (up to the zero terminator) function DemoBufStr(buf) local n = 0 while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end if n == 0 then return "" end return ImGui._ByteArrayToString(buf, 1, n + 1) end --- "a\0b\0c\0\0" -> { "a", "b", "c" } function DemoItems(s) if type(s) == "table" then return s end local t = {} for item in string.gmatch(s, "([^%z]+)") do t[#t + 1] = item end return t end --- Combo() one-liner. `idx` is 0-based; `items` is a table of strings (1-based) or a "\0"-separated string. --- Uses ImGui.Combo if it exists, falls back to BeginCombo/Selectable. --- @return int idx, bool changed function DemoCombo(label, idx, items, popup_max_height_in_items) items = DemoItems(items) if ImGui.Combo then return ImGui.Combo(label, idx, items, #items, popup_max_height_in_items or -1) end local changed = false local preview = (idx >= 0 and idx < #items) and items[idx + 1] or "" if ImGui.BeginCombo(label, preview) then for n = 0, #items - 1 do local is_selected = (idx == n) if ImGui.Selectable(items[n + 1], is_selected) then idx = n changed = true end if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndCombo() end return idx, changed end --- ListBox() one-liner (see DemoCombo) function DemoListBox(label, idx, items, height_in_items) items = DemoItems(items) if ImGui.ListBox then return ImGui.ListBox(label, idx, items, #items, height_in_items or -1) end local changed = false if height_in_items == nil or height_in_items < 0 then height_in_items = math.min(#items, 7) end local height_in_items_f = height_in_items + 0.25 local height_in_pixels = math.floor(ImGui.GetTextLineHeightWithSpacing() * height_in_items_f + ImGui.GetStyle().FramePadding.y * 2.0) if ImGui.BeginListBox and ImGui.BeginListBox(label, ImVec2(0.0, height_in_pixels)) then for n = 0, #items - 1 do local is_selected = (idx == n) if ImGui.Selectable(items[n + 1], is_selected) then idx = n changed = true end if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndListBox() elseif not ImGui.BeginListBox then DemoNotPorted("ListBox") end return idx, changed end --- Closable header: CollapsingHeader(label, &p_open). Returns visible, open. function DemoCollapsingHeaderClosable(label, open) return ImGui.CollapsingHeader(label, open) end --- ImColor::HSV() as ImVec4 function DemoHSV(h, s, v, a) local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) return ImVec4(r, g, b, a or 1.0) end --- Minimal ImGuiTextFilter when the library one isn't available (Draw/DrawWithHint/PassFilter/Clear/IsActive) function DemoTextFilter() if ImGuiTextFilter then return ImGuiTextFilter() end local f = { InputBuf = DemoBuf("", 256) } local function parse(self) local inc, exc = {}, {} for tok in string.gmatch(string.lower(DemoBufStr(self.InputBuf)), "[^,%s]+") do if string.sub(tok, 1, 1) == "-" then if #tok > 1 then exc[#exc + 1] = string.sub(tok, 2) end else inc[#inc + 1] = tok end end return inc, exc end function f:Draw(label, width) if width and width ~= 0 then ImGui.SetNextItemWidth(width) end return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) end function f:DrawWithHint(label, hint, width) if width and width ~= 0 then ImGui.SetNextItemWidth(width) end return ImGui.InputTextWithHint(label, hint, self.InputBuf, 256) end function f:Clear() self.InputBuf[1] = 0 end function f:IsActive() return self.InputBuf[1] ~= 0 and self.InputBuf[1] ~= nil end function f:PassFilter(text) local inc, exc = parse(self) text = string.lower(text) for _, e in ipairs(exc) do if string.find(text, e, 1, true) then return false end end if #inc == 0 then return true end for _, i in ipairs(inc) do if string.find(text, i, 1, true) then return true end end return false end return f end ------------------------------------------------------------------------------- -- [SECTION] Demo Window data ------------------------------------------------------------------------------- --- Data to be shared across different functions of the demo. function ImGuiDemoWindowData() return { -- Examples Apps (accessible from the "Examples" menu) ShowMainMenuBar = false, ShowAppAssetsBrowser = false, ShowAppConsole = false, ShowAppCustomRendering = false, ShowAppDocuments = false, ShowAppDockSpace = false, ShowAppImageViewer = false, ShowAppLog = false, ShowAppLayout = false, ShowAppPropertyEditor = false, ShowAppSimpleOverlay = false, ShowAppAutoResize = false, ShowAppConstrainedResize = false, ShowAppFullscreen = false, ShowAppLongText = false, ShowAppWindowTitles = false, -- Dear ImGui Tools (accessible from the "Tools" menu) ShowMetrics = false, ShowDebugLog = false, ShowIDStackTool = false, ShowStyleEditor = false, ShowAbout = false, -- Other data DisableSections = false, LiveEditOverride = false, LiveEditFlags = ImGuiItemFlags.LiveEditOnInputText or 0, DemoTree = nil, } end ------------------------------------------------------------------------------- -- [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) ------------------------------------------------------------------------------- -- Simple representation for a tree -- (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) function ExampleTreeNode() return { -- Tree structure Name = "", UID = 0, Parent = nil, Childs = {}, -- 1-based IndexInParent = 0, -- 0-based. Maintaining this allows us to implement linear traversal more easily -- Leaf Data HasData = false, -- All leaves have data DataMyBool = true, DataMyInt = 128, DataMyVec2 = ImVec2(0.0, 3.141592), } end function ExampleTree_CreateNode(name, uid, parent) local node = ExampleTreeNode() node.Name = string.sub(name, 1, 27) node.UID = uid node.Parent = parent node.IndexInParent = parent and #parent.Childs or 0 if parent then parent.Childs[#parent.Childs + 1] = node end return node end function ExampleTree_DestroyNode(node) end -- GC -- Create example tree data -- (warning: this can allocates MANY MANY more times than other code in all of Dear ImGui + demo combined) -- (a real application managing one million nodes would likely store its tree data differently) function ExampleTree_CreateDemoTree() -- 20 root nodes -> 211 total nodes, ~261 allocs. -- 1000 root nodes -> ~11K total nodes, ~14K allocs. -- 10000 root nodes -> ~123K total nodes, ~154K allocs. -- 100000 root nodes -> ~1338K total nodes, ~1666K allocs. local ROOT_ITEMS_COUNT = 20 local category_names = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" } local category_count = #category_names local uid = 0 uid = uid + 1 local node_L0 = ExampleTree_CreateNode("", uid, nil) for idx_L0 = 0, ROOT_ITEMS_COUNT - 1 do local name_buf = string.format("%s %d", category_names[math.floor(idx_L0 / math.floor(ROOT_ITEMS_COUNT / category_count)) + 1], idx_L0 % math.floor(ROOT_ITEMS_COUNT / category_count)) uid = uid + 1 local node_L1 = ExampleTree_CreateNode(name_buf, uid, node_L0) local number_of_childs = #node_L1.Name for idx_L1 = 0, number_of_childs - 1 do uid = uid + 1 local node_L2 = ExampleTree_CreateNode(string.format("Child %d", idx_L1), uid, node_L1) node_L2.HasData = true if idx_L1 == 0 then uid = uid + 1 local node_L3 = ExampleTree_CreateNode(string.format("Sub-child %d", 0), uid, node_L2) node_L3.HasData = true end end end return node_L0 end ------------------------------------------------------------------------------- -- [SECTION] Helpers: ExampleImageViewer ------------------------------------------------------------------------------- function ExampleImageViewerData() return { ImageBgColor = IM_COL32(100, 100, 100, 255), GridColor = IM_COL32(255, 255, 255, 100), GridEnabled = true, ViewReset = true, ViewOffset = ImVec2(0, 0), -- in image space Zoom = 10.0, ZoomMin = 1.0, ZoomMax = 10000.0, } end function ExampleImageViewer_DrawOptions(data) ImGui.SetNextItemShortcut(ImGuiKey.G, ImGuiInputFlags.Tooltip) -- | ImGuiInputFlags.RouteGlobal _, data.GridEnabled = ImGui.Checkbox("Grid", data.GridEnabled) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFontSize() * 10.0) local zoom_100 = data.Zoom * 100.0 local changed zoom_100, changed = ImGui.DragFloat("##Zoom", zoom_100, 5.0, data.ZoomMin * 100.0, data.ZoomMax * 100.0, "%.0f%%", ImGuiSliderFlags.AlwaysClamp) if changed then data.Zoom = zoom_100 / 100.0 end end function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, image_w, image_h) local io = ImGui.GetIO() local platform_io = ImGui.GetPlatformIO() local draw_list = ImGui.GetWindowDrawList() IM_ASSERT(canvas_size.x >= 0.0 and canvas_size.y >= 0.0) -- Layout canvas ImGui.InvisibleButton("##Canvas", canvas_size) local canvas_min = ImGui.GetItemRectMin() local canvas_max = ImGui.GetItemRectMax() if data.ViewReset then data.ViewOffset = ImVec2((canvas_size.x * 0.5 / data.Zoom) - 0.5, (canvas_size.y * 0.5 / data.Zoom) - 0.5) -- Add half a pixel padding end data.ViewReset = false -- Handle inputs if ImGui.SetItemKeyOwner(ImGuiKey.MouseWheelY) then if io.MouseWheel ~= 0.0 then data.Zoom = DemoClamp(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) end end local zoom = data.Zoom -- (float)(int)ViewZoom; if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then data.ViewOffset.x = data.ViewOffset.x - io.MouseDelta.x / zoom data.ViewOffset.y = data.ViewOffset.y - io.MouseDelta.y / zoom end -- Display image local image_min = ImVec2(); local image_max = ImVec2() image_min.x = math.floor((canvas_min.x - (data.ViewOffset.x * zoom)) + (canvas_size.x * 0.5)) image_min.y = math.floor((canvas_min.y - (data.ViewOffset.y * zoom)) + (canvas_size.y * 0.5)) image_max.x = math.floor(image_min.x + image_w * zoom) image_max.y = math.floor(image_min.y + image_h * zoom) draw_list:AddRect(ImVec2(canvas_min.x - 1.0, canvas_min.y - 1.0), ImVec2(canvas_max.x + 1.0, canvas_max.y + 1.0), IM_COL32(255, 255, 255, 255)) draw_list:PushClipRect(canvas_min, canvas_max, true) draw_list:AddRectFilled(image_min, image_max, data.ImageBgColor) if platform_io.DrawCallback_SetSamplerNearest ~= nil then draw_list:AddCallback(platform_io.DrawCallback_SetSamplerNearest) end draw_list:AddImage(image_tex_ref, image_min, image_max) if platform_io.DrawCallback_SetSamplerLinear ~= nil then draw_list:AddCallback(ImGui.GetPlatformIO().DrawCallback_SetSamplerLinear) end -- Display grid lines for visible pixels if data.GridEnabled and zoom > 6.0 then local step = zoom for px = math.floor((canvas_min.x - image_min.x) / step), math.floor((canvas_max.x - image_min.x) / step) do draw_list:AddLineV(image_min.x + px * step, canvas_min.y, canvas_max.y, data.GridColor, 1.0) end for py = math.floor((canvas_min.y - image_min.y) / step), math.floor((canvas_max.y - image_min.y) / step) do draw_list:AddLineH(canvas_min.x, canvas_max.x, image_min.y + py * step, data.GridColor, 1.0) end end draw_list:PopClipRect() end ------------------------------------------------------------------------------- -- [SECTION] Demo Window / ShowDemoWindow() ------------------------------------------------------------------------------- -- Stored data local demo_data = ImGuiDemoWindowData() local no_titlebar = false local no_scrollbar = false local no_menu = false local no_move = false local no_resize = false local no_collapse = false local no_close = false local no_nav = false local no_background = false local no_bring_to_front = false local no_docking = false local unsaved_document = false --- Shows an example app: `if X then X.open = X(open) end`. Example apps return the new p_open. local function RunApp(fn, key, ...) if fn then demo_data[key] = fn(demo_data[key], ...) if demo_data[key] == nil then demo_data[key] = false end else demo_data[key] = false end end local function DemoWindowMenuBar(data) if ImGui.BeginMenuBar() then if ImGui.BeginMenu("Menu") then IMGUI_DEMO_MARKER("Menu/File") ShowExampleMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Examples") then IMGUI_DEMO_MARKER("Menu/Examples") _, data.ShowMainMenuBar = ImGui.MenuItem("Main menu bar", nil, data.ShowMainMenuBar) ImGui.SeparatorText("Mini apps") _, data.ShowAppAssetsBrowser = ImGui.MenuItem("Assets Browser", nil, data.ShowAppAssetsBrowser) _, data.ShowAppConsole = ImGui.MenuItem("Console", nil, data.ShowAppConsole) _, data.ShowAppCustomRendering = ImGui.MenuItem("Custom rendering", nil, data.ShowAppCustomRendering) _, data.ShowAppDocuments = ImGui.MenuItem("Documents", nil, data.ShowAppDocuments) _, data.ShowAppDockSpace = ImGui.MenuItem("Dockspace", nil, data.ShowAppDockSpace) _, data.ShowAppImageViewer = ImGui.MenuItem("Image Viewer", nil, data.ShowAppImageViewer) _, data.ShowAppLog = ImGui.MenuItem("Log", nil, data.ShowAppLog) _, data.ShowAppPropertyEditor = ImGui.MenuItem("Property editor", nil, data.ShowAppPropertyEditor) _, data.ShowAppLayout = ImGui.MenuItem("Simple layout", nil, data.ShowAppLayout) _, data.ShowAppSimpleOverlay = ImGui.MenuItem("Simple overlay", nil, data.ShowAppSimpleOverlay) ImGui.SeparatorText("Concepts") _, data.ShowAppAutoResize = ImGui.MenuItem("Auto-resizing window", nil, data.ShowAppAutoResize) _, data.ShowAppConstrainedResize = ImGui.MenuItem("Constrained-resizing window", nil, data.ShowAppConstrainedResize) _, data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, data.ShowAppFullscreen) _, data.ShowAppLongText = ImGui.MenuItem("Long text display", nil, data.ShowAppLongText) _, data.ShowAppWindowTitles = ImGui.MenuItem("Manipulating window titles", nil, data.ShowAppWindowTitles) ImGui.EndMenu() end -- if ImGui.MenuItem("MenuItem") then end -- You can also use MenuItem() inside a menu bar! if ImGui.BeginMenu("Tools") then IMGUI_DEMO_MARKER("Menu/Tools") local io = ImGui.GetIO() local has_debug_tools = not IMGUI_DISABLE_DEBUG_TOOLS _, data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, data.ShowMetrics, has_debug_tools and ImGui.ShowMetricsWindow ~= nil) if ImGui.BeginMenu("Debug Options") then ImGui.BeginDisabled(not has_debug_tools) _, io.ConfigDebugHighlightIdConflicts = ImGui.Checkbox("Highlight ID Conflicts", io.ConfigDebugHighlightIdConflicts) ImGui.EndDisabled() _, io.ConfigErrorRecoveryEnableAssert = ImGui.Checkbox("Assert on error recovery", io.ConfigErrorRecoveryEnableAssert) ImGui.TextDisabled("(see Demo->Configuration for more)") ImGui.EndMenu() end _, data.ShowDebugLog = ImGui.MenuItem("Debug Log", nil, data.ShowDebugLog, has_debug_tools and ImGui.ShowDebugLogWindow ~= nil) _, data.ShowIDStackTool = ImGui.MenuItem("ID Stack Tool", nil, data.ShowIDStackTool, has_debug_tools and ImGui.ShowIDStackToolWindow ~= nil) local is_debugger_present = io.ConfigDebugIsDebuggerPresent if ImGui.MenuItem("Item Picker", nil, false, has_debug_tools and ImGui.DebugStartItemPicker ~= nil) then -- and is_debugger_present ImGui.DebugStartItemPicker() end if not is_debugger_present then ImGui.SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application.") end _, data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, data.ShowStyleEditor) _, data.ShowAbout = ImGui.MenuItem("About Dear ImGui", nil, data.ShowAbout) ImGui.EndMenu() end ImGui.EndMenuBar() end end --- Configuration header contents (split from ShowDemoWindow to keep the function small) local function DemoWindowConfiguration(io) local F = ImGuiConfigFlags local function CF(label, flag) local pressed pressed, io.ConfigFlags = ImGui.CheckboxFlags(label, io.ConfigFlags, flag) return pressed end local function CB(label, field) local pressed pressed, io[field] = ImGui.Checkbox(label, io[field]) return pressed end local function HM(desc) ImGui.SameLine(); HelpMarker(desc) end if ImGui.TreeNode("Configuration##2") then IMGUI_DEMO_MARKER("Configuration") ImGui.SeparatorText("General") CF("io.ConfigFlags: NavEnableKeyboard", F.NavEnableKeyboard) HM("Enable keyboard controls.") CF("io.ConfigFlags: NavEnableGamepad", F.NavEnableGamepad) HM("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.") CF("io.ConfigFlags: NoMouse", F.NoMouse) HM("Instruct dear imgui to disable mouse inputs and interactions.") -- The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if DemoHas(io.ConfigFlags, F.NoMouse) then if (ImGui.GetTime() % 0.40) < 0.20 then ImGui.SameLine() ImGui.Text("<>") end -- Prevent both being checked if ImGui.IsKeyPressed(ImGuiKey.Space) or DemoHas(io.ConfigFlags, F.NoKeyboard) then io.ConfigFlags = bit32.band(io.ConfigFlags, bit32.bnot(F.NoMouse)) end end CF("io.ConfigFlags: NoMouseCursorChange", F.NoMouseCursorChange) HM("Instruct backend to not alter mouse cursor shape and visibility.") CF("io.ConfigFlags: NoKeyboard", F.NoKeyboard) HM("Instruct dear imgui to disable keyboard inputs and interactions.") CB("io.ConfigInputTrickleEventQueue", "ConfigInputTrickleEventQueue") HM("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.") CB("io.MouseDrawCursor", "MouseDrawCursor") HM("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).") ImGui.SeparatorText("Keyboard/Gamepad Navigation") CB("io.ConfigNavSwapGamepadButtons", "ConfigNavSwapGamepadButtons") CB("io.ConfigNavMoveSetMousePos", "ConfigNavMoveSetMousePos") HM("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult") CB("io.ConfigNavCaptureKeyboard", "ConfigNavCaptureKeyboard") CB("io.ConfigNavEscapeClearFocusItem", "ConfigNavEscapeClearFocusItem") HM("Pressing Escape clears focused item.") CB("io.ConfigNavEscapeClearFocusWindow", "ConfigNavEscapeClearFocusWindow") HM("Pressing Escape clears focused window.") CB("io.ConfigNavCursorVisibleAuto", "ConfigNavCursorVisibleAuto") HM("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.") CB("io.ConfigNavCursorVisibleAlways", "ConfigNavCursorVisibleAlways") HM("Navigation cursor is always visible.") ImGui.SeparatorText("Docking") CF("io.ConfigFlags: DockingEnable", F.DockingEnable) ImGui.SameLine() if io.ConfigDockingWithShift then HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") else HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") end if DemoHas(io.ConfigFlags, F.DockingEnable) then ImGui.Indent() CB("io.ConfigDockingNoSplit", "ConfigDockingNoSplit") HM("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.") CB("io.ConfigDockingNoDockingOver", "ConfigDockingNoDockingOver") HM("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.") CB("io.ConfigDockingWithShift", "ConfigDockingWithShift") HM("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)") CB("io.ConfigDockingAlwaysTabBar", "ConfigDockingAlwaysTabBar") HM("Create a docking node and tab-bar on single floating windows.") CB("io.ConfigDockingTransparentPayload", "ConfigDockingTransparentPayload") HM("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.") ImGui.Unindent() end ImGui.SeparatorText("Multi-viewports") CF("io.ConfigFlags: ViewportsEnable", F.ViewportsEnable) HM("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.") if DemoHas(io.ConfigFlags, F.ViewportsEnable) then ImGui.Indent() DemoNotSupported() ImGui.Unindent() end -- ImGui.SeparatorText("DPI/Scaling") -- CB("io.ConfigDpiScaleFonts", "ConfigDpiScaleFonts") -- HM("Experimental: Automatically update style.FontScaleDpi when Monitor DPI changes. This will scale fonts but NOT style sizes/padding for now.") -- CB("io.ConfigDpiScaleViewports", "ConfigDpiScaleViewports") -- HM("Experimental: Scale Dear ImGui and Platform Windows when Monitor DPI changes.") ImGui.SeparatorText("Windows") CB("io.ConfigWindowsResizeFromEdges", "ConfigWindowsResizeFromEdges") HM("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.") CB("io.ConfigWindowsMoveFromTitleBarOnly", "ConfigWindowsMoveFromTitleBarOnly") CB("io.ConfigWindowsCopyContentsWithCtrlC", "ConfigWindowsCopyContentsWithCtrlC") -- [EXPERIMENTAL] HM("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.") CB("io.ConfigScrollbarScrollByPage", "ConfigScrollbarScrollByPage") HM("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.") ImGui.SeparatorText("Widgets") CB("io.ConfigInputTextCursorBlink", "ConfigInputTextCursorBlink") HM("Enable blinking cursor (optional as some users consider it to be distracting).") CB("io.ConfigInputTextEnterKeepActive", "ConfigInputTextEnterKeepActive") HM("Pressing Enter will reactivate item and select all text (single-line only).") CB("io.ConfigDragClickToInputText", "ConfigDragClickToInputText") HM("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).") CB("io.ConfigMacOSXBehaviors", "ConfigMacOSXBehaviors") HM("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.") ImGui.Text("Also see Style->Rendering for rendering options.") ImGui.SeparatorText("Settings") CB("io.ConfigIniSettingsSaveLastUsedDate", "ConfigIniSettingsSaveLastUsedDate") -- Also read: https://github.com/ocornut/imgui/wiki/Error-Handling ImGui.SeparatorText("Error Handling") CB("io.ConfigErrorRecovery", "ConfigErrorRecovery") HM( "Options to configure how we handle recoverable errors.\n" .. "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" .. "- You not are not supposed to rely on it in the course of a normal application run.\n" .. "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" .. "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " .. "Otherwise it would severely hinder your ability to catch and correct mistakes!") CB("io.ConfigErrorRecoveryEnableAssert", "ConfigErrorRecoveryEnableAssert") CB("io.ConfigErrorRecoveryEnableDebugLog", "ConfigErrorRecoveryEnableDebugLog") CB("io.ConfigErrorRecoveryEnableTooltip", "ConfigErrorRecoveryEnableTooltip") if not io.ConfigErrorRecoveryEnableAssert and not io.ConfigErrorRecoveryEnableDebugLog and not io.ConfigErrorRecoveryEnableTooltip then io.ConfigErrorRecoveryEnableAssert = true io.ConfigErrorRecoveryEnableDebugLog = true io.ConfigErrorRecoveryEnableTooltip = true end -- Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools ImGui.SeparatorText("Debug") CB("io.ConfigDebugIsDebuggerPresent", "ConfigDebugIsDebuggerPresent") HM("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.") CB("io.ConfigDebugHighlightIdConflicts", "ConfigDebugHighlightIdConflicts") HM("Highlight and show an error message when multiple items have conflicting identifiers.") ImGui.BeginDisabled() CB("io.ConfigDebugBeginReturnValueOnce", "ConfigDebugBeginReturnValueOnce") ImGui.EndDisabled() HM("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.") CB("io.ConfigDebugBeginReturnValueLoop", "ConfigDebugBeginReturnValueLoop") HM("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.") CB("io.ConfigDebugIgnoreFocusLoss", "ConfigDebugIgnoreFocusLoss") HM("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.") CB("io.ConfigDebugDrawListDefaultsToStrokeLegacy", "ConfigDebugDrawListDefaultsToStrokeLegacy") HM("Option to default all ImDrawList to ImDrawFlags_StrokeLegacy mode, mimicking pre-1.93.0 rendering.") CB("io.ConfigDebugIniSettings", "ConfigDebugIniSettings") HM("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).") ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Backend Flags") then IMGUI_DEMO_MARKER("Configuration/Backend Flags") HelpMarker( "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" .. "Here we expose them as read-only fields to avoid breaking interactions with your backend.") -- Make a local copy to avoid modifying actual backend flags. -- FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? local B = ImGuiBackendFlags local backend_flags = io.BackendFlags ImGui.BeginDisabled() _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasGamepad", backend_flags, B.HasGamepad) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", backend_flags, B.HasMouseCursors) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasSetMousePos", backend_flags, B.HasSetMousePos) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: PlatformHasViewports", backend_flags, B.PlatformHasViewports) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", backend_flags, B.HasMouseHoveredViewport) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasParentViewport", backend_flags, B.HasParentViewport) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", backend_flags, B.RendererHasVtxOffset) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasTextures", backend_flags, B.RendererHasTextures) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasViewports", backend_flags, B.RendererHasViewports) ImGui.EndDisabled() ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Style, Fonts") then IMGUI_DEMO_MARKER("Configuration/Style, Fonts") _, demo_data.ShowStyleEditor = ImGui.Checkbox("Style Editor", demo_data.ShowStyleEditor) ImGui.SameLine() HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.") ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Capture/Logging") then IMGUI_DEMO_MARKER("Configuration/Capture, Logging") HelpMarker( "The logging API redirects all text output so you can easily capture the content of " .. "a window or a block. Tree nodes can be automatically expanded.\n" .. "Try opening any of the contents below in this window and then click one of the \"Log To\" button.") if ImGui.LogButtons then ImGui.LogButtons() else DemoNotPorted("LogButtons") end HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.") if ImGui.Button("Copy \"Hello, world!\" to clipboard") then if ImGui.LogToClipboard then ImGui.LogToClipboard() ImGui.LogText("Hello, world!") ImGui.LogFinish() else ImGui.SetClipboardText("Hello, world!") -- internal clipboard only on Roblox end end ImGui.TreePop() end end -- Demonstrate most Dear ImGui features (this is big function!) -- You may execute this function to experiment with the UI and understand what it does. -- You may then search for keywords in the code when you are interested by a specific feature. --- @param p_open? bool --- @return bool? p_open function ImGui.ShowDemoWindow(p_open) -- Exceptionally add an extra assert here for people confused about initial Dear ImGui setup -- Most functions would normally just assert/crash if the context is missing. IM_ASSERT(ImGui.GetCurrentContext() ~= nil, "Missing Dear ImGui context. Refer to examples app!") local data = demo_data -- Examples Apps (accessible from the "Examples" menu) if data.ShowMainMenuBar then if ShowExampleAppMainMenuBar then ShowExampleAppMainMenuBar() end end if data.ShowAppDockSpace then RunApp(ShowExampleAppDockSpace, "ShowAppDockSpace") end -- Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) if data.ShowAppDocuments then RunApp(ShowExampleAppDocuments, "ShowAppDocuments") end -- ...process the Document app next, as it may also use a DockSpace() if data.ShowAppAssetsBrowser then RunApp(ShowExampleAppAssetsBrowser, "ShowAppAssetsBrowser") end if data.ShowAppConsole then RunApp(ShowExampleAppConsole, "ShowAppConsole") end if data.ShowAppCustomRendering then RunApp(ShowExampleAppCustomRendering, "ShowAppCustomRendering") end if data.ShowAppImageViewer then RunApp(ShowExampleAppImageViewer, "ShowAppImageViewer") end if data.ShowAppLog then RunApp(ShowExampleAppLog, "ShowAppLog") end if data.ShowAppLayout then RunApp(ShowExampleAppLayout, "ShowAppLayout") end if data.ShowAppPropertyEditor then RunApp(ShowExampleAppPropertyEditor, "ShowAppPropertyEditor", data) end if data.ShowAppSimpleOverlay then RunApp(ShowExampleAppSimpleOverlay, "ShowAppSimpleOverlay") end if data.ShowAppAutoResize then RunApp(ShowExampleAppAutoResize, "ShowAppAutoResize") end if data.ShowAppConstrainedResize then RunApp(ShowExampleAppConstrainedResize, "ShowAppConstrainedResize") end if data.ShowAppFullscreen then RunApp(ShowExampleAppFullscreen, "ShowAppFullscreen") end if data.ShowAppLongText then RunApp(ShowExampleAppLongText, "ShowAppLongText") end if data.ShowAppWindowTitles then RunApp(ShowExampleAppWindowTitles, "ShowAppWindowTitles") end -- Dear ImGui Tools (accessible from the "Tools" menu) if data.ShowMetrics then RunApp(ImGui.ShowMetricsWindow, "ShowMetrics") end if data.ShowDebugLog then RunApp(ImGui.ShowDebugLogWindow, "ShowDebugLog") end if data.ShowIDStackTool then RunApp(ImGui.ShowIDStackToolWindow, "ShowIDStackTool") end if data.ShowAbout then RunApp(ImGui.ShowAboutWindow, "ShowAbout") end if data.ShowStyleEditor then local visible data.ShowStyleEditor, visible = ImGui.Begin("Dear ImGui Style Editor", data.ShowStyleEditor) if visible then ImGui.ShowStyleEditor() end ImGui.End() end -- Demonstrate the various window flags. Typically you would just use the default! local W = ImGuiWindowFlags local window_flags = 0 if no_titlebar then window_flags = bit32.bor(window_flags, W.NoTitleBar) end if no_scrollbar then window_flags = bit32.bor(window_flags, W.NoScrollbar) end if not no_menu then window_flags = bit32.bor(window_flags, W.MenuBar) end if no_move then window_flags = bit32.bor(window_flags, W.NoMove) end if no_resize then window_flags = bit32.bor(window_flags, W.NoResize) end if no_collapse then window_flags = bit32.bor(window_flags, W.NoCollapse) end if no_nav then window_flags = bit32.bor(window_flags, W.NoNav) end if no_background then window_flags = bit32.bor(window_flags, W.NoBackground) end if no_bring_to_front then window_flags = bit32.bor(window_flags, W.NoBringToFrontOnFocus) end if no_docking then window_flags = bit32.bor(window_flags, W.NoDocking) end if unsaved_document then window_flags = bit32.bor(window_flags, W.UnsavedDocument) end if no_close then p_open = nil end -- Don't pass our bool* to Begin -- We specify a default position/size in case there's no data in the .ini file. -- We only do it to make the demo applications a little more welcoming, but typically this isn't required. local main_viewport = ImGui.GetMainViewport() ImGui.SetNextWindowPos(ImVec2(main_viewport.WorkPos.x + 650, main_viewport.WorkPos.y + 20), ImGuiCond.FirstUseEver) ImGui.SetNextWindowSize(ImVec2(550, 680), ImGuiCond.FirstUseEver) -- Main body of the Demo window starts here. local visible p_open, visible = ImGui.Begin("Dear ImGui Demo", p_open, window_flags) if no_close then p_open = nil end if not visible then -- Early out if the window is collapsed, as an optimization. ImGui.End() return p_open end -- Most framed widgets share a common width settings. Remaining width is used for the label. -- The width of the frame may be changed with PushItemWidth() or SetNextItemWidth(). -- - Positive value for absolute size, negative value for right-alignment. -- - The default value is about GetWindowWidth() * 0.65f. -- - See 'Demo->Layout->Widgets Width' for details. -- Here we change the frame width based on how much width we want to give to the label. local label_width_base = ImGui.GetFontSize() * 12 -- Some amount of width for label, based on font size. local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 -- ...but always leave some room for framed widgets. local label_width = math.min(label_width_base, label_width_max) ImGui.PushItemWidth(-label_width) -- Right-align: framed items will leave 'label_width' available for the label. -- ImGui.PushItemWidth(ImGui.GetContentRegionAvail().x * 0.40) -- e.g. Use 40% width for framed widgets, leaving 60% width for labels. -- ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.40) -- e.g. Use 40% width for labels, leaving 60% width for framed widgets. -- ImGui.PushItemWidth(ImGui.GetFontSize() * -12) -- e.g. Use XXX width for labels, leaving the rest for framed widgets. -- Menu Bar DemoWindowMenuBar(data) ImGui.Text("Dear ImGui says hello! (%s) (%d)", IMGUI_VERSION or "WIP", IMGUI_VERSION_NUM or 0) ImGui.Spacing() if ImGui.CollapsingHeader("Help") then IMGUI_DEMO_MARKER("Help") ImGui.SeparatorText("ABOUT THIS DEMO:") ImGui.BulletText("Sections below are demonstrating many aspects of the library.") ImGui.BulletText("The \"Examples\" menu above leads to more demo contents.") ImGui.BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" .. "and Metrics/Debugger (general purpose Dear ImGui debugging tool).") ImGui.BulletText("Web demo (w/ source code browser): ") ImGui.SameLine(0, 0) ImGui.TextLinkOpenURL("https://pthom.github.io/imgui_explorer") ImGui.SeparatorText("PROGRAMMER GUIDE:") ImGui.BulletText("See the ShowDemoWindow() code in imgui_demo.lua. <- you are here!") ImGui.BulletText("See comments in imgui.lua.") ImGui.BulletText("See example applications in the examples/ folder.") ImGui.BulletText("Read the FAQ at ") ImGui.SameLine(0, 0) ImGui.TextLinkOpenURL("https://www.dearimgui.com/faq/") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.") ImGui.SeparatorText("USER GUIDE:") ImGui.ShowUserGuide() end if ImGui.CollapsingHeader("Configuration") then DemoWindowConfiguration(ImGui.GetIO()) end if ImGui.CollapsingHeader("Window options") then IMGUI_DEMO_MARKER("Window options") if ImGui.BeginTable("split", 3) then ImGui.TableNextColumn(); _, no_titlebar = ImGui.Checkbox("No titlebar", no_titlebar) ImGui.TableNextColumn(); _, no_scrollbar = ImGui.Checkbox("No scrollbar", no_scrollbar) ImGui.TableNextColumn(); _, no_menu = ImGui.Checkbox("No menu", no_menu) ImGui.TableNextColumn(); _, no_move = ImGui.Checkbox("No move", no_move) ImGui.TableNextColumn(); _, no_resize = ImGui.Checkbox("No resize", no_resize) ImGui.TableNextColumn(); _, no_collapse = ImGui.Checkbox("No collapse", no_collapse) ImGui.TableNextColumn(); _, no_close = ImGui.Checkbox("No close", no_close) ImGui.TableNextColumn(); _, no_nav = ImGui.Checkbox("No nav", no_nav) ImGui.TableNextColumn(); _, no_background = ImGui.Checkbox("No background", no_background) ImGui.TableNextColumn(); _, no_bring_to_front = ImGui.Checkbox("No bring to front", no_bring_to_front) ImGui.TableNextColumn(); _, no_docking = ImGui.Checkbox("No docking", no_docking) ImGui.TableNextColumn(); _, unsaved_document = ImGui.Checkbox("Unsaved document", unsaved_document) ImGui.EndTable() end end -- All demo contents DemoWindowWidgets(data) if DemoWindowLayout then DemoWindowLayout() end if DemoWindowPopups then DemoWindowPopups() end if DemoWindowTables then DemoWindowTables() end if DemoWindowInputs then DemoWindowInputs() end -- End of ShowDemoWindow() ImGui.PopItemWidth() ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgets() ------------------------------------------------------------------------------- --- Calls a (global) demo section if it exists, otherwise shows a placeholder local function Sub(fn, title, ...) if fn then fn(...) else if ImGui.TreeNode(title) then DemoNotPorted(title) ImGui.TreePop() end end end function DemoWindowWidgets(data) -- ImGui.SetNextItemOpen(true, ImGuiCond.Once) if not ImGui.CollapsingHeader("Widgets") then return end -- IMGUI_DEMO_MARKER("Widgets") local disable_all = data.DisableSections -- The Checkbox for that is inside the "Disabled" section at the bottom local override_liveedit = data.LiveEditOverride if disable_all then ImGui.BeginDisabled() end if override_liveedit then ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputText, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputText)) ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputScalar, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputScalar)) end Sub(DemoWindowWidgetsBasic, "Basic") Sub(DemoWindowWidgetsBullets, "Bullets") Sub(DemoWindowWidgetsCollapsingHeaders, "Collapsing Headers") Sub(DemoWindowWidgetsComboBoxes, "Combo") Sub(DemoWindowWidgetsColorAndPickers, "Color/Picker Widgets") Sub(DemoWindowWidgetsDataTypes, "Data Types") if disable_all then ImGui.EndDisabled() end Sub(DemoWindowWidgetsDisableBlocks, "Disable Blocks", data) if disable_all then ImGui.BeginDisabled() end Sub(DemoWindowWidgetsDragAndDrop, "Drag and Drop") Sub(DemoWindowWidgetsDragsAndSliders, "Drag/Slider Flags") Sub(DemoWindowWidgetsFonts, "Fonts") Sub(DemoWindowWidgetsImages, "Images") Sub(DemoWindowWidgetsListBoxes, "List Boxes") Sub(DemoWindowWidgetsLiveEdit, "Live Edit Flags", data) Sub(DemoWindowWidgetsMixedValues, "Mixed Values") Sub(DemoWindowWidgetsMultiComponents, "Multi-component Widgets") Sub(DemoWindowWidgetsPlotting, "Plotting") Sub(DemoWindowWidgetsProgressBars, "Progress Bars") Sub(DemoWindowWidgetsQueryingStatuses, "Querying Item Status (Edited/Active/Hovered etc.)") Sub(DemoWindowWidgetsSelectables, "Selectables") Sub(DemoWindowWidgetsSelectionAndMultiSelect, "Selection State & Multi-Select", data) Sub(DemoWindowWidgetsTabs, "Tabs") Sub(DemoWindowWidgetsText, "Text") Sub(DemoWindowWidgetsTextFilter, "Text Filter") Sub(DemoWindowWidgetsTextInput, "Text Input") Sub(DemoWindowWidgetsTooltips, "Tooltips") Sub(DemoWindowWidgetsTreeNodes, "Tree Nodes") Sub(DemoWindowWidgetsVerticalSliders, "Vertical Sliders") if override_liveedit then ImGui.PopItemFlag() ImGui.PopItemFlag() end if disable_all then ImGui.EndDisabled() end end ------------------------------------------------------------------------------- -- [SECTION] User Guide / ShowUserGuide() ------------------------------------------------------------------------------- function ImGui.ShowUserGuide() local io = ImGui.GetIO() ImGui.BulletText("Double-click on title bar to collapse window.") ImGui.BulletText( "Click and drag on lower corner or border to resize window.\n" .. "(double-click to auto fit window to its contents)") ImGui.BulletText("Ctrl+Click on a slider or drag box to input value as text.") ImGui.BulletText("Tab/Shift+Tab to cycle through keyboard editable fields.") ImGui.BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows.") if io.FontAllowUserScaling then ImGui.BulletText("Ctrl+Mouse Wheel to zoom window contents.") end ImGui.BulletText("While inputting text:\n") ImGui.Indent() ImGui.BulletText("Ctrl+Left/Right to word jump.") ImGui.BulletText("Ctrl+A or double-click to select all.") ImGui.BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste.") ImGui.BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.") ImGui.BulletText("Escape to revert.") ImGui.Unindent() ImGui.BulletText("With Keyboard controls enabled:") ImGui.Indent() ImGui.BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate.") ImGui.BulletText("Space to activate a widget.") ImGui.BulletText("Return to input text into a widget.") ImGui.BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus.") ImGui.BulletText("Alt to jump to the menu layer of a window.") ImGui.BulletText("Menu or Shift+F10 to open a context menu.") ImGui.Unindent() ImGui.BulletText("With Gamepad controls enabled:") ImGui.Indent() ImGui.BulletText("D-Pad: Navigate / Tweak / Resize (in Windowing mode).") ImGui.BulletText("%s Face button: Activate / Open / Toggle. Hold: activate with text input.", io.ConfigNavSwapGamepadButtons and "East" or "South") ImGui.BulletText("%s Face button: Cancel / Close / Exit.", io.ConfigNavSwapGamepadButtons and "South" or "East") ImGui.BulletText("West Face button: Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows).") ImGui.BulletText("North Face button: Open Context Menu.") ImGui.BulletText("L1/R1: Tweak Slower/Faster, Focus Previous/Next (in Windowing Mode).") ImGui.Unindent() end end --[[ imgui_demo.lua ]] do --[[ imgui_demo_2.lua ]] --- Dear ImGui WIP -- (Demo Code, part 2): DemoWindowLayout(), DemoWindowPopups(), DemoWindowTables(), DemoWindowColumns(), -- DemoWindowInputs() and all ShowExampleAppXXX() example apps. -- Port of imgui_demo.cpp (docking branch). Globals are shared with imgui_demo.lua (HelpMarker, ShowExampleMenuFile, ...) -- Helpers macros -- We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, -- but making an exception here as those are largely simplifying code... -- In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. local IM_MIN = math.min local IM_MAX = math.max local function IM_CLAMP(V, MN, MX) return (V < MN) and MN or (V > MX) and MX or V end local _ local function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here --- `char buf[size] = "str"` -> zero-terminated byte table local function Buf(str, size) local t = {} for i = 1, #str do t[i] = string.byte(str, i) end t[#str + 1] = 0 if size then for i = #str + 2, size do t[i] = 0 end end return t end --- byte table -> Lua string (up to the zero terminator) local function BufStr(buf) local n = 0 while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end return ImGui._ByteArrayToString(buf, 1, n + 1) end local function BufSet(buf, str) for i = 1, #str do buf[i] = string.byte(str, i) end buf[#str + 1] = 0 end --- ImColor::HSV() as ImVec4 local function HSV(h, s, v, a) local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) return ImVec4(r, g, b, a or 1.0) end local function B2I(b) return b and 1 or 0 end local function Has(flags, f) return bit32.band(flags, f) ~= 0 end local function NotSupported() ImGui.TextDisabled("(not supported on Roblox)") end local function NotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end local function DemoHelpMarker(desc) if HelpMarker then HelpMarker(desc) return end ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) ImGui.TextUnformatted(desc) ImGui.PopTextWrapPos() ImGui.EndTooltip() end end local function DemoMenuFile() if ShowExampleMenuFile then ShowExampleMenuFile() end end --- Minimal ImGuiTextFilter stand-in when the library one isn't available local function MakeTextFilter() if ImGuiTextFilter then return ImGuiTextFilter() end local f = { InputBuf = Buf("", 256) } function f:Draw(label, width) if width and width ~= 0 then ImGui.SetNextItemWidth(width) end return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) end function f:IsActive() return self.InputBuf[1] ~= 0 end function f:Clear() self.InputBuf[1] = 0 end function f:Build() end function f:PassFilter(text, text_end) if text_end then text = string.sub(text, 1, text_end - 1) end local s = BufStr(self.InputBuf) if s == "" then return true end local any_inc, pass_inc = false, false for tok in string.gmatch(s, "[^,]+") do tok = string.match(tok, "^%s*(.-)%s*$") if tok ~= "" then if string.sub(tok, 1, 1) == "-" then if #tok > 1 and string.find(string.lower(text), string.lower(string.sub(tok, 2)), 1, true) then return false end else any_inc = true if string.find(string.lower(text), string.lower(tok), 1, true) then pass_inc = true end end end end return (not any_inc) or pass_inc end return f end -- ImGuiInputTextCallbackData helpers (the port's callback data has no methods). Buf is a 1-based zero-terminated -- byte table, positions are 0-based like C++. local function CB_DeleteChars(data, pos, bytes_count) local buf = data.Buf local len = data.BufTextLen for i = pos + 1, len - bytes_count + 1 do buf[i] = buf[i + bytes_count] end for i = len - bytes_count + 2, len + 1 do buf[i] = 0 end if data.CursorPos >= pos + bytes_count then data.CursorPos = data.CursorPos - bytes_count elseif data.CursorPos >= pos then data.CursorPos = pos end data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos data.BufDirty = true data.BufTextLen = len - bytes_count end local function CB_InsertChars(data, pos, text) local n = #text if n == 0 then return end if data.BufTextLen + n >= data.BufSize then return end local buf = data.Buf for i = data.BufTextLen + 1, pos + 1, -1 do buf[i + n] = buf[i] end for i = 1, n do buf[pos + i] = string.byte(text, i) end if data.CursorPos >= pos then data.CursorPos = data.CursorPos + n end data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos data.BufDirty = true data.BufTextLen = data.BufTextLen + n end local function CB_SelectAll(data) data.SelectionStart = 0; data.SelectionEnd = data.BufTextLen end --- ImGui::BeginChild() wrapper accepting upstream args local function BeginChild(id, size, child_flags, window_flags) return ImGui.BeginChild(id, size or ImVec2(0, 0), child_flags or 0, window_flags or 0) end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowLayout() ------------------------------------------------------------------------------- local SL = { disable_mouse_wheel = false, disable_menu = false, draw_lines = 3, max_height_in_lines = 10, offset_x = 0, override_bg_color = true, child_flags = nil, f = 0.0, show_indented_items = true, c1 = false, c2 = false, c3 = false, c4 = false, f0 = 1.0, f1 = 2.0, f2 = 3.0, item = -1, selection = { 0, 1, 2, 3 }, track_item = 50, enable_track = true, enable_extra_decorations = false, scroll_to_off_px = 0.0, scroll_to_pos_px = 200.0, lines = 7, show_horizontal_contents_size_demo_window = false, show_h_scrollbar = true, show_button = true, show_tree_nodes = true, show_text_wrapped = false, show_columns = true, show_tab_bar = true, show_child = false, explicit_content_size = false, contents_size_x = 300.0, clip_size = nil, clip_offset = nil, enable_allow_overlap = true, } local function DemoWindowLayout_ChildWindows() IMGUI_DEMO_MARKER("Layout/Child windows") ImGui.SeparatorText("Child windows") DemoHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.") _, SL.disable_mouse_wheel = ImGui.Checkbox("Disable Mouse Wheel", SL.disable_mouse_wheel) _, SL.disable_menu = ImGui.Checkbox("Disable Menu", SL.disable_menu) -- Child 1: no border, enable horizontal scrollbar do local window_flags = ImGuiWindowFlags.HorizontalScrollbar if SL.disable_mouse_wheel then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) end BeginChild("ChildL", ImVec2(ImGui.GetContentRegionAvail().x * 0.5, 260), ImGuiChildFlags.None, window_flags) for i = 0, 99 do ImGui.Text("%04d: scrollable region", i) end ImGui.EndChild() end ImGui.SameLine() -- Child 2: rounded border do local window_flags = ImGuiWindowFlags.None if SL.disable_mouse_wheel then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) end if not SL.disable_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, 5.0) BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags.Borders, window_flags) if not SL.disable_menu and ImGui.BeginMenuBar() then if ImGui.BeginMenu("Menu") then DemoMenuFile() ImGui.EndMenu() end ImGui.EndMenuBar() end if ImGui.BeginTable("split", 2, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.NoSavedSettings)) then for i = 0, 99 do local buf = string.format("%03d", i) ImGui.TableNextColumn() ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) end ImGui.EndTable() end ImGui.EndChild() ImGui.PopStyleVar() end -- Child 3: manual-resize ImGui.SeparatorText("Manual-resize") do DemoHelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.") -- if ImGui.Button("Set Height to 200") then -- ImGui.SetNextWindowSize(ImVec2(-FLT_MIN, 200.0)) -- end ImGui.PushStyleColor(ImGuiCol.ChildBg, ImGui.GetStyleColorVec4(ImGuiCol.FrameBg)) if BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui.GetTextLineHeightWithSpacing() * 8), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeY)) then for n = 0, 9 do ImGui.Text("Line %04d", n) end end ImGui.PopStyleColor() ImGui.EndChild() end -- Child 4: auto-resizing height with a limit ImGui.SeparatorText("Auto-resize with constraints") do ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) SL.draw_lines = ImGui.DragInt("Lines Count", SL.draw_lines, 0.2) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) SL.max_height_in_lines = ImGui.DragInt("Max Height (in Lines)", SL.max_height_in_lines, 0.2) ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui.GetTextLineHeightWithSpacing() * SL.max_height_in_lines)) if BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AutoResizeY)) then for n = 0, SL.draw_lines - 1 do ImGui.Text("Line %04d", n) end end ImGui.EndChild() end ImGui.SeparatorText("Misc/Advanced") -- Demonstrate a few extra things -- - Changing ImGuiCol.ChildBg (which is transparent black in default styles) -- - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) -- You can also call SetNextWindowPos() to position the child window. The parent window will effectively -- layout from this position. -- - Using ImGui.GetItemRectMin/Max() to query the "item" state (because the child window is an item from -- the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. do if SL.child_flags == nil then SL.child_flags = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY) end ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) SL.offset_x = ImGui.DragInt("Offset X", SL.offset_x, 1.0, -1000, 1000) _, SL.override_bg_color = ImGui.Checkbox("Override ChildBg color", SL.override_bg_color) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_Borders", SL.child_flags, ImGuiChildFlags.Borders) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", SL.child_flags, ImGuiChildFlags.AlwaysUseWindowPadding) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeX", SL.child_flags, ImGuiChildFlags.ResizeX) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeY", SL.child_flags, ImGuiChildFlags.ResizeY) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_FrameStyle", SL.child_flags, ImGuiChildFlags.FrameStyle) ImGui.SameLine(); DemoHelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.") if Has(SL.child_flags, ImGuiChildFlags.FrameStyle) then SL.override_bg_color = false end ImGui.SetCursorPosX(ImGui.GetCursorPosX() + SL.offset_x) if SL.override_bg_color then ImGui.PushStyleColor(ImGuiCol.ChildBg, IM_COL32(255, 0, 0, 100)) end BeginChild("Red", ImVec2(200, 100), SL.child_flags, ImGuiWindowFlags.None) if SL.override_bg_color then ImGui.PopStyleColor() end for n = 0, 49 do ImGui.Text("Some test %d", n) end ImGui.EndChild() local child_is_hovered = ImGui.IsItemHovered() local child_rect_min = ImGui.GetItemRectMin() local child_rect_max = ImGui.GetItemRectMax() ImGui.Text("Hovered: %d", B2I(child_is_hovered)) ImGui.Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y) end end local function DemoWindowLayout_WidgetsWidth() IMGUI_DEMO_MARKER("Layout/Widgets Width") _, SL.show_indented_items = ImGui.Checkbox("Show indented items", SL.show_indented_items) -- Use SetNextItemWidth() to set the width of a single upcoming item. -- Use PushItemWidth()/PopItemWidth() to set the width of a group of items. -- In real code use you'll probably want to choose width values that are proportional to your font size -- e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. local function block(text, help, width, l1, l2) ImGui.Text(text) if help then ImGui.SameLine(); DemoHelpMarker(help) end ImGui.PushItemWidth(width) SL.f = ImGui.DragFloat(l1, SL.f) if SL.show_indented_items then ImGui.Indent() SL.f = ImGui.DragFloat(l2, SL.f) ImGui.Unindent() end ImGui.PopItemWidth() end block("SetNextItemWidth/PushItemWidth(100)", "Fixed width.", 100, "float##1b", "float (indented)##1b") block("SetNextItemWidth/PushItemWidth(-100)", "Align to right edge minus 100", -100, "float##2a", "float (indented)##2b") block("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)", "Half of available width.\n(~ right-cursor_pos)\n(works within a column set)", ImGui.GetContentRegionAvail().x * 0.5, "float##3a", "float (indented)##3b") block("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)", "Align to right edge minus half", -ImGui.GetContentRegionAvail().x * 0.5, "float##4a", "float (indented)##4b") block("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))", nil, -IM_MIN(ImGui.GetFontSize() * 12, ImGui.GetContentRegionAvail().x * 0.40), "float##5a", "float (indented)##5b") -- Demonstrate using PushItemWidth to surround three items. -- Calling SetNextItemWidth() before each of them would have the same effect. block("SetNextItemWidth/PushItemWidth(-FLT_MIN)", "Align to right edge", -FLT_MIN, "##float6a", "float (indented)##6b") end local function DemoWindowLayout_BasicHorizontal() IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout") ImGui.TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)") -- Text IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine") ImGui.Text("Two items: Hello"); ImGui.SameLine() ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") -- Adjust spacing ImGui.Text("More spacing: Hello"); ImGui.SameLine(0, 20) ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") -- Button ImGui.AlignTextToFramePadding() ImGui.Text("Normal buttons"); ImGui.SameLine() ImGui.Button("Banana"); ImGui.SameLine() ImGui.Button("Apple"); ImGui.SameLine() ImGui.Button("Corniflower") -- Button ImGui.Text("Small buttons"); ImGui.SameLine() ImGui.SmallButton("Like this one"); ImGui.SameLine() ImGui.Text("can fit within a text block.") -- Aligned to arbitrary position. Easy/cheap column. IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)") ImGui.Text("Aligned") ImGui.SameLine(150); ImGui.Text("x=150") ImGui.SameLine(300); ImGui.Text("x=300") ImGui.Text("Aligned") ImGui.SameLine(150); ImGui.SmallButton("x=150") ImGui.SameLine(300); ImGui.SmallButton("x=300") -- Checkbox IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)") _, SL.c1 = ImGui.Checkbox("My", SL.c1); ImGui.SameLine() _, SL.c2 = ImGui.Checkbox("Tailor", SL.c2); ImGui.SameLine() _, SL.c3 = ImGui.Checkbox("Is", SL.c3); ImGui.SameLine() _, SL.c4 = ImGui.Checkbox("Rich", SL.c4) -- Various ImGui.PushItemWidth(ImGui.CalcTextSize("AAAAAAA").x) local items = { "AAAA", "BBBB", "CCCC", "DDDD" } if ImGui.Combo then SL.item = ImGui.Combo("Combo", SL.item, items, #items) else NotPorted("Combo") end ImGui.SameLine() SL.f0 = ImGui.SliderFloat("X", SL.f0, 0.0, 5.0); ImGui.SameLine() SL.f1 = ImGui.SliderFloat("Y", SL.f1, 0.0, 5.0); ImGui.SameLine() SL.f2 = ImGui.SliderFloat("Z", SL.f2, 0.0, 5.0) ImGui.Text("Lists:") for i = 1, 4 do if i > 1 then ImGui.SameLine() end ImGui.PushID(i - 1) if ImGui.ListBox then SL.selection[i] = ImGui.ListBox("", SL.selection[i], items, #items) else NotPorted("ListBox") end ImGui.PopID() -- ImGui.SetItemTooltip("ListBox %d hovered", i) end ImGui.PopItemWidth() -- Dummy IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy") local button_sz = ImVec2(40, 40) ImGui.Button("A", button_sz); ImGui.SameLine() ImGui.Dummy(button_sz); ImGui.SameLine() ImGui.Button("B", button_sz) -- Manually wrapping -- (we should eventually provide this as an automatic layout feature, but for now you can do it manually) IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping") ImGui.Text("Manual wrapping:") local style = ImGui.GetStyle() local buttons_count = 20 local window_visible_x2 = ImGui.GetCursorScreenPos().x + ImGui.GetContentRegionAvail().x for n = 0, buttons_count - 1 do ImGui.PushID(n) ImGui.Button("Box", button_sz) local last_button_x2 = ImGui.GetItemRectMax().x local next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x -- Expected position if next button was on same line if n + 1 < buttons_count and next_button_x2 < window_visible_x2 then ImGui.SameLine() end ImGui.PopID() end end local function DemoWindowLayout_Groups() IMGUI_DEMO_MARKER("Layout/Groups") DemoHelpMarker( "BeginGroup() basically locks the horizontal position for new line. " .. "EndGroup() bundles the whole group so that you can use \"item\" functions such as " .. "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.") ImGui.BeginGroup() do ImGui.BeginGroup() ImGui.Button("AAA") ImGui.SameLine() ImGui.Button("BBB") ImGui.SameLine() ImGui.BeginGroup() ImGui.Button("CCC") ImGui.Button("DDD") ImGui.EndGroup() ImGui.SameLine() ImGui.Button("EEE") ImGui.EndGroup() ImGui.SetItemTooltip("First group hovered") end -- Capture the group size and create widgets using the same size local size = ImGui.GetItemRectSize() local values = { 0.5, 0.20, 0.80, 0.60, 0.25 } ImGui.PlotHistogram("##values", values, nil, #values, 0, nil, 0.0, 1.0, size) ImGui.Button("ACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) ImGui.SameLine() ImGui.Button("REACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) ImGui.EndGroup() ImGui.SameLine() ImGui.Button("LEVERAGE\nBUZZWORD", size) ImGui.SameLine() if ImGui.BeginListBox and ImGui.BeginListBox("List", size) then ImGui.Selectable("Selected", true) ImGui.Selectable("Not Selected", false) ImGui.EndListBox() end end local function DemoWindowLayout_TextBaseline() IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment") do ImGui.BulletText("Text baseline:") ImGui.SameLine(); DemoHelpMarker( "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " .. "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.") ImGui.Indent() ImGui.Text("KO Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item"); ImGui.SameLine() DemoHelpMarker("Baseline of button will look misaligned with text..") -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. -- (because we don't know what's coming after the Text() statement, we need to move the text baseline -- down by FramePadding.y ahead of time) ImGui.AlignTextToFramePadding() ImGui.Text("OK Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item##2"); ImGui.SameLine() DemoHelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y") -- SmallButton() uses the same vertical padding as Text ImGui.Button("TEST##1"); ImGui.SameLine() ImGui.Text("TEST"); ImGui.SameLine() ImGui.SmallButton("TEST##2") -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. ImGui.AlignTextToFramePadding() ImGui.Text("Text aligned to framed item"); ImGui.SameLine() ImGui.Button("Item##1"); ImGui.SameLine() ImGui.Text("Item"); ImGui.SameLine() ImGui.SmallButton("Item##2"); ImGui.SameLine() ImGui.Button("Item##3") ImGui.Unindent() end ImGui.Spacing() do ImGui.BulletText("Multi-line text:") ImGui.Indent() ImGui.Text("One\nTwo\nThree"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Text("Banana"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("One\nTwo\nThree") ImGui.Button("HOP##1"); ImGui.SameLine() ImGui.Text("Banana"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Button("HOP##2"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Unindent() end ImGui.Spacing() do ImGui.BulletText("Misc items:") ImGui.Indent() -- SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. ImGui.Button("80x80", ImVec2(80, 80)) ImGui.SameLine() ImGui.Button("50x50", ImVec2(50, 50)) ImGui.SameLine() ImGui.Button("Button()") ImGui.SameLine() ImGui.SmallButton("SmallButton()") -- Tree -- (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags.DrawLinesNone to disable hierarchy outline) local spacing = ImGui.GetStyle().ItemInnerSpacing.x ImGui.Button("Button##1") -- Will make line higher ImGui.SameLine(0.0, spacing) if ImGui.TreeNodeEx("Node##1", ImGuiTreeNodeFlags.DrawLinesNone) then -- Placeholder tree data for i = 0, 5 do ImGui.BulletText("Item %d..", i) end ImGui.TreePop() end local padding = math.floor(ImGui.GetFontSize() * 1.20) -- Large padding ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, padding) ImGui.Button("Button##2") ImGui.PopStyleVar() ImGui.SameLine(0.0, spacing) if ImGui.TreeNodeEx("Node##2", ImGuiTreeNodeFlags.DrawLinesNone) then ImGui.TreePop() end -- Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. -- Otherwise you can use SmallButton() (smaller fit). ImGui.AlignTextToFramePadding() -- Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add -- other contents "inside" the node. local node_open = ImGui.TreeNode("Node##3") ImGui.SameLine(0.0, spacing); ImGui.Button("Button##3") if node_open then -- Placeholder tree data for i = 0, 5 do ImGui.BulletText("Item %d..", i) end ImGui.TreePop() end -- Bullet ImGui.Button("Button##4") ImGui.SameLine(0.0, spacing) ImGui.BulletText("Bullet text") ImGui.AlignTextToFramePadding() ImGui.BulletText("Node") ImGui.SameLine(0.0, spacing); ImGui.Button("Button##5") ImGui.Unindent() end end local function DemoWindowLayout_HorizontalContentsSizeWindow() if SL.explicit_content_size then ImGui.SetNextWindowContentSize(ImVec2(SL.contents_size_x, 0.0)) end SL.show_horizontal_contents_size_demo_window = ImGui.Begin("Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window, SL.show_h_scrollbar and ImGuiWindowFlags.HorizontalScrollbar or 0) IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window") ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(2, 0)) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2, 0)) DemoHelpMarker( "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" .. "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.") _, SL.show_h_scrollbar = ImGui.Checkbox("H-scrollbar", SL.show_h_scrollbar) _, SL.show_button = ImGui.Checkbox("Button", SL.show_button) -- Will grow contents size (unless explicitly overwritten) _, SL.show_tree_nodes = ImGui.Checkbox("Tree nodes", SL.show_tree_nodes) -- Will grow contents size and display highlight over full width _, SL.show_text_wrapped = ImGui.Checkbox("Text wrapped", SL.show_text_wrapped) -- Will grow and use contents size _, SL.show_columns = ImGui.Checkbox("Columns", SL.show_columns) -- Will use contents size _, SL.show_tab_bar = ImGui.Checkbox("Tab bar", SL.show_tab_bar) -- Will use contents size _, SL.show_child = ImGui.Checkbox("Child", SL.show_child) -- Will grow and use contents size _, SL.explicit_content_size = ImGui.Checkbox("Explicit content size", SL.explicit_content_size) ImGui.Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui.GetScrollX(), ImGui.GetScrollMaxX(), ImGui.GetScrollY(), ImGui.GetScrollMaxY()) if SL.explicit_content_size then ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.CalcTextSize("123456").x) SL.contents_size_x = ImGui.DragFloat("##csx", SL.contents_size_x) local p = ImGui.GetCursorScreenPos() ImGui.GetWindowDrawList():AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE) ImGui.GetWindowDrawList():AddRectFilled(ImVec2(p.x + SL.contents_size_x - 10, p.y), ImVec2(p.x + SL.contents_size_x, p.y + 10), IM_COL32_WHITE) ImGui.Dummy(ImVec2(0, 10)) end ImGui.PopStyleVar(2) ImGui.Separator() if SL.show_button then ImGui.Button("this is a 300-wide button", ImVec2(300, 0)) end if SL.show_tree_nodes then local open = true if ImGui.TreeNode("this is a tree node") then if ImGui.TreeNode("another one of those tree node...") then ImGui.Text("Some tree contents") ImGui.TreePop() end ImGui.TreePop() end ImGui.CollapsingHeader("CollapsingHeader", open) end if SL.show_text_wrapped then ImGui.TextWrapped("This text should automatically wrap on the edge of the work rectangle.") end if SL.show_columns then ImGui.Text("Tables:") if ImGui.BeginTable("table", 4, ImGuiTableFlags.Borders) then for n = 0, 3 do ImGui.TableNextColumn() ImGui.Text("Width %.2f", ImGui.GetContentRegionAvail().x) end ImGui.EndTable() end ImGui.Text("Columns:") if ImGui.Columns then ImGui.Columns(4) for n = 0, 3 do ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) ImGui.NextColumn() end ImGui.Columns(1) else NotPorted("Columns") end end if SL.show_tab_bar and ImGui.BeginTabBar and ImGui.BeginTabBar("Hello") then if ImGui.BeginTabItem("OneOneOne") then ImGui.EndTabItem() end if ImGui.BeginTabItem("TwoTwoTwo") then ImGui.EndTabItem() end if ImGui.BeginTabItem("ThreeThreeThree") then ImGui.EndTabItem() end if ImGui.BeginTabItem("FourFourFour") then ImGui.EndTabItem() end ImGui.EndTabBar() end if SL.show_child then BeginChild("child", ImVec2(0, 0), ImGuiChildFlags.Borders) ImGui.EndChild() end ImGui.End() end local function DemoWindowLayout_Scrolling() IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical") -- Vertical scroll functions DemoHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.") _, SL.enable_extra_decorations = ImGui.Checkbox("Decoration", SL.enable_extra_decorations) ImGui.PushItemWidth(ImGui.GetFontSize() * 10) local changed SL.track_item, changed = ImGui.DragInt("##item", SL.track_item, 0.25, 0, 99, "Item = %d") SL.enable_track = SL.enable_track or changed ImGui.SameLine() _, SL.enable_track = ImGui.Checkbox("Track", SL.enable_track) local scroll_to_off SL.scroll_to_off_px, scroll_to_off = ImGui.DragFloat("##off", SL.scroll_to_off_px, 1.00, 0, FLT_MAX, "+%.0f px") ImGui.SameLine() scroll_to_off = ImGui.Button("Scroll Offset") or scroll_to_off local scroll_to_pos SL.scroll_to_pos_px, scroll_to_pos = ImGui.DragFloat("##pos", SL.scroll_to_pos_px, 1.00, -10, FLT_MAX, "X/Y = %.0f px") ImGui.SameLine() scroll_to_pos = ImGui.Button("Scroll To Pos") or scroll_to_pos ImGui.PopItemWidth() if scroll_to_off or scroll_to_pos then SL.enable_track = false end local style = ImGui.GetStyle() local child_w = (ImGui.GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5 if child_w < 1.0 then child_w = 1.0 end ImGui.PushID("##VerticalScrolling") local vnames = { "Top", "25%", "Center", "75%", "Bottom" } for i = 0, 4 do if i > 0 then ImGui.SameLine() end ImGui.BeginGroup() ImGui.TextUnformatted(vnames[i + 1]) local child_flags = SL.enable_extra_decorations and ImGuiWindowFlags.MenuBar or 0 local child_id = ImGui.GetID(i) local child_is_visible = BeginChild(child_id, ImVec2(child_w, 200.0), ImGuiChildFlags.Borders, child_flags) if ImGui.BeginMenuBar() then ImGui.TextUnformatted("abc") ImGui.EndMenuBar() end if scroll_to_off then ImGui.SetScrollY(SL.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosY(ImGui.GetCursorStartPos().y + SL.scroll_to_pos_px, i * 0.25) end if child_is_visible then -- Avoid calling SetScrollHereY when running with culled items for item = 0, 99 do if SL.enable_track and item == SL.track_item then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) ImGui.SetScrollHereY(i * 0.25) -- 0.0f:top, 0.5f:center, 1.0f:bottom else ImGui.Text("Item %d", item) end end end local scroll_y = ImGui.GetScrollY() local scroll_max_y = ImGui.GetScrollMaxY() ImGui.EndChild() ImGui.Text("%.0f/%.0f", scroll_y, scroll_max_y) ImGui.EndGroup() end ImGui.PopID() -- Horizontal scroll functions IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal") ImGui.Spacing() DemoHelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" .. "Because the clipping rectangle of most window hides half worth of WindowPadding on the " .. "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " .. "equivalent SetScrollFromPosY(+1) wouldn't.") ImGui.PushID("##HorizontalScrolling") local hnames = { "Left", "25%", "Center", "75%", "Right" } for i = 0, 4 do local child_height = ImGui.GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0 local child_flags = bit32.bor(ImGuiWindowFlags.HorizontalScrollbar, SL.enable_extra_decorations and ImGuiWindowFlags.AlwaysVerticalScrollbar or 0) local child_id = ImGui.GetID(i) local child_is_visible = BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags.Borders, child_flags) if scroll_to_off then ImGui.SetScrollX(SL.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosX(ImGui.GetCursorStartPos().x + SL.scroll_to_pos_px, i * 0.25) end if child_is_visible then -- Avoid calling SetScrollHereY when running with culled items for item = 0, 99 do if item > 0 then ImGui.SameLine() end if SL.enable_track and item == SL.track_item then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) ImGui.SetScrollHereX(i * 0.25) -- 0.0f:left, 0.5f:center, 1.0f:right else ImGui.Text("Item %d", item) end end end local scroll_x = ImGui.GetScrollX() local scroll_max_x = ImGui.GetScrollMaxX() ImGui.EndChild() ImGui.SameLine() ImGui.Text("%s\n%.0f/%.0f", hnames[i + 1], scroll_x, scroll_max_x) ImGui.Spacing() end ImGui.PopID() -- Miscellaneous Horizontal Scrolling Demo IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)") DemoHelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" .. "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().") SL.lines = ImGui.SliderInt("Lines", SL.lines, 1, 15) ImGui.PushStyleVar(ImGuiStyleVar.FrameRounding, 3.0) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2.0, 1.0)) local scrolling_child_size = ImVec2(0, ImGui.GetFrameHeightWithSpacing() * 7 + 30) BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags.Borders, ImGuiWindowFlags.HorizontalScrollbar) for line = 0, SL.lines - 1 do -- Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() -- If you want to create your own time line for a real application you may be better off manipulating -- the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets -- yourself. You may also want to use the lower-level ImDrawList API. local num_buttons = 10 + ((line % 2 == 1) and line * 9 or line * 3) local base_w = ImGui.GetFontSize() * 3 for n = 0, num_buttons - 1 do if n > 0 then ImGui.SameLine() end ImGui.PushID(n + line * 1000) local label = (n % 15 == 0) and "FizzBuzz" or (n % 3 == 0) and "Fizz" or (n % 5 == 0) and "Buzz" or tostring(n) local hue = n * 0.05 ImGui.PushStyleColor(ImGuiCol.Button, HSV(hue, 0.6, 0.6)) ImGui.PushStyleColor(ImGuiCol.ButtonHovered, HSV(hue, 0.7, 0.7)) ImGui.PushStyleColor(ImGuiCol.ButtonActive, HSV(hue, 0.8, 0.8)) ImGui.Button(label, ImVec2(base_w + math.sin(line + n) * base_w * 0.5, 0.0)) ImGui.PopStyleColor(3) ImGui.PopID() end end local scroll_x = ImGui.GetScrollX() local scroll_max_x = ImGui.GetScrollMaxX() ImGui.EndChild() ImGui.PopStyleVar(2) local scroll_x_delta = 0.0 ImGui.SmallButton("<<") if ImGui.IsItemActive() then scroll_x_delta = -ImGui.GetIO().DeltaTime * 1000.0 end ImGui.SameLine() ImGui.Text("Scroll from code"); ImGui.SameLine() ImGui.SmallButton(">>") if ImGui.IsItemActive() then scroll_x_delta = ImGui.GetIO().DeltaTime * 1000.0 end ImGui.SameLine() ImGui.Text("%.0f/%.0f", scroll_x, scroll_max_x) if scroll_x_delta ~= 0.0 then -- Demonstrate a trick: you can use Begin to set yourself in the context of another window -- (here we are already out of your child window) BeginChild("scrolling") ImGui.SetScrollX(ImGui.GetScrollX() + scroll_x_delta) ImGui.EndChild() end ImGui.Spacing() _, SL.show_horizontal_contents_size_demo_window = ImGui.Checkbox("Show Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window) if SL.show_horizontal_contents_size_demo_window then DemoWindowLayout_HorizontalContentsSizeWindow() end end local function DemoWindowLayout_TextClipping() IMGUI_DEMO_MARKER("Layout/Text Clipping") if SL.clip_size == nil then SL.clip_size = { 100.0, 100.0 }; SL.clip_offset = ImVec2(30.0, 30.0) end ImGui.DragFloat2("size", SL.clip_size, 0.5, 1.0, 200.0, "%.0f") ImGui.TextWrapped("(Click and drag to scroll)") DemoHelpMarker( "(Left) Using ImGui::PushClipRect():\n" .. "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" .. "(use this if you want your clipping rectangle to affect interactions)\n\n" .. "(Center) Using ImDrawList::PushClipRect():\n" .. "Will alter ImDrawList rendering only.\n" .. "(use this as a shortcut if you are only using ImDrawList calls)\n\n" .. "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" .. "Will alter only this specific ImDrawList::AddText() rendering.\n" .. "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.") local size = ImVec2(SL.clip_size[1], SL.clip_size[2]) local offset = SL.clip_offset for n = 0, 2 do repeat if n > 0 then ImGui.SameLine() end ImGui.PushID(n) ImGui.InvisibleButton("##canvas", size) if ImGui.IsItemActive() and ImGui.IsMouseDragging(ImGuiMouseButton.Left) then offset.x = offset.x + ImGui.GetIO().MouseDelta.x offset.y = offset.y + ImGui.GetIO().MouseDelta.y end ImGui.PopID() if not ImGui.IsItemVisible() then -- Skip rendering as ImDrawList elements are not clipped. break end local p0 = ImGui.GetItemRectMin() local p1 = ImGui.GetItemRectMax() local text_str = "Line 1 hello\nLine 2 clip me!" local text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y) local draw_list = ImGui.GetWindowDrawList() if n == 0 then ImGui.PushClipRect(p0, p1, true) draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) ImGui.PopClipRect() elseif n == 1 then draw_list:PushClipRect(p0, p1, true) draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) draw_list:PopClipRect() else local clip_rect = ImVec4(p0.x, p0.y, p1.x, p1.y) -- AddText() takes a ImVec4 here so let's convert. draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(ImGui.GetFont(), ImGui.GetFontSize(), text_pos, IM_COL32_WHITE, text_str, 1, #text_str + 1, 0.0, clip_rect) end until true end end local function DemoWindowLayout_OverlapMode() IMGUI_DEMO_MARKER("Layout/Overlap Mode") DemoHelpMarker( "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" .. "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " .. "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.") _, SL.enable_allow_overlap = ImGui.Checkbox("Enable AllowOverlap", SL.enable_allow_overlap) local button1_pos = ImGui.GetCursorScreenPos() local button2_pos = ImVec2(button1_pos.x + 50.0, button1_pos.y + 50.0) if SL.enable_allow_overlap then ImGui.SetNextItemAllowOverlap() end ImGui.Button("Button 1", ImVec2(80, 80)) ImGui.SetCursorScreenPos(button2_pos) ImGui.Button("Button 2", ImVec2(80, 80)) -- This is typically used with width-spanning items. -- (note that Selectable() has a dedicated flag ImGuiSelectableFlags.AllowOverlap, which is a shortcut -- for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) if SL.enable_allow_overlap then ImGui.SetNextItemAllowOverlap() end ImGui.Selectable("Some Selectable", false) ImGui.SameLine() ImGui.SmallButton("++") end function DemoWindowLayout() if not ImGui.CollapsingHeader("Layout & Scrolling") then return end if ImGui.TreeNode("Child windows") then DemoWindowLayout_ChildWindows(); ImGui.TreePop() end if ImGui.TreeNode("Widgets Width") then DemoWindowLayout_WidgetsWidth(); ImGui.TreePop() end if ImGui.TreeNode("Basic Horizontal Layout") then DemoWindowLayout_BasicHorizontal(); ImGui.TreePop() end if ImGui.TreeNode("Groups") then DemoWindowLayout_Groups(); ImGui.TreePop() end if ImGui.TreeNode("Text Baseline Alignment") then DemoWindowLayout_TextBaseline(); ImGui.TreePop() end if ImGui.TreeNode("Scrolling") then DemoWindowLayout_Scrolling(); ImGui.TreePop() end if ImGui.TreeNode("Text Clipping") then DemoWindowLayout_TextClipping(); ImGui.TreePop() end if ImGui.TreeNode("Overlap Mode") then DemoWindowLayout_OverlapMode(); ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowPopups() ------------------------------------------------------------------------------- local SP = { selected_fish = -1, toggles = { true, false, false, false, false }, ctx_selected = -1, value = 0.5, name = nil, dont_ask_me_next_time = false, item = 1, color = { 0.4, 0.7, 0.0, 0.5 }, } local function DemoWindowPopups_Popups() IMGUI_DEMO_MARKER("Popups/Popups") ImGui.TextWrapped( "When a popup is active, it inhibits interacting with windows that are behind the popup. " .. "Clicking outside the popup closes it.") local names = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" } local toggles = SP.toggles -- Simple selection popup (if you want to show the current selection inside the Button itself, -- you may want to build a string using the "###" operator to preserve a constant ID with a variable label) if ImGui.Button("Select..") then ImGui.OpenPopup("my_select_popup") end ImGui.SameLine() ImGui.TextUnformatted(SP.selected_fish == -1 and "" or names[SP.selected_fish + 1]) if ImGui.BeginPopup("my_select_popup") then ImGui.SeparatorText("Aquarium") for i = 1, #names do if ImGui.Selectable(names[i]) then SP.selected_fish = i - 1 end end ImGui.EndPopup() end -- Showing a menu with toggles if ImGui.Button("Toggle..") then ImGui.OpenPopup("my_toggle_popup") end if ImGui.BeginPopup("my_toggle_popup") then for i = 1, #names do _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) end if ImGui.BeginMenu("Sub-menu") then ImGui.MenuItem("Click me") ImGui.EndMenu() end ImGui.Separator() ImGui.Text("Tooltip here") ImGui.SetItemTooltip("I am a tooltip over a popup") if ImGui.Button("Stacked Popup") then ImGui.OpenPopup("another popup") end if ImGui.BeginPopup("another popup") then for i = 1, #names do _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) end if ImGui.BeginMenu("Sub-menu") then ImGui.MenuItem("Click me") if ImGui.Button("Stacked Popup") then ImGui.OpenPopup("another popup") end if ImGui.BeginPopup("another popup") then ImGui.Text("I am the last one here.") ImGui.EndPopup() end ImGui.EndMenu() end ImGui.EndPopup() end ImGui.EndPopup() end -- Call the more complete ShowExampleMenuFile which we use in various places of this demo if ImGui.Button("With a menu..") then ImGui.OpenPopup("my_file_popup") end if ImGui.BeginPopup("my_file_popup", ImGuiWindowFlags.MenuBar) then if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then DemoMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then ImGui.MenuItem("Dummy") ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.Text("Hello from popup!") ImGui.Button("This is a dummy button..") ImGui.EndPopup() end end local function DemoWindowPopups_ContextMenus() IMGUI_DEMO_MARKER("Popups/Context menus") DemoHelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.") -- BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: -- if id == 0 then -- id = GetItemID() -- Use last item id -- end -- if IsItemHovered() and IsMouseReleased(ImGuiMouseButton.Right) then -- OpenPopup(id) -- end -- return BeginPopup(id) -- For advanced uses you may want to replicate and customize this code. -- See more details in BeginPopupContextItem(). -- Example 1 -- When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), -- and BeginPopupContextItem() will use the last item ID as the popup ID. do local names = { "Label1", "Label2", "Label3", "Label4", "Label5" } for n = 0, 4 do if ImGui.Selectable(names[n + 1], SP.ctx_selected == n) then SP.ctx_selected = n end if ImGui.BeginPopupContextItem() then -- <-- use last item id as popup id SP.ctx_selected = n ImGui.Text("This is a popup for \"%s\"!", names[n + 1]) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.SetItemTooltip("Right-click to open popup") end end -- Example 2 -- Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). -- Using an explicit identifier is also convenient if you want to activate the popups from different locations. do DemoHelpMarker("Text() elements don't have stable identifiers so we need to provide one.") ImGui.Text("Value = %.3f <-- (1) right-click this text", SP.value) if ImGui.BeginPopupContextItem("my popup") then if ImGui.Selectable("Set to zero") then SP.value = 0.0 end if ImGui.Selectable("Set to PI") then SP.value = 3.1415 end ImGui.SetNextItemWidth(-FLT_MIN) SP.value = ImGui.DragFloat("##Value", SP.value, 0.1, 0.0, 0.0) ImGui.EndPopup() end -- We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. -- Here we make it that right-clicking this other text element opens the same popup as above. -- The popup itself will be submitted by the code above. ImGui.Text("(2) Or right-click this text") ImGui.OpenPopupOnItemClick("my popup", ImGuiPopupFlags.MouseButtonRight) -- Back to square one: manually open the same popup. if ImGui.Button("(3) Or click this button") then ImGui.OpenPopup("my popup") end end -- Example 3 -- When using BeginPopupContextItem() with an implicit identifier (nil == use last item ID), -- we need to make sure your item identifier is stable. -- In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). do DemoHelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.") if SP.name == nil then SP.name = Buf("Label1", 32) end local buf = string.format("Button: %s###Button", BufStr(SP.name)) -- ### operator override ID ignoring the preceding label ImGui.Button(buf) if ImGui.BeginPopupContextItem() then ImGui.Text("Edit name:") ImGui.InputText("##edit", SP.name, 32) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.SameLine(); ImGui.Text("(<-- right-click here)") end end local function DemoWindowPopups_Modals() IMGUI_DEMO_MARKER("Popups/Modals") ImGui.TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.") if ImGui.Button("Delete..") then ImGui.OpenPopup("Delete?") end -- Always center this window when appearing local center = ImGui.GetMainViewport():GetCenter() ImGui.SetNextWindowPos(center, ImGuiCond.Appearing, ImVec2(0.5, 0.5)) if ImGui.BeginPopupModal("Delete?", nil, ImGuiWindowFlags.AlwaysAutoResize) then ImGui.Text("All those beautiful files will be deleted.\nThis operation cannot be undone!") ImGui.Separator() -- local unused_i = 0 -- unused_i = ImGui.Combo("Combo", unused_i, "Delete\0Delete harder\0") ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) _, SP.dont_ask_me_next_time = ImGui.Checkbox("Don't ask me next time", SP.dont_ask_me_next_time) ImGui.PopStyleVar() if ImGui.Button("OK", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end ImGui.SetItemDefaultFocus() ImGui.SameLine() if ImGui.Button("Cancel", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end if ImGui.Button("Stacked modals..") then ImGui.OpenPopup("Stacked 1") end if ImGui.BeginPopupModal("Stacked 1", nil, ImGuiWindowFlags.MenuBar) then if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then if ImGui.MenuItem("Some menu item") then end ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.") -- Testing behavior of widgets stacking their own regular popups over the modal. if ImGui.Combo then SP.item = ImGui.Combo("Combo", SP.item, { "aaaa", "bbbb", "cccc", "dddd", "eeee" }, 5) else NotPorted("Combo") end ImGui.ColorEdit4("Color", SP.color) if ImGui.Button("Add another modal..") then ImGui.OpenPopup("Stacked 2") end -- Also demonstrate passing a p_open bool to BeginPopupModal(), this will create a regular close button which -- will close the popup. Note that the visibility state of popups is owned by imgui, so the input value -- of the bool actually doesn't matter here. local unused_open = true if ImGui.BeginPopupModal("Stacked 2", unused_open) then ImGui.Text("Hello from Stacked The Second!") ImGui.ColorEdit4("Color", SP.color) -- Allow opening another nested popup if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end end function DemoWindowPopups() if not ImGui.CollapsingHeader("Popups & Modal windows") then return end -- The properties of popups windows are: -- - They block normal mouse hovering detection outside them. (*) -- - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. -- - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as -- we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). -- (*) One can use IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) to bypass it and detect hovering even -- when normally blocked by a popup. -- Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close -- popups at any time. -- Typical use for regular windows: -- local my_tool_is_active = false; if ImGui.Button("Open") then my_tool_is_active = true end; [...] if my_tool_is_active then my_tool_is_active, visible = ImGui.Begin("My Tool", my_tool_is_active); [...] ImGui.End() end -- Typical use for popups: -- if ImGui.Button("Open") then ImGui.OpenPopup("MyPopup") end; if ImGui.BeginPopup("MyPopup") then [...] ImGui.EndPopup() end -- With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. -- This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. if ImGui.TreeNode("Popups") then DemoWindowPopups_Popups(); ImGui.TreePop() end if ImGui.TreeNode("Context menus") then DemoWindowPopups_ContextMenus(); ImGui.TreePop() end if ImGui.TreeNode("Modals") then if ImGui.BeginPopupModal then DemoWindowPopups_Modals() else NotPorted("BeginPopupModal") end ImGui.TreePop() end if ImGui.TreeNode("Menus inside a regular window") then IMGUI_DEMO_MARKER("Popups/Menus inside a regular window") ImGui.TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!") ImGui.Separator() ImGui.MenuItem("Menu item", "Ctrl+M") if ImGui.BeginMenu("Menu inside a regular window") then DemoMenuFile() ImGui.EndMenu() end ImGui.Separator() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowTables() ------------------------------------------------------------------------------- -- Dummy data structure that we use for the Table demo. -- We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. -- This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. -- But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) -- If you don't use sorting, you will generally never care about giving column an ID! -- MyItemColumnID local MyItemColumnID_ID, MyItemColumnID_Name, MyItemColumnID_Action, MyItemColumnID_Quantity, MyItemColumnID_Description = 0, 1, 2, 3, 4 local function MyItem(id, name, quantity) return { ID = id, Name = name, Quantity = quantity } end --- Sort a Lua array (1-based) of MyItem with ImGuiTableSortSpecs (Specs is 1-based array or ImVector) local function MyItem_SortWithSortSpecs(sort_specs, items, items_count) if items_count <= 1 then return end local specs = sort_specs.Specs local function get_spec(n) -- n: 0-based if specs.Data then return specs.Data[n + 1] end return specs[n + 1] end local function cmp(a, b) -- returns <0, 0, >0 for n = 0, sort_specs.SpecsCount - 1 do -- Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() -- We could also choose to identify columns based on their index (sort_spec.ColumnIndex), which is simpler! local sort_spec = get_spec(n) local delta = 0 local uid = sort_spec.ColumnUserID if uid == MyItemColumnID_ID then delta = a.ID - b.ID elseif uid == MyItemColumnID_Name then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 elseif uid == MyItemColumnID_Quantity then delta = a.Quantity - b.Quantity elseif uid == MyItemColumnID_Description then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 else IM_ASSERT(false) end if delta > 0 then return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and 1 or -1 end if delta < 0 then return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and -1 or 1 end end -- table.sort() is instable so always return a way to differentiate items. -- Your own compare function may want to avoid fallback on implicit sort specs. -- e.g. a Name compare if it wasn't already part of the sort specs. return a.ID - b.ID end local arr = items.Data or items if items.Data then -- ImVector: sort only the used range local tmp = {} for i = 1, items_count do tmp[i] = arr[i] end table.sort(tmp, function(a, b) return cmp(a, b) < 0 end) for i = 1, items_count do arr[i] = tmp[i] end else table.sort(arr, function(a, b) return cmp(a, b) < 0 end) end end -- Make the UI compact because there are so many fields local function PushStyleCompact() local style = ImGui.GetStyle() ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, math.floor(style.FramePadding.y * 0.60)) ImGui.PushStyleVarY(ImGuiStyleVar.ItemSpacing, math.floor(style.ItemSpacing.y * 0.60)) end local function PopStyleCompact() ImGui.PopStyleVar(2) end local table_sizing_policies = nil -- Show a combo box with a choice of sizing policies local function EditTableSizingFlags(flags) if table_sizing_policies == nil then table_sizing_policies = { { Value = ImGuiTableFlags.None, Name = "Default", Tooltip = "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, { Value = ImGuiTableFlags.SizingFixedFit, Name = "ImGuiTableFlags_SizingFixedFit", Tooltip = "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, { Value = ImGuiTableFlags.SizingFixedSame, Name = "ImGuiTableFlags_SizingFixedSame", Tooltip = "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, { Value = ImGuiTableFlags.SizingStretchProp, Name = "ImGuiTableFlags_SizingStretchProp", Tooltip = "Columns default to _WidthStretch with weights proportional to their widths." }, { Value = ImGuiTableFlags.SizingStretchSame, Name = "ImGuiTableFlags_SizingStretchSame", Tooltip = "Columns default to _WidthStretch with same weights." }, } end local policies = table_sizing_policies local idx = 1 while idx <= #policies do if policies[idx].Value == bit32.band(flags, ImGuiTableFlags.SizingMask_) then break end idx = idx + 1 end local preview_text = (idx <= #policies) and (idx > 1 and string.sub(policies[idx].Name, #"ImGuiTableFlags" + 1) or policies[idx].Name) or "" if ImGui.BeginCombo("Sizing Policy", preview_text) then for n = 1, #policies do if ImGui.Selectable(policies[n].Name, idx == n) then flags = bit32.bor(bit32.band(flags, bit32.bnot(ImGuiTableFlags.SizingMask_)), policies[n].Value) end end ImGui.EndCombo() end ImGui.SameLine() ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 50.0) for m = 1, #policies do ImGui.Separator() ImGui.Text("%s:", policies[m].Name) ImGui.Separator() ImGui.SetCursorPosX(ImGui.GetCursorPosX() + ImGui.GetStyle().IndentSpacing * 0.5) ImGui.TextUnformatted(policies[m].Tooltip) end ImGui.PopTextWrapPos() ImGui.EndTooltip() end return flags end local function EditTableColumnsFlags(f) local p local F = ImGuiTableColumnFlags _, f = ImGui.CheckboxFlags("_Disabled", f, F.Disabled); ImGui.SameLine(); DemoHelpMarker("Master disable flag (also hide from context menu)") _, f = ImGui.CheckboxFlags("_DefaultHide", f, F.DefaultHide) _, f = ImGui.CheckboxFlags("_DefaultSort", f, F.DefaultSort) p, f = ImGui.CheckboxFlags("_WidthStretch", f, F.WidthStretch) if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthStretch))) end p, f = ImGui.CheckboxFlags("_WidthFixed", f, F.WidthFixed) if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthFixed))) end _, f = ImGui.CheckboxFlags("_NoResize", f, F.NoResize) _, f = ImGui.CheckboxFlags("_NoReorder", f, F.NoReorder) _, f = ImGui.CheckboxFlags("_NoHide", f, F.NoHide) _, f = ImGui.CheckboxFlags("_NoClip", f, F.NoClip) _, f = ImGui.CheckboxFlags("_NoSort", f, F.NoSort) _, f = ImGui.CheckboxFlags("_NoSortAscending", f, F.NoSortAscending) _, f = ImGui.CheckboxFlags("_NoSortDescending", f, F.NoSortDescending) _, f = ImGui.CheckboxFlags("_NoHeaderLabel", f, F.NoHeaderLabel) _, f = ImGui.CheckboxFlags("_NoHeaderWidth", f, F.NoHeaderWidth) _, f = ImGui.CheckboxFlags("_PreferSortAscending", f, F.PreferSortAscending) _, f = ImGui.CheckboxFlags("_PreferSortDescending", f, F.PreferSortDescending) _, f = ImGui.CheckboxFlags("_IndentEnable", f, F.IndentEnable); ImGui.SameLine(); DemoHelpMarker("Default for column 0") _, f = ImGui.CheckboxFlags("_IndentDisable", f, F.IndentDisable); ImGui.SameLine(); DemoHelpMarker("Default for column >0") _, f = ImGui.CheckboxFlags("_AngledHeader", f, F.AngledHeader) return f end local function ShowTableColumnsStatusFlags(flags) ImGui.CheckboxFlags("_IsEnabled", flags, ImGuiTableColumnFlags.IsEnabled) ImGui.CheckboxFlags("_IsVisible", flags, ImGuiTableColumnFlags.IsVisible) ImGui.CheckboxFlags("_IsSorted", flags, ImGuiTableColumnFlags.IsSorted) ImGui.CheckboxFlags("_IsHovered", flags, ImGuiTableColumnFlags.IsHovered) end local function bor(...) return bit32.bor(...) end local TF = setmetatable({}, { __index = function(_, k) return ImGuiTableFlags[k] end }) local ST = {} -- statics for DemoWindowTables (one sub-table per section) -- Using those as a base value to create width/height that are factor of the size of our font local TEXT_BASE_WIDTH, TEXT_BASE_HEIGHT = 0, 0 local function Tables_Basic() IMGUI_DEMO_MARKER("Tables/Basic") -- Here we will showcase three different ways to output a table. -- They are very simple variations of a same thing! -- [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. -- In many situations, this is the most flexible and easy to use pattern. DemoHelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.") if ImGui.BeginTable("table1", 3) then for row = 0, 3 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Row %d Column %d", row, column) end end ImGui.EndTable() end -- [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). -- This is generally more convenient when you have code manually submitting the contents of each column. DemoHelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.") if ImGui.BeginTable("table2", 3) then for row = 0, 3 do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text("Row %d", row) ImGui.TableNextColumn() ImGui.Text("Some contents") ImGui.TableNextColumn() ImGui.Text("123.456") end ImGui.EndTable() end -- [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), -- as TableNextColumn() will automatically wrap around and create new rows as needed. -- This is generally more convenient when your cells all contains the same type of data. DemoHelpMarker( "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " .. "the same type of contents.\n This is also more similar to the old NextColumn() function of the " .. "Columns API, and provided to facilitate the Columns->Tables API transition.") if ImGui.BeginTable("table3", 3) then for item = 0, 13 do ImGui.TableNextColumn() ImGui.Text("Item %d", item) end ImGui.EndTable() end end local function Tables_BordersBackground() IMGUI_DEMO_MARKER("Tables/Borders, background") -- Expose a few Borders related flags interactively local CT_Text, CT_FillButton = 0, 1 local s = ST.borders if s == nil then s = { flags = bor(TF.Borders, TF.RowBg), display_headers = false, contents_type = CT_Text }; ST.borders = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH") ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags, TF.BordersOuter) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags, TF.BordersInner) ImGui.Unindent() ImGui.AlignTextToFramePadding(); ImGui.Text("Cell contents:") ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("Text", s.contents_type, CT_Text) ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("FillButton", s.contents_type, CT_FillButton) _, s.display_headers = ImGui.Checkbox("Display headers", s.display_headers) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then -- Display headers so we can inspect their interaction with borders -- (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) if s.display_headers then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() end for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) local buf = string.format("Hello %d,%d", column, row) if s.contents_type == CT_Text then ImGui.TextUnformatted(buf) elseif s.contents_type == CT_FillButton then ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) end end end ImGui.EndTable() end end local function Tables_HelloGrid(id, flags, rows, cols, fmt) if ImGui.BeginTable(id, cols, flags) then for row = 0, rows - 1 do ImGui.TableNextRow() for column = 0, cols - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text(fmt or "Hello %d,%d", column, row) end end ImGui.EndTable() end end local function Tables_ResizableStretch() IMGUI_DEMO_MARKER("Tables/Resizable, stretch") -- By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" -- All columns maintain a sizing weight, and they will occupy all available width. local s = ST.rstretch if s == nil then s = { flags = bor(TF.SizingStretchSame, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rstretch = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) ImGui.SameLine(); DemoHelpMarker( "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " .. "this is why the resize borders are still showing when unchecking this.") PopStyleCompact() Tables_HelloGrid("table1", s.flags, 5, 3) end local function Tables_ResizableFixed() IMGUI_DEMO_MARKER("Tables/Resizable, fixed") -- Here we use ImGuiTableFlags.SizingFixedFit (even though _ScrollX is not set) -- So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) -- If there is not enough available width to fit all columns, they will however be resized down. -- FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings DemoHelpMarker( "Using _Resizable + _SizingFixedFit flags.\n" .. "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" .. "Double-click a column border to auto-fit the column to its contents.") PushStyleCompact() local s = ST.rfixed if s == nil then s = { flags = bor(TF.SizingFixedFit, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rfixed = s end _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) PopStyleCompact() Tables_HelloGrid("table1", s.flags, 5, 3) end local function Tables_ResizableMixed() IMGUI_DEMO_MARKER("Tables/Resizable, mixed") DemoHelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" .. "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.") local flags = bor(TF.SizingFixedFit, TF.RowBg, TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable) local CF = ImGuiTableColumnFlags if ImGui.BeginTable("table1", 3, flags) then ImGui.TableSetupColumn("AAA", CF.WidthFixed) ImGui.TableSetupColumn("BBB", CF.WidthFixed) ImGui.TableSetupColumn("CCC", CF.WidthStretch) ImGui.TableHeadersRow() for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %d,%d", (column == 2) and "Stretch" or "Fixed", column, row) end end ImGui.EndTable() end if ImGui.BeginTable("table2", 6, flags) then ImGui.TableSetupColumn("AAA", CF.WidthFixed) ImGui.TableSetupColumn("BBB", CF.WidthFixed) ImGui.TableSetupColumn("CCC", bor(CF.WidthFixed, CF.DefaultHide)) ImGui.TableSetupColumn("DDD", CF.WidthStretch) ImGui.TableSetupColumn("EEE", CF.WidthStretch) ImGui.TableSetupColumn("FFF", bor(CF.WidthStretch, CF.DefaultHide)) ImGui.TableHeadersRow() for row = 0, 4 do ImGui.TableNextRow() for column = 0, 5 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %d,%d", (column >= 3) and "Stretch" or "Fixed", column, row) end end ImGui.EndTable() end end local function Tables_Reorderable() IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers") DemoHelpMarker( "Click and drag column headers to reorder columns.\n\n" .. "Right-click on a header to open a context menu.") local s = ST.reorder if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.BordersOuter, TF.BordersV) }; ST.reorder = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then -- Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. -- (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() for row = 0, 5 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end ImGui.EndTable() end -- Use outer_size.x == 0.0f instead of default to make the table as tight as possible -- (only valid when no scrolling and no stretch column) if ImGui.BeginTable("table2", 3, bor(s.flags, TF.SizingFixedFit), ImVec2(0.0, 0.0)) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() for row = 0, 5 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Fixed %d,%d", column, row) end end ImGui.EndTable() end end local function Tables_Padding() IMGUI_DEMO_MARKER("Tables/Padding") -- First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. -- We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. DemoHelpMarker( "We often want outer padding activated when any using features which makes the edges of a column visible:\n" .. "e.g.:\n" .. "- BorderOuterV\n" .. "- any form of row selection\n" .. "Because of this, activating BorderOuterV sets the default to PadOuterX. " .. "Using PadOuterX or NoPadOuterX you can override the default.\n\n" .. "Actual padding values are using style.CellPadding.\n\n" .. "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.") local s = ST.padding if s == nil then s = { flags1 = TF.BordersV, show_headers = false, flags2 = bor(TF.Borders, TF.RowBg), cell_padding = ImVec2(0.0, 0.0), show_widget_frame_bg = true, text_bufs = {}, init = true } -- text_bufs: Mini text storage for 3x5 cells ST.padding = s end PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags1, TF.PadOuterX) ImGui.SameLine(); DemoHelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags1, TF.NoPadOuterX) ImGui.SameLine(); DemoHelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags1, TF.NoPadInnerX) ImGui.SameLine(); DemoHelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags1, TF.BordersOuterV) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags1, TF.BordersInnerV) _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) PopStyleCompact() if ImGui.BeginTable("table_padding", 3, s.flags1) then if s.show_headers then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() end for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x) else local buf = string.format("Hello %d,%d", column, row) ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) end -- if bit32.band(ImGui.TableGetColumnFlags(), ImGuiTableColumnFlags.IsHovered) ~= 0 then -- ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, IM_COL32(0, 100, 0, 255)) -- end end end ImGui.EndTable() end -- Second example: set style.CellPadding to (0.0) or a custom value. -- FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... DemoHelpMarker("Setting style.CellPadding to (0,0) or a custom value.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags2, TF.Borders) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags2, TF.BordersH) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags2, TF.BordersV) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags2, TF.BordersInner) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags2, TF.BordersOuter) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags2, TF.RowBg) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags2, TF.Resizable) _, s.show_widget_frame_bg = ImGui.Checkbox("show_widget_frame_bg", s.show_widget_frame_bg) ImGui.SliderFloat2("CellPadding", s.cell_padding, 0.0, 10.0, "%.0f") PopStyleCompact() ImGui.PushStyleVar(ImGuiStyleVar.CellPadding, s.cell_padding) if ImGui.BeginTable("table_padding_2", 3, s.flags2) then if not s.show_widget_frame_bg then ImGui.PushStyleColor(ImGuiCol.FrameBg, 0) end for cell = 0, 3 * 5 - 1 do ImGui.TableNextColumn() if s.init then s.text_bufs[cell + 1] = Buf("edit me", 16) end ImGui.SetNextItemWidth(-FLT_MIN) ImGui.PushID(cell) ImGui.InputText("##cell", s.text_bufs[cell + 1], 16) ImGui.PopID() end if not s.show_widget_frame_bg then ImGui.PopStyleColor() end s.init = false ImGui.EndTable() end ImGui.PopStyleVar() end local function Tables_SizingPolicies() IMGUI_DEMO_MARKER("Tables/Explicit widths") local s = ST.sizing if s == nil then s = { flags1 = bor(TF.BordersV, TF.BordersOuterH, TF.RowBg, TF.ContextMenuInBody), sizing_policy_flags = { TF.SizingFixedFit, TF.SizingFixedSame, TF.SizingStretchProp, TF.SizingStretchSame }, flags = bor(TF.ScrollY, TF.Borders, TF.RowBg, TF.Resizable), contents_type = 0, column_count = 3, text_buf = Buf("", 32) } ST.sizing = s end PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags1, TF.NoHostExtendX) PopStyleCompact() for table_n = 0, 3 do ImGui.PushID(table_n) ImGui.SetNextItemWidth(TEXT_BASE_WIDTH * 30) s.sizing_policy_flags[table_n + 1] = EditTableSizingFlags(s.sizing_policy_flags[table_n + 1]) -- To make it easier to understand the different sizing policy, -- For each policy: we display one table where the columns have equal contents width, -- and one where the columns have different contents width. if ImGui.BeginTable("table1", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 2 do ImGui.TableNextRow() ImGui.TableNextColumn(); ImGui.Text("Oh dear") ImGui.TableNextColumn(); ImGui.Text("Oh dear") ImGui.TableNextColumn(); ImGui.Text("Oh dear") end ImGui.EndTable() end if ImGui.BeginTable("table2", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 2 do ImGui.TableNextRow() ImGui.TableNextColumn(); ImGui.Text("AAAA") ImGui.TableNextColumn(); ImGui.Text("BBBBBBBB") ImGui.TableNextColumn(); ImGui.Text("CCCCCCCCCCCC") end ImGui.EndTable() end ImGui.PopID() end ImGui.Spacing() ImGui.TextUnformatted("Advanced") ImGui.SameLine() DemoHelpMarker( "This section allows you to interact and see the effect of various sizing policies " .. "depending on whether Scroll is enabled and the contents of your columns.") local CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText = 0, 1, 2, 3, 4, 5 PushStyleCompact() ImGui.PushID("Advanced") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) s.flags = EditTableSizingFlags(s.flags) if ImGui.Combo then s.contents_type = ImGui.Combo("Contents", s.contents_type, { "Show width", "Short Text", "Long Text", "Button", "Fill Button", "InputText" }, 6) else NotPorted("Combo") end if s.contents_type == CT_FillButton then ImGui.SameLine() DemoHelpMarker( "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " .. "where contents width can feed into auto-column width can feed into contents width.") end s.column_count = ImGui.DragInt("Columns", s.column_count, 0.1, 1, 64, "%d", ImGuiSliderFlags.AlwaysClamp) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) ImGui.PopItemWidth() ImGui.PopID() PopStyleCompact() if ImGui.BeginTable("table2", s.column_count, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 7)) then for cell = 0, 10 * s.column_count - 1 do ImGui.TableNextColumn() local column = ImGui.TableGetColumnIndex() local row = ImGui.TableGetRowIndex() ImGui.PushID(cell) local label = string.format("Hello %d,%d", column, row) local ct = s.contents_type if ct == CT_ShortText then ImGui.TextUnformatted(label) elseif ct == CT_LongText then ImGui.Text("Some %s text %d,%d\nOver two lines..", column == 0 and "long" or "longeeer", column, row) elseif ct == CT_ShowWidth then ImGui.Text("W: %.1f", ImGui.GetContentRegionAvail().x) elseif ct == CT_Button then ImGui.Button(label) elseif ct == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) elseif ct == CT_InputText then ImGui.SetNextItemWidth(-FLT_MIN); ImGui.InputText("##", s.text_buf, 32) end ImGui.PopID() end ImGui.EndTable() end end local function Tables_VerticalScrolling() IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping") DemoHelpMarker( "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" .. "We also demonstrate using ImGuiListClipper to virtualize the submission of many items.") local s = ST.vscroll if s == nil then s = { flags = bor(TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable) }; ST.vscroll = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) PopStyleCompact() -- When using ScrollX or ScrollY we need to specify a size for our table container! -- Otherwise by default the table will fit all available space, like a BeginChild() call. local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) if ImGui.BeginTable("table_scrolly", 3, s.flags, outer_size) then ImGui.TableSetupScrollFreeze(0, 1) -- Make top row always visible ImGui.TableSetupColumn("One", ImGuiTableColumnFlags.None) ImGui.TableSetupColumn("Two", ImGuiTableColumnFlags.None) ImGui.TableSetupColumn("Three", ImGuiTableColumnFlags.None) ImGui.TableHeadersRow() -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(1000) while clipper:Step() do for row = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end end local function Tables_HorizontalScrolling() IMGUI_DEMO_MARKER("Tables/Horizontal scrolling") DemoHelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " .. "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" .. "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " .. "because the container window won't automatically extend vertically to fix contents " .. "(this may be improved in future versions).") local s = ST.hscroll if s == nil then s = { flags = bor(TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable), freeze_cols = 1, freeze_rows = 1, flags2 = bor(TF.SizingStretchSame, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.RowBg, TF.ContextMenuInBody), inner_width = 1000.0 } ST.hscroll = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) PopStyleCompact() -- When using ScrollX or ScrollY we need to specify a size for our table container! -- Otherwise by default the table will fit all available space, like a BeginChild() call. local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) if ImGui.BeginTable("table_scrollx", 7, s.flags, outer_size) then ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) ImGui.TableSetupColumn("Line #", ImGuiTableColumnFlags.NoHide) -- Make the first column not hideable to match our use of TableSetupScrollFreeze() ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableSetupColumn("Four") ImGui.TableSetupColumn("Five") ImGui.TableSetupColumn("Six") ImGui.TableHeadersRow() for row = 0, 19 do ImGui.TableNextRow() for column = 0, 6 do repeat -- Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. -- Because here we know that: -- - A) all our columns are contributing the same to row height -- - B) column 0 is always visible, -- We only always submit this one column and can skip others. -- More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). if not ImGui.TableSetColumnIndex(column) and column > 0 then break -- continue end if column == 0 then ImGui.Text("Line %d", row) else ImGui.Text("Hello world %d,%d", column, row) end until true end end ImGui.EndTable() end ImGui.Spacing() ImGui.TextUnformatted("Stretch + ScrollX") ImGui.SameLine() DemoHelpMarker( "Showcase using Stretch columns + ScrollX together: " .. "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" .. "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " .. "along with ScrollX doesn't make sense.") PushStyleCompact() ImGui.PushID("flags3") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags2, TF.ScrollX) s.inner_width = ImGui.DragFloat("inner_width", s.inner_width, 1.0, 0.0, FLT_MAX, "%.1f") ImGui.PopItemWidth() ImGui.PopID() PopStyleCompact() if ImGui.BeginTable("table2", 7, s.flags2, outer_size, s.inner_width) then for cell = 0, 20 * 7 - 1 do ImGui.TableNextColumn() ImGui.Text("Hello world %d,%d", ImGui.TableGetColumnIndex(), ImGui.TableGetRowIndex()) end ImGui.EndTable() end end local function Tables_ColumnsFlags() IMGUI_DEMO_MARKER("Tables/Columns flags") -- Create a first table just to show all the options/flags we want to make visible in our example! local column_count = 3 local column_names = { "One", "Two", "Three" } local s = ST.colflags if s == nil then s = { column_flags = { ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.None, ImGuiTableColumnFlags.DefaultHide }, column_flags_out = { 0, 0, 0 } } -- column_flags_out: Output from TableGetColumnFlags() ST.colflags = s end if ImGui.BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags.None) then PushStyleCompact() for column = 1, column_count do ImGui.TableNextColumn() ImGui.PushID(column - 1) ImGui.AlignTextToFramePadding() -- FIXME-TABLE: Workaround for wrong text baseline propagation across columns ImGui.Text("'%s'", column_names[column]) ImGui.Spacing() ImGui.Text("Input flags:") s.column_flags[column] = EditTableColumnsFlags(s.column_flags[column]) ImGui.Spacing() ImGui.Text("Output flags:") ImGui.BeginDisabled() ShowTableColumnsStatusFlags(s.column_flags_out[column]) ImGui.EndDisabled() ImGui.PopID() end PopStyleCompact() ImGui.EndTable() end -- Create the real table we care about for the example! -- We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, -- otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible -- + resizing the parent window down). local flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable) local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 9) if ImGui.BeginTable("table_columns_flags", column_count, flags, outer_size) then local has_angled_header = false for column = 1, column_count do has_angled_header = has_angled_header or Has(s.column_flags[column], ImGuiTableColumnFlags.AngledHeader) ImGui.TableSetupColumn(column_names[column], s.column_flags[column]) end if has_angled_header then ImGui.TableAngledHeadersRow() end ImGui.TableHeadersRow() for column = 1, column_count do s.column_flags_out[column] = ImGui.TableGetColumnFlags(column - 1) end local indent_step = math.floor(math.floor(TEXT_BASE_WIDTH) / 2) for row = 0, 7 do -- Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. ImGui.Indent(indent_step) ImGui.TableNextRow() for column = 0, column_count - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %s", (column == 0) and "Indented" or "Hello", ImGui.TableGetColumnName(column)) end end ImGui.Unindent(indent_step * 8.0) ImGui.EndTable() end end local function Tables_ColumnsWidths() IMGUI_DEMO_MARKER("Tables/Columns widths") DemoHelpMarker("Using TableSetupColumn() to setup default width.") local s = ST.colwidths if s == nil then s = { flags1 = bor(TF.Borders, TF.NoBordersInBodyUntilResize), flags2 = TF.None }; ST.colwidths = s end local CF = ImGuiTableColumnFlags PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags1, TF.NoBordersInBodyUntilResize) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags1) then -- We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui.TableSetupColumn("one", CF.WidthFixed, 100.0) -- Default to 100.0f ImGui.TableSetupColumn("two", CF.WidthFixed, 200.0) -- Default to 200.0f ImGui.TableSetupColumn("three", CF.WidthFixed) -- Default to auto ImGui.TableHeadersRow() for row = 0, 3 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) else ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end DemoHelpMarker( "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " .. "fixed columns with set width may still be shrunk down if there's not enough space in the host.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags2, TF.NoKeepColumnsVisible) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags2, TF.BordersInnerV) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags2, TF.BordersOuterV) PopStyleCompact() if ImGui.BeginTable("table2", 4, s.flags2) then -- We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns -- will default to ImGuiTableColumnFlags_WidthFixed. ImGui.TableSetupColumn("", CF.WidthFixed, 100.0) ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 30.0) ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) for row = 0, 4 do ImGui.TableNextRow() for column = 0, 3 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) else ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end end local function Tables_Nested() IMGUI_DEMO_MARKER("Tables/Nested tables") DemoHelpMarker("This demonstrates embedding a table into another table cell.") if ImGui.BeginTable("table_nested1", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then ImGui.TableSetupColumn("A0") ImGui.TableSetupColumn("A1") ImGui.TableHeadersRow() ImGui.TableNextColumn() ImGui.Text("A0 Row 0") do local rows_height = (TEXT_BASE_HEIGHT * 2.0) + (ImGui.GetStyle().CellPadding.y * 2.0) if ImGui.BeginTable("table_nested2", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then ImGui.TableSetupColumn("B0") ImGui.TableSetupColumn("B1") ImGui.TableHeadersRow() ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) ImGui.TableNextColumn() ImGui.Text("B0 Row 0") ImGui.TableNextColumn() ImGui.Text("B1 Row 0") ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) ImGui.TableNextColumn() ImGui.Text("B0 Row 1") ImGui.TableNextColumn() ImGui.Text("B1 Row 1") ImGui.EndTable() end end ImGui.TableNextColumn(); ImGui.Text("A1 Row 0") ImGui.TableNextColumn(); ImGui.Text("A0 Row 1") ImGui.TableNextColumn(); ImGui.Text("A1 Row 1") ImGui.EndTable() end end local function Tables_RowHeight() IMGUI_DEMO_MARKER("Tables/Row height") DemoHelpMarker( "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " .. "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" .. "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.") if ImGui.BeginTable("table_row_height", 1, TF.Borders) then for row = 0, 7 do local min_row_height = math.floor(TEXT_BASE_HEIGHT * 0.30 * row + ImGui.GetStyle().CellPadding.y * 2.0) ImGui.TableNextRow(ImGuiTableRowFlags.None, min_row_height) ImGui.TableNextColumn() ImGui.Text("min_row_height = %.2f", min_row_height) end ImGui.EndTable() end DemoHelpMarker( "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" .. "Please note that Tables Row Height is not the same thing as Current Line Height, " .. "as a table cell may contains multiple lines.") if ImGui.BeginTable("table_share_lineheight", 2, TF.Borders) then ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.ColorButton("##1", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) ImGui.TableNextColumn() ImGui.Text("Line 1") ImGui.Text("Line 2") ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.ColorButton("##2", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) ImGui.TableNextColumn() ImGui.SameLine(0.0, 0.0) -- Reuse line height from previous column ImGui.Text("Line 1, with SameLine(0,0)") ImGui.Text("Line 2") ImGui.EndTable() end DemoHelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.") if ImGui.BeginTable("table_changing_cellpadding_y", 1, TF.Borders) then local style = ImGui.GetStyle() for row = 0, 7 do if (row % 3) == 2 then ImGui.PushStyleVarY(ImGuiStyleVar.CellPadding, 20.0) end ImGui.TableNextRow(ImGuiTableRowFlags.None) ImGui.TableNextColumn() ImGui.Text("CellPadding.y = %.2f", style.CellPadding.y) if (row % 3) == 2 then ImGui.PopStyleVar() end end ImGui.EndTable() end end local function Tables_OuterSize() IMGUI_DEMO_MARKER("Tables/Outer size") -- Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY -- Important to that note how the two flags have slightly different behaviors! ImGui.Text("Using NoHostExtendX and NoHostExtendY:") PushStyleCompact() local s = ST.outer if s == nil then s = { flags = bor(TF.Borders, TF.Resizable, TF.ContextMenuInBody, TF.RowBg, TF.SizingFixedFit, TF.NoHostExtendX) }; ST.outer = s end _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") PopStyleCompact() local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 5.5) if ImGui.BeginTable("table1", 3, s.flags, outer_size) then for row = 0, 9 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.SameLine() ImGui.Text("Hello!") ImGui.Spacing() ImGui.Text("Using explicit size:") if ImGui.BeginTable("table2", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.SameLine() if ImGui.BeginTable("table3", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then local rows_height = TEXT_BASE_HEIGHT * 1.5 + ImGui.GetStyle().CellPadding.y * 2.0 for row = 0, 2 do ImGui.TableNextRow(0, rows_height) for column = 0, 2 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end end local function Tables_BackgroundColor() IMGUI_DEMO_MARKER("Tables/Background color") local s = ST.bgcolor if s == nil then s = { flags = TF.RowBg, row_bg_type = 1, row_bg_target = 1, cell_bg_type = 1 }; ST.bgcolor = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.") if ImGui.Combo then s.row_bg_type = ImGui.Combo("row bg type", s.row_bg_type, { "None", "Red", "Gradient" }, 3) s.row_bg_target = ImGui.Combo("row bg target", s.row_bg_target, { "RowBg0", "RowBg1" }, 2); ImGui.SameLine(); DemoHelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.") s.cell_bg_type = ImGui.Combo("cell bg type", s.cell_bg_type, { "None", "Blue" }, 2); ImGui.SameLine(); DemoHelpMarker("We are colorizing cells to B1->C2 here.") else NotPorted("Combo") end IM_ASSERT(s.row_bg_type >= 0 and s.row_bg_type <= 2) IM_ASSERT(s.row_bg_target >= 0 and s.row_bg_target <= 1) IM_ASSERT(s.cell_bg_type >= 0 and s.cell_bg_type <= 1) PopStyleCompact() if ImGui.BeginTable("table1", 5, s.flags) then for row = 0, 5 do ImGui.TableNextRow() -- Demonstrate setting a row background color with 'ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBgX, ...)' -- We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. if s.row_bg_type ~= 0 then local row_bg_color = ImGui.GetColorU32(s.row_bg_type == 1 and ImVec4(0.7, 0.3, 0.3, 0.65) or ImVec4(0.2 + row * 0.1, 0.2, 0.2, 0.65)) -- Flat or Gradient? ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBg0 + s.row_bg_target, row_bg_color) end -- Fill cells for column = 0, 4 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s%s", string.char(65 + row), string.char(48 + column)) -- Change background of Cells B1->C2 -- Demonstrate setting a cell background color with 'ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, ...)' -- (the CellBg color will be blended over the RowBg and ColumnBg colors) -- We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. if row >= 1 and row <= 2 and column >= 1 and column <= 2 and s.cell_bg_type == 1 then local cell_bg_color = ImGui.GetColorU32(ImVec4(0.3, 0.3, 0.7, 0.65)) ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, cell_bg_color) end end end ImGui.EndTable() end end -- Simple storage to output a dummy file-system. local tree_view_nodes = { { Name = "Root with Long Name", Type = "Folder", Size = -1, ChildIdx = 1, ChildCount = 3 }, -- 0 { Name = "Music", Type = "Folder", Size = -1, ChildIdx = 4, ChildCount = 2 }, -- 1 { Name = "Textures", Type = "Folder", Size = -1, ChildIdx = 6, ChildCount = 3 }, -- 2 { Name = "desktop.ini", Type = "System file", Size = 1024, ChildIdx = -1, ChildCount = -1 }, -- 3 { Name = "File1_a.wav", Type = "Audio file", Size = 123000, ChildIdx = -1, ChildCount = -1 }, -- 4 { Name = "File1_b.wav", Type = "Audio file", Size = 456000, ChildIdx = -1, ChildCount = -1 }, -- 5 { Name = "Image001.png", Type = "Image file", Size = 203128, ChildIdx = -1, ChildCount = -1 }, -- 6 { Name = "Copy of Image001.png", Type = "Image file", Size = 203256, ChildIdx = -1, ChildCount = -1 }, -- 7 { Name = "Copy of Image001 (Final2).png", Type = "Image file", Size = 203512, ChildIdx = -1, ChildCount = -1 }, -- 8 } local function MyTreeNode_DisplayNode(node, all_nodes, tree_node_flags_base) ImGui.TableNextRow() ImGui.TableNextColumn() local is_folder = (node.ChildCount > 0) local node_flags = tree_node_flags_base if node ~= all_nodes[1] then node_flags = bit32.band(node_flags, bit32.bnot(ImGuiTreeNodeFlags.LabelSpanAllColumns)) -- Only demonstrate this on the root node. end if is_folder then local open = ImGui.TreeNodeEx(node.Name, node_flags) if bit32.band(node_flags, ImGuiTreeNodeFlags.LabelSpanAllColumns) == 0 then ImGui.TableNextColumn() ImGui.TextDisabled("--") ImGui.TableNextColumn() ImGui.TextUnformatted(node.Type) end if open then for child_n = 0, node.ChildCount - 1 do MyTreeNode_DisplayNode(all_nodes[node.ChildIdx + child_n + 1], all_nodes, tree_node_flags_base) end ImGui.TreePop() end else ImGui.TreeNodeEx(node.Name, bor(node_flags, ImGuiTreeNodeFlags.Leaf, ImGuiTreeNodeFlags.Bullet, ImGuiTreeNodeFlags.NoTreePushOnOpen)) ImGui.TableNextColumn() ImGui.Text("%d", node.Size) ImGui.TableNextColumn() ImGui.TextUnformatted(node.Type) end end local function Tables_TreeView() IMGUI_DEMO_MARKER("Tables/Tree view") local s = ST.treeview if s == nil then s = { table_flags = bor(TF.BordersV, TF.BordersOuterH, TF.Resizable, TF.RowBg, TF.NoBordersInBody), tree_node_flags_base = bor(ImGuiTreeNodeFlags.SpanAllColumns, ImGuiTreeNodeFlags.DefaultOpen, ImGuiTreeNodeFlags.DrawLinesFull) } ST.treeview = s end _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanFullWidth) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanLabelWidth) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanAllColumns) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.LabelSpanAllColumns) ImGui.SameLine(); DemoHelpMarker("Useful if you know that you aren't displaying contents in other columns") DemoHelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.") if ImGui.BeginTable("3ways", 3, s.table_flags) then -- The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags.NoHide) ImGui.TableSetupColumn("Size", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 12.0) ImGui.TableSetupColumn("Type", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 18.0) ImGui.TableHeadersRow() MyTreeNode_DisplayNode(tree_view_nodes[1], tree_view_nodes, s.tree_node_flags_base) ImGui.EndTable() end end local function Tables_ItemWidth() IMGUI_DEMO_MARKER("Tables/Item width") DemoHelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" .. "Note that on auto-resizing non-resizable fixed columns, querying the content width for " .. "e.g. right-alignment doesn't make sense.") if ImGui.BeginTable("table_item_width", 3, TF.Borders) then ImGui.TableSetupColumn("small") ImGui.TableSetupColumn("half") ImGui.TableSetupColumn("right-align") ImGui.TableHeadersRow() for row = 0, 2 do ImGui.TableNextRow() if row == 0 then -- Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) ImGui.TableSetColumnIndex(0) ImGui.PushItemWidth(TEXT_BASE_WIDTH * 3.0) -- Small ImGui.TableSetColumnIndex(1) ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5) ImGui.TableSetColumnIndex(2) ImGui.PushItemWidth(-FLT_MIN) -- Right-aligned end -- Draw our contents ImGui.PushID(row) ImGui.TableSetColumnIndex(0) ST.dummy_f = ImGui.SliderFloat("float0", ST.dummy_f or 0.0, 0.0, 1.0) ImGui.TableSetColumnIndex(1) ST.dummy_f = ImGui.SliderFloat("float1", ST.dummy_f, 0.0, 1.0) ImGui.TableSetColumnIndex(2) ST.dummy_f = ImGui.SliderFloat("##float2", ST.dummy_f, 0.0, 1.0) -- No visible label since right-aligned ImGui.PopID() end ImGui.EndTable() end end -- Demonstrate using TableHeader() calls instead of TableHeadersRow() local function Tables_CustomHeaders() IMGUI_DEMO_MARKER("Tables/Custom headers") local COLUMNS_COUNT = 3 if ImGui.BeginTable("table_custom_headers", COLUMNS_COUNT, bor(TF.Borders, TF.Reorderable, TF.Hideable)) then ImGui.TableSetupColumn("Apricot") ImGui.TableSetupColumn("Banana") ImGui.TableSetupColumn("Cherry") -- Dummy entire-column selection storage -- FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. if ST.column_selected == nil then ST.column_selected = { false, false, false } end local column_selected = ST.column_selected -- Instead of calling TableHeadersRow() we'll submit custom headers ourselves. -- (A different approach is also possible: -- - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. -- - Call TableHeadersRow() normally. This will submit TableHeader() with no name. -- - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) ImGui.TableNextRow(ImGuiTableRowFlags.Headers) for column = 0, COLUMNS_COUNT - 1 do ImGui.TableSetColumnIndex(column) local column_name = ImGui.TableGetColumnName(column) -- Retrieve name passed to TableSetupColumn() ImGui.PushID(column) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) _, column_selected[column + 1] = ImGui.Checkbox("##checkall", column_selected[column + 1]) ImGui.PopStyleVar() ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.TableHeader(column_name) ImGui.PopID() end -- Submit table contents for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do local buf = string.format("Cell %d,%d", column, row) ImGui.TableSetColumnIndex(column) ImGui.Selectable(buf, column_selected[column + 1]) end end ImGui.EndTable() end end -- Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers local function Tables_AngledHeaders() IMGUI_DEMO_MARKER("Tables/Angled headers") local column_names = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" } local columns_count = #column_names local rows_count = 12 local s = ST.angled if s == nil then s = { table_flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.BordersInnerH, TF.Hideable, TF.Resizable, TF.Reorderable, TF.HighlightHoveredColumn), column_flags = bor(ImGuiTableColumnFlags.AngledHeader, ImGuiTableColumnFlags.WidthFixed), bools = {}, frozen_cols = 1, frozen_rows = 2 } -- bools: Dummy storage selection storage for i = 1, columns_count * rows_count do s.bools[i] = false end ST.angled = s end _, s.table_flags = ImGui.CheckboxFlags("_ScrollX", s.table_flags, TF.ScrollX) _, s.table_flags = ImGui.CheckboxFlags("_ScrollY", s.table_flags, TF.ScrollY) _, s.table_flags = ImGui.CheckboxFlags("_Resizable", s.table_flags, TF.Resizable) _, s.table_flags = ImGui.CheckboxFlags("_Sortable", s.table_flags, TF.Sortable) _, s.table_flags = ImGui.CheckboxFlags("_NoBordersInBody", s.table_flags, TF.NoBordersInBody) _, s.table_flags = ImGui.CheckboxFlags("_HighlightHoveredColumn", s.table_flags, TF.HighlightHoveredColumn) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.frozen_cols = ImGui.SliderInt("Frozen columns", s.frozen_cols, 0, 2) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.frozen_rows = ImGui.SliderInt("Frozen rows", s.frozen_rows, 0, 2) _, s.column_flags = ImGui.CheckboxFlags("Disable header contributing to column width", s.column_flags, ImGuiTableColumnFlags.NoHeaderWidth) if ImGui.TreeNode("Style settings") then ImGui.SameLine() DemoHelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.") ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) local style = ImGui.GetStyle() style.TableAngledHeadersAngle = ImGui.SliderAngle("style.TableAngledHeadersAngle", style.TableAngledHeadersAngle, -50.0, 50.0) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) ImGui.SliderFloat2("style.TableAngledHeadersTextAlign", style.TableAngledHeadersTextAlign, 0.0, 1.0, "%.2f") ImGui.TreePop() end if ImGui.BeginTable("table_angled_headers", columns_count, s.table_flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 12)) then ImGui.TableSetupColumn(column_names[1], bor(ImGuiTableColumnFlags.NoHide, ImGuiTableColumnFlags.NoReorder)) for n = 2, columns_count do ImGui.TableSetupColumn(column_names[n], s.column_flags) end ImGui.TableSetupScrollFreeze(s.frozen_cols, s.frozen_rows) ImGui.TableAngledHeadersRow() -- Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. ImGui.TableHeadersRow() -- Draw remaining headers and allow access to context-menu and other functions. for row = 0, rows_count - 1 do ImGui.PushID(row) ImGui.TableNextRow() ImGui.TableSetColumnIndex(0) ImGui.AlignTextToFramePadding() ImGui.Text("Track %d", row) for column = 1, columns_count - 1 do if ImGui.TableSetColumnIndex(column) then ImGui.PushID(column) local idx = row * columns_count + column + 1 _, s.bools[idx] = ImGui.Checkbox("", s.bools[idx]) ImGui.PopID() end end ImGui.PopID() end ImGui.EndTable() end end -- Demonstrate creating custom context menus inside columns, -- while playing it nice with context menus provided by TableHeadersRow()/TableHeader() local function Tables_ContextMenus() IMGUI_DEMO_MARKER("Tables/Context menus") DemoHelpMarker( "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" .. "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.") local s = ST.ctxmenu if s == nil then s = { flags1 = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.ContextMenuInBody) }; ST.ctxmenu = s end PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags1, TF.ContextMenuInBody) PopStyleCompact() -- Context Menus: first example -- [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. -- [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) local COLUMNS_COUNT = 3 if ImGui.BeginTable("table_context_menu", COLUMNS_COUNT, s.flags1) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") -- [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow() -- Submit dummy contents for row = 0, 3 do ImGui.TableNextRow() for column = 0, COLUMNS_COUNT - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end -- Context Menus: second example -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. -- [2.2] Right-click on the ".." to open a custom popup -- [2.3] Right-click in columns to open another custom popup DemoHelpMarker( "Demonstrate mixing table context menu (over header), item context button (over button) " .. "and custom per-column context menu (over column body).") local flags2 = bor(TF.Resizable, TF.SizingFixedFit, TF.Reorderable, TF.Hideable, TF.Borders) if ImGui.BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow() for row = 0, 3 do ImGui.TableNextRow() for column = 0, COLUMNS_COUNT - 1 do -- Submit dummy contents ImGui.TableSetColumnIndex(column) ImGui.Text("Cell %d,%d", column, row) ImGui.SameLine() -- [2.2] Right-click on the ".." to open a custom popup ImGui.PushID(row * COLUMNS_COUNT + column) ImGui.SmallButton("..") if ImGui.BeginPopupContextItem() then ImGui.Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.PopID() end end -- [2.3] Right-click anywhere in columns to open another custom popup -- (instead of testing for not IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup -- to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) local hovered_column = -1 for column = 0, COLUMNS_COUNT do ImGui.PushID(column) if Has(ImGui.TableGetColumnFlags(column), ImGuiTableColumnFlags.IsHovered) then hovered_column = column end if hovered_column == column and not ImGui.IsAnyItemHovered() and ImGui.IsMouseReleased(1) then ImGui.OpenPopup("MyPopup") end if ImGui.BeginPopup("MyPopup") then if column == COLUMNS_COUNT then ImGui.Text("This is a custom popup for unused space after the last column.") else ImGui.Text("This is a custom popup for Column %d", column) end if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.PopID() end ImGui.EndTable() ImGui.Text("Hovered column: %d", hovered_column) end end -- Demonstrate creating multiple tables with the same ID local function Tables_SyncedInstances() IMGUI_DEMO_MARKER("Tables/Synced instances") DemoHelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.") local s = ST.synced if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.SizingFixedFit, TF.NoSavedSettings) }; ST.synced = s end _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SizingFixedFit", s.flags, TF.SizingFixedFit) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) for n = 0, 2 do local buf = string.format("Synced Table %d", n) local open = ImGui.CollapsingHeader(buf, ImGuiTreeNodeFlags.DefaultOpen) if open and ImGui.BeginTable("Table", 3, s.flags, ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 5)) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() local cell_count = (n == 1) and 27 or 9 -- Make second table have a scrollbar to verify that additional decoration is not affecting column positions. for cell = 0, cell_count - 1 do ImGui.TableNextColumn() ImGui.Text("this cell %d", cell) end ImGui.EndTable() end end end -- Demonstrate using Sorting facilities -- This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. -- Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) local template_items_names = { "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" } local function Tables_Sorting() IMGUI_DEMO_MARKER("Tables/Sorting") -- Create item list local s = ST.sorting if s == nil then s = { items = {}, flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.NoBordersInBody, TF.ScrollY) } for n = 0, 49 do local template_n = n % #template_items_names s.items[n + 1] = MyItem(n, template_items_names[template_n + 1], (n * n - n) % 20) -- Assign default quantities end ST.sorting = s end local items = s.items -- Options PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") PopStyleCompact() if ImGui.BeginTable("table_sorting", 4, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 15), 0.0) then local CF = ImGuiTableColumnFlags -- Declare columns -- We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. -- This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! -- Demonstrate using a mixture of flags among available sort-related flags: -- - ImGuiTableColumnFlags_DefaultSort -- - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending -- - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending ImGui.TableSetupColumn("ID", bor(CF.DefaultSort, CF.WidthFixed), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", CF.WidthFixed, 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bor(CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bor(CF.PreferSortDescending, CF.WidthStretch), 0.0, MyItemColumnID_Quantity) ImGui.TableSetupScrollFreeze(0, 1) -- Make row always visible ImGui.TableHeadersRow() -- Sort our data if sort specs have been changed! local sort_specs = ImGui.TableGetSortSpecs() if sort_specs and sort_specs.SpecsDirty then MyItem_SortWithSortSpecs(sort_specs, items, #items) sort_specs.SpecsDirty = false end -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(#items) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do -- Display a data item local item = items[row_n + 1] ImGui.PushID(item.ID) ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text("%04d", item.ID) ImGui.TableNextColumn() ImGui.TextUnformatted(item.Name) ImGui.TableNextColumn() ImGui.SmallButton("None") ImGui.TableNextColumn() ImGui.Text("%d", item.Quantity) ImGui.PopID() end end ImGui.EndTable() end end local function Tables_AdvancedOptions(s) -- Make the UI compact because there are so many fields PushStyleCompact() ImGui.PushItemWidth(TEXT_BASE_WIDTH * 28.0) if ImGui.TreeNodeEx("Features:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Sortable", s.flags, TF.Sortable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoSavedSettings", s.flags, TF.NoSavedSettings) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags, TF.ContextMenuInBody) ImGui.TreePop() end if ImGui.TreeNodeEx("Decorations:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") ImGui.TreePop() end if ImGui.TreeNodeEx("Sizing:", ImGuiTreeNodeFlags.DefaultOpen) then s.flags = EditTableSizingFlags(s.flags) ImGui.SameLine(); DemoHelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags, TF.NoKeepColumnsVisible) ImGui.SameLine(); DemoHelpMarker("Only available if ScrollX is disabled.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) ImGui.SameLine(); DemoHelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.") ImGui.TreePop() end if ImGui.TreeNodeEx("Padding:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags, TF.PadOuterX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags, TF.NoPadOuterX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags, TF.NoPadInnerX) ImGui.TreePop() end if ImGui.TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) ImGui.TreePop() end if ImGui.TreeNodeEx("Sorting:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") ImGui.TreePop() end if ImGui.TreeNodeEx("Headers:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) _, s.columns_base_flags = ImGui.CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", s.columns_base_flags, ImGuiTableColumnFlags.AngledHeader) ImGui.SameLine(); DemoHelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).") ImGui.TreePop() end if ImGui.TreeNodeEx("Other:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.show_wrapped_text = ImGui.Checkbox("show_wrapped_text", s.show_wrapped_text) ImGui.DragFloat2("##OuterSize", s.outer_size_value) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) _, s.outer_size_enabled = ImGui.Checkbox("outer_size", s.outer_size_enabled) ImGui.SameLine() DemoHelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" .. "- The table is output directly in the parent window.\n" .. "- OuterSize.x < 0.0f will right-align the table.\n" .. "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" .. "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).") -- From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. -- To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. s.inner_width_with_scroll = ImGui.DragFloat("inner_width (when ScrollX active)", s.inner_width_with_scroll, 1.0, 0.0, FLT_MAX) s.row_min_height = ImGui.DragFloat("row_min_height", s.row_min_height, 1.0, 0.0, FLT_MAX) ImGui.SameLine(); DemoHelpMarker("Specify height of the Selectable item.") s.items_count = ImGui.DragInt("items_count", s.items_count, 0.1, 0, 9999) local contents_type_names = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" } if ImGui.Combo then s.contents_type = ImGui.Combo("items_type (first column)", s.contents_type, contents_type_names, #contents_type_names) else NotPorted("Combo") end ImGui.TreePop() end ImGui.PopItemWidth() PopStyleCompact() ImGui.Spacing() end -- In this example we'll expose most table flags and settings. -- For specific flags and settings refer to the corresponding section for more detailed explanation. -- This section is mostly useful to experiment with combining certain flags or settings with each others. local function Tables_Advanced() IMGUI_DEMO_MARKER("Tables/Advanced") local CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow = 0, 1, 2, 3, 4, 5 local s = ST.advanced if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.Borders, TF.NoBordersInBody, TF.ScrollX, TF.ScrollY, TF.SizingFixedFit), columns_base_flags = ImGuiTableColumnFlags.None, contents_type = CT_SelectableSpanRow, freeze_cols = 1, freeze_rows = 1, items_count = #template_items_names * 2, outer_size_value = ImVec2(0.0, TEXT_BASE_HEIGHT * 12), row_min_height = 0.0, inner_width_with_scroll = 0.0, outer_size_enabled = true, show_headers = true, show_wrapped_text = false, items = {}, selection = {}, items_need_sort = false, show_debug_details = false } ST.advanced = s end --ImGui.SetNextItemOpen(true, ImGuiCond.Once) -- FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing if ImGui.TreeNode("Options") then Tables_AdvancedOptions(s) ImGui.TreePop() end -- Update item list if we changed the number of items local items = s.items local selection = s.selection if #items ~= s.items_count then for n = #items, s.items_count + 1, -1 do items[n] = nil end for n = 0, s.items_count - 1 do local template_n = n % #template_items_names items[n + 1] = MyItem(n, template_items_names[template_n + 1], (template_n == 3) and 10 or (template_n == 4) and 20 or 0) -- Assign default quantities end end local parent_draw_list = ImGui.GetWindowDrawList() local parent_draw_list_draw_cmd_count = parent_draw_list.CmdBuffer.Size local table_scroll_cur, table_scroll_max -- For debug display local table_draw_list = nil -- " -- Submit table local flags = s.flags local columns_base_flags = s.columns_base_flags local inner_width_to_use = Has(flags, TF.ScrollX) and s.inner_width_with_scroll or 0.0 local CF = ImGuiTableColumnFlags if ImGui.BeginTable("table_advanced", 6, flags, s.outer_size_enabled and s.outer_size_value or ImVec2(0, 0), inner_width_to_use) then -- Declare columns -- We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. -- This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! ImGui.TableSetupColumn("ID", bor(columns_base_flags, CF.DefaultSort, CF.WidthFixed, CF.NoHide), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", bor(columns_base_flags, CF.WidthFixed), 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bor(columns_base_flags, CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bor(columns_base_flags, CF.PreferSortDescending), 0.0, MyItemColumnID_Quantity) ImGui.TableSetupColumn("Description", bor(columns_base_flags, Has(flags, TF.NoHostExtendX) and 0 or CF.WidthStretch), 0.0, MyItemColumnID_Description) ImGui.TableSetupColumn("Hidden", bor(columns_base_flags, CF.DefaultHide, CF.NoSort)) ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) -- Sort our data if sort specs have been changed! local sort_specs = ImGui.TableGetSortSpecs() if sort_specs and sort_specs.SpecsDirty then s.items_need_sort = true end if sort_specs and s.items_need_sort and #items > 1 then MyItem_SortWithSortSpecs(sort_specs, items, #items) sort_specs.SpecsDirty = false end s.items_need_sort = false -- Take note of whether we are currently sorting based on the Quantity field, -- we will use this to trigger sorting when we know the data of this column has been modified. local sorts_specs_using_quantity = Has(ImGui.TableGetColumnFlags(3), CF.IsSorted) -- Show headers if s.show_headers and Has(columns_base_flags, CF.AngledHeader) then ImGui.TableAngledHeadersRow() end if s.show_headers then ImGui.TableHeadersRow() end -- Show data -- FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(#items) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item = items[row_n + 1] local item_is_selected = table.find(selection, item.ID) ~= nil ImGui.PushID(item.ID) ImGui.TableNextRow(ImGuiTableRowFlags.None, s.row_min_height) -- For the demo purpose we can select among different type of items submitted in the first column ImGui.TableSetColumnIndex(0) local label = string.format("%04d", item.ID) local ct = s.contents_type if ct == CT_Text then ImGui.TextUnformatted(label) elseif ct == CT_Button then ImGui.Button(label) elseif ct == CT_SmallButton then ImGui.SmallButton(label) elseif ct == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) elseif ct == CT_Selectable or ct == CT_SelectableSpanRow then local selectable_flags = (ct == CT_SelectableSpanRow) and bor(ImGuiSelectableFlags.SpanAllColumns, ImGuiSelectableFlags.AllowOverlap) or ImGuiSelectableFlags.None if ImGui.Selectable(label, item_is_selected, selectable_flags, ImVec2(0, s.row_min_height)) then if ImGui.GetIO().KeyCtrl then if item_is_selected then table.remove(selection, table.find(selection, item.ID)) else table.insert(selection, item.ID) end else table.clear(selection) table.insert(selection, item.ID) end end end if ImGui.TableSetColumnIndex(1) then ImGui.TextUnformatted(item.Name) end -- Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, -- and we are currently sorting on the column showing the Quantity. -- To avoid triggering a sort while holding the button, we only trigger it when the button has been released. -- You will probably need some extra logic if you want to automatically sort when a specific entry changes. if ImGui.TableSetColumnIndex(2) then if ImGui.SmallButton("Chop") then item.Quantity = item.Quantity + 1 end if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end ImGui.SameLine() if ImGui.SmallButton("Eat") then item.Quantity = item.Quantity - 1 end if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end end if ImGui.TableSetColumnIndex(3) then ImGui.Text("%d", item.Quantity) end ImGui.TableSetColumnIndex(4) if s.show_wrapped_text then ImGui.TextWrapped("Lorem ipsum dolor sit amet") else ImGui.Text("Lorem ipsum dolor sit amet") end if ImGui.TableSetColumnIndex(5) then ImGui.Text("1234") end ImGui.PopID() end end -- Store some info to display debug details below table_scroll_cur = ImVec2(ImGui.GetScrollX(), ImGui.GetScrollY()) table_scroll_max = ImVec2(ImGui.GetScrollMaxX(), ImGui.GetScrollMaxY()) table_draw_list = ImGui.GetWindowDrawList() ImGui.EndTable() end _, s.show_debug_details = ImGui.Checkbox("Debug details", s.show_debug_details) if s.show_debug_details and table_draw_list then ImGui.SameLine(0.0, 0.0) local table_draw_list_draw_cmd_count = table_draw_list.CmdBuffer.Size if table_draw_list == parent_draw_list then ImGui.Text(": DrawCmd: +%d (in same window)", table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count) else ImGui.Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y) end end end local DCS = { selected = -1, h_borders = true, v_borders = true, columns_count = 4, foo = 1.0, bar = 1.0 } -- Demonstrate old/legacy Columns API! -- [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] local function DemoWindowColumns() local open = ImGui.TreeNode("Legacy Columns API") ImGui.SameLine() DemoHelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!") if not open then return end -- Basic columns if ImGui.TreeNode("Basic") then IMGUI_DEMO_MARKER("Columns (legacy API)/Basic") ImGui.Text("Without border:") ImGui.Columns(3, "mycolumns3", false) -- 3-ways, no border ImGui.Separator() for n = 0, 13 do local label = string.format("Item %d", n) if ImGui.Selectable(label) then end --if ImGui.Button(label, ImVec2(-FLT_MIN,0.0)) then end ImGui.NextColumn() end ImGui.Columns(1) ImGui.Separator() ImGui.Text("With border:") ImGui.Columns(4, "mycolumns") -- 4-ways, with border ImGui.Separator() ImGui.Text("ID"); ImGui.NextColumn() ImGui.Text("Name"); ImGui.NextColumn() ImGui.Text("Path"); ImGui.NextColumn() ImGui.Text("Hovered"); ImGui.NextColumn() ImGui.Separator() local names = { "One", "Two", "Three" } local paths = { "/path/one", "/path/two", "/path/three" } for i = 0, 2 do local label = string.format("%04d", i) if ImGui.Selectable(label, DCS.selected == i, ImGuiSelectableFlags.SpanAllColumns) then DCS.selected = i end local hovered = ImGui.IsItemHovered() ImGui.NextColumn() ImGui.Text(names[i + 1]); ImGui.NextColumn() ImGui.Text(paths[i + 1]); ImGui.NextColumn() ImGui.Text("%d", hovered and 1 or 0); ImGui.NextColumn() end ImGui.Columns(1) ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("Borders") then IMGUI_DEMO_MARKER("Columns (legacy API)/Borders") -- NB: Future columns API should allow automatic horizontal borders. local lines_count = 3 ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) DCS.columns_count = ImGui.DragInt("##columns_count", DCS.columns_count, 0.1, 2, 10, "%d columns") if DCS.columns_count < 2 then DCS.columns_count = 2 end ImGui.SameLine() _, DCS.h_borders = ImGui.Checkbox("horizontal", DCS.h_borders) ImGui.SameLine() _, DCS.v_borders = ImGui.Checkbox("vertical", DCS.v_borders) ImGui.Columns(DCS.columns_count, nil, DCS.v_borders) for i = 0, DCS.columns_count * lines_count - 1 do if DCS.h_borders and ImGui.GetColumnIndex() == 0 then ImGui.Separator() end ImGui.PushID(i) local c = string.char(string.byte("a") + i) ImGui.Text("%s%s%s", c, c, c) ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x) ImGui.Text("Offset %.2f", ImGui.GetColumnOffset()) ImGui.Text("Long text that is likely to clip") ImGui.Button("Button", ImVec2(-FLT_MIN, 0.0)) ImGui.PopID() ImGui.NextColumn() end ImGui.Columns(1) if DCS.h_borders then ImGui.Separator() end ImGui.TreePop() end -- Create multiple items in a same cell before switching to next column if ImGui.TreeNode("Mixed items") then IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items") ImGui.Columns(3, "mixed") ImGui.Separator() ImGui.Text("Hello") ImGui.Button("Banana") ImGui.NextColumn() ImGui.Text("ImGui") ImGui.Button("Apple") DCS.foo = ImGui.InputFloat("red", DCS.foo, 0.05, 0, "%.3f") ImGui.Text("An extra line here.") ImGui.NextColumn() ImGui.Text("Sailor") ImGui.Button("Corniflower") DCS.bar = ImGui.InputFloat("blue", DCS.bar, 0.05, 0, "%.3f") ImGui.NextColumn() if ImGui.CollapsingHeader("Category A") then ImGui.Text("Blah blah blah") end ImGui.NextColumn() if ImGui.CollapsingHeader("Category B") then ImGui.Text("Blah blah blah") end ImGui.NextColumn() if ImGui.CollapsingHeader("Category C") then ImGui.Text("Blah blah blah") end ImGui.NextColumn() ImGui.Columns(1) ImGui.Separator() ImGui.TreePop() end -- Word wrapping if ImGui.TreeNode("Word-wrapping") then IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping") ImGui.Columns(2, "word-wrapping") ImGui.Separator() ImGui.TextWrapped("The quick brown fox jumps over the lazy dog.") ImGui.TextWrapped("Hello Left") ImGui.NextColumn() ImGui.TextWrapped("The quick brown fox jumps over the lazy dog.") ImGui.TextWrapped("Hello Right") ImGui.Columns(1) ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("Horizontal Scrolling") then IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling") ImGui.SetNextWindowContentSize(ImVec2(1500.0, 0.0)) local child_size = ImVec2(0, ImGui.GetFontSize() * 20.0) ImGui.BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags.None, ImGuiWindowFlags.HorizontalScrollbar) ImGui.Columns(10) -- Also demonstrate using clipper for large vertical lists local ITEMS_COUNT = 2000 local clipper = ImGuiListClipper() clipper:Begin(ITEMS_COUNT) while clipper:Step() do for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do for j = 0, 9 do ImGui.Text("Line %d Column %d...", i, j) ImGui.NextColumn() end end end ImGui.Columns(1) ImGui.EndChild() ImGui.TreePop() end if ImGui.TreeNode("Tree") then IMGUI_DEMO_MARKER("Columns (legacy API)/Tree") ImGui.Columns(2, "tree", true) for x = 0, 2 do local open1 = ImGui.TreeNode(x, "Node%d", x) ImGui.NextColumn() ImGui.Text("Node contents") ImGui.NextColumn() if open1 then for y = 0, 2 do local open2 = ImGui.TreeNode(y, "Node%d.%d", x, y) ImGui.NextColumn() ImGui.Text("Node contents") if open2 then ImGui.Text("Even more contents") if ImGui.TreeNode("Tree in column") then ImGui.Text("The quick brown fox jumps over the lazy dog") ImGui.TreePop() end end ImGui.NextColumn() if open2 then ImGui.TreePop() end end ImGui.TreePop() end end ImGui.Columns(1) ImGui.TreePop() end ImGui.TreePop() end local tables_sections = { { "Basic", Tables_Basic }, { "Borders, background", Tables_BordersBackground }, { "Resizable, stretch", Tables_ResizableStretch }, { "Resizable, fixed", Tables_ResizableFixed }, { "Resizable, mixed", Tables_ResizableMixed }, { "Reorderable, hideable, with headers", Tables_Reorderable }, { "Padding", Tables_Padding }, { "Sizing policies", Tables_SizingPolicies }, { "Vertical scrolling, with clipping", Tables_VerticalScrolling }, { "Horizontal scrolling", Tables_HorizontalScrolling }, { "Columns flags", Tables_ColumnsFlags }, { "Columns widths", Tables_ColumnsWidths }, { "Nested tables", Tables_Nested }, { "Row height", Tables_RowHeight }, { "Outer size", Tables_OuterSize }, { "Background color", Tables_BackgroundColor }, { "Tree view", Tables_TreeView }, { "Item width", Tables_ItemWidth }, { "Custom headers", Tables_CustomHeaders }, { "Angled headers", Tables_AngledHeaders }, { "Context menus", Tables_ContextMenus }, { "Synced instances", Tables_SyncedInstances }, { "Sorting", Tables_Sorting }, { "Advanced", Tables_Advanced }, } function DemoWindowTables() --ImGui.SetNextItemOpen(true, ImGuiCond.Once) if not ImGui.CollapsingHeader("Tables & Columns") then return end -- Using those as a base value to create width/height that are factor of the size of our font TEXT_BASE_WIDTH = ImGui.CalcTextSize("A").x TEXT_BASE_HEIGHT = ImGui.GetTextLineHeightWithSpacing() ImGui.PushID("Tables") local open_action = -1 if ImGui.Button("Expand all") then open_action = 1 end ImGui.SameLine() if ImGui.Button("Collapse all") then open_action = 0 end ImGui.SameLine() -- Options _, ST.disable_indent = ImGui.Checkbox("Disable tree indentation", ST.disable_indent or false) ImGui.SameLine() DemoHelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.") ImGui.Separator() local disable_indent = ST.disable_indent if disable_indent then ImGui.PushStyleVar(ImGuiStyleVar.IndentSpacing, 0.0) end -- About Styling of tables -- Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. -- There are however a few settings that a shared and part of the ImGuiStyle structure: -- style.CellPadding -- Padding within each cell -- style.Colors[ImGuiCol.TableHeaderBg] -- Table header background -- style.Colors[ImGuiCol.TableBorderStrong] -- Table outer and header borders -- style.Colors[ImGuiCol.TableBorderLight] -- Table inner borders -- style.Colors[ImGuiCol.TableRowBg] -- Table row background when ImGuiTableFlags_RowBg is enabled (even rows) -- style.Colors[ImGuiCol.TableRowBgAlt] -- Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) -- Demos for _, sec in ipairs(tables_sections) do if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode(sec[1]) then sec[2]() ImGui.TreePop() end end ImGui.PopID() DemoWindowColumns() if disable_indent then ImGui.PopStyleVar() end end end --[[ imgui_demo_2.lua ]] do --[[ imgui_demo_apps.lua ]] -- Demo: Example apps (port of imgui_demo.cpp "Example App" sections). Each ShowExampleAppXXX(p_open) returns the new p_open. local _ local Buf, BufStr = DemoBuf, DemoBufStr local function BufSet(buf, str) for i = 1, #str do buf[i] = string.byte(str, i) end buf[#str + 1] = 0 end ------------------------------------------------------------------------------- -- [SECTION] Example App: Debug Console / ShowExampleAppConsole() ------------------------------------------------------------------------------- -- Demonstrate creating a simple console window, with scrolling, filtering, completion and history. -- For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. local Console = nil local function ConsoleNew() -- HistoryPos: -1: new line, 0..#History-1 browsing history. -- "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. local c = { InputBuf = Buf("", 256), Items = {}, Commands = { "HELP", "HISTORY", "CLEAR", "CLASSIFY" }, History = {}, HistoryPos = -1, Filter = ImGuiTextFilter(), AutoScroll = true, ScrollToBottom = false } function c:ClearLog() self.Items = {} end function c:AddLog(fmt, ...) -- FIXME-OPT local s = (select("#", ...) > 0) and string.format(fmt, ...) or fmt self.Items[#self.Items + 1] = s end function c:ExecCommand(command_line) self:AddLog("# %s\n", command_line) -- Insert into history. First find match and delete it so it can be pushed to the back. -- This isn't trying to be smart or optimal. self.HistoryPos = -1 for i = #self.History, 1, -1 do if string.upper(self.History[i]) == string.upper(command_line) then table.remove(self.History, i); break end end self.History[#self.History + 1] = command_line -- Process command local cmd = string.upper(command_line) if cmd == "CLEAR" then self:ClearLog() elseif cmd == "HELP" then self:AddLog("Commands:") for i = 1, #self.Commands do self:AddLog("- %s", self.Commands[i]) end elseif cmd == "HISTORY" then local first = #self.History - 10 for i = math.max(first, 0), #self.History - 1 do self:AddLog("%3d: %s\n", i, self.History[i + 1]) end else self:AddLog("Unknown command: '%s'\n", command_line) end -- On command input, we scroll to bottom even if AutoScroll==false self.ScrollToBottom = true end function c:TextEditCallback(data) --self:AddLog("cursor: %d, selection: %d-%d", data.CursorPos, data.SelectionStart, data.SelectionEnd) if data.EventFlag == ImGuiInputTextFlags.CallbackCompletion then -- Example of TEXT COMPLETION -- Locate beginning of current word (positions are 0-based offsets into data.Buf) local word_end = data.CursorPos local word_start = word_end while word_start > 0 do local ch = data.Buf[word_start] if ch == 32 or ch == 9 or ch == 44 or ch == 59 then break end word_start = word_start - 1 end local word = "" for i = word_start + 1, word_end do word = word .. string.char(data.Buf[i]) end -- Build a list of candidates local candidates = {} for i = 1, #self.Commands do if string.upper(string.sub(self.Commands[i], 1, #word)) == string.upper(word) then candidates[#candidates + 1] = self.Commands[i] end end if #candidates == 0 then -- No match self:AddLog("No match for \"%s\"!\n", word) elseif #candidates == 1 then -- Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. data:DeleteChars(word_start, word_end - word_start) data:InsertChars(data.CursorPos, candidates[1]) data:InsertChars(data.CursorPos, " ") else -- Multiple matches. Complete as much as we can.. -- So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. local match_len = word_end - word_start while true do local ch, all_match = nil, true for i = 1, #candidates do local cc = string.upper(string.sub(candidates[i], match_len + 1, match_len + 1)) if i == 1 then ch = cc elseif ch == "" or ch ~= cc then all_match = false; break end end if not all_match or ch == "" then break end match_len = match_len + 1 end if match_len > 0 then data:DeleteChars(word_start, word_end - word_start) data:InsertChars(data.CursorPos, string.sub(candidates[1], 1, match_len)) end -- List matches self:AddLog("Possible matches:\n") for i = 1, #candidates do self:AddLog("- %s\n", candidates[i]) end end elseif data.EventFlag == ImGuiInputTextFlags.CallbackHistory then -- Example of HISTORY local prev_history_pos = self.HistoryPos if data.EventKey == ImGuiKey.UpArrow then if self.HistoryPos == -1 then self.HistoryPos = #self.History - 1 elseif self.HistoryPos > 0 then self.HistoryPos = self.HistoryPos - 1 end elseif data.EventKey == ImGuiKey.DownArrow then if self.HistoryPos ~= -1 then self.HistoryPos = self.HistoryPos + 1 if self.HistoryPos >= #self.History then self.HistoryPos = -1 end end end -- A better implementation would preserve the data on the current input line along with cursor position. if prev_history_pos ~= self.HistoryPos then local history_str = (self.HistoryPos >= 0) and self.History[self.HistoryPos + 1] or "" data:DeleteChars(0, data.BufTextLen) data:InsertChars(0, history_str) end end return 0 end function c:Draw(title, p_open) ImGui.SetNextWindowSize(ImVec2(520, 600), ImGuiCond.FirstUseEver) local visible p_open, visible = ImGui.Begin(title, p_open) if not visible then ImGui.End(); return p_open end -- As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. -- So e.g. IsItemHovered() will return true when hovering the title bar. -- Here we create a context menu only available from the title bar. if ImGui.BeginPopupContextItem() then if ImGui.MenuItem("Close Console") then p_open = false end ImGui.EndPopup() end ImGui.TextWrapped("This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc.") ImGui.TextWrapped("Enter 'HELP' for help.") -- TODO: display items starting from the bottom if ImGui.SmallButton("Add Debug Text") then self:AddLog("%d some text", #self.Items); self:AddLog("some more text"); self:AddLog("display very important message here!") end ImGui.SameLine() if ImGui.SmallButton("Add Debug Error") then self:AddLog("[error] something went wrong") end ImGui.SameLine() if ImGui.SmallButton("Clear") then self:ClearLog() end ImGui.SameLine() local copy_to_clipboard = ImGui.SmallButton("Copy") --local t = 0.0; if ImGui.GetTime() - t > 0.02 then t = ImGui.GetTime(); self:AddLog("Spam %f", t) end ImGui.Separator() -- Options menu if ImGui.BeginPopup("Options") then _, self.AutoScroll = ImGui.Checkbox("Auto-scroll", self.AutoScroll) ImGui.EndPopup() end -- Options, Filter ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.O), ImGuiInputFlags.Tooltip) if ImGui.Button("Options") then ImGui.OpenPopup("Options") end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.F), ImGuiInputFlags.Tooltip) ImGui.SetNextItemWidth(-FLT_MIN) self.Filter:DrawWithHint("##Filter", "Filter (incl -excl)") ImGui.Separator() -- Reserve enough left-over height for 1 separator + 1 input text local style = ImGui.GetStyle() local footer_height_to_reserve = (style.SeparatorSize or 1.0) + style.ItemSpacing.y + ImGui.GetFrameHeightWithSpacing() if ImGui.BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags.NavFlattened, ImGuiWindowFlags.HorizontalScrollbar) then if ImGui.BeginPopupContextWindow() then if ImGui.Selectable("Clear") then self:ClearLog() end ImGui.EndPopup() end -- Display every line as a separate entry so we can change their color or add custom widgets. -- If you only want raw text you can use ImGui.TextUnformatted(log.begin(), log.end()) -- NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping -- to only process visible items. The clipper will automatically measure the height of your first item and then -- "seek" to display only items in the visible area. -- To use the clipper we can replace your standard loop: -- for i = 1, #Items do -- With: -- local clipper = ImGuiListClipper() -- clipper:Begin(#Items) -- while clipper:Step() do -- for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do -- - That your items are evenly spaced (same height) -- - That you have cheap random access to your elements (you can access them given their index, -- without processing all the ones before) -- You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. -- We would need random-access on the post-filtered list. -- A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices -- or offsets of items that passed the filtering test, recomputing this array when user changes the filter, -- and appending newly elements as they are inserted. This is left as a task to the user until we can manage -- to improve this example code! -- If your items are of variable height: -- - Split them into same height items would be simpler and facilitate random-seeking into your list. -- - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(4, 1)) -- Tighten spacing if copy_to_clipboard then ImGui.LogToClipboard() end for _, item in ipairs(self.Items) do if self.Filter:PassFilter(item) then -- Normally you would store more information in your item than just a string. -- (e.g. make Items[] an array of structure, store color/type etc.) local color if string.find(item, "[error]", 1, true) then color = ImVec4(1.0, 0.4, 0.4, 1.0) elseif string.sub(item, 1, 2) == "# " then color = ImVec4(1.0, 0.8, 0.6, 1.0) end if color then ImGui.PushStyleColor(ImGuiCol.Text, color) end ImGui.TextUnformatted(item) if color then ImGui.PopStyleColor() end end end if copy_to_clipboard then ImGui.LogFinish() end -- Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. -- Using a scrollbar or mouse-wheel will take away from the bottom edge. if self.ScrollToBottom or (self.AutoScroll and ImGui.GetScrollY() >= ImGui.GetScrollMaxY()) then ImGui.SetScrollHereY(1.0) end self.ScrollToBottom = false ImGui.PopStyleVar() end ImGui.EndChild() ImGui.Separator() -- Command-line local reclaim_focus = false local IT = ImGuiInputTextFlags local input_text_flags = bit32.bor(IT.EnterReturnsTrue, IT.EscapeClearsAll, IT.CallbackCompletion, IT.CallbackHistory) if ImGui.InputText("Input", self.InputBuf, 256, input_text_flags, function(data) return self:TextEditCallback(data) end) then local s = string.gsub(BufStr(self.InputBuf), " +$", "") if s ~= "" then self:ExecCommand(s) end self.InputBuf[1] = 0 reclaim_focus = true end -- Auto-focus on window apparition ImGui.SetItemDefaultFocus() if reclaim_focus then ImGui.SetKeyboardFocusHere(-1) end -- Auto focus previous widget ImGui.End() return p_open end c:AddLog("Welcome to Dear ImGui!") return c end function ShowExampleAppConsole(p_open) Console = Console or ConsoleNew() return Console:Draw("Example: Console", p_open) end ------------------------------------------------------------------------------- -- [SECTION] Example App: Debug Log / ShowExampleAppLog() ------------------------------------------------------------------------------- -- Usage: -- local my_log = ExampleAppLog() -- my_log:AddLog("Hello %d world\n", 123) -- my_log:Draw("title") -- Lines are stored as a Lua array (equivalent of Buf + LineOffsets) local function ExampleAppLog() local l = { Lines = { "" }, Filter = ImGuiTextFilter(), AutoScroll = true } -- AutoScroll: Keep scrolling if already at the bottom. function l:Clear() self.Lines = { "" } end function l:AddLog(fmt, ...) local s = (select("#", ...) > 0) and string.format(fmt, ...) or fmt local lines = self.Lines for part, nl in string.gmatch(s, "([^\n]*)(\n?)") do lines[#lines] = lines[#lines] .. part if nl ~= "" then lines[#lines + 1] = "" end if part == "" and nl == "" then break end end end function l:Draw(title, p_open) local visible p_open, visible = ImGui.Begin(title, p_open) if not visible then ImGui.End(); return p_open end -- Options menu if ImGui.BeginPopup("Options") then _, self.AutoScroll = ImGui.Checkbox("Auto-scroll", self.AutoScroll) ImGui.EndPopup() end -- Main window if ImGui.Button("Options") then ImGui.OpenPopup("Options") end ImGui.SameLine() local clear = ImGui.Button("Clear") ImGui.SameLine() local copy = ImGui.Button("Copy") ImGui.SameLine() ImGui.SetNextItemWidth(-FLT_MIN) self.Filter:DrawWithHint("##Filter", "Filter (incl -excl)") ImGui.Separator() if ImGui.BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags.None, ImGuiWindowFlags.HorizontalScrollbar) then if clear then self:Clear() end if copy then ImGui.LogToClipboard() end ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(0, 0)) local lines = self.Lines if self.Filter:IsActive() then -- In this example we don't use the clipper when Filter is enabled. -- This is because we don't have random access to the result of our filter. -- A real application processing logs with ten of thousands of entries may want to store the result of -- search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). for line_no = 1, #lines do if self.Filter:PassFilter(lines[line_no]) then ImGui.TextUnformatted(lines[line_no]) end end else -- The simplest and easy way to display the entire buffer: -- ImGui.TextUnformatted(buf_begin, buf_end) -- And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward -- to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are -- within the visible area. -- If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them -- on your side is recommended. Using ImGuiListClipper requires -- - A) random access into your data -- - B) items all being the same height, -- both of which we can handle since we have an array pointing to the beginning of each line of text. -- When using the filter (in the block of code above) we don't have random access into the data to display -- anymore, which is why we don't use the clipper. Storing or skimming through the search result would make -- it possible (and would be recommended if you want to search through tens of thousands of entries). local clipper = ImGuiListClipper() clipper:Begin(#lines) while clipper:Step() do for line_no = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TextUnformatted(lines[line_no + 1]) end end clipper:End() end ImGui.PopStyleVar() if copy then ImGui.LogFinish() end -- Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. -- Using a scrollbar or mouse-wheel will take away from the bottom edge. if self.AutoScroll and ImGui.GetScrollY() >= ImGui.GetScrollMaxY() then ImGui.SetScrollHereY(1.0) end end ImGui.EndChild() ImGui.End() return p_open end return l end -- Demonstrate creating a simple log window with basic filtering. local AppLog, AppLogCounter = nil, 0 function ShowExampleAppLog(p_open) AppLog = AppLog or ExampleAppLog() -- For the demo: add a debug button _BEFORE_ the normal log window contents -- We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. -- Most of the contents of the window will be added by the log:Draw() call. ImGui.SetNextWindowSize(ImVec2(500, 400), ImGuiCond.FirstUseEver) p_open = ImGui.Begin("Example: Log", p_open) if ImGui.SmallButton("[Debug] Add 5 entries") then local categories = { "info", "warn", "error" } local words = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" } for _ = 1, 5 do local category = categories[AppLogCounter % #categories + 1] local word = words[AppLogCounter % #words + 1] AppLog:AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", ImGui.GetFrameCount(), category, ImGui.GetTime(), word) AppLogCounter = AppLogCounter + 1 end end ImGui.End() -- Actually call in the regular Log helper (which will Begin() into the same window as we just did) return AppLog:Draw("Example: Log", p_open) end ------------------------------------------------------------------------------- -- [SECTION] Example App: Simple Layout / ShowExampleAppLayout() ------------------------------------------------------------------------------- -- Demonstrate create a window with multiple child windows. local LayoutSelected = 0 function ShowExampleAppLayout(p_open) ImGui.SetNextWindowSize(ImVec2(500, 440), ImGuiCond.FirstUseEver) local visible p_open, visible = ImGui.Begin("Example: Simple layout", p_open, ImGuiWindowFlags.MenuBar) if visible then if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then if ImGui.MenuItem("Close", "Ctrl+W") then p_open = false end ImGui.EndMenu() end ImGui.EndMenuBar() end -- Left ImGui.BeginChild("left pane", ImVec2(150, 0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX)) for i = 0, 99 do if ImGui.Selectable(string.format("MyObject %d", i), LayoutSelected == i, ImGuiSelectableFlags.SelectOnNav) then LayoutSelected = i end end ImGui.EndChild() ImGui.SameLine() -- Right ImGui.BeginGroup() ImGui.BeginChild("item view", ImVec2(0, -ImGui.GetFrameHeightWithSpacing())) -- Leave room for 1 line below us ImGui.Text("MyObject: %d", LayoutSelected) ImGui.Separator() if ImGui.BeginTabBar("##Tabs", ImGuiTabBarFlags.None) then if ImGui.BeginTabItem("Description") then ImGui.TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ") ImGui.EndTabItem() end if ImGui.BeginTabItem("Details") then ImGui.Text("ID: 0123456789") ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.EndChild() if ImGui.Button("Revert") then end ImGui.SameLine() if ImGui.Button("Save") then end ImGui.EndGroup() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() ------------------------------------------------------------------------------- -- Some of the interactions are a bit lack-luster: -- - We would want pressing validating or leaving the filter to somehow restore focus. -- - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. -- - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. ------------------------------------------------------------------------------- -- ExampleMemberInfo equivalent: field name, data type, component count local ExampleTreeNodeMemberInfos = { { Name = "MyName", DataType = ImGuiDataType.String, DataCount = 1, Field = "Name" }, { Name = "MyBool", DataType = ImGuiDataType.Bool, DataCount = 1, Field = "DataMyBool" }, { Name = "MyInt", DataType = ImGuiDataType.S32, DataCount = 1, Field = "DataMyInt" }, { Name = "MyVec2", DataType = ImGuiDataType.Float, DataCount = 2, Field = "DataMyVec2" }, } local PropEd = { Filter = nil, SelectedNode = nil, UseClipper = false, NameBufs = setmetatable({}, { __mode = "k" }) } -- Custom search filter -- - Here we apply on root node only. -- - This does a case insensitive stristr which is pretty heavy. In a real large-scale app you would likely store a filtered list which in turns would be trivial to linearize. function PropEd:IsNodePassingFilter(node) return node.Parent.Parent ~= nil or self.Filter:PassFilter(node.Name) end -- To support node with same name we incorporate node.UID into the item ID. -- (this would more naturally be done using PushID(node.UID) + TreeNodeEx(node.Name, tree_flags), -- but it would require in DrawClippedTreeNodeAndAdvanceToNext() to add PushID() before TreePush(), and PopID() after TreePop(), -- so instead we use TreeNodeEx(node.UID, tree_flags, "%s", node.Name) here) function PropEd:DrawTreeNode(node) local TN = ImGuiTreeNodeFlags ImGui.TableNextRow() ImGui.TableNextColumn() -- OpenOnArrow | OpenOnDoubleClick: Standard opening mode as we are likely to want to add selection afterwards -- NavLeftJumpsToParent: Left arrow support -- SpanFullWidth: Span full width for easier mouse reach -- DrawLinesToNodes: Always draw hierarchy outlines local tree_flags = bit32.bor(TN.OpenOnArrow, TN.OpenOnDoubleClick, TN.NavLeftJumpsToParent, TN.SpanFullWidth, TN.DrawLinesToNodes) if node == self.SelectedNode then tree_flags = bit32.bor(tree_flags, TN.Selected) end -- Draw selection highlight if #node.Childs == 0 then tree_flags = bit32.bor(tree_flags, TN.Leaf, TN.Bullet, TN.NoTreePushOnOpen) end -- Use _NoTreePushOnOpen + set is_open=false to avoid unnecessarily push/pop on leaves. if node.DataMyBool == false then ImGui.PushStyleColor(ImGuiCol.Text, ImGui.GetStyle().Colors[ImGuiCol.TextDisabled]) end ImGui.SetNextItemStorageID(node.UID) -- Use node.UID as storage id local is_open = ImGui.TreeNodeEx(node.UID, tree_flags, "%s", node.Name) if #node.Childs == 0 then is_open = false end if node.DataMyBool == false then ImGui.PopStyleColor() end if ImGui.IsItemFocused() then self.SelectedNode = node end return is_open end -- Basic version, recursive. This is how you would generally draw a tree. -- - Simple but going to be noticeably costly if you have a large amount of nodes as DrawTreeNode() is called for all of them. -- - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~1.2 ms -- - Unlike arrays or grids which are very easy to clip, trees are currently more difficult to clip. function PropEd:DrawTree(node) for _, child in ipairs(node.Childs) do if self:IsNodePassingFilter(child) and self:DrawTreeNode(child) then self:DrawTree(child) ImGui.TreePop() end end end function PropEd:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) if self:IsNodePassingFilter(node) then -- Draw node if within visible range local is_open if clipper.UserIndex >= clipper.DisplayStart and clipper.UserIndex < clipper.DisplayEnd then is_open = self:DrawTreeNode(node) else is_open = (#node.Childs > 0 and ImGui.TreeNodeGetOpen(node.UID)) if is_open then ImGui.TreePush(node.Name) end end clipper.UserIndex = clipper.UserIndex + 1 -- Next node: recurse into childs if is_open then return node.Childs[1] end end -- Next node: next sibling, otherwise move back to parent while node ~= nil do if node.IndexInParent + 1 < #node.Parent.Childs then return node.Parent.Childs[node.IndexInParent + 2] end node = node.Parent if node.Parent == nil then break end ImGui.TreePop() end return nil end -- More advanced version. Use a alternative clipping technique: fast-forwarding through non-visible chunks. -- - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~0.1 ms -- (in ExampleTree_CreateDemoTree(), change 'ROOT_ITEMS_COUNT = 10000' to try with this amount of root nodes). -- - 1. Use clipper with indeterminate count (items_count = INT_MAX): we need to call SeekCursorForItem() at the end once we know the count. -- - 2. Use SetNextItemStorageID() to specify ID used for open/close storage, making it easy to call TreeNodeGetOpen() on any arbitrary node. -- - 3. Linearize tree during traversal: our tree data structure makes it easy to access sibling and parents. -- - Unlike clipping for a regular array or grid which may be done using random access limited to visible areas, -- this technique requires traversing most accessible nodes. This could be made more optimal with extra work, -- but this is a decent simplicity<>speed trade-off. -- See https://github.com/ocornut/imgui/issues/3823 for discussions about this. function PropEd:DrawClippedTree(root_node) local node = root_node.Childs[1] -- First node local clipper = ImGuiListClipper() clipper:Begin(INT_MAX) while clipper:Step() do while clipper.UserIndex < clipper.DisplayEnd and node ~= nil do node = self:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) end end -- Keep going to count nodes and submit final count so we have a reliable scrollbar. -- - One could consider caching this value and only refreshing it occasionally e.g. window is focused and an action occurs. -- - Incorrect but cheap approximation would be to use 'clipper_current_idx = IM_MAX(clipper_current_idx, #root_node.Childs)' instead. -- - If either of those is implemented, the general cost will approach zero when scrolling is at the top of the tree. while node ~= nil do node = self:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) end --clipper.UserIndex = math.max(clipper.UserIndex, #root_node.Childs) -- <-- Cheap approximation instead of while() loop above. clipper:SeekCursorForItem(clipper.UserIndex) end function PropEd:Draw(root_node) self.Filter = self.Filter or ImGuiTextFilter() -- Left side: draw tree -- - Currently using a table to benefit from RowBg feature -- - Our tree node are all of equal height, facilitating the use of a clipper. if ImGui.BeginChild("##tree", ImVec2(300, 0), bit32.bor(ImGuiChildFlags.ResizeX, ImGuiChildFlags.Borders, ImGuiChildFlags.NavFlattened)) then ImGui.PushItemFlag(ImGuiItemFlags.NoNavDefaultFocus, true) _, self.UseClipper = ImGui.Checkbox("Use Clipper", self.UseClipper) ImGui.SameLine() ImGui.Text("(%d root nodes)", #root_node.Childs) ImGui.SetNextItemWidth(-FLT_MIN) ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.F), ImGuiInputFlags.Tooltip) if ImGui.InputTextWithHint("##Filter", "incl -excl", self.Filter.InputBuf, 256, ImGuiInputTextFlags.EscapeClearsAll) then self.Filter:Build() end ImGui.PopItemFlag() if ImGui.BeginTable("##list", 1, ImGuiTableFlags.RowBg) then if self.UseClipper then self:DrawClippedTree(root_node) else self:DrawTree(root_node) end ImGui.EndTable() end end ImGui.EndChild() -- Right side: draw properties ImGui.SameLine() ImGui.BeginGroup() -- Lock X position local node = self.SelectedNode if node then ImGui.Text("%s", node.Name) ImGui.TextDisabled("UID: 0x%08X", node.UID) ImGui.Separator() if ImGui.BeginTable("##properties", 2, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.ScrollY)) then -- Push object ID after we entered the table, so table is shared for all objects ImGui.PushID(node.UID) ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthFixed) ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthStretch, 2.0) -- Default twice larger if node.HasData then -- In a typical application, the structure description would be derived from a data-driven system. -- - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. -- - Limits and some details are hard-coded to simplify the demo. for _, field_desc in ipairs(ExampleTreeNodeMemberInfos) do ImGui.TableNextRow() ImGui.PushID(field_desc.Name) ImGui.TableNextColumn() ImGui.AlignTextToFramePadding() ImGui.TextUnformatted(field_desc.Name) ImGui.TableNextColumn() local DT = ImGuiDataType if field_desc.DataType == DT.Bool then _, node[field_desc.Field] = ImGui.Checkbox("##Editor", node[field_desc.Field]) elseif field_desc.DataType == DT.S32 then ImGui.SetNextItemWidth(-FLT_MIN) node[field_desc.Field] = ImGui.DragScalar("##Editor", DT.S32, node[field_desc.Field], 1.0, INT_MIN or -2147483648, INT_MAX) elseif field_desc.DataType == DT.Float then ImGui.SetNextItemWidth(-FLT_MIN) ImGui.SliderScalarN("##Editor", DT.Float, node[field_desc.Field], field_desc.DataCount, 0.0, 1.0) elseif field_desc.DataType == DT.String then local b = self.NameBufs[node] if b == nil then b = Buf(node.Name, 28); self.NameBufs[node] = b end if ImGui.InputText("##Editor", b, 28) then node.Name = BufStr(b) end end ImGui.PopID() end end ImGui.PopID() ImGui.EndTable() end end ImGui.EndGroup() end -- Demonstrate creating a simple property editor. local DemoTree = nil function ShowExampleAppPropertyEditor(p_open, demo_data) ImGui.SetNextWindowSize(ImVec2(430, 450), ImGuiCond.FirstUseEver) local visible p_open, visible = ImGui.Begin("Example: Property editor", p_open) if not visible then ImGui.End(); return p_open end if demo_data and demo_data.DemoTree == nil then demo_data.DemoTree = ExampleTree_CreateDemoTree() end DemoTree = (demo_data and demo_data.DemoTree) or DemoTree or ExampleTree_CreateDemoTree() PropEd:Draw(DemoTree) ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Long Text / ShowExampleAppLongText() ------------------------------------------------------------------------------- -- Demonstrate/test rendering huge amount of text, and the incidence of clipping. local LT = { test_type = 0, log = {}, lines = 0, bytes = 0 } function ShowExampleAppLongText(p_open) ImGui.SetNextWindowSize(ImVec2(520, 600), ImGuiCond.FirstUseEver) local visible p_open, visible = ImGui.Begin("Example: Long text display", p_open) if not visible then ImGui.End(); return p_open end ImGui.Text("Printing unusually long amount of text.") LT.test_type = ImGui.Combo("Test type", LT.test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0") ImGui.Text("Buffer contents: %d lines, %d bytes", LT.lines, LT.bytes) if ImGui.Button("Clear") then LT.log = {}; LT.lines = 0; LT.bytes = 0; LT.text = nil end ImGui.SameLine() if ImGui.Button("Add 1000 lines") then for i = 0, 999 do local line = string.format("%i The quick brown fox jumps over the lazy dog\n", LT.lines + i) LT.log[#LT.log + 1] = line LT.bytes = LT.bytes + #line end LT.lines = LT.lines + 1000 LT.text = nil end ImGui.BeginChild("Log") if LT.test_type == 0 then -- Single call to TextUnformatted() with a big buffer LT.text = LT.text or table.concat(LT.log) ImGui.TextUnformatted(LT.text) elseif LT.test_type == 1 then -- Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(0, 0)) local clipper = ImGuiListClipper() clipper:Begin(LT.lines) while clipper:Step() do for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.Text("%i The quick brown fox jumps over the lazy dog", i) end end ImGui.PopStyleVar() else -- Multiple calls to Text(), not clipped (slow) ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(0, 0)) for i = 0, LT.lines - 1 do ImGui.Text("%i The quick brown fox jumps over the lazy dog", i) end ImGui.PopStyleVar() end ImGui.EndChild() ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() ------------------------------------------------------------------------------- -- Demonstrate creating a window which gets auto-resized according to its content. local AutoResizeLines = 10 function ShowExampleAppAutoResize(p_open) local visible p_open, visible = ImGui.Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags.AlwaysAutoResize) if not visible then ImGui.End(); return p_open end ImGui.TextUnformatted("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop.") AutoResizeLines = ImGui.SliderInt("Number of lines", AutoResizeLines, 1, 20) for i = 0, AutoResizeLines - 1 do ImGui.Text("%sThis is line %d", string.rep(" ", i * 4), i) end -- Pad with space to extend size horizontally ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() ------------------------------------------------------------------------------- -- Demonstrate creating a window with custom resize constraints. -- Note that size constraints currently don't work on a docked window (when in 'docking' branch) -- Options local CR = { auto_resize = false, window_padding = true, type = 6, display_lines = 10 } -- type 6: Aspect Ratio function ShowExampleAppConstrainedResize(p_open) -- Helper functions to demonstrate programmatic constraints -- FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. -- FIXME: None of the three demos works consistently when resizing from borders. local function AspectRatio(data) data.DesiredSize.y = math.floor(data.DesiredSize.x / data.UserData) end local function Square(data) local m = math.max(data.DesiredSize.x, data.DesiredSize.y); data.DesiredSize.x = m; data.DesiredSize.y = m end local function Step(data) local step = data.UserData data.DesiredSize = ImVec2(math.floor(data.DesiredSize.x / step + 0.5) * step, math.floor(data.DesiredSize.y / step + 0.5) * step) end local test_desc = { "Between 100x100 and 500x500", "At least 100x100", "Resize vertical + lock current width", "Resize horizontal + lock current height", "Width Between 400 and 500", "Height at least 400", "Custom: Aspect Ratio 16:9", "Custom: Always Square", "Custom: Fixed Steps (100)" } -- Submit constraint local t = CR.type if t == 0 then ImGui.SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)) end -- Between 100x100 and 500x500 if t == 1 then ImGui.SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)) end -- Width > 100, Height > 100 if t == 2 then ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)) end -- Resize vertical + lock current width if t == 3 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)) end -- Resize horizontal + lock current height if t == 4 then ImGui.SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)) end -- Width Between and 400 and 500 if t == 5 then ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)) end -- Height at least 400 if t == 6 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), AspectRatio, 16.0 / 9.0) end -- Aspect ratio if t == 7 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), Square) end -- Always Square if t == 8 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), Step, 100.0) end -- Fixed Step -- Submit window if not CR.window_padding then ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0.0, 0.0)) end local window_flags = CR.auto_resize and ImGuiWindowFlags.AlwaysAutoResize or 0 local window_open p_open, window_open = ImGui.Begin("Example: Constrained Resize", p_open, window_flags) if not CR.window_padding then ImGui.PopStyleVar() end if window_open then if ImGui.GetIO().KeyShift then -- Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture) local avail_size = ImGui.GetContentRegionAvail() local pos = ImGui.GetCursorScreenPos() ImGui.ColorButton("viewport", ImVec4(0.5, 0.2, 0.5, 1.0), bit32.bor(ImGuiColorEditFlags.NoTooltip, ImGuiColorEditFlags.NoDragDrop), avail_size) ImGui.SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)) ImGui.Text("%.2f x %.2f", avail_size.x, avail_size.y) else ImGui.Text("(Hold Shift to display a dummy viewport)") if ImGui.IsWindowDocked() then ImGui.Text("Warning: Sizing Constraints won't work if the window is docked!") end if ImGui.Button("Set 200x200") then ImGui.SetWindowSize(ImVec2(200, 200)) end ImGui.SameLine() if ImGui.Button("Set 500x500") then ImGui.SetWindowSize(ImVec2(500, 500)) end ImGui.SameLine() if ImGui.Button("Set 800x200") then ImGui.SetWindowSize(ImVec2(800, 200)) end ImGui.SetNextItemWidth(ImGui.GetFontSize() * 20) CR.type = ImGui.Combo("Constraint", CR.type, test_desc, #test_desc) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 20) CR.display_lines = ImGui.DragInt("Lines", CR.display_lines, 0.2, 1, 100) _, CR.auto_resize = ImGui.Checkbox("Auto-resize", CR.auto_resize) _, CR.window_padding = ImGui.Checkbox("Window padding", CR.window_padding) for i = 0, CR.display_lines - 1 do ImGui.Text("%sHello, sailor! Making this line long enough for the example.", string.rep(" ", i * 4)) end end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() ------------------------------------------------------------------------------- -- Demonstrate creating a simple static window with no decoration -- + a context-menu to choose which corner of the screen to use. local OverlayLocation = 0 function ShowExampleAppSimpleOverlay(p_open) local io = ImGui.GetIO() local W = ImGuiWindowFlags local window_flags = bit32.bor(W.NoDecoration, W.NoDocking, W.AlwaysAutoResize, W.NoSavedSettings, W.NoFocusOnAppearing, W.NoNav) if OverlayLocation >= 0 then local PAD = 10.0 local viewport = ImGui.GetMainViewport() local work_pos, work_size = viewport.WorkPos, viewport.WorkSize -- Use work area to avoid menu-bar/task-bar, if any! local right, bottom = OverlayLocation % 2 == 1, OverlayLocation >= 2 local window_pos = ImVec2(right and (work_pos.x + work_size.x - PAD) or (work_pos.x + PAD), bottom and (work_pos.y + work_size.y - PAD) or (work_pos.y + PAD)) local window_pos_pivot = ImVec2(right and 1.0 or 0.0, bottom and 1.0 or 0.0) ImGui.SetNextWindowPos(window_pos, ImGuiCond.Always, window_pos_pivot) ImGui.SetNextWindowViewport(viewport.ID) window_flags = bit32.bor(window_flags, W.NoMove) elseif OverlayLocation == -2 then -- Center window ImGui.SetNextWindowPos(ImGui.GetMainViewport():GetCenter(), ImGuiCond.Always, ImVec2(0.5, 0.5)) window_flags = bit32.bor(window_flags, W.NoMove) end ImGui.SetNextWindowBgAlpha(0.35) -- Transparent background local visible p_open, visible = ImGui.Begin("Example: Simple overlay", p_open, window_flags) if visible then ImGui.Text("Simple overlay\n(right-click to change position)") ImGui.Separator() if ImGui.IsMousePosValid() then ImGui.Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y) else ImGui.Text("Mouse Position: ") end if ImGui.BeginPopupContextWindow() then if ImGui.MenuItem("Custom", nil, OverlayLocation == -1) then OverlayLocation = -1 end if ImGui.MenuItem("Center", nil, OverlayLocation == -2) then OverlayLocation = -2 end if ImGui.MenuItem("Top-left", nil, OverlayLocation == 0) then OverlayLocation = 0 end if ImGui.MenuItem("Top-right", nil, OverlayLocation == 1) then OverlayLocation = 1 end if ImGui.MenuItem("Bottom-left", nil, OverlayLocation == 2) then OverlayLocation = 2 end if ImGui.MenuItem("Bottom-right", nil, OverlayLocation == 3) then OverlayLocation = 3 end if p_open ~= nil and ImGui.MenuItem("Close") then p_open = false end ImGui.EndPopup() end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() ------------------------------------------------------------------------------- -- Demonstrate creating a window covering the entire screen/viewport local FS = { use_work_area = true, flags = bit32.bor(ImGuiWindowFlags.NoDecoration, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoSavedSettings) } function ShowExampleAppFullscreen(p_open) -- We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) -- Based on your use case you may want one or the other. local viewport = ImGui.GetMainViewport() ImGui.SetNextWindowPos(FS.use_work_area and viewport.WorkPos or viewport.Pos) ImGui.SetNextWindowSize(FS.use_work_area and viewport.WorkSize or viewport.Size) local visible p_open, visible = ImGui.Begin("Example: Fullscreen window", p_open, FS.flags) if visible then _, FS.use_work_area = ImGui.Checkbox("Use work area instead of main area", FS.use_work_area) ImGui.SameLine() HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.") local W = ImGuiWindowFlags _, FS.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoBackground", FS.flags, W.NoBackground) _, FS.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoDecoration", FS.flags, W.NoDecoration) ImGui.Indent() _, FS.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoTitleBar", FS.flags, W.NoTitleBar) _, FS.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoCollapse", FS.flags, W.NoCollapse) _, FS.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoScrollbar", FS.flags, W.NoScrollbar) ImGui.Unindent() if p_open ~= nil and ImGui.Button("Close this window") then p_open = false end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() ------------------------------------------------------------------------------- -- Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. -- This applies to all regular items as well. -- Read FAQ section "How can I have multiple widgets with the same label?" for details. function ShowExampleAppWindowTitles(p_open) local viewport = ImGui.GetMainViewport() local base_pos = viewport.Pos -- By default, Windows are uniquely identified by their title. -- You can use the "##" and "###" markers to manipulate the display/ID. -- Using "##" to display same title but have unique identifier. ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond.FirstUseEver) ImGui.Begin("Same title as another window##1") ImGui.Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.") ImGui.End() ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond.FirstUseEver) ImGui.Begin("Same title as another window##2") ImGui.Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.") ImGui.End() -- Using "###" to display a changing title but keep a static identifier "AnimatedTitle" local spin = "|/-\\" local k = math.floor(ImGui.GetTime() / 0.25) % 4 + 1 local buf = string.format("Animated title %s %d###AnimatedTitle", string.sub(spin, k, k), ImGui.GetFrameCount()) ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond.FirstUseEver) ImGui.Begin(buf) ImGui.Text("This window has a changing title.") ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() ------------------------------------------------------------------------------- -- See our Wiki guides: -- - ImDrawList Vector Rendering Reference: https://github.com/ocornut/imgui/wiki/Draw-List -- - Pixel Perfect Anti-aliased Rendering: https://github.com/ocornut/imgui/wiki/Pixel-Perfect-Rendering -- - How Anti-aliased Polyline Rendering is Implemented: https://github.com/ocornut/imgui/wiki/Polyline-Rendering local CRS = { sz = 42.0, base_rounding = 8.0, base_thickness = 3.0, animate_rounding = false, animate_thickness = false, ngon_segments = 6, circle_override = false, circle_override_v = 12, curve_override = false, curve_override_v = 8, colf_stroke = ImVec4(1.000, 0.384, 0.169, 1.000), colf_fill = ImVec4(0.416, 0.378, 0.420, 1.000), points = {}, scrolling = ImVec2(0.0, 0.0), opt_enable_grid = true, opt_enable_context_menu = true, adding_line = false, draw_bg = true, draw_fg = true } local function CustomRenderingPrimitives() local s = CRS ImGui.PushItemWidth(-ImGui.GetFontSize() * 15) ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInput, true) local draw_list = ImGui.GetWindowDrawList() -- Draw gradients -- (note that those are currently exacerbating our sRGB/Linear issues) -- Calling ImGui.GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. ImGui.Text("Gradients") local gradient_size = ImVec2(ImGui.CalcItemWidth(), ImGui.GetFrameHeight()) ImGui.InvisibleButton("##gradient1", gradient_size) local col_a, col_b = ImGui.GetColorU32(IM_COL32(0, 0, 0, 255), nil, true), ImGui.GetColorU32(IM_COL32(255, 255, 255, 255), nil, true) draw_list:AddRectFilledMultiColor(ImGui.GetItemRectMin(), ImGui.GetItemRectMax(), col_a, col_b, col_b, col_a) ImGui.InvisibleButton("##gradient2", gradient_size) col_a, col_b = ImGui.GetColorU32(IM_COL32(0, 255, 0, 255), nil, true), ImGui.GetColorU32(IM_COL32(255, 0, 0, 255), nil, true) draw_list:AddRectFilledMultiColor(ImGui.GetItemRectMin(), ImGui.GetItemRectMax(), col_a, col_b, col_b, col_a) -- Draw a bunch of primitives ImGui.Text("All primitives") s.sz = ImGui.DragFloat("Size", s.sz, 0.2, 0.2, 100.0, "%.0f") local t = ImGui.GetTime() local rounding_wave = 1.0 - math.abs((t % 3.0) * (2.0 / 3.0) - 1.0) local rounding = s.animate_rounding and (math.floor(rounding_wave * s.base_rounding * 10.0) / 10.0) or s.base_rounding -- Sub-integer rounding works but has discontinuities in small values, so best disable we s.base_rounding = ImGui.DragFloat("Rounding", s.base_rounding, 0.02, 0.0, 32.0, "%.1f"); ImGui.SameLine() _, s.animate_rounding = ImGui.Checkbox("Animate##rounding", s.animate_rounding); ImGui.SameLine() ImGui.Text("%.2f", rounding) local thickness_wave = 1.0 - math.abs((t % 5.0) * (2.0 / 5.0) - 1.0) local thickness = s.animate_thickness and (thickness_wave * s.base_thickness) or s.base_thickness s.base_thickness = ImGui.DragFloat("Thickness", s.base_thickness, 0.02, 0.0, 32.0, "%.02f"); ImGui.SameLine() _, s.animate_thickness = ImGui.Checkbox("Animate##thickness", s.animate_thickness); ImGui.SameLine() ImGui.Text("%.2f", thickness) s.ngon_segments = ImGui.SliderInt("N-gon sides", s.ngon_segments, 3, 12) local changed _, s.circle_override = ImGui.Checkbox("##CircleSegmentOverride", s.circle_override) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) s.circle_override_v, changed = ImGui.SliderInt("Circle segments override", s.circle_override_v, 3, 30) s.circle_override = s.circle_override or changed _, s.curve_override = ImGui.Checkbox("##CurvesSegmentOverride", s.curve_override) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) s.curve_override_v, changed = ImGui.SliderInt("Curves segments override", s.curve_override_v, 3, 30) s.curve_override = s.curve_override or changed ImGui.ColorEdit4("Stroke Color", s.colf_stroke) ImGui.ColorEdit4("Fill Color", s.colf_fill) ImGui.SeparatorText("Per primitive flags (AddXXX functions)") ImGui.TextDisabled("(stroke placement/AA flags: not ported, this port uses the 1.92 stroker)") ImGui.Spacing() local sz = s.sz local start_pos = ImGui.GetCursorScreenPos() local pi = 3.141592 local step = sz + 10.0 local corners_tl_br = bit32.bor(ImDrawFlags.RoundCornersTopLeft, ImDrawFlags.RoundCornersBottomRight) local half_sz = sz * 0.5 local circle_segments = s.circle_override and s.circle_override_v or 0 local curve_segments = s.curve_override and s.curve_override_v or 0 local cp3 = { ImVec2(0.0, sz * 0.6), ImVec2(sz * 0.5, -sz * 0.4), ImVec2(sz, sz) } -- Control points for curves local cp4 = { ImVec2(0.0, 0.0), ImVec2(sz * 1.3, sz * 0.3), ImVec2(sz - sz * 1.3, sz - sz * 0.3), ImVec2(sz, sz) } local concave_shape = { { 0.0, 0.0 }, { 0.3, 0.0 }, { 0.3, 0.7 }, { 0.7, 0.7 }, { 0.7, 0.0 }, { 1.0, 0.0 }, { 1.0, 1.0 }, { 0.0, 1.0 } } -- |_| looking shape. Normalized. local zigzag_shape = { { 0.0, 0.0 }, { 0.9, 0.0 }, { 1.0, 0.1 }, { 1.0, 0.9 }, { 0.9, 1.0 }, { 0.3, 1.0 }, { 0.3, 0.4 }, { 0.9, 0.4 } } local rotating_square = {} for side = 0, 3 do local a = t * 0.1 + side * pi * 0.5 rotating_square[side + 1] = ImVec2(math.cos(a) * half_sz, math.sin(a) * half_sz) end local function Shape(shape, x, y) for _, p in ipairs(shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p[1]), y + math.floor(sz * p[2]))) end end local y = start_pos.y for row = 0, 3 do local x = start_pos.x local draw_fill = (row == 2 or row == 3) local draw_strokes = (row == 0 or row == 1 or row == 3) if draw_fill then -- FILLED SHAPES local col = ImGui.ColorConvertFloat4ToU32(s.colf_fill) draw_list:AddNgonFilled(ImVec2(x + half_sz, y + half_sz), half_sz, col, s.ngon_segments); x = x + step -- N-gon draw_list:AddCircleFilled(ImVec2(x + half_sz, y + half_sz), half_sz, col, circle_segments); x = x + step -- Circle draw_list:AddEllipseFilled(ImVec2(x + half_sz, y + half_sz), ImVec2(half_sz, sz * 0.3), col, -0.3, circle_segments); x = x + step -- Ellipse draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x = x + step -- Square draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding); x = x + step -- Square with all rounded corners draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br); x = x + step -- Square with two rounded corners draw_list:AddTriangleFilled(ImVec2(x + sz * 0.5, y), ImVec2(x + sz, y + sz), ImVec2(x, y + sz), col); x = x + step -- Triangle draw_list:AddTriangleFilled(ImVec2(x + sz * 0.2, y), ImVec2(x + sz * 0.4, y + sz), ImVec2(x, y + sz), col); x = x + step - math.floor(sz * 0.6) -- Thin triangle -- Concave shape: U Shape(concave_shape, x, y); draw_list:PathFillConcave(col); x = x + step -- Concave shape: Zig-Zag with sharp angles Shape(zigzag_shape, x, y); draw_list:PathFillConcave(col); x = x + step -- Horizontal/Vertical lines -- (here for consistency with the strokes section. AddRectFilled() is roughly close to AddLineH(), AddLineV() draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x = x + step draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x = x + step - math.floor(half_sz) if not (draw_fill and draw_strokes) then local block_sz, off = 1, 0 while block_sz < 16 and off + block_sz <= sz do draw_list:AddRectFilled(ImVec2(x, y + off), ImVec2(x + block_sz, y + off + block_sz), col) off = off + block_sz + 1 block_sz = block_sz + 1 end end x = x + step - math.floor(half_sz) -- Rotating square for n = 1, 4 do draw_list:PathLineTo(ImVec2(x + half_sz + rotating_square[n].x, y + half_sz + rotating_square[n].y)) end draw_list:PathFillConvex(col); x = x + step -- Path draw_list:PathArcTo(ImVec2(x + half_sz, y + half_sz), half_sz, pi * -0.5, pi * 1.1) draw_list:PathFillConvex(col); x = x + step -- Quadratic Bezier Curve (3 control points) draw_list:PathLineTo(ImVec2(x + cp3[1].x, y + cp3[1].y)) draw_list:PathBezierQuadraticCurveTo(ImVec2(x + cp3[2].x, y + cp3[2].y), ImVec2(x + cp3[3].x, y + cp3[3].y), curve_segments) draw_list:PathFillConvex(col); x = x + step if not (draw_fill and draw_strokes) then draw_list:AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)) x = x + step end end if draw_fill and draw_strokes then x = start_pos.x end if draw_strokes then -- STROKES -- First row uses a thickness of 1.0f, second row uses the configurable thickness local col = ImGui.ColorConvertFloat4ToU32(s.colf_stroke) local th = (row == 0) and 1.0 or thickness draw_list:AddNgon(ImVec2(x + half_sz, y + half_sz), half_sz, col, s.ngon_segments, th); x = x + step -- N-gon draw_list:AddCircle(ImVec2(x + half_sz, y + half_sz), half_sz, col, circle_segments, th); x = x + step -- Circle draw_list:AddEllipse(ImVec2(x + half_sz, y + half_sz), ImVec2(half_sz, sz * 0.3), col, -0.3, circle_segments, th); x = x + step -- Ellipse draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0, th); x = x + step -- Square draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th); x = x + step -- Square with all rounded corners draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, corners_tl_br); x = x + step -- Square with two rounded corners draw_list:AddTriangle(ImVec2(x + sz * 0.5, y), ImVec2(x + sz, y + sz), ImVec2(x, y + sz), col, th); x = x + step -- Triangle draw_list:AddTriangle(ImVec2(x + sz * 0.2, y), ImVec2(x + sz * 0.4, y + sz), ImVec2(x, y + sz), col, th); x = x + step - math.floor(sz * 0.6) -- Thin triangle -- Concave shape: U Shape(concave_shape, x, y); draw_list:PathStroke(col, th, ImDrawFlags.Closed); x = x + step -- Concave shape: Zig-Zag with sharp angles Shape(zigzag_shape, x, y); draw_list:PathStroke(col, th, ImDrawFlags.Closed); x = x + step -- Horizontal/Vertical/Diagonal lines local off = math.floor(sz * 0.4) draw_list:AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th) draw_list:AddLine(ImVec2(x, y + off), ImVec2(x + sz, y + off), col, th); x = x + step draw_list:AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th) draw_list:AddLine(ImVec2(x + off, y + sz), ImVec2(x + off, y), col, th); x = x + step - math.floor(half_sz) if not (draw_fill and draw_strokes) then draw_list:AddLine(ImVec2(x, y), ImVec2(x + half_sz, y + sz), col, th) draw_list:AddLine(ImVec2(x, y + sz), ImVec2(x + half_sz, y), col, th) end x = x + step - math.floor(half_sz) -- Rotating square for n = 1, 4 do draw_list:PathLineTo(ImVec2(x + half_sz + rotating_square[n].x, y + half_sz + rotating_square[n].y)) end draw_list:PathStroke(col, th, ImDrawFlags.Closed); x = x + step -- Path draw_list:PathArcTo(ImVec2(x + half_sz, y + half_sz), half_sz, pi * -0.5, pi * 1.1) draw_list:PathStroke(col, th); x = x + step -- Quadratic Bezier Curve (3 control points) draw_list:AddBezierQuadratic(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), ImVec2(x + cp3[3].x, y + cp3[3].y), col, th, curve_segments); x = x + step -- Cubic Bezier Curve (4 control points) if not (draw_fill and draw_strokes) then draw_list:AddBezierCubic(ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), ImVec2(x + cp4[4].x, y + cp4[4].y), col, th, curve_segments) x = x + step end end y = y + step end ImGui.Dummy(ImVec2(step * 15.5, step * 4.0)) ImGui.Text("ImDrawList Vector Rendering Reference:") ImGui.TextLinkOpenURL("https://github.com/ocornut/imgui/wiki/Draw-List") ImGui.PopItemFlag() ImGui.PopItemWidth() end local function CustomRenderingCanvas() local s = CRS _, s.opt_enable_grid = ImGui.Checkbox("Enable grid", s.opt_enable_grid) _, s.opt_enable_context_menu = ImGui.Checkbox("Enable context menu", s.opt_enable_context_menu) ImGui.Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.") -- Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. -- Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. -- To use a child window instead we could use, e.g: -- ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) -- Disable padding -- ImGui.PushStyleColor(ImGuiCol.ChildBg, IM_COL32(50, 50, 50, 255)) -- Set a background color -- ImGui.BeginChild("canvas", ImVec2(0.0, 0.0), ImGuiChildFlags.Borders, ImGuiWindowFlags.NoMove) -- ImGui.PopStyleColor() -- ImGui.PopStyleVar() -- [...] -- ImGui.EndChild() -- Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() local canvas_p0 = ImGui.GetCursorScreenPos() -- ImDrawList API uses screen coordinates! local canvas_sz = ImGui.GetContentRegionAvail() -- Resize canvas to what's available if canvas_sz.x < 50.0 then canvas_sz.x = 50.0 end if canvas_sz.y < 50.0 then canvas_sz.y = 50.0 end local canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y) -- Draw border and background color local io = ImGui.GetIO() local draw_list = ImGui.GetWindowDrawList() draw_list:AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)) draw_list:AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)) -- This will catch our interactions ImGui.InvisibleButton("canvas", canvas_sz, bit32.bor(ImGuiButtonFlags.MouseButtonLeft, ImGuiButtonFlags.MouseButtonRight)) local is_hovered = ImGui.IsItemHovered() -- Hovered local is_active = ImGui.IsItemActive() -- Held local origin = ImVec2(canvas_p0.x + s.scrolling.x, canvas_p0.y + s.scrolling.y) -- Lock scrolled origin local mouse_pos_in_canvas = ImVec2(io.MousePos.x - origin.x, io.MousePos.y - origin.y) local points = s.points -- Add first and second point if is_hovered and not s.adding_line and ImGui.IsMouseClicked(ImGuiMouseButton.Left) then points[#points + 1] = ImVec2(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y) points[#points + 1] = ImVec2(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y) s.adding_line = true end if s.adding_line then points[#points] = ImVec2(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y) if not ImGui.IsMouseDown(ImGuiMouseButton.Left) then s.adding_line = false end end -- Pan (we use a zero mouse threshold when there's no context menu) -- You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. local mouse_threshold_for_pan = s.opt_enable_context_menu and -1.0 or 0.0 if is_active and ImGui.IsMouseDragging(ImGuiMouseButton.Right, mouse_threshold_for_pan) then s.scrolling.x = s.scrolling.x + io.MouseDelta.x s.scrolling.y = s.scrolling.y + io.MouseDelta.y end -- Context menu (under default mouse threshold) local drag_delta = ImGui.GetMouseDragDelta(ImGuiMouseButton.Right) if s.opt_enable_context_menu and drag_delta.x == 0.0 and drag_delta.y == 0.0 then ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) end if ImGui.BeginPopup("context") then if s.adding_line then points[#points] = nil; points[#points] = nil end s.adding_line = false if ImGui.MenuItem("Remove one", nil, false, #points > 0) then points[#points] = nil; points[#points] = nil end if ImGui.MenuItem("Remove all", nil, false, #points > 0) then table.clear(points) end ImGui.EndPopup() end -- Draw grid + all lines in the canvas draw_list:PushClipRect(canvas_p0, canvas_p1, true) if s.opt_enable_grid then local GRID_STEP = 64.0 local x = math.fmod(s.scrolling.x, GRID_STEP) while x < canvas_sz.x do draw_list:AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); x = x + GRID_STEP end local y = math.fmod(s.scrolling.y, GRID_STEP) while y < canvas_sz.y do draw_list:AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); y = y + GRID_STEP end end for n = 1, #points - 1, 2 do draw_list:AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0) end draw_list:PopClipRect() end -- Demonstrate using the low-level ImDrawList to draw custom shapes. function ShowExampleAppCustomRendering(p_open) local visible p_open, visible = ImGui.Begin("Example: Custom rendering", p_open) if not visible then ImGui.End(); return p_open end local s = CRS if ImGui.BeginTabBar("##TabBar") then if ImGui.BeginTabItem("Primitives") then CustomRenderingPrimitives(); ImGui.EndTabItem() end if ImGui.BeginTabItem("Canvas") then CustomRenderingCanvas(); ImGui.EndTabItem() end if ImGui.BeginTabItem("BG/FG draw lists") then _, s.draw_bg = ImGui.Checkbox("Draw in Background draw list", s.draw_bg) ImGui.SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.") _, s.draw_fg = ImGui.Checkbox("Draw in Foreground draw list", s.draw_fg) ImGui.SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.") local window_pos, window_size = ImGui.GetWindowPos(), ImGui.GetWindowSize() local window_center = ImVec2(window_pos.x + window_size.x * 0.5, window_pos.y + window_size.y * 0.5) if s.draw_bg then ImGui.GetBackgroundDrawList():AddCircle(window_center, window_size.x * 0.6, IM_COL32(255, 0, 0, 200), 0, 10 + 4) end if s.draw_fg then ImGui.GetForegroundDrawList():AddCircle(window_center, window_size.y * 0.6, IM_COL32(0, 255, 0, 200), 0, 10) end ImGui.EndTabItem() end -- Demonstrate out-of-order rendering via channels splitting -- We use functions in ImDrawList as each draw list contains a convenience splitter, -- but you can also instantiate your own ImDrawListSplitter if you need to nest them. if ImGui.BeginTabItem("Draw Channels") then local draw_list = ImGui.GetWindowDrawList() ImGui.Text("Blue shape is drawn first: appears in back") ImGui.Text("Red shape is drawn after: appears in front") local p0 = ImGui.GetCursorScreenPos() draw_list:AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)) -- Blue draw_list:AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)) -- Red ImGui.Dummy(ImVec2(75, 75)) ImGui.Separator() ImGui.Text("Blue shape is drawn first, into channel 1: appears in front") ImGui.Text("Red shape is drawn after, into channel 0: appears in back") local p1 = ImGui.GetCursorScreenPos() -- Create 2 channels and draw a Blue shape THEN a Red shape. -- You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. draw_list:ChannelsSplit(2) draw_list:ChannelsSetCurrent(1) draw_list:AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)) -- Blue draw_list:ChannelsSetCurrent(0) draw_list:AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)) -- Red -- Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. -- This works by copying draw indices only (vertices are not copied). draw_list:ChannelsMerge() ImGui.Dummy(ImVec2(75, 75)) ImGui.Text("After reordering, contents of channel 0 appears below channel 1.") ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() ------------------------------------------------------------------------------- -- KeepWindowPadding: Keep WindowPadding to help understand that DockSpace() is a widget inside the window. local DSA = { IsFullscreen = true, KeepWindowPadding = false, DockSpaceFlags = 0, opt_demo_mode = 0, opt_demo_mode_changed = false } -- THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace(). -- MOST REGULAR APPLICATIONS WANTING TO ALLOW DOCKING WINDOWS ON THE EDGE OF YOUR SCREEN CAN SIMPLY USE: -- ImGui.NewFrame() + ImGui.DockSpaceOverViewport() -- Create a dockspace in main viewport -- OR: -- ImGui.NewFrame() + ImGui.DockSpaceOverViewport(0, nil, ImGuiDockNodeFlags.PassthruCentralNode) -- Create a dockspace in main viewport, where central node is transparent. -- Demonstrate using DockSpace() to create an explicit docking node within an existing window, with various options. -- Read https://github.com/ocornut/imgui/wiki/Docking for details. -- The reasons we do not use DockSpaceOverViewport() in this demo is because: -- - (1) we allow the host window to be floating/moveable instead of filling the viewport (when args.IsFullscreen == false) -- which is mostly to showcase the idea that DockSpace() may be submitted anywhere. -- Also see 'Demo->Examples->Documents' for a less abstract version of this. -- - (2) we allow the host window to have padding (when args.UsePadding == true) -- - (3) we expose variety of other flags. local function ShowExampleAppDockSpaceAdvanced(args, p_open) local dockspace_flags = args.DockSpaceFlags -- We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, -- because it would be confusing to have two docking targets within each others. local W = ImGuiWindowFlags local window_flags = W.NoDocking if args.IsFullscreen then -- Fullscreen dockspace: practically the same as calling DockSpaceOverViewport() local viewport = ImGui.GetMainViewport() ImGui.SetNextWindowPos(viewport.WorkPos) ImGui.SetNextWindowSize(viewport.WorkSize) ImGui.SetNextWindowViewport(viewport.ID) ImGui.PushStyleVar(ImGuiStyleVar.WindowRounding, 0.0) ImGui.PushStyleVar(ImGuiStyleVar.WindowBorderSize, 0.0) window_flags = bit32.bor(window_flags, W.NoTitleBar, W.NoCollapse, W.NoResize, W.NoMove, W.NoBringToFrontOnFocus, W.NoNavFocus, W.NoBackground) else -- Floating dockspace dockspace_flags = bit32.band(dockspace_flags, bit32.bnot(ImGuiDockNodeFlags.PassthruCentralNode)) end -- Important: note that we proceed even if Begin() returns false (aka window is collapsed). -- This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, -- all active windows docked into it will lose their parent and become undocked. -- We cannot preserve the docking relationship between an active window and an inactive docking, otherwise -- any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if not args.KeepWindowPadding then ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0.0, 0.0)) end p_open = ImGui.Begin("Window with a DockSpace", p_open, window_flags) if not args.KeepWindowPadding then ImGui.PopStyleVar() end if args.IsFullscreen then ImGui.PopStyleVar(2) end -- Submit the DockSpace widget inside our window -- - Note that the id here is different from the one used by DockSpaceOverViewport(), so docking state won't get transfered between "Basic" and "Advanced" demos. -- - If we made the ShowExampleAppDockSpaceBasic() calculate its own ID and pass it to DockSpaceOverViewport() the ID could easily match. local dockspace_id = ImGui.GetID("MyDockSpace") ImGui.DockSpace(dockspace_id, ImVec2(0.0, 0.0), dockspace_flags) ImGui.End() return p_open end function ShowExampleAppDockSpace(p_open) local args = DSA if args.opt_demo_mode == 0 then -- Basic version which you can use in many apps: -- e.g: -- ImGui.DockSpaceOverViewport() -- or: -- ImGui.DockSpaceOverViewport(0, nil, ImGuiDockNodeFlags.PassthruCentralNode) -- Central node will be transparent -- or: -- local viewport = ImGui.GetMainViewport() -- ImGui.DockSpaceOverViewport(0, viewport, ImGuiDockNodeFlags.None) ImGui.DockSpaceOverViewport(0, nil, args.DockSpaceFlags) else p_open = ShowExampleAppDockSpaceAdvanced(args, p_open) end -- Refocus our window to minimize perceived loss of focus when changing mode (caused by the fact that each use a different window, which would not happen in a real app) if args.opt_demo_mode_changed then ImGui.SetNextWindowFocus() end p_open = ImGui.Begin("Examples: Dockspace", p_open, ImGuiWindowFlags.MenuBar) local c1, c2 c1, args.opt_demo_mode = ImGui.RadioButton("Basic demo mode", args.opt_demo_mode, 0) c2, args.opt_demo_mode = ImGui.RadioButton("Advanced demo mode", args.opt_demo_mode, 1) args.opt_demo_mode_changed = c1 or c2 ImGui.SeparatorText("Options") local D = ImGuiDockNodeFlags if bit32.band(ImGui.GetIO().ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then ShowDockingDisabledMessage() elseif args.opt_demo_mode == 0 then args.DockSpaceFlags = bit32.band(args.DockSpaceFlags, D.PassthruCentralNode) -- Allowed flags _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: PassthruCentralNode", args.DockSpaceFlags, D.PassthruCentralNode) else _, args.IsFullscreen = ImGui.Checkbox("Fullscreen", args.IsFullscreen) _, args.KeepWindowPadding = ImGui.Checkbox("Keep Window Padding", args.KeepWindowPadding) ImGui.SameLine() HelpMarker("This is mostly exposed to facilitate understanding that a DockSpace() is _inside_ a window.") ImGui.BeginDisabled(args.IsFullscreen == false) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: PassthruCentralNode", args.DockSpaceFlags, D.PassthruCentralNode) ImGui.EndDisabled() for _, n in ipairs({ "NoDockingOverCentralNode", "NoDockingSplit", "NoUndocking", "NoResize", "AutoHideTabBar" }) do if D[n] then _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: " .. n, args.DockSpaceFlags, D[n]) end end end -- Show demo options and help if ImGui.BeginMenuBar() then if ImGui.BeginMenu("Help") then ImGui.TextUnformatted("This demonstrates the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window.\nThe \"Basic\" version uses the ImGui::DockSpaceOverViewport() helper. Most applications can probably use this.") ImGui.Separator() ImGui.TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!\n- Drag from window title bar or their tab to dock/undock.\n- Drag from window menu button (upper-left button) to undock an entire node (all windows).\n- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)\n- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)") ImGui.Separator() ImGui.TextUnformatted("More details:"); ImGui.Bullet(); ImGui.SameLine(); ImGui.TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking") ImGui.BulletText("Read comments in ShowExampleAppDockSpace()") ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() ------------------------------------------------------------------------------- -- Simplified structure to mimic a Document model -- NameBuf: Document title -- UID: Unique ID (necessary as we can change title) -- Open: Set when open (we keep an array of all available documents to simplify demo code!) -- OpenPrev: Copy of Open from last update. -- Dirty: Set when the document has been modified -- Color: An arbitrary variable associated to the document local function MyDocument(uid, name, open, color) if open == nil then open = true end local d = { UID = uid, NameBuf = Buf(name, 32), Open = open, OpenPrev = open, Dirty = false, Color = color or ImVec4(1.0, 1.0, 1.0, 1.0) } function d:Name() return BufStr(self.NameBuf) end function d:DoOpen() self.Open = true end function d:DoForceClose() self.Open = false; self.Dirty = false end function d:DoSave() self.Dirty = false end return d end local Docs = nil local function DocsInit() local app = { Documents = { MyDocument(0, "Lettuce", true, ImVec4(0.4, 0.8, 0.4, 1.0)), MyDocument(1, "Eggplant", true, ImVec4(0.8, 0.5, 1.0, 1.0)), MyDocument(2, "Carrot", true, ImVec4(1.0, 0.8, 0.5, 1.0)), MyDocument(3, "Tomato", false, ImVec4(1.0, 0.3, 0.4, 1.0)), MyDocument(4, "A Rather Long Title", false, ImVec4(0.4, 0.8, 0.8, 1.0)), MyDocument(5, "Some Document", false, ImVec4(0.8, 0.8, 1.0, 1.0)), }, CloseQueue = {}, RenamingDoc = nil, RenamingStarted = false, opt_target = 1, opt_reorderable = true, opt_fitting_flags = ImGuiTabBarFlags.FittingPolicyDefault_ } function app:QueueClose(doc) for _, d in ipairs(self.CloseQueue) do if d == doc then return end end self.CloseQueue[#self.CloseQueue + 1] = doc end -- As we allow to change document name, we append a never-changing document ID so tabs are stable function app:GetTabName(doc) return string.format("%s###doc%d", doc:Name(), doc.UID) end -- Display placeholder contents for the Document function app:DisplayDocContents(doc) ImGui.PushID("doc" .. doc.UID) ImGui.Text("Document \"%s\"", doc:Name()) ImGui.PushStyleColor(ImGuiCol.Text, doc.Color) ImGui.TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.") ImGui.PopStyleColor() ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.R), ImGuiInputFlags.Tooltip) if ImGui.Button("Rename..") then self.RenamingDoc = doc; self.RenamingStarted = true end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.M), ImGuiInputFlags.Tooltip) if ImGui.Button("Modify") then doc.Dirty = true end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.S), ImGuiInputFlags.Tooltip) if ImGui.Button("Save") then doc:DoSave() end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.W), ImGuiInputFlags.Tooltip) if ImGui.Button("Close") then self:QueueClose(doc) end ImGui.ColorEdit3("color", doc.Color) -- Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui.PopID() end -- Display context menu for the Document function app:DisplayDocContextMenu(doc) if not ImGui.BeginPopupContextItem() then return end if ImGui.MenuItem("Save " .. doc:Name(), "Ctrl+S", false, doc.Open) then doc:DoSave() end if ImGui.MenuItem("Rename...", "Ctrl+R", false, doc.Open) then self.RenamingDoc = doc end if ImGui.MenuItem("Close", "Ctrl+W", false, doc.Open) then self:QueueClose(doc) end ImGui.EndPopup() end -- [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. -- If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, -- as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for -- the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has -- disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively -- give the impression of a flicker for one frame. -- We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. -- Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags.Reorderable flag. function app:NotifyOfDocumentsClosedElsewhere() for _, doc in ipairs(self.Documents) do if not doc.Open and doc.OpenPrev then ImGui.SetTabItemClosed(doc:Name()) end doc.OpenPrev = doc.Open end end return app end function ShowExampleAppDocuments(p_open) Docs = Docs or DocsInit() local app = Docs -- Options -- Target_Tab: Create documents as local tab into a local tab bar -- Target_DockSpaceAndWindow: Create documents as regular windows, and create an embedded dockspace local Target_Tab, Target_DockSpaceAndWindow = 1, 2 -- When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") -- that we emit gets docked into the same spot as the parent window ("Example: Documents"). -- This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab -- not visible, which in turn would stop submitting the "Eggplant" window. -- We avoid this problem by submitting our documents window even if our parent window is not currently visible. -- Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags.NoDocking. local window_contents_visible p_open, window_contents_visible = ImGui.Begin("Example: Documents", p_open, ImGuiWindowFlags.MenuBar) if not window_contents_visible and app.opt_target ~= Target_DockSpaceAndWindow then ImGui.End() return p_open end -- Menu if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then local open_count = 0 for _, doc in ipairs(app.Documents) do if doc.Open then open_count = open_count + 1 end end if ImGui.BeginMenu("Open", open_count < #app.Documents) then for _, doc in ipairs(app.Documents) do if not doc.Open and ImGui.MenuItem(doc:Name()) then doc:DoOpen() end end ImGui.EndMenu() end if ImGui.MenuItem("Close All Documents", nil, false, open_count > 0) then for _, doc in ipairs(app.Documents) do app:QueueClose(doc) end end if ImGui.MenuItem("Exit") and p_open ~= nil then p_open = false end ImGui.EndMenu() end ImGui.EndMenuBar() end -- [Debug] List documents with one checkbox for each for doc_n, doc in ipairs(app.Documents) do if doc_n > 1 then ImGui.SameLine() end ImGui.PushID("doc" .. doc.UID) local pressed pressed, doc.Open = ImGui.Checkbox(doc:Name(), doc.Open) if pressed and not doc.Open then doc:DoForceClose() end ImGui.PopID() end ImGui.PushItemWidth(ImGui.GetFontSize() * 12) app.opt_target = ImGui.Combo("Output", app.opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0") ImGui.PopItemWidth() local redock_all = false if app.opt_target == Target_Tab then ImGui.SameLine(); _, app.opt_reorderable = ImGui.Checkbox("Reorderable Tabs", app.opt_reorderable) end if app.opt_target == Target_DockSpaceAndWindow then ImGui.SameLine(); redock_all = ImGui.Button("Redock all") end ImGui.Separator() -- About the ImGuiWindowFlags.UnsavedDocument / ImGuiTabItemFlags.UnsavedDocument flags. -- They have multiple effects: -- - Display a dot next to the title. -- - Tab is selected when clicking the X close button. -- - Closure is not assumed (will wait for user to stop submitting the tab). -- Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. -- We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty -- hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. -- The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. -- Tabs if app.opt_target == Target_Tab then local tab_bar_flags = bit32.bor(app.opt_fitting_flags, app.opt_reorderable and ImGuiTabBarFlags.Reorderable or 0, ImGuiTabBarFlags.DrawSelectedOverline) if ImGui.BeginTabBar("##tabs", tab_bar_flags) then if app.opt_reorderable then app:NotifyOfDocumentsClosedElsewhere() end -- Submit Tabs for _, doc in ipairs(app.Documents) do if doc.Open then -- As we allow to change document name, we append a never-changing document id so tabs are stable local tab_flags = doc.Dirty and ImGuiTabItemFlags.UnsavedDocument or 0 local visible visible, doc.Open = ImGui.BeginTabItem(app:GetTabName(doc), doc.Open, tab_flags) -- Cancel attempt to close when unsaved add to save queue so we can display a popup. if not doc.Open and doc.Dirty then doc.Open = true app:QueueClose(doc) end app:DisplayDocContextMenu(doc) if visible then app:DisplayDocContents(doc) ImGui.EndTabItem() end end end ImGui.EndTabBar() end elseif app.opt_target == Target_DockSpaceAndWindow then if bit32.band(ImGui.GetIO().ConfigFlags, ImGuiConfigFlags.DockingEnable) ~= 0 then app:NotifyOfDocumentsClosedElsewhere() -- Create a DockSpace node where any window can be docked local dockspace_id = ImGui.GetID("MyDockSpace") ImGui.DockSpace(dockspace_id) -- Create Windows for _, doc in ipairs(app.Documents) do if doc.Open then ImGui.SetNextWindowDockID(dockspace_id, redock_all and ImGuiCond.Always or ImGuiCond.FirstUseEver) local window_flags = doc.Dirty and ImGuiWindowFlags.UnsavedDocument or 0 local visible doc.Open, visible = ImGui.Begin(doc:Name(), doc.Open, window_flags) -- Cancel attempt to close when unsaved add to save queue so we can display a popup. if not doc.Open and doc.Dirty then doc.Open = true app:QueueClose(doc) end app:DisplayDocContextMenu(doc) if visible then app:DisplayDocContents(doc) end ImGui.End() end end else ShowDockingDisabledMessage() end end -- Early out other contents if not window_contents_visible then ImGui.End() return p_open end -- Display renaming UI if app.RenamingDoc ~= nil then if app.RenamingStarted then ImGui.OpenPopup("Rename") end if ImGui.BeginPopup("Rename") then ImGui.SetNextItemWidth(ImGui.GetFontSize() * 30) if ImGui.InputText("###Name", app.RenamingDoc.NameBuf, 32, ImGuiInputTextFlags.EnterReturnsTrue) then ImGui.CloseCurrentPopup() app.RenamingDoc = nil end if app.RenamingStarted then ImGui.SetKeyboardFocusHere(-1) end ImGui.EndPopup() else app.RenamingDoc = nil end app.RenamingStarted = false end -- Display closing confirmation UI if #app.CloseQueue > 0 then local close_queue_unsaved_documents = 0 for _, doc in ipairs(app.CloseQueue) do if doc.Dirty then close_queue_unsaved_documents = close_queue_unsaved_documents + 1 end end if close_queue_unsaved_documents == 0 then -- Close documents when all are unsaved for _, doc in ipairs(app.CloseQueue) do doc:DoForceClose() end app.CloseQueue = {} else if not ImGui.IsPopupOpen("Save?") then ImGui.OpenPopup("Save?") end if ImGui.BeginPopupModal("Save?", nil, ImGuiWindowFlags.AlwaysAutoResize) then ImGui.Text("Save change to the following items?") local item_height = ImGui.GetTextLineHeightWithSpacing() if ImGui.BeginChild(ImGui.GetID("frame"), ImVec2(-FLT_MIN, 6.25 * item_height), ImGuiChildFlags.FrameStyle) then for _, doc in ipairs(app.CloseQueue) do if doc.Dirty then ImGui.Text("%s", doc:Name()) end end end ImGui.EndChild() local button_size = ImVec2(ImGui.GetFontSize() * 7.0, 0.0) if ImGui.Button("Yes", button_size) then for _, doc in ipairs(app.CloseQueue) do if doc.Dirty then doc:DoSave() end doc:DoForceClose() end app.CloseQueue = {} ImGui.CloseCurrentPopup() end ImGui.SameLine() if ImGui.Button("No", button_size) then for _, doc in ipairs(app.CloseQueue) do doc:DoForceClose() end app.CloseQueue = {} ImGui.CloseCurrentPopup() end ImGui.SameLine() if ImGui.Button("Cancel", button_size) then app.CloseQueue = {} ImGui.CloseCurrentPopup() end ImGui.EndPopup() end end end ImGui.End() return p_open end end --[[ imgui_demo_apps.lua ]] do --[[ imgui_demo_widgets.lua ]] -- Demo: DemoWindowWidgets*() sections (port of imgui_demo.cpp). Globals picked up by DemoWindowWidgets() in imgui_demo.lua. local _ local function HSV(h, s, v, a) local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) return ImVec4(r, g, b, a or 1.0) end local Buf, BufStr = DemoBuf, DemoBufStr local S = {} -- statics, one subtable per section local ExampleNames = { "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" } ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsBasic() ------------------------------------------------------------------------------- S.basic = { clicked = 0, check = true, e = 0, counter = 0, str0 = Buf("Hello, world!", 128), str1 = Buf("", 128), i0 = 123, f0 = 0.001, d0 = 999999.00000001, f1 = 1.e10, vec4a = { 0.10, 0.20, 0.30, 0.44 }, di1 = 50, di2 = 42, di3 = 128, df1 = 1.0, df2 = 0.0067, si1 = 0, sf1 = 0.123, sf2 = 0.0, angle = 0.0, elem = 0, col1 = { 1.0, 0.0, 0.2 }, col2 = { 0.4, 0.7, 0.0, 0.5 }, combo = 0, listbox = 1 } function DemoWindowWidgetsBasic() if not ImGui.TreeNode("Basic") then return end local s = S.basic ImGui.SeparatorText("General") if ImGui.Button("Button") then s.clicked = s.clicked + 1 end if s.clicked % 2 == 1 then ImGui.SameLine(); ImGui.Text("Thanks for clicking me!") end _, s.check = ImGui.Checkbox("checkbox", s.check) _, s.e = ImGui.RadioButton("radio a", s.e, 0); ImGui.SameLine() _, s.e = ImGui.RadioButton("radio b", s.e, 1); ImGui.SameLine() _, s.e = ImGui.RadioButton("radio c", s.e, 2) ImGui.AlignTextToFramePadding() ImGui.TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling") -- Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. for i = 0, 6 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) ImGui.PushStyleColor(ImGuiCol.Button, HSV(i / 7.0, 0.6, 0.6)) ImGui.PushStyleColor(ImGuiCol.ButtonHovered, HSV(i / 7.0, 0.7, 0.7)) ImGui.PushStyleColor(ImGuiCol.ButtonActive, HSV(i / 7.0, 0.8, 0.8)) ImGui.Button("Click") ImGui.PopStyleColor(3) ImGui.PopID() end -- Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements -- (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) -- See 'Demo->Layout->Text Baseline Alignment' for details. ImGui.AlignTextToFramePadding() ImGui.Text("Hold to repeat:") ImGui.SameLine() -- Arrow buttons with Repeater local spacing = ImGui.GetStyle().ItemInnerSpacing.x ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true) if ImGui.ArrowButton("##left", ImGuiDir.Left) then s.counter = s.counter - 1 end ImGui.SameLine(0.0, spacing) if ImGui.ArrowButton("##right", ImGuiDir.Right) then s.counter = s.counter + 1 end ImGui.PopItemFlag() ImGui.SameLine() ImGui.Text("%d", s.counter) ImGui.Button("Tooltip") ImGui.SetItemTooltip("I am a tooltip") ImGui.LabelText("label", "Value") ImGui.SeparatorText("Inputs") ImGui.InputText("input text", s.str0, 128) ImGui.SameLine(); HelpMarker("USER:\nHold Shift or use mouse to select text.\nCtrl+Left/Right to word jump.\nCtrl+A or Double-Click to select all.\nCtrl+X,Ctrl+C,Ctrl+V for clipboard.\nCtrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\nEscape to revert.") ImGui.InputTextWithHint("input text (w/ hint)", "enter text here", s.str1, 128) s.i0 = ImGui.InputInt("input int", s.i0) s.f0 = ImGui.InputFloat("input float", s.f0, 0.01, 1.0, "%.3f") s.d0 = ImGui.InputDouble("input double", s.d0, 0.01, 1.0, "%.8f") s.f1 = ImGui.InputFloat("input scientific", s.f1, 0.0, 0.0, "%e") ImGui.SameLine(); HelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".") ImGui.InputFloat3("input float3", s.vec4a) ImGui.SeparatorText("Drags") s.di1 = ImGui.DragInt("drag int", s.di1, 1) ImGui.SameLine(); HelpMarker("Click and drag to edit value.\nHold Shift/Alt for faster/slower edit.\nDouble-Click or Ctrl+Click to input value.") s.di2 = ImGui.DragInt("drag int 0..100", s.di2, 1, 0, 100, "%d%%", ImGuiSliderFlags.AlwaysClamp) s.di3 = ImGui.DragInt("drag int wrap 100..200", s.di3, 1, 100, 200, "%d", ImGuiSliderFlags.WrapAround) s.df1 = ImGui.DragFloat("drag float", s.df1, 0.005) s.df2 = ImGui.DragFloat("drag small float", s.df2, 0.0001, 0.0, 0.0, "%.06f ns") -- ImGui.DragFloat("drag wrap -1..1", f3, 0.005, -1.0, 1.0, nil, ImGuiSliderFlags.WrapAround) ImGui.SeparatorText("Sliders") s.si1 = ImGui.SliderInt("slider int", s.si1, -1, 3) ImGui.SameLine(); HelpMarker("Ctrl+Click to input value.") s.sf1 = ImGui.SliderFloat("slider float", s.sf1, 0.0, 1.0, "ratio = %.3f") s.sf2 = ImGui.SliderFloat("slider float (log)", s.sf2, -10.0, 10.0, "%.4f", ImGuiSliderFlags.Logarithmic) s.angle = ImGui.SliderAngle("slider angle", s.angle) -- Using the format string to display a name instead of an integer. -- Here we completely omit '%d' from the format string, so it'll only display a name. -- This technique can also be used with DragInt(). local elems_names = { "Fire", "Earth", "Air", "Water" } local elem_name = elems_names[s.elem + 1] or "Unknown" s.elem = ImGui.SliderInt("slider enum", s.elem, 0, 3, elem_name) -- Use ImGuiSliderFlags.NoInput flag to disable Ctrl+Click here. ImGui.SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.") ImGui.SeparatorText("Selectors/Pickers") ImGui.ColorEdit3("color 1", s.col1) ImGui.SameLine(); HelpMarker("Click on the color square to open a color picker.\nClick and hold to use drag and drop.\nRight-Click on the color square to show options.\nCtrl+Click on individual component to input value.\n") ImGui.ColorEdit4("color 2", s.col2) -- Using the _simplified_ one-liner Combo() api here -- See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. s.combo = ImGui.Combo("combo", s.combo, { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }) ImGui.SameLine(); HelpMarker("Using the simplified one-liner Combo API here.") -- Using the _simplified_ one-liner ListBox() api here -- See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. s.listbox = ImGui.ListBox("listbox", s.listbox, { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }, 9, 4) ImGui.SameLine(); HelpMarker("Using the simplified one-liner ListBox API here.") ImGui.TreePop() end S.chdr = { closable_group = true } ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsBullets() ------------------------------------------------------------------------------- function DemoWindowWidgetsBullets() if not ImGui.TreeNode("Bullets") then return end ImGui.BulletText("Bullet point 1") ImGui.BulletText("Bullet point 2\nOn multiple lines") if ImGui.TreeNode("Tree node") then ImGui.BulletText("Another bullet point"); ImGui.TreePop() end ImGui.Bullet(); ImGui.Text("Bullet point 3 (two calls)") ImGui.Bullet(); ImGui.SmallButton("Button") ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsCollapsingHeaders() ------------------------------------------------------------------------------- function DemoWindowWidgetsCollapsingHeaders() if not ImGui.TreeNode("Collapsing Headers") then return end local s = S.chdr _, s.closable_group = ImGui.Checkbox("Show 2nd header", s.closable_group) if ImGui.CollapsingHeader("Header", ImGuiTreeNodeFlags.None) then ImGui.Text("IsItemHovered: %d", ImGui.IsItemHovered() and 1 or 0) for i = 0, 4 do ImGui.Text("Some content %d", i) end end local open open, s.closable_group = ImGui.CollapsingHeader("Header with a close button", s.closable_group) if open then ImGui.Text("IsItemHovered: %d", ImGui.IsItemHovered() and 1 or 0) for i = 0, 4 do ImGui.Text("More content %d", i) end end -- if ImGui.CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags.Bullet) then -- ImGui.Text("IsItemHovered: %d", ImGui.IsItemHovered()) -- end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsColorAndPickers() ------------------------------------------------------------------------------- IMGUI_PAYLOAD_TYPE_COLOR_3F = IMGUI_PAYLOAD_TYPE_COLOR_3F or "_COL3F" IMGUI_PAYLOAD_TYPE_COLOR_4F = IMGUI_PAYLOAD_TYPE_COLOR_4F or "_COL4F" S.color = { color = ImVec4(114.0 / 255.0, 144.0 / 255.0, 154.0 / 255.0, 200.0 / 255.0), base_flags = 0, palette = nil, backup = ImVec4(), no_border = false, ref_color = false, ref_color_v = ImVec4(1.0, 0.0, 1.0, 0.5), picker_mode = 0, display_mode = 0, picker_flags = ImGuiColorEditFlags.AlphaBar, hsv = ImVec4(0.23, 1.0, 1.0, 1.0) } function DemoWindowWidgetsColorAndPickers() if not ImGui.TreeNode("Color/Picker Widgets") then return end local s = S.color local CE = ImGuiColorEditFlags local color = s.color ImGui.SeparatorText("Options") _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoAlpha", s.base_flags, CE.NoAlpha) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", s.base_flags, CE.AlphaOpaque) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", s.base_flags, CE.AlphaNoBg) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", s.base_flags, CE.AlphaPreviewHalf) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoOptions", s.base_flags, CE.NoOptions); ImGui.SameLine(); HelpMarker("Right-click on the individual color widget to show options.") _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", s.base_flags, CE.NoDragDrop) if CE.NoColorMarkers then _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoColorMarkers", s.base_flags, CE.NoColorMarkers) end _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_HDR", s.base_flags, CE.HDR); ImGui.SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.") local base_flags = s.base_flags ImGui.SeparatorText("Inline color editor") ImGui.Text("Color widget:") ImGui.SameLine(); HelpMarker("Click on the color square to open a color picker.\nCtrl+Click on individual component to input value.\n") ImGui.ColorEdit3("MyColor##1", color, base_flags) ImGui.Text("Color widget HSV with Alpha:") ImGui.ColorEdit4("MyColor##2", color, bit32.bor(CE.DisplayHSV, base_flags)) ImGui.Text("Color widget with Float Display:") ImGui.ColorEdit4("MyColor##2f", color, bit32.bor(CE.Float, base_flags)) ImGui.Text("Color button with Picker:") ImGui.SameLine(); HelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup.") ImGui.ColorEdit4("MyColor##3", color, bit32.bor(CE.NoInputs, CE.NoLabel, base_flags)) ImGui.Text("Color button with Custom Picker Popup:") -- Generate a default palette. The palette will persist and can be edited. if s.palette == nil then s.palette = {} for n = 0, 31 do s.palette[n] = HSV(n / 31.0, 0.8, 0.8, 1.0) end -- Alpha = 1.0 end local open_popup = ImGui.ColorButton("MyColor##3b", color, base_flags) ImGui.SameLine(0, ImGui.GetStyle().ItemInnerSpacing.x) open_popup = ImGui.Button("Palette") or open_popup if open_popup then ImGui.OpenPopup("mypicker") ImVec4_Copy(s.backup, color) end if ImGui.BeginPopup("mypicker") then ImGui.Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!") ImGui.Separator() ImGui.ColorPicker4("##picker", color, bit32.bor(base_flags, CE.NoSidePreview, CE.NoSmallPreview)) ImGui.SameLine() ImGui.BeginGroup() -- Lock X position ImGui.Text("Current") ImGui.ColorButton("##current", color, bit32.bor(CE.NoPicker, CE.AlphaPreviewHalf), ImVec2(60, 40)) ImGui.Text("Previous") if ImGui.ColorButton("##previous", s.backup, bit32.bor(CE.NoPicker, CE.AlphaPreviewHalf), ImVec2(60, 40)) then ImVec4_Copy(color, s.backup) end ImGui.Separator() ImGui.Text("Palette") for n = 0, 31 do ImGui.PushID(n) if n % 8 ~= 0 then ImGui.SameLine(0.0, ImGui.GetStyle().ItemSpacing.y) end local pal = s.palette[n] if ImGui.ColorButton("##palette", pal, bit32.bor(CE.NoAlpha, CE.NoPicker, CE.NoTooltip), ImVec2(20, 20)) then color.x = pal.x; color.y = pal.y; color.z = pal.z -- Preserve alpha! end -- Allow user to drop colors into each palette entry. Note that ColorButton() is already a -- drag source by default, unless specifying the ImGuiColorEditFlags.NoDragDrop flag. if ImGui.BeginDragDropTarget() then local payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F) if payload and payload.Data then pal.x, pal.y, pal.z = payload.Data[1], payload.Data[2], payload.Data[3] end payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F) if payload and payload.Data then pal.x, pal.y, pal.z, pal.w = payload.Data[1], payload.Data[2], payload.Data[3], payload.Data[4] end ImGui.EndDragDropTarget() end ImGui.PopID() end ImGui.EndGroup() ImGui.EndPopup() end ImGui.Text("Color button only:") _, s.no_border = ImGui.Checkbox("ImGuiColorEditFlags_NoBorder", s.no_border) ImGui.ColorButton("MyColor##3c", color, bit32.bor(base_flags, s.no_border and CE.NoBorder or 0), ImVec2(80, 80)) ImGui.SeparatorText("Color picker") ImGui.PushID("Color picker") _, s.picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoAlpha", s.picker_flags, CE.NoAlpha) _, s.picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaBar", s.picker_flags, CE.AlphaBar) _, s.picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", s.picker_flags, CE.NoSidePreview) if bit32.band(s.picker_flags, CE.NoSidePreview) ~= 0 then ImGui.SameLine() _, s.ref_color = ImGui.Checkbox("With Ref Color", s.ref_color) if s.ref_color then ImGui.SameLine() ImGui.ColorEdit4("##RefColor", s.ref_color_v, bit32.bor(CE.NoInputs, base_flags)) end end _, s.picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_PickerNoRotate", s.picker_flags, CE.PickerNoRotate) s.picker_mode = ImGui.Combo("Picker Mode", s.picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0") ImGui.SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode.") s.display_mode = ImGui.Combo("Display Mode", s.display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0") ImGui.SameLine(); HelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using io.ConfigColorEditFlags.") local flags = bit32.bor(base_flags, s.picker_flags) if s.picker_mode == 1 then flags = bit32.bor(flags, CE.PickerHueBar) end if s.picker_mode == 2 then flags = bit32.bor(flags, CE.PickerHueWheel) end if s.display_mode == 1 then flags = bit32.bor(flags, CE.NoInputs) end -- Disable all RGB/HSV/Hex displays if s.display_mode == 2 then flags = bit32.bor(flags, CE.DisplayRGB) end -- Override display mode if s.display_mode == 3 then flags = bit32.bor(flags, CE.DisplayHSV) end if s.display_mode == 4 then flags = bit32.bor(flags, CE.DisplayHex) end ImGui.ColorPicker4("MyColor##4", color, flags, s.ref_color and s.ref_color_v or nil) ImGui.Text("Set defaults in code:") ImGui.SameLine(); HelpMarker("io.ConfigColorEditFlags is designed to allow you to set boot-time default.") if ImGui.Button("Overwrite default: Uint8 + HSV + Hue Bar") then ImGui.GetIO().ConfigColorEditFlags = bit32.bor(CE.Uint8, CE.DisplayHSV, CE.PickerHueBar, CE.InputRGB) -- [port] + InputRGB: upstream omits it and then trips its own InputMask_ assert end if ImGui.Button("Overwrite default: Float + HDR + Hue Wheel") then ImGui.GetIO().ConfigColorEditFlags = bit32.bor(CE.Float, CE.HDR, CE.PickerHueWheel, CE.DisplayRGB, CE.InputRGB) end -- Always display a small version of both types of pickers -- (that's in order to make it more visible in the demo to people who are skimming quickly through it) ImGui.Text("Both types:") local w = (ImGui.GetContentRegionAvail().x - ImGui.GetStyle().ItemSpacing.y) * 0.40 ImGui.SetNextItemWidth(w) ImGui.ColorPicker3("##MyColor##5", color, bit32.bor(CE.PickerHueBar, CE.NoSidePreview, CE.NoInputs, CE.NoAlpha)) ImGui.SameLine() ImGui.SetNextItemWidth(w) ImGui.ColorPicker3("##MyColor##6", color, bit32.bor(CE.PickerHueWheel, CE.NoSidePreview, CE.NoInputs, CE.NoAlpha)) ImGui.PopID() -- HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) -- (s.hsv is stored as HSV!) ImGui.Spacing() ImGui.Text("HSV encoded colors") ImGui.SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV.") ImGui.Text("Color widget with InputHSV:") ImGui.ColorEdit4("HSV shown as RGB##1", s.hsv, bit32.bor(CE.DisplayRGB, CE.InputHSV, CE.Float)) ImGui.ColorEdit4("HSV shown as HSV##1", s.hsv, bit32.bor(CE.DisplayHSV, CE.InputHSV, CE.Float)) ImGui.DragFloat4("Raw HSV values", s.hsv, 0.01, 0.0, 1.0) ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsComboBoxes() ------------------------------------------------------------------------------- S.combo = { flags = 0, sel = 0, filter = nil, c2 = 0, c3 = -1, c4 = 0 } -- sel: Here we store our selection data as an index. function DemoWindowWidgetsComboBoxes() if not ImGui.TreeNode("Combo") then return end local s = S.combo local CF = ImGuiComboFlags local p -- Combo Boxes are also called "Dropdown" in other systems -- Expose flags as checkbox for the demo _, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", s.flags, CF.PopupAlignLeft) ImGui.SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo") p, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_NoArrowButton", s.flags, CF.NoArrowButton) if p then s.flags = bit32.band(s.flags, bit32.bnot(CF.NoPreview)) end -- Clear incompatible flags p, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_NoPreview", s.flags, CF.NoPreview) if p then s.flags = bit32.band(s.flags, bit32.bnot(bit32.bor(CF.NoArrowButton, CF.WidthFitPreview))) end -- Clear incompatible flags p, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_WidthFitPreview", s.flags, CF.WidthFitPreview) if p then s.flags = bit32.band(s.flags, bit32.bnot(CF.NoPreview)) end -- Override default popup height for _, h in ipairs({ "HeightSmall", "HeightRegular", "HeightLargest" }) do p, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_" .. h, s.flags, CF[h]) if p then s.flags = bit32.band(s.flags, bit32.bnot(bit32.band(CF.HeightMask_, bit32.bnot(CF[h])))) end end -- Using the generic BeginCombo() API, you have full control over how to display the combo contents. -- (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively -- stored in the object itself, etc.) local items = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" } -- Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) local combo_preview_value = items[s.sel + 1] if ImGui.BeginCombo("combo 1", combo_preview_value, s.flags) then for n = 0, #items - 1 do local is_selected = (s.sel == n) if ImGui.Selectable(items[n + 1], is_selected) then s.sel = n end -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndCombo() end -- Show case embedding a filter using a simple trick: displaying the filter inside combo contents. -- See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. if ImGui.BeginCombo("combo 2 (w/ filter)", combo_preview_value, s.flags) then s.filter = s.filter or ImGuiTextFilter() if ImGui.IsWindowAppearing() then ImGui.SetKeyboardFocusHere() s.filter:Clear() end ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.F)) ImGui.SetNextItemWidth(-FLT_MIN) s.filter:DrawWithHint("##Filter", "Filter (incl -excl)") for n = 0, #items - 1 do local is_selected = (s.sel == n) if s.filter:PassFilter(items[n + 1]) then if ImGui.Selectable(items[n + 1], is_selected) then s.sel = n end end end ImGui.EndCombo() end ImGui.Spacing() ImGui.SeparatorText("One-liner variants") HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section.") -- Simplified one-liner Combo() API, using values packed in a single constant string -- This is a convenience for when the selection set is small and known at compile-time. s.c2 = ImGui.Combo("combo 3 (one-liner)", s.c2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0") -- Simplified one-liner Combo() using an array of strings -- This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. s.c3 = ImGui.Combo("combo 4 (array)", s.c3, items, #items) -- If the selection isn't within 0..count, Combo won't display a preview -- Simplified one-liner Combo() using an accessor function s.c4 = ImGui.Combo("combo 5 (function)", s.c4, function(data, n) return data[n + 1] end, items, #items) ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDataTypes() ------------------------------------------------------------------------------- S.dt = { s8 = 127, u8 = 255, s16 = 32767, u16 = 65535, s32 = -1, u32 = 0xFFFFFFFF, s64 = -1, u64 = 0, f32 = 0.123, f64 = 90000.01234567890123456789, drag_clamp = false, inputs_step = true, flags = 0 } function DemoWindowWidgetsDataTypes() if not ImGui.TreeNode("Data Types") then return end local s = S.dt local DT = ImGuiDataType -- DragScalar/InputScalar/SliderScalar functions allow various data types -- - signed/unsigned -- - 8/16/32/64-bits -- - integer/float/double -- To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum -- to pass the type. -- In practice, if you frequently use a given type that is not covered by the normal API entry points, -- you can wrap it yourself inside a 1 line function which can take typed argument as value, -- and then pass them to the generic function. For example: -- local function MySliderU32(label, value, min, max, format) -- return ImGui.SliderScalar(label, ImGuiDataType.U32, value, min or 0, max or 0, format or "%u") -- end -- ponytail: Luau numbers are doubles, so S64/U64 are shown with S32/Double here (no 64-bit integer type) -- Setup limits -- Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. local s32_min, s32_max = math.floor(-2147483648 / 2), math.floor(2147483647 / 2) local u32_max = math.floor(4294967295 / 2) local drag_speed = 0.2 ImGui.SeparatorText("Drags") _, s.drag_clamp = ImGui.Checkbox("Clamp integers to 0..50", s.drag_clamp) ImGui.SameLine(); HelpMarker("As with every widget in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using Ctrl+Click to input a value.") local lo, hi = s.drag_clamp and 0 or nil, s.drag_clamp and 50 or nil s.s8 = ImGui.DragScalar("drag s8", DT.S8, s.s8, drag_speed, lo, hi) s.u8 = ImGui.DragScalar("drag u8", DT.U8, s.u8, drag_speed, lo, hi, "%u ms") s.s16 = ImGui.DragScalar("drag s16", DT.S16, s.s16, drag_speed, lo, hi) s.u16 = ImGui.DragScalar("drag u16", DT.U16, s.u16, drag_speed, lo, hi, "%u ms") s.s32 = ImGui.DragScalar("drag s32", DT.S32, s.s32, drag_speed, lo, hi) s.s32 = ImGui.DragScalar("drag s32 hex", DT.S32, s.s32, drag_speed, lo, hi, "0x%08X") s.u32 = ImGui.DragScalar("drag u32", DT.U32, s.u32, drag_speed, lo, hi, "%u ms") s.f32 = ImGui.DragScalar("drag float", DT.Float, s.f32, 0.005, 0.0, 1.0, "%f") s.f32 = ImGui.DragScalar("drag float log", DT.Float, s.f32, 0.005, 0.0, 1.0, "%f", ImGuiSliderFlags.Logarithmic) s.f64 = ImGui.DragScalar("drag double", DT.Double, s.f64, 0.0005, 0.0, nil, "%.10f grams") s.f64 = ImGui.DragScalar("drag double log",DT.Double, s.f64, 0.0005, 0.0, 1.0, "0 < %.10f < 1", ImGuiSliderFlags.Logarithmic) ImGui.SeparatorText("Sliders") s.s8 = ImGui.SliderScalar("slider s8 full", DT.S8, s.s8, -128, 127, "%d") s.u8 = ImGui.SliderScalar("slider u8 full", DT.U8, s.u8, 0, 255, "%u") s.s16 = ImGui.SliderScalar("slider s16 full", DT.S16, s.s16, -32768, 32767, "%d") s.u16 = ImGui.SliderScalar("slider u16 full", DT.U16, s.u16, 0, 65535, "%u") s.s32 = ImGui.SliderScalar("slider s32 low", DT.S32, s.s32, 0, 50, "%d") s.s32 = ImGui.SliderScalar("slider s32 high", DT.S32, s.s32, s32_max - 100, s32_max, "%d") s.s32 = ImGui.SliderScalar("slider s32 full", DT.S32, s.s32, s32_min, s32_max, "%d") s.s32 = ImGui.SliderScalar("slider s32 hex", DT.S32, s.s32, 0, 50, "0x%04X") s.u32 = ImGui.SliderScalar("slider u32 low", DT.U32, s.u32, 0, 50, "%u") s.u32 = ImGui.SliderScalar("slider u32 high", DT.U32, s.u32, u32_max - 100, u32_max, "%u") s.u32 = ImGui.SliderScalar("slider u32 full", DT.U32, s.u32, 0, u32_max, "%u") s.f32 = ImGui.SliderScalar("slider float low", DT.Float, s.f32, 0.0, 1.0) s.f32 = ImGui.SliderScalar("slider float low log", DT.Float, s.f32, 0.0, 1.0, "%.10f", ImGuiSliderFlags.Logarithmic) s.f32 = ImGui.SliderScalar("slider float high", DT.Float, s.f32, -10000000000.0, 10000000000.0, "%e") s.f64 = ImGui.SliderScalar("slider double low", DT.Double, s.f64, 0.0, 1.0, "%.10f grams") s.f64 = ImGui.SliderScalar("slider double low log", DT.Double, s.f64, 0.0, 1.0, "%.10f", ImGuiSliderFlags.Logarithmic) s.f64 = ImGui.SliderScalar("slider double high", DT.Double, s.f64, -1000000000000000.0, 1000000000000000.0, "%e grams") ImGui.SeparatorText("Sliders (reverse)") s.s8 = ImGui.SliderScalar("slider s8 reverse", DT.S8, s.s8, 127, -128, "%d") s.u8 = ImGui.SliderScalar("slider u8 reverse", DT.U8, s.u8, 255, 0, "%u") s.s32 = ImGui.SliderScalar("slider s32 reverse", DT.S32, s.s32, 50, 0, "%d") s.u32 = ImGui.SliderScalar("slider u32 reverse", DT.U32, s.u32, 50, 0, "%u") ImGui.SeparatorText("Inputs") _, s.inputs_step = ImGui.Checkbox("Show step buttons", s.inputs_step) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", s.flags, ImGuiInputTextFlags.ReadOnly) if ImGuiInputTextFlags.ParseEmptyRefVal then _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", s.flags, ImGuiInputTextFlags.ParseEmptyRefVal) end if ImGuiInputTextFlags.DisplayEmptyRefVal then _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", s.flags, ImGuiInputTextFlags.DisplayEmptyRefVal) end local one = s.inputs_step and 1 or nil s.s8 = ImGui.InputScalar("input s8", DT.S8, s.s8, one, nil, "%d", s.flags) s.u8 = ImGui.InputScalar("input u8", DT.U8, s.u8, one, nil, "%u", s.flags) s.s16 = ImGui.InputScalar("input s16", DT.S16, s.s16, one, nil, "%d", s.flags) s.u16 = ImGui.InputScalar("input u16", DT.U16, s.u16, one, nil, "%u", s.flags) s.s32 = ImGui.InputScalar("input s32", DT.S32, s.s32, one, nil, "%d", s.flags) s.s32 = ImGui.InputScalar("input s32 hex", DT.S32, s.s32, one, nil, "%04X", s.flags) s.u32 = ImGui.InputScalar("input u32", DT.U32, s.u32, one, nil, "%u", s.flags) s.u32 = ImGui.InputScalar("input u32 hex", DT.U32, s.u32, one, nil, "%08X", s.flags) s.f32 = ImGui.InputScalar("input float", DT.Float, s.f32, s.inputs_step and 1.0 or nil, nil, nil, s.flags) s.f64 = ImGui.InputScalar("input double", DT.Double, s.f64, s.inputs_step and 1.0 or nil, nil, nil, s.flags) ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDisableBlocks() ------------------------------------------------------------------------------- function DemoWindowWidgetsDisableBlocks(demo_data) if not ImGui.TreeNode("Disable Blocks") then return end _, demo_data.DisableSections = ImGui.Checkbox("Disable entire section above", demo_data.DisableSections) ImGui.SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections.") ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDragAndDrop() ------------------------------------------------------------------------------- S.dnd = { col1 = { 1.0, 0.0, 0.2 }, col2 = { 0.4, 0.7, 0.0, 0.5 }, mode = 0, names = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }, item_names = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }, col4 = ImVec4(1.0, 0.0, 0.2, 1.0) } function DemoWindowWidgetsDragAndDrop() if not ImGui.TreeNode("Drag and Drop") then return end local s = S.dnd if ImGui.TreeNode("Drag and drop in standard widgets") then -- ColorEdit widgets automatically act as drag source and drag target. -- They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F -- to allow your own widgets to use colors in their drag and drop interaction. -- Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. HelpMarker("You can drag from the color squares.") ImGui.ColorEdit3("color 1", s.col1) ImGui.ColorEdit4("color 2", s.col2) ImGui.TreePop() end if ImGui.TreeNode("Drag and drop to copy/swap items") then local Mode_Copy, Mode_Move, Mode_Swap = 0, 1, 2 if ImGui.RadioButtonEx("Copy", s.mode == Mode_Copy) then s.mode = Mode_Copy end ImGui.SameLine() if ImGui.RadioButtonEx("Move", s.mode == Mode_Move) then s.mode = Mode_Move end ImGui.SameLine() if ImGui.RadioButtonEx("Swap", s.mode == Mode_Swap) then s.mode = Mode_Swap end local names = s.names for n = 0, #names - 1 do ImGui.PushID(n) if n % 3 ~= 0 then ImGui.SameLine() end ImGui.Button(names[n + 1], ImVec2(60, 60)) -- Our buttons are both drag sources and drag targets here! if ImGui.BeginDragDropSource(ImGuiDragDropFlags.None) then -- Set payload to carry the index of our item (could be anything) ImGui.SetDragDropPayload("DND_DEMO_CELL", n, 4) -- Display preview (could be anything, e.g. when dragging an image we could decide to display -- the filename and a small preview of the image, etc.) if s.mode == Mode_Copy then ImGui.Text("Copy %s", names[n + 1]) end if s.mode == Mode_Move then ImGui.Text("Move %s", names[n + 1]) end if s.mode == Mode_Swap then ImGui.Text("Swap %s", names[n + 1]) end ImGui.EndDragDropSource() end if ImGui.BeginDragDropTarget() then local payload = ImGui.AcceptDragDropPayload("DND_DEMO_CELL") if payload then local payload_n = payload.Data if s.mode == Mode_Copy then names[n + 1] = names[payload_n + 1] end if s.mode == Mode_Move then names[n + 1] = names[payload_n + 1]; names[payload_n + 1] = "" end if s.mode == Mode_Swap then names[n + 1], names[payload_n + 1] = names[payload_n + 1], names[n + 1] end end ImGui.EndDragDropTarget() end ImGui.PopID() end ImGui.TreePop() end if ImGui.TreeNode("Drag to reorder items (simple)") then -- FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. -- This code was always slightly faulty but in a way which was not easily noticeable. -- Until we fix this, enable ImGuiItemFlags.AllowDuplicateId to disable detecting the issue. ImGui.PushItemFlag(ImGuiItemFlags.AllowDuplicateId, true) -- Simple reordering HelpMarker("We don't use the drag and drop api at all here! Instead we query when the item is held but not hovered, and order items accordingly.") local item_names = s.item_names for n = 1, #item_names do local item = item_names[n] ImGui.Selectable(item) if ImGui.IsItemActive() and not ImGui.IsItemHovered() then local n_next = n + ((ImGui.GetMouseDragDelta(0).y < 0.0) and -1 or 1) if n_next >= 1 and n_next <= #item_names then item_names[n] = item_names[n_next] item_names[n_next] = item ImGui.ResetMouseDragDelta() end end end ImGui.PopItemFlag() ImGui.TreePop() end if ImGui.TreeNode("Tooltip at target location") then for n = 0, 1 do -- Drop targets ImGui.Button((n == 1) and "drop here##1" or "drop here##0") if ImGui.BeginDragDropTarget() then local drop_target_flags = bit32.bor(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoPreviewTooltip) if ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags) then ImGui.SetMouseCursor(ImGuiMouseCursor.NotAllowed) ImGui.SetTooltip("Cannot drop here!") end ImGui.EndDragDropTarget() end -- Drop source if n == 0 then ImGui.ColorButton("drag me", s.col4) end end ImGui.TreePop() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDragsAndSliders() ------------------------------------------------------------------------------- S.ds = { flags = 0, drag_f = 0.5, drag_f4 = { 0, 0, 0, 0 }, drag_i = 50, slider_f = 0.5, slider_f4 = { 0, 0, 0, 0 }, slider_i = 50 } function DemoWindowWidgetsDragsAndSliders() if not ImGui.TreeNode("Drag/Slider Flags") then return end -- Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! local s = S.ds local SF = ImGuiSliderFlags local function F(name, help) if SF[name] == nil then return end _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_" .. name, s.flags, SF[name]) if help then ImGui.SameLine(); HelpMarker(help) end end F("AlwaysClamp") F("ClampOnInput", "Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.") F("ClampZeroRange", "Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.") F("Logarithmic", "Enable logarithmic editing (more precision for small values).") F("NoRoundToFormat", "Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).") F("NoInput", "Disable Ctrl+Click or Enter key allowing to input text directly into the widget.") F("NoSpeedTweaks", "Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.") F("WrapAround", "Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)") F("ColorMarkers") local flags = s.flags -- Drags ImGui.Text("Underlying float value: %f", s.drag_f) s.drag_f = ImGui.DragFloat("DragFloat (0 -> 1)", s.drag_f, 0.005, 0.0, 1.0, "%.3f", flags) s.drag_f = ImGui.DragFloat("DragFloat (0 -> +inf)", s.drag_f, 0.005, 0.0, FLT_MAX, "%.3f", flags) s.drag_f = ImGui.DragFloat("DragFloat (-inf -> 1)", s.drag_f, 0.005, -FLT_MAX, 1.0, "%.3f", flags) s.drag_f = ImGui.DragFloat("DragFloat (-inf -> +inf)", s.drag_f, 0.005, -FLT_MAX, FLT_MAX, "%.3f", flags) -- ImGui.DragFloat("DragFloat (0 -> 0)", drag_f, 0.005, 0.0, 0.0, "%.3f", flags) -- To test ClampZeroRange -- ImGui.DragFloat("DragFloat (100 -> 100)", drag_f, 0.005, 100.0, 100.0, "%.3f", flags) s.drag_i = ImGui.DragInt("DragInt (0 -> 100)", s.drag_i, 0.5, 0, 100, "%d", flags) ImGui.DragFloat4("DragFloat4 (0 -> 1)", s.drag_f4, 0.005, 0.0, 1.0, "%.3f", flags) -- Multi-component item, mostly here to document the effect of ImGuiSliderFlags.ColorMarkers. -- Sliders local flags_for_sliders = bit32.band(flags, bit32.bnot(SF.WrapAround)) ImGui.Text("Underlying float value: %f", s.slider_f) s.slider_f = ImGui.SliderFloat("SliderFloat (0 -> 1)", s.slider_f, 0.0, 1.0, "%.3f", flags_for_sliders) s.slider_i = ImGui.SliderInt("SliderInt (0 -> 100)", s.slider_i, 0, 100, "%d", flags_for_sliders) ImGui.SliderFloat4("SliderFloat4 (0 -> 1)", s.slider_f4, 0.0, 1.0, "%.3f", flags_for_sliders) -- Multi-component item, mostly here to document the effect of ImGuiSliderFlags.ColorMarkers. ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsFonts() ------------------------------------------------------------------------------- function DemoWindowWidgetsFonts() if not ImGui.TreeNode("Fonts") then return end if ImGui.ShowFontAtlas then ImGui.ShowFontAtlas(ImGui.GetIO().Fonts) else DemoNotPorted("ShowFontAtlas") end -- FIXME-NEWATLAS: Provide a demo to add/create a procedural font? ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsImages() ------------------------------------------------------------------------------- S.img = { viewer = nil, pressed_count = 0 } function DemoWindowWidgetsImages() if not ImGui.TreeNode("Images") then return end local s = S.img local io = ImGui.GetIO() ImGui.TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!") -- Below we are displaying the font texture because it is the only texture we have access to inside the demo! -- Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers. -- - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, -- it will help you debug issues if you are confused about it. -- - Consider using the lower-level ImDrawList:AddImage() API, via ImGui.GetWindowDrawList():AddImage(). -- - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md -- - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples -- Grab the current texture identifier used by the font atlas. local atlas = io.Fonts local my_tex_id = atlas.TexRef local my_tex_w = atlas.TexData and atlas.TexData.Width or 0 -- Regular user code should never have to care about TexData fields, but since we want to display the entire texture here, we pull Width/Height from it. local my_tex_h = atlas.TexData and atlas.TexData.Height or 0 ImGui.Text("%.0fx%.0f", my_tex_w, my_tex_h) -- Basic drawing ImGui.SeparatorText("Image()/ImageWithBg() function") ImGui.PushStyleVar(ImGuiStyleVar.ImageBorderSize, math.max(1.0, ImGui.GetStyle().ImageBorderSize)) ImGui.ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0.0, 0.0), ImVec2(1.0, 1.0), ImVec4(0.0, 0.0, 0.0, 1.0)) -- uv_min: Top-left, uv_max: Lower-right ImGui.PopStyleVar() -- Fancy widget ImGui.SeparatorText("Interactive Image Viewer") s.viewer = s.viewer or ExampleImageViewerData() local canvas_size = ImVec2(ImGui.GetContentRegionAvail().x, my_tex_h * 2.0) ExampleImageViewer_DrawOptions(s.viewer) ExampleImageViewer_DrawCanvas(s.viewer, canvas_size, my_tex_id, my_tex_w, my_tex_h) ImGui.SeparatorText("Textured Buttons") ImGui.TextWrapped("And now some textured buttons..") for i = 0, 7 do -- UV coordinates are often (0.0, 0.0) and (1.0, 1.0) to display an entire textures. -- Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. -- Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples ImGui.PushID(i) if i > 0 then ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(i - 1.0, i - 1.0)) end local size = ImVec2(32.0, 32.0) -- Size of the image we want to make visible local uv0 = ImVec2(0.0, 0.0) -- UV coordinates for lower-left local uv1 = ImVec2(32.0 / my_tex_w, 32.0 / my_tex_h) -- UV coordinates for (32,32) in our texture -- bg_col: Black background, tint_col: No tint if ImGui.ImageButton("", my_tex_id, size, uv0, uv1, ImVec4(0.0, 0.0, 0.0, 1.0), ImVec4(1.0, 1.0, 1.0, 1.0)) then s.pressed_count = s.pressed_count + 1 end if i > 0 then ImGui.PopStyleVar() end ImGui.PopID() ImGui.SameLine() end ImGui.NewLine() ImGui.Text("Pressed %d times.", s.pressed_count) ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsListBoxes() ------------------------------------------------------------------------------- S.lb = { sel = 0, highlight = false } -- sel: Here we store our selected data as an index. function DemoWindowWidgetsListBoxes() if not ImGui.TreeNode("List Boxes") then return end -- BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() -- using the ImGuiChildFlags.FrameStyle flag for stylistic changes + displaying a label. -- You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() -- to always be called (inconsistent with BeginListBox()/EndListBox()). -- Using the generic BeginListBox() API, you have full control over how to display the combo contents. -- (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively -- stored in the object itself, etc.) local s = S.lb local items = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" } local item_highlighted_idx = -1 -- Here we store our highlighted data as an index. _, s.highlight = ImGui.Checkbox("Highlight hovered item in second listbox", s.highlight) if ImGui.BeginListBox("listbox 1") then for n = 0, #items - 1 do local is_selected = (s.sel == n) if ImGui.Selectable(items[n + 1], is_selected) then s.sel = n end if s.highlight and ImGui.IsItemHovered() then item_highlighted_idx = n end -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndListBox() end ImGui.SameLine(); HelpMarker("Here we are sharing selection state between both boxes.") -- Custom size: use all width, 5 items tall ImGui.Text("Full-width:") if ImGui.BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui.GetTextLineHeightWithSpacing())) then for n = 0, #items - 1 do local is_selected = (s.sel == n) local flags = (item_highlighted_idx == n) and ImGuiSelectableFlags.Highlight or 0 if ImGui.Selectable(items[n + 1], is_selected, flags) then s.sel = n end -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndListBox() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsLiveEdit() ------------------------------------------------------------------------------- S.le = { str = Buf("", 32), i = 0, f = 0.0 } function DemoWindowWidgetsLiveEdit(demo_data) if not ImGui.TreeNode("Live Edit Flags") then return end local s = S.le ImGui.TextWrapped("Select whether to apply keyboard edits to backing variables _while_ typing.") _, demo_data.LiveEditOverride = ImGui.Checkbox("Override Live Edit Flags in Demo Window", demo_data.LiveEditOverride) if not demo_data.LiveEditOverride then demo_data.LiveEditFlags = ImGui.GetItemFlags() end ImGui.BeginDisabled(demo_data.LiveEditOverride == false) ImGui.Indent() _, demo_data.LiveEditFlags = ImGui.CheckboxFlags("ImGuiItemFlags_LiveEditOnInputText", demo_data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputText) _, demo_data.LiveEditFlags = ImGui.CheckboxFlags("ImGuiItemFlags_LiveEditOnInputScalar", demo_data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputScalar) ImGui.Unindent() ImGui.EndDisabled() ImGui.Text("Try typing '123' and seeing effect on backing value:") ImGui.InputText("str", s.str, 32) ImGui.Text("Backing value: \"%s\"", BufStr(s.str)) s.i = ImGui.InputInt("int", s.i, 0, 0) ImGui.Text("Backing value: %d", s.i) s.f = ImGui.SliderFloat("float", s.f, 0.0, 100.0) ImGui.Text("Backing value: %f", s.f) ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsMixedValues() ------------------------------------------------------------------------------- S.mv = { use_liveedit = false, items = { 12.0, 0.0, 0.0 } } function DemoWindowWidgetsMixedValues() if not ImGui.TreeNode("Mixed Values") then return end local s = S.mv local items = s.items -- This is designed for advanced property editors which are generally reusable and data-driven. HelpMarker("Using ImGuiItemFlags_MixedValue.") _, s.use_liveedit = ImGui.Checkbox("ImGuiItemFlags_LiveEditOnInput", s.use_liveedit) ImGui.SeparatorText("Scalar/Text Widgets") local is_mixed = items[1] ~= items[2] or items[1] ~= items[3] -- Demonstrate Drags, Sliders, Inputs ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInput, s.use_liveedit) ImGui.PushItemFlag(ImGuiItemFlags.MixedValue, is_mixed) local edited, e = false, false items[1], e = ImGui.DragFloat("DragFloat", items[1]); edited = edited or e items[1], e = ImGui.SliderFloat("SliderFloat", items[1], 0.0, 100.0); edited = edited or e items[1], e = ImGui.InputFloat("InputFloat", items[1], 1.0); edited = edited or e if edited then items[2] = items[1]; items[3] = items[1] end ImGui.PopItemFlag() ImGui.Text("Underlying data:") items[1] = ImGui.InputFloat("item 0 (ref)", items[1]) items[2] = ImGui.InputFloat("item 1", items[2]) items[3] = ImGui.InputFloat("item 2", items[3]) ImGui.PopItemFlag() -- Demonstrate Checkbox(), RadioButton(), Combo(), ColorEdit4() ImGui.SeparatorText("Others Widgets") ImGui.Text("(note: edits are not applied in this demo)") -- <-- Would need more state tracking. ImGui.Checkbox("Checkbox On", true) ImGui.Checkbox("Checkbox Off", false) ImGui.PushItemFlag(ImGuiItemFlags.MixedValue, true) ImGui.Checkbox("Checkbox Mixed", false) ImGui.RadioButtonEx("RadioButton Mixed", true) ImGui.SameLine() ImGui.RadioButtonEx("RadioButton Mixed##2", true) -- Showing 2 radio buttons makes the example more clear ImGui.Combo("Combo", 0, "One\0Two\0Three\0") ImGui.ColorEdit4("ColorEdit4", ImVec4(0.5, 0.5, 0.5, 0.5)) ImGui.PopItemFlag() ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsMultiComponents() ------------------------------------------------------------------------------- S.mc = { vec4f = { 0.10, 0.20, 0.30, 0.44 }, vec4i = { 1, 5, 100, 255 }, flags = 0, b = 10, e = 90, bi = 100, ei = 1000 } function DemoWindowWidgetsMultiComponents() if not ImGui.TreeNode("Multi-component Widgets") then return end local s = S.mc local f, i = s.vec4f, s.vec4i if ImGuiSliderFlags.ColorMarkers then _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ColorMarkers", s.flags, ImGuiSliderFlags.ColorMarkers) end -- Only passing this to Drag/Sliders local flags = s.flags for _, n in ipairs({ 2, 3, 4 }) do ImGui.SeparatorText(n .. "-wide") ImGui["InputFloat" .. n]("input float" .. n, f) ImGui["InputInt" .. n]("input int" .. n, i) ImGui["DragFloat" .. n]("drag float" .. n, f, 0.01, 0.0, 1.0, nil, flags) ImGui["DragInt" .. n]("drag int" .. n, i, 1, 0, 255, nil, flags) ImGui["SliderFloat" .. n]("slider float" .. n, f, 0.0, 1.0, nil, flags) ImGui["SliderInt" .. n]("slider int" .. n, i, 0, 255, nil, flags) end ImGui.SeparatorText("Ranges") s.b, s.e = ImGui.DragFloatRange2("range float", s.b, s.e, 0.25, 0.0, 100.0, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags.AlwaysClamp) s.bi, s.ei = ImGui.DragIntRange2("range int", s.bi, s.ei, 5, 0, 1000, "Min: %d units", "Max: %d units") s.bi, s.ei = ImGui.DragIntRange2("range int (no bounds)", s.bi, s.ei, 5, 0, 0, "Min: %d units", "Max: %d units") ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsPlotting() ------------------------------------------------------------------------------- -- Plot/Graph widgets are not very good. -- Consider using a third-party library such as ImPlot: https://github.com/epezent/implot -- (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) S.plot = { animate = true, arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 }, values = {}, values_offset = 0, refresh_time = 0.0, phase = 0.0, func_type = 0, display_count = 70 } for n = 1, 90 do S.plot.values[n] = 0.0 end function DemoWindowWidgetsPlotting() if not ImGui.TreeNode("Plotting") then return end local s = S.plot ImGui.Text("Need better plotting and graphing? Consider using ImPlot:") ImGui.TextLinkOpenURL("https://github.com/epezent/implot") ImGui.Separator() _, s.animate = ImGui.Checkbox("Animate", s.animate) -- Plot as lines and plot as histogram ImGui.PlotLines("Frame Times", s.arr, nil, #s.arr) ImGui.PlotHistogram("Histogram", s.arr, nil, #s.arr, 0, nil, 0.0, 1.0, ImVec2(0, 80.0)) -- ImGui.SameLine(); HelpMarker("Consider using ImPlot instead!") -- Fill an array of contiguous float values to plot local values = s.values if not s.animate or s.refresh_time == 0.0 then s.refresh_time = ImGui.GetTime() end while s.refresh_time < ImGui.GetTime() do -- Create data at fixed 60 Hz rate for the demo values[s.values_offset + 1] = math.cos(s.phase) s.values_offset = (s.values_offset + 1) % #values s.phase = s.phase + 0.10 * s.values_offset s.refresh_time = s.refresh_time + 1.0 / 60.0 end -- Plots can display overlay texts -- (in this example, we will display an average value) local average = 0.0 for n = 1, #values do average = average + values[n] end average = average / #values ImGui.PlotLines("Lines", values, nil, #values, s.values_offset, string.format("avg %f", average), -1.0, 1.0, ImVec2(0, 80.0)) -- Use functions to generate output -- FIXME: This is actually VERY awkward because current plot API only pass in indices. -- We probably want an API passing floats and user provide sample rate/count. -- Getters receive a 1-based index in this port local function Sin(_, i) return math.sin((i - 1) * 0.1) end local function Saw(_, i) return ((i - 1) % 2 == 1) and 1.0 or -1.0 end ImGui.SeparatorText("Functions") ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.func_type = ImGui.Combo("func", s.func_type, "Sin\0Saw\0") ImGui.SameLine() s.display_count = ImGui.SliderInt("Sample count", s.display_count, 1, 400) local func = (s.func_type == 0) and Sin or Saw ImGui.PlotLines("Lines##2", func, nil, s.display_count, 0, nil, -1.0, 1.0, ImVec2(0, 80)) ImGui.PlotHistogram("Histogram##2", func, nil, s.display_count, 0, nil, -1.0, 1.0, ImVec2(0, 80)) ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsProgressBars() ------------------------------------------------------------------------------- S.pb = { accum = 0.0, dir = 1.0 } function DemoWindowWidgetsProgressBars() if not ImGui.TreeNode("Progress Bars") then return end -- Animate a simple progress bar local s = S.pb s.accum = s.accum + s.dir * 0.4 * ImGui.GetIO().DeltaTime if s.accum >= 1.1 then s.accum = 1.1; s.dir = -s.dir end if s.accum <= -0.1 then s.accum = -0.1; s.dir = -s.dir end local progress = DemoClamp(s.accum, 0.0, 1.0) -- Typically we would use ImVec2(-1.0,0.0) or ImVec2(-FLT_MIN,0.0) to use all available width, -- or ImVec2(width,0.0) for a specified width. ImVec2(0.0,0.0) uses ItemWidth. ImGui.ProgressBar(progress, ImVec2(0.0, 0.0)) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.Text("Progress Bar") ImGui.ProgressBar(progress, ImVec2(0.0, 0.0), string.format("%d/%d", math.floor(progress * 1753), 1753)) -- Pass an animated negative value, e.g. -1.0 * ImGui.GetTime() is the recommended value. -- Adjust the factor if you want to adjust the animation speed. ImGui.ProgressBar(-1.0 * ImGui.GetTime(), ImVec2(0.0, 0.0), "Searching..") ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.Text("Indeterminate") ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsQueryingStatuses() ------------------------------------------------------------------------------- -- Selectable(label, bool* p_selected) overload: toggles on press local function SelectableP(label, sel, flags, size) local pressed = ImGui.Selectable(label, sel, flags, size) if pressed then sel = not sel end return pressed, sel end local function B(v) return v and 1 or 0 end S.qs = { item_type = 4, item_disabled = false, item_mixedvalue = false, liveedit_override = false, liveedit_flags = 0, b = false, col4f = { 1.0, 0.5, 0.0, 1.0 }, str = Buf("", 16), combo = 1, listbox = 1, unused = Buf("", 1), embed = false, test_window = false } function DemoWindowWidgetsQueryingStatuses() local s = S.qs if ImGui.TreeNode("Querying Item Status (Edited/Active/Hovered etc.)") then -- Select an item type local item_names = { "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" } s.item_type = ImGui.Combo("Item Type", s.item_type, item_names, #item_names, #item_names) ImGui.SameLine() HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().") _, s.item_disabled = ImGui.Checkbox("Item Disabled", s.item_disabled) _, s.item_mixedvalue = ImGui.Checkbox("Item MixedValue", s.item_mixedvalue) _, s.liveedit_override = ImGui.Checkbox("Override LiveEdit:", s.liveedit_override) ImGui.SameLine() if not s.liveedit_override then s.liveedit_flags = ImGui.GetItemFlags() end ImGui.BeginDisabled(s.liveedit_override == false) _, s.liveedit_flags = ImGui.CheckboxFlags("_LiveEditOnInput", s.liveedit_flags, ImGuiItemFlags.LiveEditOnInput) ImGui.SameLine() _, s.liveedit_flags = ImGui.CheckboxFlags("_LiveEditOnInputText", s.liveedit_flags, ImGuiItemFlags.LiveEditOnInputText) ImGui.SameLine() _, s.liveedit_flags = ImGui.CheckboxFlags("_LiveEditOnInputScalar", s.liveedit_flags, ImGuiItemFlags.LiveEditOnInputScalar) ImGui.EndDisabled() if s.liveedit_override then ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputText, bit32.band(s.liveedit_flags, ImGuiItemFlags.LiveEditOnInputText) ~= 0) ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputScalar, bit32.band(s.liveedit_flags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0) end -- Submit selected items so we can query their status in the code following it. local ret = false local t = s.item_type if s.item_disabled then ImGui.BeginDisabled(true) end if s.item_mixedvalue then ImGui.PushItemFlag(ImGuiItemFlags.MixedValue, true) end if t == 0 then ImGui.Text("ITEM: Text") end -- Testing text items with no identifier/interaction if t == 1 then ret = ImGui.Button("ITEM: Button") end -- Testing button if t == 2 then ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true); ret = ImGui.Button("ITEM: Button"); ImGui.PopItemFlag() end -- Testing button (with repeater) if t == 3 then ret, s.b = ImGui.Checkbox("ITEM: Checkbox", s.b) end -- Testing checkbox if t == 4 then s.col4f[1], ret = ImGui.SliderFloat("ITEM: SliderFloat", s.col4f[1], 0.0, 1.0) end -- Testing basic item if t == 5 then ret = ImGui.InputText("ITEM: InputText", s.str, 16) end -- Testing input text (which handles tabbing) if t == 6 then ret = ImGui.InputTextMultiline("ITEM: InputTextMultiline", s.str, 16) end -- Testing input text (which uses a child window) if t == 7 then s.col4f[1], ret = ImGui.InputFloat("ITEM: InputFloat", s.col4f[1], 1.0) end -- Testing +/- buttons on scalar input if t == 8 then ret = ImGui.InputFloat3("ITEM: InputFloat3", s.col4f) end -- Testing multi-component items (IsItemXXX flags are reported merged) if t == 9 then ret = ImGui.ColorEdit4("ITEM: ColorEdit4", s.col4f) end -- Testing multi-component items (IsItemXXX flags are reported merged) if t == 10 then ret = ImGui.Selectable("ITEM: Selectable") end -- Testing selectable item if t == 11 then ret = ImGui.MenuItem("ITEM: MenuItem") end -- Testing menu item (they use ImGuiButtonFlags.PressedOnRelease button policy) if t == 12 then ret = ImGui.TreeNode("ITEM: TreeNode"); if ret then ImGui.TreePop() end end -- Testing tree node if t == 13 then ret = ImGui.TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", bit32.bor(ImGuiTreeNodeFlags.OpenOnDoubleClick, ImGuiTreeNodeFlags.NoTreePushOnOpen)) end -- Testing tree node with ImGuiButtonFlags.PressedOnDoubleClick button policy. if t == 14 then s.combo, ret = ImGui.Combo("ITEM: Combo", s.combo, { "Apple", "Banana", "Cherry", "Kiwi" }) end if t == 15 then s.listbox, ret = ImGui.ListBox("ITEM: ListBox", s.listbox, { "Apple", "Banana", "Cherry", "Kiwi" }, 4, 4) end local HF = ImGuiHoveredFlags local hovered_delay_none = ImGui.IsItemHovered() local hovered_delay_stationary = ImGui.IsItemHovered(HF.Stationary) local hovered_delay_short = ImGui.IsItemHovered(HF.DelayShort) local hovered_delay_normal = ImGui.IsItemHovered(HF.DelayNormal) local hovered_delay_tooltip = ImGui.IsItemHovered(HF.ForTooltip) -- = Normal + Stationary -- Display the values of IsItemHovered() and other common item state functions. -- Note that the ImGuiHoveredFlags.XXX flags can be combined. -- Because BulletText is an item itself and that would affect the output of IsItemXXX functions, -- we query every state in a single call to avoid storing them and to simplify the code. local rmin, rmax, rsize = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(), ImGui.GetItemRectSize() ImGui.BulletText( "Return value = %d\nIsItemFocused() = %d\nIsItemHovered() = %d\nIsItemHovered(_AllowWhenBlockedByPopup) = %d\n" .. "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\nIsItemHovered(_AllowWhenOverlappedByItem) = %d\n" .. "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\nIsItemHovered(_AllowWhenDisabled) = %d\nIsItemHovered(_RectOnly) = %d\n" .. "IsItemActive() = %d\nIsItemEdited() = %d\nIsItemActivated() = %d\nIsItemDeactivated() = %d\nIsItemDeactivatedAfterEdit() = %d\n" .. "IsItemVisible() = %d\nIsItemClicked() = %d\nIsItemToggledOpen() = %d\n" .. "GetItemRectMin() = (%.1f, %.1f)\nGetItemRectMax() = (%.1f, %.1f)\nGetItemRectSize() = (%.1f, %.1f)", B(ret), B(ImGui.IsItemFocused()), B(ImGui.IsItemHovered()), B(ImGui.IsItemHovered(HF.AllowWhenBlockedByPopup)), B(ImGui.IsItemHovered(HF.AllowWhenBlockedByActiveItem)), B(ImGui.IsItemHovered(HF.AllowWhenOverlappedByItem)), B(ImGui.IsItemHovered(HF.AllowWhenOverlappedByWindow)), B(ImGui.IsItemHovered(HF.AllowWhenDisabled)), B(ImGui.IsItemHovered(HF.RectOnly)), B(ImGui.IsItemActive()), B(ImGui.IsItemEdited()), B(ImGui.IsItemActivated()), B(ImGui.IsItemDeactivated()), B(ImGui.IsItemDeactivatedAfterEdit()), B(ImGui.IsItemVisible()), B(ImGui.IsItemClicked()), B(ImGui.IsItemToggledOpen()), rmin.x, rmin.y, rmax.x, rmax.y, rsize.x, rsize.y) ImGui.BulletText( "with Hovering Delay or Stationary test:\nIsItemHovered() = %d\nIsItemHovered(_Stationary) = %d\nIsItemHovered(_DelayShort) = %d\nIsItemHovered(_DelayNormal) = %d\nIsItemHovered(_Tooltip) = %d", B(hovered_delay_none), B(hovered_delay_stationary), B(hovered_delay_short), B(hovered_delay_normal), B(hovered_delay_tooltip)) if s.liveedit_override then ImGui.PopItemFlag(); ImGui.PopItemFlag() end if s.item_mixedvalue then ImGui.PopItemFlag() end if s.item_disabled then ImGui.EndDisabled() end ImGui.InputText("unused", s.unused, 1, ImGuiInputTextFlags.ReadOnly) ImGui.SameLine() HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.") ImGui.TreePop() end if ImGui.TreeNode("Querying Window Status (Focused/Hovered etc.)") then _, s.embed = ImGui.Checkbox("Embed everything inside a child window for testing _RootWindow flag.", s.embed) if s.embed then ImGui.BeginChild("outer_child", ImVec2(0, ImGui.GetFontSize() * 20.0), ImGuiChildFlags.Borders) end local FF, HF = ImGuiFocusedFlags, ImGuiHoveredFlags local bor = bit32.bor -- Testing IsWindowFocused() function with its various flags. ImGui.BulletText( "IsWindowFocused() = %d\nIsWindowFocused(_ChildWindows) = %d\nIsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" .. "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\nIsWindowFocused(_ChildWindows|_RootWindow) = %d\n" .. "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\nIsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowFocused(_RootWindow) = %d\nIsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\nIsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowFocused(_AnyWindow) = %d\n", B(ImGui.IsWindowFocused()), B(ImGui.IsWindowFocused(FF.ChildWindows)), B(ImGui.IsWindowFocused(bor(FF.ChildWindows, FF.NoPopupHierarchy))), B(ImGui.IsWindowFocused(bor(FF.ChildWindows, FF.DockHierarchy))), B(ImGui.IsWindowFocused(bor(FF.ChildWindows, FF.RootWindow))), B(ImGui.IsWindowFocused(bor(FF.ChildWindows, FF.RootWindow, FF.NoPopupHierarchy))), B(ImGui.IsWindowFocused(bor(FF.ChildWindows, FF.RootWindow, FF.DockHierarchy))), B(ImGui.IsWindowFocused(FF.RootWindow)), B(ImGui.IsWindowFocused(bor(FF.RootWindow, FF.NoPopupHierarchy))), B(ImGui.IsWindowFocused(bor(FF.RootWindow, FF.DockHierarchy))), B(ImGui.IsWindowFocused(FF.AnyWindow))) -- Testing IsWindowHovered() function with its various flags. ImGui.BulletText( "IsWindowHovered() = %d\nIsWindowHovered(_AllowWhenBlockedByPopup) = %d\nIsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" .. "IsWindowHovered(_ChildWindows) = %d\nIsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\nIsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow) = %d\nIsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\nIsWindowHovered(_RootWindow) = %d\nIsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\nIsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\nIsWindowHovered(_AnyWindow) = %d\n" .. "IsWindowHovered(_Stationary) = %d\n", B(ImGui.IsWindowHovered()), B(ImGui.IsWindowHovered(HF.AllowWhenBlockedByPopup)), B(ImGui.IsWindowHovered(HF.AllowWhenBlockedByActiveItem)), B(ImGui.IsWindowHovered(HF.ChildWindows)), B(ImGui.IsWindowHovered(bor(HF.ChildWindows, HF.NoPopupHierarchy))), B(ImGui.IsWindowHovered(bor(HF.ChildWindows, HF.DockHierarchy))), B(ImGui.IsWindowHovered(bor(HF.ChildWindows, HF.RootWindow))), B(ImGui.IsWindowHovered(bor(HF.ChildWindows, HF.RootWindow, HF.NoPopupHierarchy))), B(ImGui.IsWindowHovered(bor(HF.ChildWindows, HF.RootWindow, HF.DockHierarchy))), B(ImGui.IsWindowHovered(HF.RootWindow)), B(ImGui.IsWindowHovered(bor(HF.RootWindow, HF.NoPopupHierarchy))), B(ImGui.IsWindowHovered(bor(HF.RootWindow, HF.DockHierarchy))), B(ImGui.IsWindowHovered(bor(HF.ChildWindows, HF.AllowWhenBlockedByPopup))), B(ImGui.IsWindowHovered(HF.AnyWindow)), B(ImGui.IsWindowHovered(HF.Stationary))) ImGui.BeginChild("child", ImVec2(0, 50), ImGuiChildFlags.Borders) ImGui.Text("This is another child window for testing the _ChildWindows flag.") ImGui.EndChild() if s.embed then ImGui.EndChild() end -- Calling IsItemHovered() after begin returns the hovered status of the title bar. -- This is useful in particular if you want to create a context menu associated to the title bar of a window. -- This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). _, s.test_window = ImGui.Checkbox("Hovered/Active tests after Begin() for title bar testing", s.test_window) if s.test_window then -- FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. -- Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? s.test_window = ImGui.Begin("Title bar Hovered/Active tests", s.test_window) if ImGui.BeginPopupContextItem() then -- <-- This is using IsItemHovered() if ImGui.MenuItem("Close") then s.test_window = false end ImGui.EndPopup() end ImGui.Text("IsItemHovered() after begin = %d (== is title bar hovered)\nIsItemActive() after begin = %d (== is window being clicked/moved)\n", B(ImGui.IsItemHovered()), B(ImGui.IsItemActive())) ImGui.End() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsSelectables() ------------------------------------------------------------------------------- S.sel = { basic = { false, true, false, false }, multi = { false, false, false }, checked = { false, false, false, false, false }, selected_n = 0, tables = {}, grid = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }, align = { true, false, true, false, true, false, true, false, true } } for i = 1, 10 do S.sel.tables[i] = false end function DemoWindowWidgetsSelectables() -- ImGui.SetNextItemOpen(true, ImGuiCond.Once) if not ImGui.TreeNode("Selectables") then return end local s = S.sel -- Selectable() has 2 overloads: -- - The one taking "bool selected" as a read-only selection information. -- When Selectable() has been clicked it returns true and you can alter selection state accordingly. -- - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) -- (in this port: the SelectableP() helper above, which returns (pressed, selected)) -- The earlier is more flexible, as in real application your selection may be stored in many different ways -- and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). if ImGui.TreeNode("Basic") then local b = s.basic _, b[1] = SelectableP("1. I am selectable", b[1]) _, b[2] = SelectableP("2. I am selectable", b[2]) _, b[3] = SelectableP("3. I am selectable", b[3]) if ImGui.Selectable("4. I am double clickable", b[4], ImGuiSelectableFlags.AllowDoubleClick) then if ImGui.IsMouseDoubleClicked(0) then b[4] = not b[4] end end ImGui.TreePop() end if ImGui.TreeNode("Multiple items on the same line") then -- - Using SetNextItemAllowOverlap() -- - Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. local m = s.multi ImGui.SetNextItemAllowOverlap(); _, m[1] = SelectableP("main.c", m[1]); ImGui.SameLine(); ImGui.SmallButton("Link 1") ImGui.SetNextItemAllowOverlap(); _, m[2] = SelectableP("hello.cpp", m[2]); ImGui.SameLine(); ImGui.SmallButton("Link 2") ImGui.SetNextItemAllowOverlap(); _, m[3] = SelectableP("hello.h", m[3]); ImGui.SameLine(); ImGui.SmallButton("Link 3") -- (2) -- - Using ImGuiSelectableFlags.AllowOverlap is a shortcut for calling SetNextItemAllowOverlap() -- - No visible label, display contents inside the selectable bounds. -- - We don't maintain actual selection in this example to keep things simple. ImGui.Spacing() local color_marker_w = ImGui.CalcTextSize("x").x for n = 0, 4 do ImGui.PushID(n) ImGui.AlignTextToFramePadding() if ImGui.Selectable("##selectable", s.selected_n == n, ImGuiSelectableFlags.AllowOverlap) then s.selected_n = n end ImGui.SameLine(0, 0) _, s.checked[n + 1] = ImGui.Checkbox("##check", s.checked[n + 1]) ImGui.SameLine() local color = ImVec4((n % 2 == 1) and 1.0 or 0.2, (math.floor(n / 2) % 2 == 1) and 1.0 or 0.2, 0.2, 1.0) ImGui.ColorButton("##color", color, ImGuiColorEditFlags.NoTooltip, ImVec2(color_marker_w, 0)) ImGui.SameLine() ImGui.Text("Some label") ImGui.PopID() end ImGui.TreePop() end if ImGui.TreeNode("In Tables") then local sel = s.tables local TF = ImGuiTableFlags if ImGui.BeginTable("split1", 3, bit32.bor(TF.Resizable, TF.NoSavedSettings, TF.Borders)) then for i = 0, 9 do ImGui.TableNextColumn() _, sel[i + 1] = SelectableP(string.format("Item %d", i), sel[i + 1]) -- FIXME-TABLE: Selection overlap end ImGui.EndTable() end ImGui.Spacing() if ImGui.BeginTable("split2", 3, bit32.bor(TF.Resizable, TF.NoSavedSettings, TF.Borders)) then for i = 0, 9 do ImGui.TableNextRow() ImGui.TableNextColumn() _, sel[i + 1] = SelectableP(string.format("Item %d", i), sel[i + 1], ImGuiSelectableFlags.SpanAllColumns) ImGui.TableNextColumn() ImGui.Text("Some other contents") ImGui.TableNextColumn() ImGui.Text("123456") end ImGui.EndTable() end ImGui.TreePop() end if ImGui.TreeNode("Grid") then local g = s.grid -- Add in a bit of silly fun... local time = ImGui.GetTime() local winning_state = true for y = 1, 4 do for x = 1, 4 do if g[y][x] == 0 then winning_state = false end end end -- If all cells are selected... if winning_state then ImGui.PushStyleVar(ImGuiStyleVar.SelectableTextAlign, ImVec2(0.5 + 0.5 * math.cos(time * 2.0), 0.5 + 0.5 * math.sin(time * 3.0))) end local size = ImGui.CalcTextSize("Sailor").x for y = 1, 4 do for x = 1, 4 do if x > 1 then ImGui.SameLine() end ImGui.PushID((y - 1) * 4 + (x - 1)) if ImGui.Selectable("Sailor", g[y][x] ~= 0, 0, ImVec2(size, size)) then -- Toggle clicked cell + toggle neighbors g[y][x] = 1 - g[y][x] if x > 1 then g[y][x - 1] = 1 - g[y][x - 1] end if x < 4 then g[y][x + 1] = 1 - g[y][x + 1] end if y > 1 then g[y - 1][x] = 1 - g[y - 1][x] end if y < 4 then g[y + 1][x] = 1 - g[y + 1][x] end end ImGui.PopID() end end if winning_state then ImGui.PopStyleVar() end ImGui.TreePop() end if ImGui.TreeNode("Alignment") then HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line") local size = ImGui.CalcTextSize("(1.0,1.0)").x for y = 0, 2 do for x = 0, 2 do local alignment = ImVec2(x / 2.0, y / 2.0) local name = string.format("(%.1f,%.1f)", alignment.x, alignment.y) if x > 0 then ImGui.SameLine() end ImGui.PushStyleVar(ImGuiStyleVar.SelectableTextAlign, alignment) _, s.align[3 * y + x + 1] = SelectableP(name, s.align[3 * y + x + 1], ImGuiSelectableFlags.None, ImVec2(size, size)) ImGui.PopStyleVar() end end ImGui.TreePop() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTabs() ------------------------------------------------------------------------------- local function EditTabBarFittingPolicyFlags(flags) local TB = ImGuiTabBarFlags if bit32.band(flags, TB.FittingPolicyMask_) == 0 then flags = bit32.bor(flags, TB.FittingPolicyDefault_) end for _, n in ipairs({ "FittingPolicyMixed", "FittingPolicyShrink", "FittingPolicyScroll" }) do local p p, flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_" .. n, flags, TB[n]) if p then flags = bit32.band(flags, bit32.bnot(bit32.bxor(TB.FittingPolicyMask_, TB[n]))) end end return flags end S.tabs = { adv_flags = ImGuiTabBarFlags.Reorderable, opened = { true, true, true, true }, active_tabs = {}, next_tab_id = 0, show_leading = true, show_trailing = true, show_lt_tabs = false, tib_flags = bit32.bor(ImGuiTabBarFlags.AutoSelectNewTabs, ImGuiTabBarFlags.Reorderable, ImGuiTabBarFlags.FittingPolicyMixed) } function DemoWindowWidgetsTabs() if not ImGui.TreeNode("Tabs") then return end local s = S.tabs local TB, TI = ImGuiTabBarFlags, ImGuiTabItemFlags if ImGui.TreeNode("Basic") then if ImGui.BeginTabBar("MyTabBar", TB.None) then if ImGui.BeginTabItem("Avocado") then ImGui.Text("This is the Avocado tab!\nblah blah blah blah blah"); ImGui.EndTabItem() end if ImGui.BeginTabItem("Broccoli") then ImGui.Text("This is the Broccoli tab!\nblah blah blah blah blah"); ImGui.EndTabItem() end if ImGui.BeginTabItem("Cucumber") then ImGui.Text("This is the Cucumber tab!\nblah blah blah blah blah"); ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("Advanced & Close Button") then -- Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). for _, n in ipairs({ "Reorderable", "AutoSelectNewTabs", "TabListPopupButton", "NoCloseWithMiddleMouseButton", "DrawSelectedOverline" }) do _, s.adv_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_" .. n, s.adv_flags, TB[n]) end s.adv_flags = EditTabBarFittingPolicyFlags(s.adv_flags) -- Tab Bar ImGui.AlignTextToFramePadding() ImGui.Text("Opened:") local names = { "Artichoke", "Beetroot", "Celery", "Daikon" } for n = 1, 4 do -- s.opened: Persistent user state ImGui.SameLine() _, s.opened[n] = ImGui.Checkbox(names[n], s.opened[n]) end -- Passing an open flag to BeginTabItem() is similar to passing one to Begin(): -- the returned open value will be false when the tab is closed. if ImGui.BeginTabBar("MyTabBar", s.adv_flags) then for n = 1, 4 do if s.opened[n] then local visible visible, s.opened[n] = ImGui.BeginTabItem(names[n], s.opened[n], TI.None) if visible then ImGui.Text("This is the %s tab!", names[n]) if (n - 1) % 2 == 1 then ImGui.Text("I am an odd tab.") end ImGui.EndTabItem() end end end ImGui.EndTabBar() end ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("TabItemButton & Leading/Trailing flags") then if s.next_tab_id == 0 then -- Initialize with some default tabs for _ = 1, 3 do s.active_tabs[#s.active_tabs + 1] = s.next_tab_id; s.next_tab_id = s.next_tab_id + 1 end end -- TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. -- (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... -- but they tend to make more sense together) _, s.show_leading = ImGui.Checkbox("Show Leading TabItemButton()", s.show_leading) _, s.show_trailing = ImGui.Checkbox("Show Trailing TabItemButton()", s.show_trailing) _, s.show_lt_tabs = ImGui.Checkbox("Show Leading+Trailing TabItem()", s.show_lt_tabs) -- Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs s.tib_flags = EditTabBarFittingPolicyFlags(s.tib_flags) if ImGui.BeginTabBar("MyTabBar", s.tib_flags) then -- Demo a Leading TabItemButton(): click the "?" button to open a menu if s.show_leading then if ImGui.TabItemButton("?", bit32.bor(TI.Leading, TI.NoTooltip)) then ImGui.OpenPopup("MyHelpMenu") end end if ImGui.BeginPopup("MyHelpMenu") then ImGui.Selectable("Hello!") ImGui.EndPopup() end -- Demo Leading/Trailing Tabs if s.show_lt_tabs then if ImGui.BeginTabItem("Leading", nil, TI.Leading) then ImGui.EndTabItem() end if ImGui.BeginTabItem("Trailing", nil, TI.Trailing) then ImGui.EndTabItem() end end -- Demo Trailing Tabs: click the "+" button to add a new tab. -- (In your app you may want to use a font icon instead of the "+") -- We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags.Trailing flag it will always appear at the end. if s.show_trailing then if ImGui.TabItemButton("+", bit32.bor(TI.Trailing, TI.NoTooltip)) then s.active_tabs[#s.active_tabs + 1] = s.next_tab_id; s.next_tab_id = s.next_tab_id + 1 -- Add new tab end end -- Submit our regular tabs local n = 1 while n <= #s.active_tabs do local name = string.format("%04d", s.active_tabs[n]) local visible, open = ImGui.BeginTabItem(name, true, TI.None) if visible then ImGui.Text("This is the %s tab!", name) ImGui.EndTabItem() end if open == false then table.remove(s.active_tabs, n) else n = n + 1 end end ImGui.EndTabBar() end ImGui.Separator() ImGui.TreePop() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsText() ------------------------------------------------------------------------------- S.text = { custom_size = 16.0, custom_scale = 1.0, wrap_width = 200.0, utf8 = Buf("\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e", 32) } function DemoWindowWidgetsText() if not ImGui.TreeNode("Text") then return end local s = S.text if ImGui.TreeNode("Colorful Text") then -- Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. ImGui.TextColored(ImVec4(1.0, 0.0, 1.0, 1.0), "Pink") ImGui.TextColored(ImVec4(1.0, 1.0, 0.0, 1.0), "Yellow") ImGui.TextDisabled("Disabled") ImGui.SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.") ImGui.TreePop() end if ImGui.TreeNode("Font Size") then local style = ImGui.GetStyle() local global_scale = style.FontScaleMain * style.FontScaleDpi ImGui.Text("style.FontScaleMain = %0.2f", style.FontScaleMain) ImGui.Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi) ImGui.Text("global_scale = ~%0.2f", global_scale) -- This is not technically accurate as internal scales may apply, but conceptually let's pretend it is. ImGui.Text("FontSize = %0.2f", ImGui.GetFontSize()) ImGui.SeparatorText("") s.custom_size = ImGui.SliderFloat("custom_size", s.custom_size, 10.0, 100.0, "%.0f") ImGui.Text("ImGui::PushFont(nullptr, custom_size);") ImGui.PushFont(nil, s.custom_size) ImGui.Text("FontSize = %.2f (== %.2f * global_scale)", ImGui.GetFontSize(), s.custom_size) ImGui.PopFont() ImGui.SeparatorText("") s.custom_scale = ImGui.SliderFloat("custom_scale", s.custom_scale, 0.5, 4.0, "%.2f") ImGui.Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);") ImGui.PushFont(nil, style.FontSizeBase * s.custom_scale) ImGui.Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui.GetFontSize(), s.custom_scale) ImGui.PopFont() ImGui.SeparatorText("") local scaling = 0.5 while scaling <= 4.0 do ImGui.PushFont(nil, style.FontSizeBase * scaling) ImGui.Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui.GetFontSize(), scaling) ImGui.PopFont() scaling = scaling + 0.5 end ImGui.TreePop() end if ImGui.TreeNode("Word Wrapping") then -- Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. ImGui.TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.") ImGui.Spacing() s.wrap_width = ImGui.SliderFloat("Wrap width", s.wrap_width, -20, 600, "%.0f") local draw_list = ImGui.GetWindowDrawList() for n = 0, 1 do ImGui.Text("Test paragraph %d:", n) local pos = ImGui.GetCursorScreenPos() local marker_min = ImVec2(pos.x + s.wrap_width, pos.y) local marker_max = ImVec2(pos.x + s.wrap_width + 10, pos.y + ImGui.GetTextLineHeight()) ImGui.PushTextWrapPos(ImGui.GetCursorPos().x + s.wrap_width) if n == 0 then ImGui.Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", s.wrap_width) else ImGui.Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh") end -- Draw actual text bounding box, following by marker of our expected limit (should not overlap!) draw_list:AddRect(ImGui.GetItemRectMin(), ImGui.GetItemRectMax(), IM_COL32(255, 255, 0, 255)) draw_list:AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)) ImGui.PopTextWrapPos() end ImGui.TreePop() end if ImGui.TreeNode("UTF-8 Text") then -- UTF-8 test with Japanese characters -- (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) -- - FOR THIS DEMO FILE ONLY, WE ARE *NOT* INCLUDING RAW UTF-8 -- CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal escapes. -- Note that characters values are preserved even by InputText() if the font cannot be displayed, -- so you can safely copy & paste garbled characters into another application. ImGui.TextWrapped("CJK text will only appear if the font was loaded with the appropriate CJK character ranges. Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.md for details.") ImGui.Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)") ImGui.Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)") ImGui.InputText("UTF-8 input", s.utf8, 32) ImGui.TreePop() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTextFilter() ------------------------------------------------------------------------------- S.tf = { filter = nil } function DemoWindowWidgetsTextFilter() if not ImGui.TreeNode("Text Filter") then return end -- Helper class to easy setup a text filter. -- You may want to implement a more feature-full filtering scheme in your own application. S.tf.filter = S.tf.filter or ImGuiTextFilter() local filter = S.tf.filter HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.") ImGui.Text("Filter usage:\n \"\" display all lines\n xxx display lines containing \"xxx\"\n xxx yyy display lines containing \"xxx\" and \"yyy\"\n \"xxx yyy\" display lines containing \"xxx yyy\"\n xxx,yyy display lines containing \"xxx\" or \"yyy\"\n -xxx hide lines containing \"xxx\"") ImGui.SetNextItemWidth(-FLT_MIN) filter:DrawWithHint("##Filter", "Filter (incl -excl)") if ImGui.BeginChild("##items", ImVec2(-FLT_MIN, ImGui.GetTextLineHeightWithSpacing() * 15), ImGuiChildFlags.FrameStyle) then for _, item in ipairs({ "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }) do if filter:PassFilter(item) then ImGui.TextUnformatted(item) end end for _, item in ipairs(ExampleNames) do if filter:PassFilter(item) then ImGui.TextUnformatted(item) end end end ImGui.EndChild() ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTextInput() ------------------------------------------------------------------------------- S.ti = { text = Buf("/*\n The Pentium F00F bug, shorthand for F0 0F C7 C8,\n the hexadecimal encoding of one offending instruction,\n more formally, the invalid operand with locked CMPXCHG8B\n instruction bug, is a design flaw in the majority of\n Intel Pentium, Pentium MMX, and Pentium OverDrive\n processors (all in the P5 microarchitecture).\n*/\n\nlabel:\n\tlock cmpxchg8b eax\n", 1024 * 16), ml_flags = ImGuiInputTextFlags.AllowTabInput, f = { Buf("", 32), Buf("", 32), Buf("", 32), Buf("", 32), Buf("", 32), Buf("", 32), Buf("", 32) }, password = Buf("password123", 64), cb1 = Buf("", 64), cb2 = Buf("", 64), cb3 = Buf("", 64), edit_count = { 0 }, rs_flags = 0, rs = Buf("", 1024), elide = Buf("/path/to/some/folder/with/long/filename.cpp", 128), elide_flags = ImGuiInputTextFlags.ElideLeft, misc = Buf("", 16), misc_flags = ImGuiInputTextFlags.EscapeClearsAll } function DemoWindowWidgetsTextInput() if not ImGui.TreeNode("Text Input") then return end local s = S.ti local IT = ImGuiInputTextFlags local function FlagBox(key, name) if IT[name] then _, s[key] = ImGui.CheckboxFlags("ImGuiInputTextFlags_" .. name, s[key], IT[name]) end end if ImGui.TreeNode("Multi-line Text Input") then -- WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE. HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type.") FlagBox("ml_flags", "ReadOnly") FlagBox("ml_flags", "WordWrap") ImGui.SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h") FlagBox("ml_flags", "AllowTabInput") ImGui.SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.") FlagBox("ml_flags", "CtrlEnterForNewLine") ImGui.InputTextMultiline("##source", s.text, 1024 * 16, ImVec2(-FLT_MIN, ImGui.GetTextLineHeight() * 16), s.ml_flags) ImGui.TreePop() end if ImGui.TreeNode("Filtered Text Input") then local a, z, A, Z = string.byte("a"), string.byte("z"), string.byte("A"), string.byte("Z") -- Modify character input by altering 'data.EventChar' (ImGuiInputTextFlags.CallbackCharFilter callback) local function FilterCasingSwap(data) local c = data.EventChar if c >= a and c <= z then data.EventChar = c - (a - A) -- Lowercase becomes uppercase elseif c >= A and c <= Z then data.EventChar = c + (a - A) end -- Uppercase becomes lowercase return 0 end -- Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) local function FilterImGuiLetters(data) local c = data.EventChar if c < 256 and string.find("imgui", string.char(c), 1, true) then return 0 end return 1 end local f = s.f ImGui.InputText("default", f[1], 32) ImGui.InputText("decimal", f[2], 32, IT.CharsDecimal) ImGui.InputText("hexadecimal", f[3], 32, bit32.bor(IT.CharsHexadecimal, IT.CharsUppercase)) ImGui.InputText("uppercase", f[4], 32, IT.CharsUppercase) ImGui.InputText("no blank", f[5], 32, IT.CharsNoBlank) ImGui.InputText("casing swap", f[6], 32, IT.CallbackCharFilter, FilterCasingSwap) -- Use CharFilter callback to replace characters. ImGui.InputText("\"imgui\"", f[7], 32, IT.CallbackCharFilter, FilterImGuiLetters) -- Use CharFilter callback to disable some characters. ImGui.TreePop() end if ImGui.TreeNode("Password Input") then ImGui.InputText("password", s.password, 64, IT.Password) ImGui.SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n") ImGui.InputTextWithHint("password (w/ hint)", "", s.password, 64, IT.Password) ImGui.InputText("password (clear)", s.password, 64) ImGui.TreePop() end if ImGui.TreeNode("Completion, History, Edit Callbacks") then local function MyCallback(data) if data.EventFlag == IT.CallbackCompletion then data:InsertChars(data.CursorPos, "..") elseif data.EventFlag == IT.CallbackHistory then if data.EventKey == ImGuiKey.UpArrow then data:DeleteChars(0, data.BufTextLen) data:InsertChars(0, "Pressed Up!") data:SelectAll() elseif data.EventKey == ImGuiKey.DownArrow then data:DeleteChars(0, data.BufTextLen) data:InsertChars(0, "Pressed Down!") data:SelectAll() end elseif data.EventFlag == IT.CallbackEdit then -- Toggle casing of first character local c = data.Buf[1] if (c >= 97 and c <= 122) or (c >= 65 and c <= 90) then data.Buf[1] = bit32.bxor(c, 32) end data.BufDirty = true -- Increment a counter local p_int = data.UserData p_int[1] = p_int[1] + 1 end return 0 end ImGui.InputText("Completion", s.cb1, 64, IT.CallbackCompletion, MyCallback) ImGui.SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.") ImGui.InputText("History", s.cb2, 64, IT.CallbackHistory, MyCallback) ImGui.SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.") ImGui.InputText("Edit", s.cb3, 64, IT.CallbackEdit, MyCallback, s.edit_count) ImGui.SameLine(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits.") ImGui.SameLine(); ImGui.Text("(%d)", s.edit_count[1]) ImGui.TreePop() end if ImGui.TreeNode("Resize Callback") then HelpMarker("Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n(Lua port: fixed 1024 byte buffer, CallbackResize growth not supported)") FlagBox("rs_flags", "WordWrap") ImGui.InputTextMultiline("##MyStr", s.rs, 1024, ImVec2(-FLT_MIN, ImGui.GetTextLineHeight() * 16), s.rs_flags) ImGui.Text("Size: %d\nCapacity: %d", #BufStr(s.rs) + 1, 1024) ImGui.TreePop() end if ImGui.TreeNode("Eliding, Alignment") then FlagBox("elide_flags", "ElideLeft") ImGui.InputText("Path", s.elide, 128, s.elide_flags) ImGui.TreePop() end if ImGui.TreeNode("Miscellaneous") then FlagBox("misc_flags", "EscapeClearsAll") FlagBox("misc_flags", "ReadOnly") FlagBox("misc_flags", "NoUndoRedo") ImGui.InputText("Hello", s.misc, 16, s.misc_flags) ImGui.TreePop() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTooltips() ------------------------------------------------------------------------------- S.tt = { arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 }, always_on = 0 } function DemoWindowWidgetsTooltips() if not ImGui.TreeNode("Tooltips") then return end local s = S.tt local HF = ImGuiHoveredFlags -- Tooltips are windows following the mouse. They do not take focus away. ImGui.SeparatorText("General") -- Typical use cases: -- - Short-form (text only): SetItemTooltip("Hello") -- - Short-form (any contents): if BeginItemTooltip() then Text("Hello"); EndTooltip() end -- - Full-form (text only): if IsItemHovered(...) then SetTooltip("Hello") end -- - Full-form (any contents): if IsItemHovered(...) and BeginTooltip() then Text("Hello"); EndTooltip() end HelpMarker("Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\nWe provide a helper SetItemTooltip() function to perform the two with standards flags.") local sz = ImVec2(-FLT_MIN, 0.0) ImGui.Button("Basic", sz) ImGui.SetItemTooltip("I am a tooltip") ImGui.Button("Fancy", sz) if ImGui.BeginItemTooltip() then ImGui.Text("I am a fancy tooltip") ImGui.PlotLines("Curve", s.arr, nil, #s.arr) ImGui.Text("Sin(time) = %f", math.sin(ImGui.GetTime())) ImGui.EndTooltip() end ImGui.SeparatorText("Always On") -- Showcase NOT relying on a IsItemHovered() to emit a tooltip. -- Here the tooltip is always emitted when 'always_on == true'. _, s.always_on = ImGui.RadioButton("Off", s.always_on, 0) ImGui.SameLine() _, s.always_on = ImGui.RadioButton("Always On (Simple)", s.always_on, 1) ImGui.SameLine() _, s.always_on = ImGui.RadioButton("Always On (Advanced)", s.always_on, 2) if s.always_on == 1 then ImGui.SetTooltip("I am following you around.") elseif s.always_on == 2 and ImGui.BeginTooltip() then ImGui.ProgressBar(math.sin(ImGui.GetTime()) * 0.5 + 0.5, ImVec2(ImGui.GetFontSize() * 25, 0.0)) ImGui.EndTooltip() end ImGui.SeparatorText("Custom") HelpMarker("Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize tooltip activation details across your application. You may however decide to use custom flags for a specific tooltip instance.") -- The following examples are passed for documentation purpose but may not be useful to most users. -- Passing ImGuiHoveredFlags.ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from -- 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. -- With default settings, ImGuiHoveredFlags.ForTooltip is equivalent to ImGuiHoveredFlags.DelayShort + ImGuiHoveredFlags.Stationary. ImGui.Button("Manual", sz) if ImGui.IsItemHovered(HF.ForTooltip) then ImGui.SetTooltip("I am a manually emitted tooltip.") end ImGui.Button("DelayNone", sz) if ImGui.IsItemHovered(HF.DelayNone) then ImGui.SetTooltip("I am a tooltip with no delay.") end ImGui.Button("DelayShort", sz) if ImGui.IsItemHovered(bit32.bor(HF.DelayShort, HF.NoSharedDelay)) then ImGui.SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui.GetStyle().HoverDelayShort) end ImGui.Button("DelayLong", sz) if ImGui.IsItemHovered(bit32.bor(HF.DelayNormal, HF.NoSharedDelay)) then ImGui.SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui.GetStyle().HoverDelayNormal) end ImGui.Button("Stationary", sz) if ImGui.IsItemHovered(HF.Stationary) then ImGui.SetTooltip("I am a tooltip requiring mouse to be stationary before activating.") end -- Using ImGuiHoveredFlags.ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', -- which default value include the ImGuiHoveredFlags.AllowWhenDisabled flag. ImGui.BeginDisabled() ImGui.Button("Disabled item", sz) if ImGui.IsItemHovered(HF.ForTooltip) then ImGui.SetTooltip("I am a tooltip for a disabled item.") end ImGui.EndDisabled() ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTreeNodes() ------------------------------------------------------------------------------- S.tn = { lines_flags = bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DefaultOpen), selection_mask = 0, adv_flags = bit32.bor(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick, ImGuiTreeNodeFlags.SpanAvailWidth), align_label = false, use_dnd = false } function DemoWindowWidgetsTreeNodes() if not ImGui.TreeNode("Tree Nodes") then return end local s = S.tn local TN = ImGuiTreeNodeFlags -- See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree. if ImGui.TreeNode("Basic Trees") then for i = 0, 4 do -- Use SetNextItemOpen() so set the default state of a node to be open. We could -- also use TreeNodeEx() with the ImGuiTreeNodeFlags.DefaultOpen flag to achieve the same thing! if i == 0 then ImGui.SetNextItemOpen(true, ImGuiCond.Once) end -- Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. -- An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode(i, ...)', -- aka pass a number value to be hashed. The demo below uses that technique. Both are fine. ImGui.PushID(i) if ImGui.TreeNode("", "Child %d", i) then ImGui.Text("blah blah") ImGui.SameLine() if ImGui.SmallButton("button") then end ImGui.TreePop() end ImGui.PopID() end ImGui.TreePop() end if ImGui.TreeNode("Hierarchy Lines") then HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags") _, s.lines_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", s.lines_flags, TN.DrawLinesNone) _, s.lines_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", s.lines_flags, TN.DrawLinesFull) _, s.lines_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", s.lines_flags, TN.DrawLinesToNodes) local f = s.lines_flags if ImGui.TreeNodeEx("Parent", f) then if ImGui.TreeNodeEx("Child 1", f) then ImGui.Button("Button for Child 1"); ImGui.TreePop() end if ImGui.TreeNodeEx("Child 2", f) then ImGui.Button("Button for Child 2"); ImGui.TreePop() end ImGui.Text("Remaining contents") ImGui.Text("Remaining contents") ImGui.TreePop() end ImGui.TreePop() end if ImGui.TreeNode("Clipping Large Trees") then ImGui.TextWrapped("- Using ImGuiListClipper with trees is a less easy than on arrays or grids.\n- Refer to 'Demo->Examples->Property Editor' for an example of how to do that.\n- Discuss in #3823") ImGui.TreePop() end if ImGui.TreeNode("Selectable Nodes") then HelpMarker("Manually implemented selectable nodes.\nClick to select, Ctrl+Click to toggle, click on arrows or double-click to open.") -- Hold in 'selection_mask' a simple representation of what may be user-side selection state. -- - You may retain selection state inside or outside your objects in whatever format you see fit. -- You may use ImGuiSelectionBasicStorage which is conceptually close to a set<> of identifiers. -- - We record which node was clicked and then apply selection at the end of the loop. -- - This is a manual and simplified reimplementation of multi-selection, which the full -- BeginMultiSelect() API implements better, but which is not trivial to wire for trees. local node_clicked_idx = -1 for node_n = 0, 5 do -- Disable the default "open on single-click behavior" + set Selected flag according to our selection. -- To alter selection we use if 'IsItemClicked() and not IsItemToggledOpen()', so clicking on an arrow doesn't alter selection. -- In a BeginMultiSelect()/EndMultiSelect() we could use IsItemToggledSelection() but here we reimplement and use our own logic. local flags = bit32.bor(TN.OpenOnArrow, TN.OpenOnDoubleClick, TN.SpanAvailWidth) if bit32.band(s.selection_mask, bit32.lshift(1, node_n)) ~= 0 then flags = bit32.bor(flags, TN.Selected) end local is_open = ImGui.TreeNodeEx(node_n, flags, "Selectable Node %d", node_n) if ImGui.IsItemClicked() and not ImGui.IsItemToggledOpen() then node_clicked_idx = node_n end if is_open then ImGui.BulletText("") ImGui.TreePop() end end if node_clicked_idx ~= -1 then -- Update selection state (process outside of tree loop to avoid visual inconsistencies during the clicking frame) if ImGui.GetIO().KeyCtrl then s.selection_mask = bit32.bxor(s.selection_mask, bit32.lshift(1, node_clicked_idx)) -- Ctrl+Click to toggle else -- if not (selection_mask & (1 << node_clicked_idx)) -- Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection s.selection_mask = bit32.lshift(1, node_clicked_idx) -- Click to single-select end end ImGui.TreePop() end if ImGui.TreeNode("Advanced") then local function FB(name, help) _, s.adv_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_" .. name, s.adv_flags, TN[name]) if help then ImGui.SameLine(); HelpMarker(help) end end FB("OpenOnArrow"); FB("OpenOnDoubleClick") FB("SpanAvailWidth", "Extend hit area to all available width instead of allowing more items to be laid out after the node.") FB("SpanFullWidth") FB("SpanLabelWidth", "Reduce hit area to the text label and a bit of margin.") FB("SpanAllColumns", "For use in Tables only.") FB("AllowOverlap") FB("Framed", "Draw frame with background (e.g. for CollapsingHeader)") FB("FramePadding"); FB("NavLeftJumpsToParent") HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags") FB("DrawLinesNone"); FB("DrawLinesFull"); FB("DrawLinesToNodes") _, s.align_label = ImGui.Checkbox("Align label with current X position", s.align_label) _, s.use_dnd = ImGui.Checkbox("Make Tree Nodes as drag & drop sources", s.use_dnd) if s.align_label then ImGui.Unindent(ImGui.GetTreeNodeToLabelSpacing()) end for node_n = 0, 5 do local node_flags = s.adv_flags if node_n < 3 then -- Items 0..2 are Tree Node local is_open = ImGui.TreeNodeEx(node_n, node_flags, "Selectable Node %d", node_n) if s.use_dnd and ImGui.BeginDragDropSource() then ImGui.SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", nil, 0) ImGui.Text("This is a drag and drop source") ImGui.EndDragDropSource() end if node_n == 2 and bit32.band(s.adv_flags, TN.SpanLabelWidth) ~= 0 then -- Item 2 has an additional inline button to help demonstrate SpanLabelWidth. ImGui.SameLine() if ImGui.SmallButton("button") then end end if is_open then ImGui.BulletText("Blah blah\nBlah Blah") ImGui.SameLine() ImGui.SmallButton("Button") ImGui.TreePop() end else -- Items 3..5 are Tree Leaves -- The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can -- use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags = bit32.bor(node_flags, TN.Leaf, TN.NoTreePushOnOpen) -- ImGuiTreeNodeFlags.Bullet ImGui.TreeNodeEx(node_n, node_flags, "Selectable Leaf %d", node_n) if s.use_dnd and ImGui.BeginDragDropSource() then ImGui.SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", nil, 0) ImGui.Text("This is a drag and drop source") ImGui.EndDragDropSource() end end end if s.align_label then ImGui.Indent(ImGui.GetTreeNodeToLabelSpacing()) end ImGui.TreePop() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsVerticalSliders() ------------------------------------------------------------------------------- S.vs = { int_value = 0, values = { 0.0, 0.60, 0.35, 0.9, 0.70, 0.20, 0.0 }, values2 = { 0.20, 0.80, 0.40, 0.25 } } function DemoWindowWidgetsVerticalSliders() if not ImGui.TreeNode("Vertical Sliders") then return end local s = S.vs local spacing = 4 ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(spacing, spacing)) s.int_value = ImGui.VSliderInt("##int", ImVec2(18, 160), s.int_value, 0, 5) ImGui.SameLine() local values = s.values ImGui.PushID("set1") for i = 0, 6 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) ImGui.PushStyleColor(ImGuiCol.FrameBg, HSV(i / 7.0, 0.5, 0.5)) ImGui.PushStyleColor(ImGuiCol.FrameBgHovered, HSV(i / 7.0, 0.6, 0.5)) ImGui.PushStyleColor(ImGuiCol.FrameBgActive, HSV(i / 7.0, 0.7, 0.5)) ImGui.PushStyleColor(ImGuiCol.SliderGrab, HSV(i / 7.0, 0.9, 0.9)) values[i + 1] = ImGui.VSliderFloat("##v", ImVec2(18, 160), values[i + 1], 0.0, 1.0, "") if ImGui.IsItemActive() or ImGui.IsItemHovered() then ImGui.SetTooltip("%.3f", values[i + 1]) end ImGui.PopStyleColor(4) ImGui.PopID() end ImGui.PopID() ImGui.SameLine() ImGui.PushID("set2") local rows = 3 local small_slider_size = ImVec2(18, math.floor((160.0 - (rows - 1) * spacing) / rows)) for nx = 0, 3 do if nx > 0 then ImGui.SameLine() end ImGui.BeginGroup() for ny = 0, rows - 1 do ImGui.PushID(nx * rows + ny) s.values2[nx + 1] = ImGui.VSliderFloat("##v", small_slider_size, s.values2[nx + 1], 0.0, 1.0, "") if ImGui.IsItemActive() or ImGui.IsItemHovered() then ImGui.SetTooltip("%.3f", s.values2[nx + 1]) end ImGui.PopID() end ImGui.EndGroup() end ImGui.PopID() ImGui.SameLine() ImGui.PushID("set3") for i = 0, 3 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) ImGui.PushStyleVar(ImGuiStyleVar.GrabMinSize, 40) values[i + 1] = ImGui.VSliderFloat("##v", ImVec2(40, 160), values[i + 1], 0.0, 1.0, "%.2f\nsec") ImGui.PopStyleVar() ImGui.PopID() end ImGui.PopID() ImGui.PopStyleVar() ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() ------------------------------------------------------------------------------- -- - ShowExampleAppMainMenuBar() -- - ShowExampleMenuFile() ------------------------------------------------------------------------------- S.menu = { enabled = true, f = 0.5, n = 0, b = true } -- Note that shortcuts are currently provided for display only -- (future version will add explicit flags to BeginMenu() to request processing shortcuts) function ShowExampleMenuFile() local s = S.menu ImGui.MenuItem("(demo menu)", nil, false, false) if ImGui.MenuItem("New") then end if ImGui.MenuItem("Open", "Ctrl+O") then end if ImGui.BeginMenu("Open Recent") then ImGui.MenuItem("fish_hat.c") ImGui.MenuItem("fish_hat.inl") ImGui.MenuItem("fish_hat.h") if ImGui.BeginMenu("More..") then ImGui.MenuItem("Hello") ImGui.MenuItem("Sailor") if ImGui.BeginMenu("Recurse..") then ShowExampleMenuFile() ImGui.EndMenu() end ImGui.EndMenu() end ImGui.EndMenu() end if ImGui.MenuItem("Save", "Ctrl+S") then end if ImGui.MenuItem("Save As..") then end ImGui.Separator() if ImGui.BeginMenu("Options") then _, s.enabled = ImGui.MenuItem("Enabled", "", s.enabled) ImGui.BeginChild("child", ImVec2(0, ImGui.GetTextLineHeightWithSpacing() * 5.0), ImGuiChildFlags.Borders) for i = 0, 9 do ImGui.Text("Scrolling Text %d", i) end ImGui.EndChild() s.f = ImGui.SliderFloat("Value", s.f, 0.0, 1.0) s.f = ImGui.InputFloat("Input", s.f, 0.1) s.n = ImGui.Combo("Combo", s.n, "Yes\0No\0Maybe\0\0") ImGui.EndMenu() end if ImGui.BeginMenu("Colors") then local sz = ImGui.GetTextLineHeight() for i = 0, ImGuiCol.COUNT - 1 do local name = ImGui.GetStyleColorName(i) local p = ImGui.GetCursorScreenPos() ImGui.GetWindowDrawList():AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui.GetColorU32(i)) ImGui.Dummy(ImVec2(sz, sz)) ImGui.SameLine() ImGui.MenuItem(name) end ImGui.EndMenu() end -- Here we demonstrate appending again to the "Options" menu (which we already created above) -- Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. -- In a real code-base using it would make senses to use this feature from very different code locations. if ImGui.BeginMenu("Options") then -- <-- Append! _, s.b = ImGui.Checkbox("SomeOption", s.b) ImGui.EndMenu() end if ImGui.BeginMenu("Disabled", false) then -- Disabled IM_ASSERT(false) end if ImGui.MenuItem("Checked", nil, true) then end ImGui.Separator() if ImGui.MenuItem("Quit", "Alt+F4") then end end -- Demonstrate creating a "main" fullscreen menu bar and populating it. -- Note the difference between BeginMainMenuBar() and BeginMenuBar(): -- - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags.MenuBar flag!) -- - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. function ShowExampleAppMainMenuBar() if ImGui.BeginMainMenuBar() then if ImGui.BeginMenu("File") then ShowExampleMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then if ImGui.MenuItem("Undo", "Ctrl+Z") then end if ImGui.MenuItem("Redo", "Ctrl+Y", false, false) then end -- Disabled item ImGui.Separator() if ImGui.MenuItem("Cut", "Ctrl+X") then end if ImGui.MenuItem("Copy", "Ctrl+C") then end if ImGui.MenuItem("Paste", "Ctrl+V") then end ImGui.EndMenu() end ImGui.EndMainMenuBar() end end ------------------------------------------------------------------------------- -- [SECTION] Style Editor / ShowStyleEditor() ------------------------------------------------------------------------------- -- - ShowStyleSelector() -- - ShowStyleEditor() ------------------------------------------------------------------------------- -- Deep copy of an ImGuiStyle (ImVec2/ImVec4 fields and Colors[] are copied by value) local function StyleCopy(dst, src) for k, v in pairs(src) do if k == "Colors" then dst.Colors = dst.Colors or {} for i, c in pairs(v) do if type(c) == "table" then dst.Colors[i] = dst.Colors[i] or ImVec4(); ImVec4_Copy(dst.Colors[i], c) else dst.Colors[i] = c end end elseif type(v) == "table" and getmetatable(v) ~= nil and type(v[1]) == "number" then local c = dst[k] if type(c) ~= "table" then c = setmetatable({}, getmetatable(v)); dst[k] = c end for _, key in ipairs({ "x", "y", "z", "w" }) do if rawget(v, key) ~= nil then rawset(c, key, rawget(v, key)) end end else dst[k] = v end end if getmetatable(dst) == nil then setmetatable(dst, getmetatable(src)) end return dst end local function ColorsEqual(a, b) return a[1] == b[1] and a[2] == b[2] and a[3] == b[3] and a[4] == b[4] end S.ss = { style_idx = -1 } -- Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. function ImGui.ShowStyleSelector(label) -- FIXME: This is a bit tricky to get right as style are functions, they don't register a name nor the fact that one is active. -- So we keep track of last active one among our limited selection. local s = S.ss local style_names = { "Dark", "Light", "Classic" } local ret = false if ImGui.BeginCombo(label, style_names[s.style_idx + 1] or "") then for n = 0, 2 do if ImGui.Selectable(style_names[n + 1], s.style_idx == n, ImGuiSelectableFlags.SelectOnNav) then s.style_idx = n ret = true if n == 0 then ImGui.StyleColorsDark() elseif n == 1 then ImGui.StyleColorsLight() else ImGui.StyleColorsClassic() end elseif s.style_idx == n then ImGui.SetItemDefaultFocus() end end ImGui.EndCombo() end return ret end local function GetTreeLinesFlagsName(flags) local TN = ImGuiTreeNodeFlags if flags == TN.DrawLinesNone then return "DrawLinesNone" end if flags == TN.DrawLinesFull then return "DrawLinesFull" end if flags == TN.DrawLinesToNodes then return "DrawLinesToNodes" end return "" end S.se = { ref_saved_style = nil, init = true, output_dest = 0, output_only_modified = true, alpha_flags = 0, filter = nil } function ImGui.ShowStyleEditor(ref) -- You can pass in a reference ImGuiStyle structure to compare to, revert to and save to -- (without a reference style, we will use one compared locally as a reference) local se = S.se local style = ImGui.GetStyle() if se.ref_saved_style == nil then se.ref_saved_style = {} end -- Default to using internal storage as reference if se.init and ref == nil then StyleCopy(se.ref_saved_style, style) end se.init = false if ref == nil then ref = se.ref_saved_style end -- The logic behind dynamically changing 'max_border_size' is to not encourage people to increase border size too much: it'll likely reveal lots of subtle rendering artifacts and this isn't a priority right now. -- Note that _MainScale is currently internal PLEASE DO NOT USE IN YOUR CODE. local default_border_size = math.floor(style._MainScale or 1.0) local max_border_size = math.max(default_border_size, 2.0) local function SF(name, mn, mx, fmt) if style[name] ~= nil then style[name] = ImGui.SliderFloat(name, style[name], mn, mx, fmt or "%.0f") end end local function SF2(name, mn, mx, fmt) if style[name] ~= nil then ImGui.SliderFloat2(name, style[name], mn, mx, fmt or "%.0f") end end local function DF(name, speed, mn, mx, fmt, flags) if style[name] ~= nil then style[name] = ImGui.DragFloat(name, style[name], speed, mn, mx, fmt or "%.0f", flags) end end ImGui.PushItemWidth(ImGui.GetWindowWidth() * 0.50) -- General ImGui.SeparatorText("General") if bit32.band(ImGui.GetIO().BackendFlags, ImGuiBackendFlags.RendererHasTextures) == 0 then ImGui.BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!") ImGui.BulletText("For instructions, see:") ImGui.SameLine() ImGui.TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md") end if ImGui.ShowStyleSelector("Colors##Selector") then StyleCopy(se.ref_saved_style, style) end if ImGui.ShowFontSelector then ImGui.ShowFontSelector("Fonts##Selector") end local changed style.FontSizeBase, changed = ImGui.DragFloat("FontSizeBase", style.FontSizeBase, 0.20, 5.0, 100.0, "%.0f") if changed then style._NextFrameFontSizeBase = style.FontSizeBase end -- FIXME: Temporary hack until we finish remaining work. ImGui.SameLine(0.0, 0.0); ImGui.Text(" (out %.2f)", ImGui.GetFontSize()) style.FontScaleMain = ImGui.DragFloat("FontScaleMain", style.FontScaleMain, 0.02, 0.5, 4.0) ImGui.BeginDisabled(ImGui.GetIO().ConfigDpiScaleFonts == true) style.FontScaleDpi = ImGui.DragFloat("FontScaleDpi", style.FontScaleDpi, 0.02, 0.5, 4.0) ImGui.SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.") ImGui.EndDisabled() -- Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0 or 1.0) style.FrameRounding, changed = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") if changed then style.GrabRounding = style.FrameRounding end -- Make GrabRounding always the same value as FrameRounding local p, border p, border = ImGui.Checkbox("WindowBorder", style.WindowBorderSize > 0.0); if p then style.WindowBorderSize = border and default_border_size or 0.0 end ImGui.SameLine() p, border = ImGui.Checkbox("FrameBorder", style.FrameBorderSize > 0.0); if p then style.FrameBorderSize = border and default_border_size or 0.0 end ImGui.SameLine() p, border = ImGui.Checkbox("PopupBorder", style.PopupBorderSize > 0.0); if p then style.PopupBorderSize = border and default_border_size or 0.0 end -- Save/Revert button if ImGui.Button("Save Ref") then StyleCopy(se.ref_saved_style, style); if ref ~= se.ref_saved_style then StyleCopy(ref, style) end end ImGui.SameLine() if ImGui.Button("Revert Ref") then StyleCopy(style, ref) end ImGui.SameLine() HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere.") ImGui.SeparatorText("Details") if ImGui.BeginTabBar("##tabs", ImGuiTabBarFlags.None) then if ImGui.BeginTabItem("Sizes") then ImGui.SeparatorText("Main") SF2("WindowPadding", 0.0, 20.0); SF2("FramePadding", 0.0, 20.0); SF2("ItemSpacing", 0.0, 20.0) SF2("ItemInnerSpacing", 0.0, 20.0); SF2("TouchExtraPadding", 0.0, 10.0) SF("IndentSpacing", 0.0, 30.0); SF("GrabMinSize", 1.0, 20.0) ImGui.SeparatorText("Borders") SF("WindowBorderSize", 0.0, max_border_size); SF("ChildBorderSize", 0.0, max_border_size) SF("PopupBorderSize", 0.0, max_border_size); SF("FrameBorderSize", 0.0, max_border_size) ImGui.SeparatorText("Rounding") SF("WindowRounding", 0.0, 12.0); SF("ChildRounding", 0.0, 12.0); SF("FrameRounding", 0.0, 12.0) SF("PopupRounding", 0.0, 12.0); SF("GrabRounding", 0.0, 12.0); SF("MenuItemRounding", 0.0, 12.0) -- NB: SelectableRounding is intentionally NOT made visible here. We don't want to encourage people using that. ImGui.SeparatorText("Scrollbar") SF("ScrollbarSize", 1.0, 20.0); SF("ScrollbarRounding", 0.0, 12.0); SF("ScrollbarPadding", 0.0, 10.0) ImGui.SeparatorText("Tabs") SF("TabBorderSize", 0.0, max_border_size); SF("TabBarBorderSize", 0.0, max_border_size) SF("TabBarOverlineSize", 0.0, math.max(3.0, max_border_size)) ImGui.SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.") DF("TabMinWidthBase", 0.5, 1.0, 500.0); DF("TabMinWidthShrink", 0.5, 1.0, 500.0, "%0.f") if style.TabCloseButtonMinWidthSelected ~= nil then DF("TabCloseButtonMinWidthSelected", 0.5, -1.0, 100.0, (style.TabCloseButtonMinWidthSelected < 0.0) and "%.0f (Always)" or "%.0f") DF("TabCloseButtonMinWidthUnselected", 0.5, -1.0, 100.0, (style.TabCloseButtonMinWidthUnselected < 0.0) and "%.0f (Always)" or "%.0f") end SF("TabRounding", 0.0, 12.0) ImGui.SeparatorText("Tables") SF2("CellPadding", 0.0, 20.0) style.TableAngledHeadersAngle = ImGui.SliderAngle("TableAngledHeadersAngle", style.TableAngledHeadersAngle, -50.0, 50.0) SF2("TableAngledHeadersTextAlign", 0.0, 1.0, "%.2f") ImGui.SeparatorText("Trees") local combo_open = ImGui.BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags)) ImGui.SameLine() HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode.") if combo_open then local TN = ImGuiTreeNodeFlags for _, option in ipairs({ TN.DrawLinesNone, TN.DrawLinesFull, TN.DrawLinesToNodes }) do if ImGui.Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option) then style.TreeLinesFlags = option end end ImGui.EndCombo() end SF("TreeLinesSize", 0.0, max_border_size); SF("TreeLinesRounding", 0.0, 12.0) ImGui.SeparatorText("Windows") SF2("WindowTitleAlign", 0.0, 1.0, "%.2f"); SF("WindowBorderHoverPadding", 1.0, 20.0) local window_menu_button_position = style.WindowMenuButtonPosition + 1 window_menu_button_position, changed = ImGui.Combo("WindowMenuButtonPosition", window_menu_button_position, "None\0Left\0Right\0") if changed then style.WindowMenuButtonPosition = window_menu_button_position - 1 end ImGui.SeparatorText("Widgets") SF("ColorMarkerSize", 0.0, 8.0) style.ColorButtonPosition = ImGui.Combo("ColorButtonPosition", style.ColorButtonPosition, "Left\0Right\0") SF2("ButtonTextAlign", 0.0, 1.0, "%.2f") ImGui.SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.") SF2("SelectableTextAlign", 0.0, 1.0, "%.2f") ImGui.SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.") SF("SeparatorSize", 0.0, 10.0); SF("SeparatorTextBorderSize", 0.0, 10.0) SF2("SeparatorTextAlign", 0.0, 1.0, "%.2f"); SF2("SeparatorTextPadding", 0.0, 40.0) SF("LogSliderDeadzone", 0.0, 12.0); SF("ImageRounding", 0.0, 12.0); SF("ImageBorderSize", 0.0, max_border_size) ImGui.SeparatorText("Docking") -- SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight()) _, style.DockingNodeHasCloseButton = ImGui.Checkbox("DockingNodeHasCloseButton", style.DockingNodeHasCloseButton) SF("DockingSeparatorSize", 0.0, 12.0) ImGui.SeparatorText("Tooltips") for n = 0, 1 do local key = (n == 0) and "HoverFlagsForTooltipMouse" or "HoverFlagsForTooltipNav" if ImGui.TreeNodeEx(key) then for _, f in ipairs({ "DelayNone", "DelayShort", "DelayNormal", "Stationary", "NoSharedDelay" }) do _, style[key] = ImGui.CheckboxFlags("ImGuiHoveredFlags_" .. f, style[key], ImGuiHoveredFlags[f]) end ImGui.TreePop() end end ImGui.SeparatorText("Misc") SF2("DisplayWindowPadding", 0.0, 30.0); ImGui.SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.") SF2("DisplaySafeAreaPadding", 0.0, 30.0); ImGui.SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).") ImGui.EndTabItem() end if ImGui.BeginTabItem("Colors") then if ImGui.Button("Export") then if se.output_dest == 0 then ImGui.LogToClipboard() else ImGui.LogToTTY() end ImGui.LogText("ImVec4* colors = GetStyle().Colors;\n") for i = 0, ImGuiCol.COUNT - 1 do local col = style.Colors[i] local name = ImGui.GetStyleColorName(i) if not se.output_only_modified or not ColorsEqual(col, ref.Colors[i]) then ImGui.LogText("colors[ImGuiCol_%s]%s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);\n", name, string.rep(" ", math.max(0, 23 - #name)), col.x, col.y, col.z, col.w) end end ImGui.LogFinish() end ImGui.SameLine(); ImGui.SetNextItemWidth(ImGui.GetFontSize() * 10) se.output_dest = ImGui.Combo("##output_type", se.output_dest, "To Clipboard\0To TTY\0") ImGui.SameLine(); _, se.output_only_modified = ImGui.Checkbox("Only Modified Colors", se.output_only_modified) local CE = ImGuiColorEditFlags if ImGui.RadioButtonEx("Opaque", se.alpha_flags == CE.AlphaOpaque) then se.alpha_flags = CE.AlphaOpaque end ImGui.SameLine() if ImGui.RadioButtonEx("Alpha", se.alpha_flags == CE.None) then se.alpha_flags = CE.None end ImGui.SameLine() if ImGui.RadioButtonEx("Both", se.alpha_flags == CE.AlphaPreviewHalf) then se.alpha_flags = CE.AlphaPreviewHalf end ImGui.SameLine() HelpMarker("In the color list:\nLeft-click on color square to open color picker,\nRight-click to open edit options menu.") se.filter = se.filter or ImGuiTextFilter() ImGui.SetNextItemWidth(-FLT_MIN) se.filter:DrawWithHint("##FilterColors", "Filter Colors (incl -excl)") ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)) ImGui.BeginChild("##colors", ImVec2(0, 0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.NavFlattened), bit32.bor(ImGuiWindowFlags.AlwaysVerticalScrollbar, ImGuiWindowFlags.AlwaysHorizontalScrollbar)) ImGui.PushItemWidth(ImGui.GetFontSize() * -12) -- [Luau] clipped: only visible rows are submitted (upstream submits every color) local visible_cols = {} for i = 0, ImGuiCol.COUNT - 1 do if se.filter:PassFilter(ImGui.GetStyleColorName(i)) then visible_cols[#visible_cols + 1] = i end end local clipper = ImGuiListClipper() clipper:Begin(#visible_cols) while clipper:Step() do for row = clipper.DisplayStart, clipper.DisplayEnd - 1 do local i = visible_cols[row + 1] local name = ImGui.GetStyleColorName(i) do ImGui.PushID(i) if ImGui.DebugFlashStyleColor then if ImGui.Button("?") then ImGui.DebugFlashStyleColor(i) end ImGui.SetItemTooltip("Flash given color to identify places where it is used.") ImGui.SameLine() end ImGui.ColorEdit4("##color", style.Colors[i], bit32.bor(CE.AlphaBar, se.alpha_flags)) if not ColorsEqual(style.Colors[i], ref.Colors[i]) then -- Tips: in a real user application, you may want to merge and use an icon font into the main font, -- so instead of "Save"/"Revert" you'd use icons! -- Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! ImGui.SameLine(0.0, style.ItemInnerSpacing.x); if ImGui.Button("Save") then ImVec4_Copy(ref.Colors[i], style.Colors[i]) end ImGui.SameLine(0.0, style.ItemInnerSpacing.x); if ImGui.Button("Revert") then ImVec4_Copy(style.Colors[i], ref.Colors[i]) end end ImGui.SameLine(0.0, style.ItemInnerSpacing.x) ImGui.TextUnformatted(name) ImGui.PopID() end end end clipper:End() ImGui.PopItemWidth() ImGui.EndChild() ImGui.EndTabItem() end if ImGui.BeginTabItem("Fonts") then if ImGui.ShowFontAtlas then ImGui.ShowFontAtlas(ImGui.GetIO().Fonts) else DemoNotPorted("ShowFontAtlas") end ImGui.EndTabItem() end if ImGui.BeginTabItem("Rendering") then _, style.AntiAliasedLines = ImGui.Checkbox("Anti-aliased lines", style.AntiAliasedLines) ImGui.SameLine() HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.") ImGui.BeginDisabled(style.AntiAliasedLines == false) _, style.AntiAliasedLineEnds = ImGui.Checkbox("Anti-aliased line ends", style.AntiAliasedLineEnds) ImGui.EndDisabled() _, style.AntiAliasedFill = ImGui.Checkbox("Anti-aliased fill", style.AntiAliasedFill) local io = ImGui.GetIO() _, io.ConfigDebugDrawListDefaultsToStrokeLegacy = ImGui.Checkbox("Debug: DrawList Defaults to _StrokeLegacy", io.ConfigDebugDrawListDefaultsToStrokeLegacy == true) ImGui.PushItemWidth(ImGui.GetFontSize() * 8) -- [port] library still stores the pre-1.93 CurveTessellationTol (== MaxError * MaxError) local curve_err = ImGui.DragFloat("Curve Tessellation Max Error", math.sqrt(style.CurveTessellationTol), 0.02, 0.10, 10.0, "%.2f") if curve_err < 0.10 then curve_err = 0.10 end style.CurveTessellationTol = curve_err * curve_err -- When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. style.CircleTessellationMaxError = ImGui.DragFloat("Circle Tessellation Max Error", style.CircleTessellationMaxError, 0.005, 0.10, 5.0, "%.2f", ImGuiSliderFlags.AlwaysClamp) local show_samples = ImGui.IsItemActive() if show_samples then ImGui.SetNextWindowPos(ImGui.GetCursorScreenPos()) end if show_samples and ImGui.BeginTooltip() then ImGui.TextUnformatted("(R = radius, N = approx number of segments)") ImGui.Spacing() local draw_list = ImGui.GetWindowDrawList() local min_widget_width = ImGui.CalcTextSize("R: MMM\nN: MMM").x for n = 0, 7 do local RAD_MIN, RAD_MAX = 5.0, 70.0 local rad = RAD_MIN + (RAD_MAX - RAD_MIN) * n / (8.0 - 1.0) ImGui.BeginGroup() -- N is not always exact here due to how PathArcTo() function work internally ImGui.Text("R: %.f\nN: %d", rad, draw_list:_CalcCircleAutoSegmentCount(rad)) local canvas_width = math.max(min_widget_width, rad * 2.0) local offset_x = math.floor(canvas_width * 0.5) local offset_y = math.floor(RAD_MAX) local p1 = ImGui.GetCursorScreenPos() draw_list:AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui.GetColorU32(ImGuiCol.Text)) ImGui.Dummy(ImVec2(canvas_width, RAD_MAX * 2)) -- local p2 = ImGui.GetCursorScreenPos() -- draw_list:AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui.GetColorU32(ImGuiCol.Text)) -- ImGui.Dummy(ImVec2(canvas_width, RAD_MAX * 2)) ImGui.EndGroup() ImGui.SameLine() end ImGui.EndTooltip() end ImGui.SameLine() HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically.") style.Alpha = ImGui.DragFloat("Global Alpha", style.Alpha, 0.005, 0.20, 1.0, "%.2f") -- Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. style.DisabledAlpha = ImGui.DragFloat("Disabled Alpha", style.DisabledAlpha, 0.005, 0.0, 1.0, "%.2f") ImGui.SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).") ImGui.PopItemWidth() ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.PopItemWidth() end end --[[ imgui_demo_widgets.lua ]] do --[[ About window ]] -- Demo tools: ShowAboutWindow(), ShowFontAtlas(), ShowFontSelector(), ShowDebugLogWindow(), ShowIDStackToolWindow() local _ ------------------------------------------------------------------------------- -- [SECTION] About Window / ShowAboutWindow() -- Access from Dear ImGui Demo -> Tools -> About ------------------------------------------------------------------------------- local show_config_info = false function ImGui.ShowAboutWindow(p_open) local visible p_open, visible = ImGui.Begin("About Dear ImGui", p_open, ImGuiWindowFlags.AlwaysAutoResize) if not visible then ImGui.End(); return p_open end ImGui.Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM) ImGui.TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); ImGui.SameLine() ImGui.TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); ImGui.SameLine() ImGui.TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); ImGui.SameLine() ImGui.TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions"); ImGui.SameLine() ImGui.TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); ImGui.SameLine() ImGui.TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding") ImGui.Separator() ImGui.Text("(c) 2014-2026 Omar Cornut") ImGui.Text("Developed by Omar Cornut and all Dear ImGui contributors.") ImGui.Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.") ImGui.Text("If your company uses this, please consider funding the project.") ImGui.Text("Luau/Roblox port: imgui_impl_roblox (software rasterizer into EditableImage tiles).") _, show_config_info = ImGui.Checkbox("Config/Build Information", show_config_info) if show_config_info then local io = ImGui.GetIO() local style = ImGui.GetStyle() local copy_to_clipboard = ImGui.Button("Copy to clipboard") local child_size = ImVec2(0, ImGui.GetTextLineHeightWithSpacing() * 18) ImGui.BeginChild(ImGui.GetID("cfg_infos"), child_size, ImGuiChildFlags.FrameStyle) if copy_to_clipboard then ImGui.LogToClipboard() ImGui.LogText("// (Copy from the next line. Keep the ``` markers for formatting.)\n") ImGui.LogText("```cpp\n") -- Back quotes will make text appears without formatting when pasting on GitHub end ImGui.Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM) ImGui.Separator() ImGui.Text("define: IMGUI_HAS_VIEWPORT") ImGui.Text("define: IMGUI_HAS_DOCK") ImGui.Text("runtime: Luau (%s)", _VERSION or "?") ImGui.Separator() ImGui.Text("io.BackendPlatformName: %s", io.BackendPlatformName or "NULL") ImGui.Text("io.BackendRendererName: %s", io.BackendRendererName or "NULL") ImGui.Text("io.ConfigFlags: 0x%08X", io.ConfigFlags) local CF = ImGuiConfigFlags for _, n in ipairs({ "NavEnableKeyboard", "NavEnableGamepad", "NoMouse", "NoMouseCursorChange", "NoKeyboard", "DockingEnable", "ViewportsEnable" }) do if CF[n] and bit32.band(io.ConfigFlags, CF[n]) ~= 0 then ImGui.Text(" %s", n) end end for _, n in ipairs({ "MouseDrawCursor", "ConfigDpiScaleFonts", "ConfigDpiScaleViewports", "ConfigViewportsNoAutoMerge", "ConfigViewportsNoTaskBarIcon", "ConfigViewportsNoDecoration", "ConfigViewportsNoDefaultParent", "ConfigDockingNoSplit", "ConfigDockingNoDockingOver", "ConfigDockingWithShift", "ConfigDockingAlwaysTabBar", "ConfigDockingTransparentPayload", "ConfigMacOSXBehaviors", "ConfigNavMoveSetMousePos", "ConfigNavCaptureKeyboard", "ConfigInputTextCursorBlink", "ConfigWindowsResizeFromEdges", "ConfigWindowsMoveFromTitleBarOnly" }) do if io[n] == true then ImGui.Text("io.%s", n) end end if (io.ConfigMemoryCompactTimer or -1) >= 0.0 then ImGui.Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer) end ImGui.Text("io.BackendFlags: 0x%08X", io.BackendFlags) local BF = ImGuiBackendFlags for _, n in ipairs({ "HasGamepad", "HasMouseCursors", "HasSetMousePos", "PlatformHasViewports", "HasMouseHoveredViewport", "HasParentViewport", "RendererHasVtxOffset", "RendererHasTextures", "RendererHasViewports" }) do if BF[n] and bit32.band(io.BackendFlags, BF[n]) ~= 0 then ImGui.Text(" %s", n) end end ImGui.Separator() local atlas = io.Fonts ImGui.Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", atlas.Fonts.Size, atlas.Flags or 0, atlas.TexData and atlas.TexData.Width or 0, atlas.TexData and atlas.TexData.Height or 0) ImGui.Text("io.Fonts->FontLoaderName: %s", atlas.FontLoaderName or "NULL") ImGui.Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y) ImGui.Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y) ImGui.Separator() ImGui.Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y) ImGui.Text("style.WindowBorderSize: %.2f", style.WindowBorderSize) ImGui.Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y) ImGui.Text("style.FrameRounding: %.2f", style.FrameRounding) ImGui.Text("style.FrameBorderSize: %.2f", style.FrameBorderSize) ImGui.Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y) ImGui.Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y) if copy_to_clipboard then ImGui.LogText("\n```\n") ImGui.LogFinish() end ImGui.EndChild() end ImGui.End() return p_open end end --[[ About window ]] return true