-- dear imgui demo (Luau port of imgui_demo.cpp). Optional: the library never calls into this file. -- dear imgui, v1.93.0 WIP -- (demo code) -- Help: -- - Read FAQ at http://dearimgui.com/faq -- - Call and read ImGui.ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. -- - Need help integrating Dear ImGui in your codebase? -- - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started -- - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -- Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. -- Get the latest version at https://github.com/ocornut/imgui -- How to easily locate code? -- - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools -- - Browse pthom's online imgui_explorer: web version the demo w/ source code browser: https://pthom.github.io/imgui_explorer -- - Find a visible string and search for it in the code! ----------------------------------------------------- -- PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! ----------------------------------------------------- -- Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: -- Think again! It is the most useful reference code that you and other coders will want to refer to and call. -- Have the ImGui.ShowDemoWindow() function wired in an always-available debug menu of your game/app! -- Also include Metrics! ItemPicker! DebugLog! and other debug features. -- Removing this file from your project is hindering access to documentation for everyone in your team, -- likely leading you to poorer usage of the library. -- Everything in this file will be stripped out by the linker if you don't call ImGui.ShowDemoWindow(). -- If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be -- linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. -- [Port] There is no linker here: build the bundle with `tools/bundle.py --no-demo` to leave this file out. -- In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. -- Thank you, -- -Your beloved friend, imgui_demo.cpp (which you won't delete) ---------------------------------------------- -- ABOUT THE MEANING OF THE 'static' KEYWORD: ---------------------------------------------- -- In this demo code, we frequently use 'static' variables inside functions. -- A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. -- Think of "static int n = 0;" as "global int n = 0;" ! -- We do this IN THE DEMO because we want: -- - to gather code and data in the same place. -- - to make the demo source code faster to read, faster to change, smaller in size. -- - it is also a convenient way of storing simple UI related information as long as your function -- doesn't need to be reentrant or used in multiple threads. -- This might be a pattern you will want to use in your code, but most of the data you would be working -- with in a complex codebase is likely going to be stored outside your functions. -- [Port] Lua has no function-level 'static': they are fields of the file-level table S (S.FunctionName.x). ------------------------------------------- -- ABOUT THE CODING STYLE OF OUR DEMO CODE ------------------------------------------- -- The Demo code in this file is designed to be easy to copy-and-paste into your application! -- Because of this: -- - We never omit the ImGui. prefix when calling functions, even though most code here is in the same namespace. -- - We try to declare static variables in the local scope, as close as possible to the code using them. -- - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. -- - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided -- by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional -- and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. -- Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. -- Navigating this file: -- - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. -- - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -- - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. -- - You can search/grep for all sections listed in the index to find the section. --[[ Index of this file: // [SECTION] Forward Declarations // [SECTION] Helpers // [SECTION] Demo Window / ShowDemoWindow() // [SECTION] DemoWindowMenuBar() // [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) // [SECTION] Helpers: ExampleImageViewer // [SECTION] DemoWindowWidgetsBasic() // [SECTION] DemoWindowWidgetsBullets() // [SECTION] DemoWindowWidgetsCollapsingHeaders() // [SECTION] DemoWindowWidgetsComboBoxes() // [SECTION] DemoWindowWidgetsColorAndPickers() // [SECTION] DemoWindowWidgetsDataTypes() // [SECTION] DemoWindowWidgetsDisableBlocks() // [SECTION] DemoWindowWidgetsDragAndDrop() // [SECTION] DemoWindowWidgetsDragsAndSliders() // [SECTION] DemoWindowWidgetsFonts() // [SECTION] DemoWindowWidgetsImages() // [SECTION] DemoWindowWidgetsListBoxes() // [SECTION] DemoWindowWidgetsLiveEdit() // [SECTION] DemoWindowWidgetsMixedValues() // [SECTION] DemoWindowWidgetsMultiComponents() // [SECTION] DemoWindowWidgetsPlotting() // [SECTION] DemoWindowWidgetsProgressBars() // [SECTION] DemoWindowWidgetsQueryingStatuses() // [SECTION] DemoWindowWidgetsSelectables() // [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() // [SECTION] DemoWindowWidgetsTabs() // [SECTION] DemoWindowWidgetsText() // [SECTION] DemoWindowWidgetsTextFilter() // [SECTION] DemoWindowWidgetsTextInput() // [SECTION] DemoWindowWidgetsTooltips() // [SECTION] DemoWindowWidgetsTreeNodes() // [SECTION] DemoWindowWidgetsVerticalSliders() // [SECTION] DemoWindowWidgets() // [SECTION] DemoWindowLayout() // [SECTION] DemoWindowPopups() // [SECTION] DemoWindowTables() // [SECTION] DemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] User Guide / ShowUserGuide() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer() // [SECTION] Example App: Debug Log / ShowExampleAppLog() // [SECTION] Example App: Simple Layout / ShowExampleAppLayout() // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() // [SECTION] Example App: Long Text / ShowExampleAppLongText() // [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() // [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() // [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() // [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() ]] -- [Port] C includes, compiler warning pragmas, snprintf/PRId64/IMGUI_CDECL defines dropped (C only). -- Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) -- [Port] IM_NEWLINE is always "\n" here. -- 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. -- [Port] IM_MIN/IM_MAX/IM_CLAMP -> the library globals ImMin/ImMax/ImClamp. ------------------------------------------------------------------------------- -- [SECTION] Forward Declarations ------------------------------------------------------------------------------- -- Forward Declarations -- [Port] Not needed in Lua (globals are resolved at call time). Upstream list kept for reference: -- struct ImGuiDemoWindowData; -- static void ShowExampleAppMainMenuBar(); -- static void ShowExampleAppAssetsBrowser(bool* p_open); -- static void ShowExampleAppConsole(bool* p_open); -- static void ShowExampleAppCustomRendering(bool* p_open); -- static void ShowExampleAppDockSpace(bool* p_open); -- static void ShowExampleAppDocuments(bool* p_open); -- static void ShowExampleAppImageViewer(bool* p_open); -- static void ShowExampleAppLog(bool* p_open); -- static void ShowExampleAppLayout(bool* p_open); -- static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); -- static void ShowExampleAppSimpleOverlay(bool* p_open); -- static void ShowExampleAppAutoResize(bool* p_open); -- static void ShowExampleAppConstrainedResize(bool* p_open); -- static void ShowExampleAppFullscreen(bool* p_open); -- static void ShowExampleAppLongText(bool* p_open); -- static void ShowExampleAppWindowTitles(bool* p_open); -- static void ShowExampleMenuFile(); -- We split the contents of the big ShowDemoWindow() function into smaller functions -- (because the link time of very large functions tends to grow non-linearly) -- static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); -- static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); -- static void DemoWindowLayout(); -- static void DemoWindowPopups(); -- static void DemoWindowTables(); -- static void DemoWindowColumns(); -- static void DemoWindowInputs(); -- Helper tree functions used by Property Editor & Multi-Select demos -- struct ExampleTreeNode; -- static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); -- static void ExampleTree_DestroyNode(ExampleTreeNode* node); ------------------------------------------------------------------------------- -- [SECTION] Helpers ------------------------------------------------------------------------------- -- [Port] Storage for C++ function-level `static` variables: one sub-table per upstream function (S.FunctionName), -- declared right above the function. Shared by every part of this file. local S = {} local _ -- [Port] discard target for unused return values (`_, v = ImGui.Checkbox(...)`) -- 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 -- Helper to wire demo markers located in code to an interactive browser (e.g. https://pthom.github.io/imgui_explorer) function IMGUI_DEMO_MARKER(section) ImGui.DemoMarker("imgui_demo.lua", 0, section) end -- [Port] no __LINE__ in Lua: line is 0 -- Sneakily forward declare functions which aren't worth putting in public API yet -- [Port] ImGui.ShowFontAtlas(atlas) and ImGui.TreeNodeSetOpen(storage_id, is_open) are already public here. ------------------------------------------------------------------------------- -- [SECTION] Demo Window / ShowDemoWindow() ------------------------------------------------------------------------------- -- 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, DemoTree = nil, -- [Port] no destructor: DemoTree is garbage collected (upstream calls ExampleTree_DestroyNode(DemoTree)). } end S.ShowDemoWindow = { -- Stored data demo_data = ImGuiDemoWindowData(), -- Demonstrate the various window flags. Typically you would just use the default! no_titlebar = false, no_scrollbar = false, no_menu = false, no_move = false, no_resize = false, no_collapse = false, no_close = false, no_nav = false, no_background = false, no_bring_to_front = false, no_docking = false, unsaved_document = false, } -- 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. -- [Port] p_open: true/false/nil (nil = no close button). Returns the new p_open value. function ImGui.ShowDemoWindow(p_open) local s = S.ShowDemoWindow -- 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!") -- Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. -- [Port] IMGUI_CHECKVERSION() dropped: no ABI to verify. -- Stored data local demo_data = s.demo_data -- Examples Apps (accessible from the "Examples" menu) if demo_data.ShowMainMenuBar then ShowExampleAppMainMenuBar() end if demo_data.ShowAppDockSpace then demo_data.ShowAppDockSpace = ShowExampleAppDockSpace(demo_data.ShowAppDockSpace) end -- Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) if demo_data.ShowAppDocuments then demo_data.ShowAppDocuments = ShowExampleAppDocuments(demo_data.ShowAppDocuments) end -- ...process the Document app next, as it may also use a DockSpace() if demo_data.ShowAppAssetsBrowser then demo_data.ShowAppAssetsBrowser = ShowExampleAppAssetsBrowser(demo_data.ShowAppAssetsBrowser) end if demo_data.ShowAppConsole then demo_data.ShowAppConsole = ShowExampleAppConsole(demo_data.ShowAppConsole) end if demo_data.ShowAppCustomRendering then demo_data.ShowAppCustomRendering = ShowExampleAppCustomRendering(demo_data.ShowAppCustomRendering) end if demo_data.ShowAppImageViewer then demo_data.ShowAppImageViewer = ShowExampleAppImageViewer(demo_data.ShowAppImageViewer) end if demo_data.ShowAppLog then demo_data.ShowAppLog = ShowExampleAppLog(demo_data.ShowAppLog) end if demo_data.ShowAppLayout then demo_data.ShowAppLayout = ShowExampleAppLayout(demo_data.ShowAppLayout) end if demo_data.ShowAppPropertyEditor then demo_data.ShowAppPropertyEditor = ShowExampleAppPropertyEditor(demo_data.ShowAppPropertyEditor, demo_data) end if demo_data.ShowAppSimpleOverlay then demo_data.ShowAppSimpleOverlay = ShowExampleAppSimpleOverlay(demo_data.ShowAppSimpleOverlay) end if demo_data.ShowAppAutoResize then demo_data.ShowAppAutoResize = ShowExampleAppAutoResize(demo_data.ShowAppAutoResize) end if demo_data.ShowAppConstrainedResize then demo_data.ShowAppConstrainedResize = ShowExampleAppConstrainedResize(demo_data.ShowAppConstrainedResize) end if demo_data.ShowAppFullscreen then demo_data.ShowAppFullscreen = ShowExampleAppFullscreen(demo_data.ShowAppFullscreen) end if demo_data.ShowAppLongText then demo_data.ShowAppLongText = ShowExampleAppLongText(demo_data.ShowAppLongText) end if demo_data.ShowAppWindowTitles then demo_data.ShowAppWindowTitles = ShowExampleAppWindowTitles(demo_data.ShowAppWindowTitles) end -- Dear ImGui Tools (accessible from the "Tools" menu) if demo_data.ShowMetrics then demo_data.ShowMetrics = ImGui.ShowMetricsWindow(demo_data.ShowMetrics) end if demo_data.ShowDebugLog then demo_data.ShowDebugLog = ImGui.ShowDebugLogWindow(demo_data.ShowDebugLog) end if demo_data.ShowIDStackTool then demo_data.ShowIDStackTool = ImGui.ShowIDStackToolWindow(demo_data.ShowIDStackTool) end if demo_data.ShowAbout then demo_data.ShowAbout = ImGui.ShowAboutWindow(demo_data.ShowAbout) end if demo_data.ShowStyleEditor then demo_data.ShowStyleEditor = ImGui.Begin("Dear ImGui Style Editor", demo_data.ShowStyleEditor) ImGui.ShowStyleEditor() ImGui.End() end -- Demonstrate the various window flags. Typically you would just use the default! local window_flags = 0 if s.no_titlebar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoTitleBar) end if s.no_scrollbar then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollbar) end if not s.no_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end if s.no_move then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoMove) end if s.no_resize then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoResize) end if s.no_collapse then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoCollapse) end if s.no_nav then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoNav) end if s.no_background then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBackground) end if s.no_bring_to_front then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus) end if s.no_docking then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoDocking) end if s.unsaved_document then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.UnsavedDocument) end local begin_p_open = p_open -- [Port] keep the caller's value intact when not passed to Begin() if s.no_close then begin_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 open, visible = ImGui.Begin("Dear ImGui Demo", begin_p_open, window_flags) if begin_p_open ~= nil then p_open = open end -- [Port] write back the bool* output 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 = ImMin(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(demo_data) ImGui.Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM) 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.cpp. <- you are here!") ImGui.BulletText("See comments in imgui.cpp.") ImGui.BulletText("See example applications in the examples/ folder.") ImGui.BulletText("Read the FAQ at ") ImGui.SameLine(0, 0) ImGui.TextLinkOpenURL("https://www.dearimgui.com/faq/") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.") ImGui.SeparatorText("USER GUIDE:") ImGui.ShowUserGuide() end if ImGui.CollapsingHeader("Configuration") then local io = ImGui.GetIO() if ImGui.TreeNode("Configuration##2") then IMGUI_DEMO_MARKER("Configuration") ImGui.SeparatorText("General") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ImGui.SameLine(); HelpMarker("Enable keyboard controls.") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NavEnableGamepad", io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ImGui.SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NoMouse", io.ConfigFlags, ImGuiConfigFlags.NoMouse) ImGui.SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions.") -- The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoMouse) ~= 0 then if math.fmod(ImGui.GetTime(), 0.40) < 0.20 then ImGui.SameLine() ImGui.Text("<>") end -- Prevent both being checked if ImGui.IsKeyPressed(ImGuiKey.Space) or bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then io.ConfigFlags = bit32.band(io.ConfigFlags, bit32.bnot(ImGuiConfigFlags.NoMouse)) end end _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", io.ConfigFlags, ImGuiConfigFlags.NoMouseCursorChange) ImGui.SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NoKeyboard", io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ImGui.SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions.") _, io.ConfigInputTrickleEventQueue = ImGui.Checkbox("io.ConfigInputTrickleEventQueue", io.ConfigInputTrickleEventQueue) ImGui.SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.") _, io.MouseDrawCursor = ImGui.Checkbox("io.MouseDrawCursor", io.MouseDrawCursor) ImGui.SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).") ImGui.SeparatorText("Keyboard/Gamepad Navigation") _, io.ConfigNavSwapGamepadButtons = ImGui.Checkbox("io.ConfigNavSwapGamepadButtons", io.ConfigNavSwapGamepadButtons) _, io.ConfigNavMoveSetMousePos = ImGui.Checkbox("io.ConfigNavMoveSetMousePos", io.ConfigNavMoveSetMousePos) ImGui.SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult") _, io.ConfigNavCaptureKeyboard = ImGui.Checkbox("io.ConfigNavCaptureKeyboard", io.ConfigNavCaptureKeyboard) _, io.ConfigNavEscapeClearFocusItem = ImGui.Checkbox("io.ConfigNavEscapeClearFocusItem", io.ConfigNavEscapeClearFocusItem) ImGui.SameLine(); HelpMarker("Pressing Escape clears focused item.") _, io.ConfigNavEscapeClearFocusWindow = ImGui.Checkbox("io.ConfigNavEscapeClearFocusWindow", io.ConfigNavEscapeClearFocusWindow) ImGui.SameLine(); HelpMarker("Pressing Escape clears focused window.") _, io.ConfigNavCursorVisibleAuto = ImGui.Checkbox("io.ConfigNavCursorVisibleAuto", io.ConfigNavCursorVisibleAuto) ImGui.SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.") _, io.ConfigNavCursorVisibleAlways = ImGui.Checkbox("io.ConfigNavCursorVisibleAlways", io.ConfigNavCursorVisibleAlways) ImGui.SameLine(); HelpMarker("Navigation cursor is always visible.") ImGui.SeparatorText("Docking") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: DockingEnable", io.ConfigFlags, ImGuiConfigFlags.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 bit32.band(io.ConfigFlags, ImGuiConfigFlags.DockingEnable) ~= 0 then ImGui.Indent() _, io.ConfigDockingNoSplit = ImGui.Checkbox("io.ConfigDockingNoSplit", io.ConfigDockingNoSplit) ImGui.SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.") _, io.ConfigDockingNoDockingOver = ImGui.Checkbox("io.ConfigDockingNoDockingOver", io.ConfigDockingNoDockingOver) ImGui.SameLine(); HelpMarker("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.") _, io.ConfigDockingWithShift = ImGui.Checkbox("io.ConfigDockingWithShift", io.ConfigDockingWithShift) ImGui.SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)") _, io.ConfigDockingAlwaysTabBar = ImGui.Checkbox("io.ConfigDockingAlwaysTabBar", io.ConfigDockingAlwaysTabBar) ImGui.SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows.") _, io.ConfigDockingTransparentPayload = ImGui.Checkbox("io.ConfigDockingTransparentPayload", io.ConfigDockingTransparentPayload) ImGui.SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.") ImGui.Unindent() end ImGui.SeparatorText("Multi-viewports") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: ViewportsEnable", io.ConfigFlags, ImGuiConfigFlags.ViewportsEnable) ImGui.SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.") if bit32.band(io.ConfigFlags, ImGuiConfigFlags.ViewportsEnable) ~= 0 then ImGui.Indent() _, io.ConfigViewportsNoAutoMerge = ImGui.Checkbox("io.ConfigViewportsNoAutoMerge", io.ConfigViewportsNoAutoMerge) ImGui.SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it.") _, io.ConfigViewportsNoTaskBarIcon = ImGui.Checkbox("io.ConfigViewportsNoTaskBarIcon", io.ConfigViewportsNoTaskBarIcon) ImGui.SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)") _, io.ConfigViewportsNoDecoration = ImGui.Checkbox("io.ConfigViewportsNoDecoration", io.ConfigViewportsNoDecoration) ImGui.SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)") _, io.ConfigViewportsNoDefaultParent = ImGui.Checkbox("io.ConfigViewportsNoDefaultParent", io.ConfigViewportsNoDefaultParent) ImGui.SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)") _, io.ConfigViewportsPlatformFocusSetsImGuiFocus = ImGui.Checkbox("io.ConfigViewportsPlatformFocusSetsImGuiFocus", io.ConfigViewportsPlatformFocusSetsImGuiFocus) ImGui.SameLine(); HelpMarker("When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).") ImGui.Unindent() end --ImGui.SeparatorText("DPI/Scaling") --_, io.ConfigDpiScaleFonts = ImGui.Checkbox("io.ConfigDpiScaleFonts", io.ConfigDpiScaleFonts) --ImGui.SameLine(); HelpMarker("Experimental: Automatically update style.FontScaleDpi when Monitor DPI changes. This will scale fonts but NOT style sizes/padding for now.") --_, io.ConfigDpiScaleViewports = ImGui.Checkbox("io.ConfigDpiScaleViewports", io.ConfigDpiScaleViewports) --ImGui.SameLine(); HelpMarker("Experimental: Scale Dear ImGui and Platform Windows when Monitor DPI changes.") ImGui.SeparatorText("Windows") _, io.ConfigWindowsResizeFromEdges = ImGui.Checkbox("io.ConfigWindowsResizeFromEdges", io.ConfigWindowsResizeFromEdges) ImGui.SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.") _, io.ConfigWindowsMoveFromTitleBarOnly = ImGui.Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", io.ConfigWindowsMoveFromTitleBarOnly) _, io.ConfigWindowsCopyContentsWithCtrlC = ImGui.Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", io.ConfigWindowsCopyContentsWithCtrlC) -- [EXPERIMENTAL] ImGui.SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.") _, io.ConfigScrollbarScrollByPage = ImGui.Checkbox("io.ConfigScrollbarScrollByPage", io.ConfigScrollbarScrollByPage) ImGui.SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.") ImGui.SeparatorText("Widgets") _, io.ConfigInputTextCursorBlink = ImGui.Checkbox("io.ConfigInputTextCursorBlink", io.ConfigInputTextCursorBlink) ImGui.SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).") _, io.ConfigInputTextEnterKeepActive = ImGui.Checkbox("io.ConfigInputTextEnterKeepActive", io.ConfigInputTextEnterKeepActive) ImGui.SameLine(); HelpMarker("Pressing Enter will reactivate item and select all text (single-line only).") _, io.ConfigDragClickToInputText = ImGui.Checkbox("io.ConfigDragClickToInputText", io.ConfigDragClickToInputText) ImGui.SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).") _, io.ConfigMacOSXBehaviors = ImGui.Checkbox("io.ConfigMacOSXBehaviors", io.ConfigMacOSXBehaviors) ImGui.SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.") ImGui.Text("Also see Style->Rendering for rendering options.") ImGui.SeparatorText("Settings") _, io.ConfigIniSettingsSaveLastUsedDate = ImGui.Checkbox("io.ConfigIniSettingsSaveLastUsedDate", io.ConfigIniSettingsSaveLastUsedDate) -- Also read: https://github.com/ocornut/imgui/wiki/Error-Handling ImGui.SeparatorText("Error Handling") _, io.ConfigErrorRecovery = ImGui.Checkbox("io.ConfigErrorRecovery", io.ConfigErrorRecovery) ImGui.SameLine(); HelpMarker( "Options to configure how we handle recoverable errors.\n" .. "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" .. "- You not are not supposed to rely on it in the course of a normal application run.\n" .. "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" .. "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " .. "Otherwise it would severely hinder your ability to catch and correct mistakes!") _, io.ConfigErrorRecoveryEnableAssert = ImGui.Checkbox("io.ConfigErrorRecoveryEnableAssert", io.ConfigErrorRecoveryEnableAssert) _, io.ConfigErrorRecoveryEnableDebugLog = ImGui.Checkbox("io.ConfigErrorRecoveryEnableDebugLog", io.ConfigErrorRecoveryEnableDebugLog) _, io.ConfigErrorRecoveryEnableTooltip = ImGui.Checkbox("io.ConfigErrorRecoveryEnableTooltip", io.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") _, io.ConfigDebugIsDebuggerPresent = ImGui.Checkbox("io.ConfigDebugIsDebuggerPresent", io.ConfigDebugIsDebuggerPresent) ImGui.SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.") _, io.ConfigDebugHighlightIdConflicts = ImGui.Checkbox("io.ConfigDebugHighlightIdConflicts", io.ConfigDebugHighlightIdConflicts) ImGui.SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers.") ImGui.BeginDisabled() _, io.ConfigDebugBeginReturnValueOnce = ImGui.Checkbox("io.ConfigDebugBeginReturnValueOnce", io.ConfigDebugBeginReturnValueOnce) ImGui.EndDisabled() ImGui.SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.") _, io.ConfigDebugBeginReturnValueLoop = ImGui.Checkbox("io.ConfigDebugBeginReturnValueLoop", io.ConfigDebugBeginReturnValueLoop) ImGui.SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.") _, io.ConfigDebugIgnoreFocusLoss = ImGui.Checkbox("io.ConfigDebugIgnoreFocusLoss", io.ConfigDebugIgnoreFocusLoss) ImGui.SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.") _, io.ConfigDebugDrawListDefaultsToStrokeLegacy = ImGui.Checkbox("io.ConfigDebugDrawListDefaultsToStrokeLegacy", io.ConfigDebugDrawListDefaultsToStrokeLegacy) ImGui.SameLine(); HelpMarker("Option to default all ImDrawList to ImDrawFlags_StrokeLegacy mode, mimicking pre-1.93.0 rendering.") _, io.ConfigDebugIniSettings = ImGui.Checkbox("io.ConfigDebugIniSettings", io.ConfigDebugIniSettings) ImGui.SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).") ImGui.TreePop() ImGui.Spacing() 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? ImGui.BeginDisabled() _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasGamepad", io.BackendFlags, ImGuiBackendFlags.HasGamepad) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", io.BackendFlags, ImGuiBackendFlags.HasMouseCursors) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasSetMousePos", io.BackendFlags, ImGuiBackendFlags.HasSetMousePos) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: PlatformHasViewports", io.BackendFlags, ImGuiBackendFlags.PlatformHasViewports) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",io.BackendFlags, ImGuiBackendFlags.HasMouseHoveredViewport) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasParentViewport", io.BackendFlags, ImGuiBackendFlags.HasParentViewport) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", io.BackendFlags, ImGuiBackendFlags.RendererHasVtxOffset) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasTextures", io.BackendFlags, ImGuiBackendFlags.RendererHasTextures) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasViewports", io.BackendFlags, ImGuiBackendFlags.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.") ImGui.LogButtons() HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.") if ImGui.Button("Copy \"Hello, world!\" to clipboard") then ImGui.LogToClipboard() ImGui.LogText("Hello, world!") ImGui.LogFinish() end ImGui.TreePop() end end if ImGui.CollapsingHeader("Window options") then IMGUI_DEMO_MARKER("Window options") if ImGui.BeginTable("split", 3) then ImGui.TableNextColumn(); _, s.no_titlebar = ImGui.Checkbox("No titlebar", s.no_titlebar) ImGui.TableNextColumn(); _, s.no_scrollbar = ImGui.Checkbox("No scrollbar", s.no_scrollbar) ImGui.TableNextColumn(); _, s.no_menu = ImGui.Checkbox("No menu", s.no_menu) ImGui.TableNextColumn(); _, s.no_move = ImGui.Checkbox("No move", s.no_move) ImGui.TableNextColumn(); _, s.no_resize = ImGui.Checkbox("No resize", s.no_resize) ImGui.TableNextColumn(); _, s.no_collapse = ImGui.Checkbox("No collapse", s.no_collapse) ImGui.TableNextColumn(); _, s.no_close = ImGui.Checkbox("No close", s.no_close) ImGui.TableNextColumn(); _, s.no_nav = ImGui.Checkbox("No nav", s.no_nav) ImGui.TableNextColumn(); _, s.no_background = ImGui.Checkbox("No background", s.no_background) ImGui.TableNextColumn(); _, s.no_bring_to_front = ImGui.Checkbox("No bring to front", s.no_bring_to_front) ImGui.TableNextColumn(); _, s.no_docking = ImGui.Checkbox("No docking", s.no_docking) ImGui.TableNextColumn(); _, s.unsaved_document = ImGui.Checkbox("Unsaved document", s.unsaved_document) ImGui.EndTable() end end -- All demo contents DemoWindowWidgets(demo_data) DemoWindowLayout() DemoWindowPopups() DemoWindowTables() DemoWindowInputs() -- End of ShowDemoWindow() ImGui.PopItemWidth() ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowMenuBar() ------------------------------------------------------------------------------- function DemoWindowMenuBar(demo_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") _, demo_data.ShowMainMenuBar = ImGui.MenuItem("Main menu bar", nil, demo_data.ShowMainMenuBar) ImGui.SeparatorText("Mini apps") _, demo_data.ShowAppAssetsBrowser = ImGui.MenuItem("Assets Browser", nil, demo_data.ShowAppAssetsBrowser) _, demo_data.ShowAppConsole = ImGui.MenuItem("Console", nil, demo_data.ShowAppConsole) _, demo_data.ShowAppCustomRendering = ImGui.MenuItem("Custom rendering", nil, demo_data.ShowAppCustomRendering) _, demo_data.ShowAppDocuments = ImGui.MenuItem("Documents", nil, demo_data.ShowAppDocuments) _, demo_data.ShowAppDockSpace = ImGui.MenuItem("Dockspace", nil, demo_data.ShowAppDockSpace) _, demo_data.ShowAppImageViewer = ImGui.MenuItem("Image Viewer", nil, demo_data.ShowAppImageViewer) _, demo_data.ShowAppLog = ImGui.MenuItem("Log", nil, demo_data.ShowAppLog) _, demo_data.ShowAppPropertyEditor = ImGui.MenuItem("Property editor", nil, demo_data.ShowAppPropertyEditor) _, demo_data.ShowAppLayout = ImGui.MenuItem("Simple layout", nil, demo_data.ShowAppLayout) _, demo_data.ShowAppSimpleOverlay = ImGui.MenuItem("Simple overlay", nil, demo_data.ShowAppSimpleOverlay) ImGui.SeparatorText("Concepts") _, demo_data.ShowAppAutoResize = ImGui.MenuItem("Auto-resizing window", nil, demo_data.ShowAppAutoResize) _, demo_data.ShowAppConstrainedResize = ImGui.MenuItem("Constrained-resizing window", nil, demo_data.ShowAppConstrainedResize) _, demo_data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, demo_data.ShowAppFullscreen) _, demo_data.ShowAppLongText = ImGui.MenuItem("Long text display", nil, demo_data.ShowAppLongText) _, demo_data.ShowAppWindowTitles = ImGui.MenuItem("Manipulating window titles", nil, demo_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 = true -- [Port] IMGUI_DISABLE_DEBUG_TOOLS is never defined here _, demo_data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, demo_data.ShowMetrics, has_debug_tools) 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 _, demo_data.ShowDebugLog = ImGui.MenuItem("Debug Log", nil, demo_data.ShowDebugLog, has_debug_tools) _, demo_data.ShowIDStackTool = ImGui.MenuItem("ID Stack Tool", nil, demo_data.ShowIDStackTool, has_debug_tools) local is_debugger_present = io.ConfigDebugIsDebuggerPresent if ImGui.MenuItem("Item Picker", nil, false, has_debug_tools) 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 _, demo_data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, demo_data.ShowStyleEditor) _, demo_data.ShowAbout = ImGui.MenuItem("About Dear ImGui", nil, demo_data.ShowAbout) ImGui.EndMenu() end ImGui.EndMenuBar() end 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 = "", -- [Port] Lua string (upstream char Name[28]), max 27 bytes UID = 0, Parent = nil, Childs = {}, -- [Port] plain 1-based Lua array (upstream ImVector): #Childs, Childs[n + 1] IndexInParent = 0, -- Maintaining this allows us to implement linear traversal more easily (0-based) -- Leaf Data HasData = false, -- All leaves have data DataMyBool = true, DataMyInt = 128, DataMyVec2 = ImVec2(0.0, 3.141592), } end -- Simple representation of struct metadata/serialization data. -- (this is a minimal version of what a typical advanced application may provide) function ExampleMemberInfo(name, data_type, data_count, offset) return { Name = name, -- Member name DataType = data_type, -- Member type DataCount = data_count, -- Member count (1 when scalar) Offset = offset, -- Offset inside parent structure -- [Port] field key in the node table (no offsetof) } end -- Metadata description of ExampleTreeNode struct. ExampleTreeNodeMemberInfos = { ExampleMemberInfo("MyName", ImGuiDataType.String, 1, "Name"), ExampleMemberInfo("MyBool", ImGuiDataType.Bool, 1, "DataMyBool"), ExampleMemberInfo("MyInt", ImGuiDataType.S32, 1, "DataMyInt"), ExampleMemberInfo("MyVec2", ImGuiDataType.Float, 2, "DataMyVec2"), } function ExampleTree_CreateNode(name, uid, parent) local node = ExampleTreeNode() node.Name = string.sub(name, 1, 27) -- [Port] snprintf() into char[28] 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) for _, child_node in ipairs(node.Childs) do ExampleTree_DestroyNode(child_node) end -- [Port] IM_DELETE(node): nothing to do, garbage collected end S.ExampleTree_CreateDemoTree = { category_names = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }, } -- 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() local s = S.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 = s.category_names local category_count = #category_names local name_buf -- [Port] Lua string, truncated to sizeof(ExampleTreeNode::Name) by ExampleTree_CreateNode() local uid = 0 uid = uid + 1 local node_L0 = ExampleTree_CreateNode("", uid, nil) for idx_L0 = 0, ROOT_ITEMS_COUNT - 1 do 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 name_buf = string.format("Child %d", idx_L1) uid = uid + 1 local node_L2 = ExampleTree_CreateNode(name_buf, uid, node_L1) node_L2.HasData = true if idx_L1 == 0 then name_buf = string.format("Sub-child %d", 0) uid = uid + 1 local node_L3 = ExampleTree_CreateNode(name_buf, 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, 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 = ImClamp(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, image_max = ImVec2(), ImVec2() image_min.x = ImTrunc((canvas_min.x - (data.ViewOffset.x * zoom)) + (canvas_size.x * 0.5)) image_min.y = ImTrunc((canvas_min.y - (data.ViewOffset.y * zoom)) + (canvas_size.y * 0.5)) image_max.x = ImTrunc(image_min.x + image_w * zoom) image_max.y = ImTrunc(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 = ImTrunc((canvas_min.x - image_min.x) / step), ImTrunc((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 = ImTrunc((canvas_min.y - image_min.y) / step), ImTrunc((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] DemoWindowWidgetsBasic() ------------------------------------------------------------------------------- S.DemoWindowWidgetsBasic = { clicked = 0, check = true, e = 0, counter = 0, inputs = { str0 = ImGui.NewTextBuffer("Hello, world!", 128), str1 = ImGui.NewTextBuffer("", 128), i0 = 123, f0 = 0.001, d0 = 999999.00000001, f1 = 1.e10, vec4a = { 0.10, 0.20, 0.30, 0.44 }, }, drags = { i1 = 50, i2 = 42, i3 = 128, f1 = 1.00, f2 = 0.0067 }, sliders = { i1 = 0, f1 = 0.123, f2 = 0.0, angle = 0.0, elem = 0 }, pickers = { col1 = { 1.0, 0.0, 0.2 }, col2 = { 0.4, 0.7, 0.0, 0.5 } }, combo = { item_current = 0 }, listbox = { item_current = 1 }, } function DemoWindowWidgetsBasic() local _ if ImGui.TreeNode("Basic") then local s = S.DemoWindowWidgetsBasic IMGUI_DEMO_MARKER("Widgets/Basic") ImGui.SeparatorText("General") IMGUI_DEMO_MARKER("Widgets/Basic/Button") if ImGui.Button("Button") then s.clicked = s.clicked + 1 end if bit32.band(s.clicked, 1) ~= 0 then ImGui.SameLine() ImGui.Text("Thanks for clicking me!") end IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox") _, s.check = ImGui.Checkbox("checkbox", s.check) IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton") _, 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. IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)") for i = 0, 6 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) ImGui.PushStyleColor(ImGuiCol.Button, ImColor.HSV(i / 7.0, 0.6, 0.6).Value) ImGui.PushStyleColor(ImGuiCol.ButtonHovered, ImColor.HSV(i / 7.0, 0.7, 0.7).Value) ImGui.PushStyleColor(ImGuiCol.ButtonActive, ImColor.HSV(i / 7.0, 0.8, 0.8).Value) 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 IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)") 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") do local s = S.DemoWindowWidgetsBasic.inputs -- If you want to use InputText() with std::string or any custom dynamic string type: -- - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp -- - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. IMGUI_DEMO_MARKER("Widgets/Basic/InputText") ImGui.InputText("input text", s.str0, 128) ImGui.SameLine(); HelpMarker( "USER:\n" .. "Hold Shift or use mouse to select text.\n" .. "Ctrl+Left/Right to word jump.\n" .. "Ctrl+A or Double-Click to select all.\n" .. "Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n" .. "Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n" .. "Escape to revert.\n\n" .. "PROGRAMMER:\n" .. "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " .. "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " .. "in imgui_demo.cpp).") ImGui.InputTextWithHint("input text (w/ hint)", "enter text here", s.str1, 128) IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat") 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) end ImGui.SeparatorText("Drags") do local s = S.DemoWindowWidgetsBasic.drags IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat") s.i1 = ImGui.DragInt("drag int", s.i1, 1) ImGui.SameLine(); HelpMarker( "Click and drag to edit value.\n" .. "Hold Shift/Alt for faster/slower edit.\n" .. "Double-Click or Ctrl+Click to input value.") s.i2 = ImGui.DragInt("drag int 0..100", s.i2, 1, 0, 100, "%d%%", ImGuiSliderFlags.AlwaysClamp) s.i3 = ImGui.DragInt("drag int wrap 100..200", s.i3, 1, 100, 200, "%d", ImGuiSliderFlags.WrapAround) s.f1 = ImGui.DragFloat("drag float", s.f1, 0.005) s.f2 = ImGui.DragFloat("drag small float", s.f2, 0.0001, 0.0, 0.0, "%.06f ns") --ImGui.DragFloat("drag wrap -1..1", f3, 0.005, -1.0, 1.0, nil, ImGuiSliderFlags.WrapAround) end ImGui.SeparatorText("Sliders") do local s = S.DemoWindowWidgetsBasic.sliders IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat") s.i1 = ImGui.SliderInt("slider int", s.i1, -1, 3) ImGui.SameLine(); HelpMarker("Ctrl+Click to input value.") s.f1 = ImGui.SliderFloat("slider float", s.f1, 0.0, 1.0, "ratio = %.3f") s.f2 = ImGui.SliderFloat("slider float (log)", s.f2, -10.0, 10.0, "%.4f", ImGuiSliderFlags.Logarithmic) IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle") 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(). IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)") local Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT = 0, 1, 2, 3, 4 local elems_names = { "Fire", "Earth", "Air", "Water" } local elem_name = (s.elem >= 0 and s.elem < Element_COUNT) and elems_names[s.elem + 1] or "Unknown" s.elem = ImGui.SliderInt("slider enum", s.elem, 0, Element_COUNT - 1, elem_name) -- Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here. ImGui.SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.") end ImGui.SeparatorText("Selectors/Pickers") do local s = S.DemoWindowWidgetsBasic.pickers IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4") ImGui.ColorEdit3("color 1", s.col1) ImGui.SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" .. "Click and hold to use drag and drop.\n" .. "Right-Click on the color square to show options.\n" .. "Ctrl+Click on individual component to input value.\n") ImGui.ColorEdit4("color 2", s.col2) end do local s = S.DemoWindowWidgetsBasic.combo -- Using the _simplified_ one-liner Combo() api here -- See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. IMGUI_DEMO_MARKER("Widgets/Basic/Combo") local items = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" } s.item_current = ImGui.Combo("combo", s.item_current, items, #items) ImGui.SameLine(); HelpMarker( "Using the simplified one-liner Combo API here.\n" .. "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.") end do local s = S.DemoWindowWidgetsBasic.listbox -- Using the _simplified_ one-liner ListBox() api here -- See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. IMGUI_DEMO_MARKER("Widgets/Basic/ListBox") local items = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" } s.item_current = ImGui.ListBox("listbox", s.item_current, items, #items, 4) ImGui.SameLine(); HelpMarker( "Using the simplified one-liner ListBox API here.\n" .. "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.") end -- Testing ImGuiOnceUponAFrame helper. --static ImGuiOnceUponAFrame once; --for (int i = 0; i < 5; i++) -- if (once) -- ImGui.Text("This will be displayed only once."); ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsBullets() ------------------------------------------------------------------------------- function DemoWindowWidgetsBullets() if ImGui.TreeNode("Bullets") then IMGUI_DEMO_MARKER("Widgets/Bullets") ImGui.BulletText("Bullet point 1") ImGui.BulletText("Bullet point 2\nOn multiple lines") if ImGui.TreeNode("Tree node") then ImGui.BulletText("Another bullet point") ImGui.TreePop() end ImGui.Bullet(); ImGui.Text("Bullet point 3 (two calls)") ImGui.Bullet(); ImGui.SmallButton("Button") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsCollapsingHeaders() ------------------------------------------------------------------------------- S.DemoWindowWidgetsCollapsingHeaders = { closable_group = true, } function DemoWindowWidgetsCollapsingHeaders() local _ if ImGui.TreeNode("Collapsing Headers") then local s = S.DemoWindowWidgetsCollapsingHeaders IMGUI_DEMO_MARKER("Widgets/Collapsing Headers") _, 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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsColorAndPickers() ------------------------------------------------------------------------------- S.DemoWindowWidgetsColorAndPickers = { color = ImVec4(114.0 / 255.0, 144.0 / 255.0, 154.0 / 255.0, 200.0 / 255.0), base_flags = ImGuiColorEditFlags.None, saved_palette_init = true, saved_palette = {}, -- 32 x ImVec4, 1-based backup_color = 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, color_picker_flags = ImGuiColorEditFlags.AlphaBar, color_hsv = ImVec4(0.23, 1.0, 1.0, 1.0), -- Stored as HSV! } function DemoWindowWidgetsColorAndPickers() local _ if ImGui.TreeNode("Color/Picker Widgets") then local s = S.DemoWindowWidgetsColorAndPickers IMGUI_DEMO_MARKER("Widgets/Color") local color = s.color ImGui.SeparatorText("Options") _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoAlpha", s.base_flags, ImGuiColorEditFlags.NoAlpha) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", s.base_flags, ImGuiColorEditFlags.AlphaOpaque) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", s.base_flags, ImGuiColorEditFlags.AlphaNoBg) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", s.base_flags, ImGuiColorEditFlags.AlphaPreviewHalf) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoOptions", s.base_flags, ImGuiColorEditFlags.NoOptions); ImGui.SameLine(); HelpMarker("Right-click on the individual color widget to show options.") _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", s.base_flags, ImGuiColorEditFlags.NoDragDrop) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoColorMarkers", s.base_flags, ImGuiColorEditFlags.NoColorMarkers) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_HDR", s.base_flags, ImGuiColorEditFlags.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_DEMO_MARKER("Widgets/Color/ColorEdit") ImGui.SeparatorText("Inline color editor") ImGui.Text("Color widget:") ImGui.SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" .. "Ctrl+Click on individual component to input value.\n") ImGui.ColorEdit3("MyColor##1", color, base_flags) IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)") ImGui.Text("Color widget HSV with Alpha:") ImGui.ColorEdit4("MyColor##2", color, bit32.bor(ImGuiColorEditFlags.DisplayHSV, base_flags)) IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)") ImGui.Text("Color widget with Float Display:") ImGui.ColorEdit4("MyColor##2f", color, bit32.bor(ImGuiColorEditFlags.Float, base_flags)) IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)") ImGui.Text("Color button with Picker:") ImGui.SameLine(); HelpMarker( "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" .. "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " .. "be used for the tooltip and picker popup.") ImGui.ColorEdit4("MyColor##3", color, bit32.bor(ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoLabel, base_flags)) IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)") ImGui.Text("Color button with Custom Picker Popup:") -- Generate a default palette. The palette will persist and can be edited. local saved_palette = s.saved_palette if s.saved_palette_init then for n = 0, 32 - 1 do saved_palette[n + 1] = ImVec4() saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].z = ImGui.ColorConvertHSVtoRGB(n / 31.0, 0.8, 0.8) saved_palette[n + 1].w = 1.0 -- Alpha end s.saved_palette_init = false 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, 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, ImGuiColorEditFlags.NoSidePreview, ImGuiColorEditFlags.NoSmallPreview)) ImGui.SameLine() ImGui.BeginGroup() -- Lock X position ImGui.Text("Current") ImGui.ColorButton("##current", color, bit32.bor(ImGuiColorEditFlags.NoPicker, ImGuiColorEditFlags.AlphaPreviewHalf), ImVec2(60, 40)) ImGui.Text("Previous") if ImGui.ColorButton("##previous", s.backup_color, bit32.bor(ImGuiColorEditFlags.NoPicker, ImGuiColorEditFlags.AlphaPreviewHalf), ImVec2(60, 40)) then ImVec4_Copy(color, s.backup_color) end ImGui.Separator() ImGui.Text("Palette") for n = 0, #saved_palette - 1 do ImGui.PushID(n) if (n % 8) ~= 0 then ImGui.SameLine(0.0, ImGui.GetStyle().ItemSpacing.y) end local palette_button_flags = bit32.bor(ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.NoPicker, ImGuiColorEditFlags.NoTooltip) if ImGui.ColorButton("##palette", saved_palette[n + 1], palette_button_flags, ImVec2(20, 20)) then color.x, color.y, color.z = saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].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 then local d = payload.Data -- [Port] memcpy -> copy components (Data is a 1-based float array) saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].z = d[1], d[2], d[3] end payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F) if payload then local d = payload.Data -- [Port] memcpy -> copy components saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].z, saved_palette[n + 1].w = d[1], d[2], d[3], d[4] end ImGui.EndDragDropTarget() end ImGui.PopID() end ImGui.EndGroup() ImGui.EndPopup() end IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)") 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 ImGuiColorEditFlags.NoBorder or 0), ImVec2(80, 80)) IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker") ImGui.SeparatorText("Color picker") ImGui.PushID("Color picker") _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoAlpha", s.color_picker_flags, ImGuiColorEditFlags.NoAlpha) _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaBar", s.color_picker_flags, ImGuiColorEditFlags.AlphaBar) _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", s.color_picker_flags, ImGuiColorEditFlags.NoSidePreview) if bit32.band(s.color_picker_flags, ImGuiColorEditFlags.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(ImGuiColorEditFlags.NoInputs, base_flags)) end end _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_PickerNoRotate", s.color_picker_flags, ImGuiColorEditFlags.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.color_picker_flags) if s.picker_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueBar) end if s.picker_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.PickerHueWheel) end if s.display_mode == 1 then flags = bit32.bor(flags, ImGuiColorEditFlags.NoInputs) end -- Disable all RGB/HSV/Hex displays if s.display_mode == 2 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayRGB) end -- Override display mode if s.display_mode == 3 then flags = bit32.bor(flags, ImGuiColorEditFlags.DisplayHSV) end if s.display_mode == 4 then flags = bit32.bor(flags, ImGuiColorEditFlags.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.\n" .. "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " .. "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " .. "encouraging you to persistently save values that aren't forward-compatible.") if ImGui.Button("Overwrite default: Uint8 + HSV + Hue Bar") then ImGui.GetIO().ConfigColorEditFlags = bit32.bor(ImGuiColorEditFlags.Uint8, ImGuiColorEditFlags.DisplayHSV, ImGuiColorEditFlags.PickerHueBar, ImGuiColorEditFlags.InputRGB) -- [Port] + InputRGB: without it ColorEdit4's InputMask_ power-of-two assert trips end if ImGui.Button("Overwrite default: Float + HDR + Hue Wheel") then ImGui.GetIO().ConfigColorEditFlags = bit32.bor(ImGuiColorEditFlags.Float, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.PickerHueWheel, ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.InputRGB) -- [Port] + DisplayRGB + InputRGB: same asserts (DisplayMask_/InputMask_) 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(ImGuiColorEditFlags.PickerHueBar, ImGuiColorEditFlags.NoSidePreview, ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoAlpha)) ImGui.SameLine() ImGui.SetNextItemWidth(w) ImGui.ColorPicker3("##MyColor##6", color, bit32.bor(ImGuiColorEditFlags.PickerHueWheel, ImGuiColorEditFlags.NoSidePreview, ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoAlpha)) ImGui.PopID() -- HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) local color_hsv = s.color_hsv -- Stored as HSV! ImGui.Spacing() ImGui.Text("HSV encoded colors") ImGui.SameLine(); HelpMarker( "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " .. "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " .. "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.") ImGui.Text("Color widget with InputHSV:") ImGui.ColorEdit4("HSV shown as RGB##1", color_hsv, bit32.bor(ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.InputHSV, ImGuiColorEditFlags.Float)) ImGui.ColorEdit4("HSV shown as HSV##1", color_hsv, bit32.bor(ImGuiColorEditFlags.DisplayHSV, ImGuiColorEditFlags.InputHSV, ImGuiColorEditFlags.Float)) ImGui.DragFloat4("Raw HSV values", color_hsv, 0.01, 0.0, 1.0) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsComboBoxes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsComboBoxes = { flags = 0, item_selected_idx = 0, -- Here we store our selection data as an index. filter = nil, -- ImGuiTextFilter, created lazily item_current_2 = 0, item_current_3 = -1, -- If the selection isn't within 0..count, Combo won't display a preview item_current_4 = 0, } function DemoWindowWidgetsComboBoxes() local _, pressed if ImGui.TreeNode("Combo") then local s = S.DemoWindowWidgetsComboBoxes IMGUI_DEMO_MARKER("Widgets/Combo") -- Combo Boxes are also called "Dropdown" in other systems -- Expose flags as checkbox for the demo _, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", s.flags, ImGuiComboFlags.PopupAlignLeft) ImGui.SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo") pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_NoArrowButton", s.flags, ImGuiComboFlags.NoArrowButton) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(ImGuiComboFlags.NoPreview)) -- Clear incompatible flags end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_NoPreview", s.flags, ImGuiComboFlags.NoPreview) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.bor(ImGuiComboFlags.NoArrowButton, ImGuiComboFlags.WidthFitPreview))) -- Clear incompatible flags end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_WidthFitPreview", s.flags, ImGuiComboFlags.WidthFitPreview) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(ImGuiComboFlags.NoPreview)) end -- Override default popup height pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_HeightSmall", s.flags, ImGuiComboFlags.HeightSmall) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.band(ImGuiComboFlags.HeightMask_, bit32.bnot(ImGuiComboFlags.HeightSmall)))) end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_HeightRegular", s.flags, ImGuiComboFlags.HeightRegular) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.band(ImGuiComboFlags.HeightMask_, bit32.bnot(ImGuiComboFlags.HeightRegular)))) end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_HeightLargest", s.flags, ImGuiComboFlags.HeightLargest) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.band(ImGuiComboFlags.HeightMask_, bit32.bnot(ImGuiComboFlags.HeightLargest)))) 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.item_selected_idx + 1] if ImGui.BeginCombo("combo 1", combo_preview_value, s.flags) then for n = 0, #items - 1 do local is_selected = (s.item_selected_idx == n) if ImGui.Selectable(items[n + 1], is_selected) then s.item_selected_idx = 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 if s.filter == nil then s.filter = ImGuiTextFilter() end local filter = s.filter if ImGui.IsWindowAppearing() then ImGui.SetKeyboardFocusHere() filter:Clear() end ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.F)) ImGui.SetNextItemWidth(-FLT_MIN) filter:DrawWithHint("##Filter", "Filter (incl -excl)") for n = 0, #items - 1 do local is_selected = (s.item_selected_idx == n) if filter:PassFilter(items[n + 1]) then if ImGui.Selectable(items[n + 1], is_selected) then s.item_selected_idx = 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.item_current_2 = ImGui.Combo("combo 3 (one-liner)", s.item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0") -- Simplified one-liner Combo() using an array of const char* -- This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. s.item_current_3 = ImGui.Combo("combo 4 (array)", s.item_current_3, items, #items) -- Simplified one-liner Combo() using an accessor function s.item_current_4 = ImGui.Combo("combo 5 (function)", s.item_current_4, function(data, n) return data[n + 1] end, items, #items) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDataTypes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsDataTypes = { -- State s8_v = 127, u8_v = 255, s16_v = 32767, u16_v = 65535, s32_v = -1, u32_v = 4294967295, -- (ImU32)-1 s64_v = -1, u64_v = 18446744073709551615, -- (ImU64)-1 [Port] Lua numbers are doubles: 64-bit values are exact only within +-2^53 f32_v = 0.123, f64_v = 90000.01234567890123456789, drag_clamp = false, inputs_step = true, flags = ImGuiInputTextFlags.None, } function DemoWindowWidgetsDataTypes() local _ if ImGui.TreeNode("Data Types") then local s = S.DemoWindowWidgetsDataTypes IMGUI_DEMO_MARKER("Widgets/Data Types") -- DragScalar/InputScalar/SliderScalar functions allow various data types -- - signed/unsigned -- - 8/16/32/64-bits -- - integer/float/double -- To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum -- to pass the type, and passing all arguments by pointer. -- This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. -- In practice, if you frequently use a given type that is not covered by the normal API entry points, -- you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, -- and then pass their address to the generic function. For example: -- bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") -- { -- return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); -- } -- [Port] in this port the value is passed and returned by value: `v = ImGui.SliderScalar(label, data_type, v, min, max, format)` -- Setup limits (as helper variables so we can take their address, as explained above) -- Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. local LLONG_MIN, LLONG_MAX, ULLONG_MAX = -9223372036854775808, 9223372036854775807, 18446744073709551615 -- [Port] doubles (LLONG_MAX/ULLONG_MAX round up) local s8_zero, s8_one, s8_fifty, s8_min, s8_max = 0, 1, 50, -128, 127 local u8_zero, u8_one, u8_fifty, u8_min, u8_max = 0, 1, 50, 0, 255 local s16_zero, s16_one, s16_fifty, s16_min, s16_max = 0, 1, 50, -32768, 32767 local u16_zero, u16_one, u16_fifty, u16_min, u16_max = 0, 1, 50, 0, 65535 local s32_zero, s32_one, s32_fifty, s32_min, s32_max, s32_hi_a, s32_hi_b = 0, 1, 50, -1073741824, 1073741823, 1073741823 - 100, 1073741823 -- INT_MIN/2, INT_MAX/2 local u32_zero, u32_one, u32_fifty, u32_min, u32_max, u32_hi_a, u32_hi_b = 0, 1, 50, 0, 2147483647, 2147483647 - 100, 2147483647 -- UINT_MAX/2 local s64_zero, s64_one, s64_fifty, s64_min, s64_max, s64_hi_a, s64_hi_b = 0, 1, 50, LLONG_MIN / 2, LLONG_MAX / 2, LLONG_MAX / 2 - 100, LLONG_MAX / 2 local u64_zero, u64_one, u64_fifty, u64_min, u64_max, u64_hi_a, u64_hi_b = 0, 1, 50, 0, ULLONG_MAX / 2, ULLONG_MAX / 2 - 100, ULLONG_MAX / 2 local f32_zero, f32_one, f32_lo_a, f32_hi_a = 0.0, 1.0, -10000000000.0, 10000000000.0 local f64_zero, f64_one, f64_lo_a, f64_hi_a = 0.0, 1.0, -1000000000000000.0, 1000000000000000.0 -- State -- (see S.DemoWindowWidgetsDataTypes) local drag_speed = 0.2 IMGUI_DEMO_MARKER("Widgets/Data Types/Drags") 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.\n" .. "You can override the clamping limits by using Ctrl+Click to input a value.") local drag_clamp = s.drag_clamp s.s8_v = ImGui.DragScalar("drag s8", ImGuiDataType.S8, s.s8_v, drag_speed, drag_clamp and s8_zero or nil, drag_clamp and s8_fifty or nil) s.u8_v = ImGui.DragScalar("drag u8", ImGuiDataType.U8, s.u8_v, drag_speed, drag_clamp and u8_zero or nil, drag_clamp and u8_fifty or nil, "%u ms") s.s16_v = ImGui.DragScalar("drag s16", ImGuiDataType.S16, s.s16_v, drag_speed, drag_clamp and s16_zero or nil, drag_clamp and s16_fifty or nil) s.u16_v = ImGui.DragScalar("drag u16", ImGuiDataType.U16, s.u16_v, drag_speed, drag_clamp and u16_zero or nil, drag_clamp and u16_fifty or nil, "%u ms") s.s32_v = ImGui.DragScalar("drag s32", ImGuiDataType.S32, s.s32_v, drag_speed, drag_clamp and s32_zero or nil, drag_clamp and s32_fifty or nil) s.s32_v = ImGui.DragScalar("drag s32 hex", ImGuiDataType.S32, s.s32_v, drag_speed, drag_clamp and s32_zero or nil, drag_clamp and s32_fifty or nil, "0x%08X") s.u32_v = ImGui.DragScalar("drag u32", ImGuiDataType.U32, s.u32_v, drag_speed, drag_clamp and u32_zero or nil, drag_clamp and u32_fifty or nil, "%u ms") s.s64_v = ImGui.DragScalar("drag s64", ImGuiDataType.S64, s.s64_v, drag_speed, drag_clamp and s64_zero or nil, drag_clamp and s64_fifty or nil) s.u64_v = ImGui.DragScalar("drag u64", ImGuiDataType.U64, s.u64_v, drag_speed, drag_clamp and u64_zero or nil, drag_clamp and u64_fifty or nil) s.f32_v = ImGui.DragScalar("drag float", ImGuiDataType.Float, s.f32_v, 0.005, f32_zero, f32_one, "%f") s.f32_v = ImGui.DragScalar("drag float log", ImGuiDataType.Float, s.f32_v, 0.005, f32_zero, f32_one, "%f", ImGuiSliderFlags.Logarithmic) s.f64_v = ImGui.DragScalar("drag double", ImGuiDataType.Double, s.f64_v, 0.0005, f64_zero, nil, "%.10f grams") s.f64_v = ImGui.DragScalar("drag double log",ImGuiDataType.Double, s.f64_v, 0.0005, f64_zero, f64_one, "0 < %.10f < 1", ImGuiSliderFlags.Logarithmic) IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders") ImGui.SeparatorText("Sliders") s.s8_v = ImGui.SliderScalar("slider s8 full", ImGuiDataType.S8, s.s8_v, s8_min, s8_max, "%d") s.u8_v = ImGui.SliderScalar("slider u8 full", ImGuiDataType.U8, s.u8_v, u8_min, u8_max, "%u") s.s16_v = ImGui.SliderScalar("slider s16 full", ImGuiDataType.S16, s.s16_v, s16_min, s16_max, "%d") s.u16_v = ImGui.SliderScalar("slider u16 full", ImGuiDataType.U16, s.u16_v, u16_min, u16_max, "%u") s.s32_v = ImGui.SliderScalar("slider s32 low", ImGuiDataType.S32, s.s32_v, s32_zero, s32_fifty,"%d") s.s32_v = ImGui.SliderScalar("slider s32 high", ImGuiDataType.S32, s.s32_v, s32_hi_a, s32_hi_b, "%d") s.s32_v = ImGui.SliderScalar("slider s32 full", ImGuiDataType.S32, s.s32_v, s32_min, s32_max, "%d") s.s32_v = ImGui.SliderScalar("slider s32 hex", ImGuiDataType.S32, s.s32_v, s32_zero, s32_fifty, "0x%04X") s.u32_v = ImGui.SliderScalar("slider u32 low", ImGuiDataType.U32, s.u32_v, u32_zero, u32_fifty,"%u") s.u32_v = ImGui.SliderScalar("slider u32 high", ImGuiDataType.U32, s.u32_v, u32_hi_a, u32_hi_b, "%u") s.u32_v = ImGui.SliderScalar("slider u32 full", ImGuiDataType.U32, s.u32_v, u32_min, u32_max, "%u") s.s64_v = ImGui.SliderScalar("slider s64 low", ImGuiDataType.S64, s.s64_v, s64_zero, s64_fifty,"%lld") -- "%" PRId64 s.s64_v = ImGui.SliderScalar("slider s64 high", ImGuiDataType.S64, s.s64_v, s64_hi_a, s64_hi_b, "%lld") s.s64_v = ImGui.SliderScalar("slider s64 full", ImGuiDataType.S64, s.s64_v, s64_min, s64_max, "%lld") s.u64_v = ImGui.SliderScalar("slider u64 low", ImGuiDataType.U64, s.u64_v, u64_zero, u64_fifty,"%llu ms") -- "%" PRIu64 " ms" s.u64_v = ImGui.SliderScalar("slider u64 high", ImGuiDataType.U64, s.u64_v, u64_hi_a, u64_hi_b, "%llu ms") s.u64_v = ImGui.SliderScalar("slider u64 full", ImGuiDataType.U64, s.u64_v, u64_min, u64_max, "%llu ms") s.f32_v = ImGui.SliderScalar("slider float low", ImGuiDataType.Float, s.f32_v, f32_zero, f32_one) s.f32_v = ImGui.SliderScalar("slider float low log", ImGuiDataType.Float, s.f32_v, f32_zero, f32_one, "%.10f", ImGuiSliderFlags.Logarithmic) s.f32_v = ImGui.SliderScalar("slider float high", ImGuiDataType.Float, s.f32_v, f32_lo_a, f32_hi_a, "%e") s.f64_v = ImGui.SliderScalar("slider double low", ImGuiDataType.Double, s.f64_v, f64_zero, f64_one, "%.10f grams") s.f64_v = ImGui.SliderScalar("slider double low log",ImGuiDataType.Double, s.f64_v, f64_zero, f64_one, "%.10f", ImGuiSliderFlags.Logarithmic) s.f64_v = ImGui.SliderScalar("slider double high", ImGuiDataType.Double, s.f64_v, f64_lo_a, f64_hi_a, "%e grams") ImGui.SeparatorText("Sliders (reverse)") s.s8_v = ImGui.SliderScalar("slider s8 reverse", ImGuiDataType.S8, s.s8_v, s8_max, s8_min, "%d") s.u8_v = ImGui.SliderScalar("slider u8 reverse", ImGuiDataType.U8, s.u8_v, u8_max, u8_min, "%u") s.s32_v = ImGui.SliderScalar("slider s32 reverse", ImGuiDataType.S32, s.s32_v, s32_fifty, s32_zero, "%d") s.u32_v = ImGui.SliderScalar("slider u32 reverse", ImGuiDataType.U32, s.u32_v, u32_fifty, u32_zero, "%u") s.s64_v = ImGui.SliderScalar("slider s64 reverse", ImGuiDataType.S64, s.s64_v, s64_fifty, s64_zero, "%lld") s.u64_v = ImGui.SliderScalar("slider u64 reverse", ImGuiDataType.U64, s.u64_v, u64_fifty, u64_zero, "%llu ms") IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs") ImGui.SeparatorText("Inputs") _, s.inputs_step = ImGui.Checkbox("Show step buttons", s.inputs_step) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", s.flags, ImGuiInputTextFlags.ReadOnly) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", s.flags, ImGuiInputTextFlags.ParseEmptyRefVal) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", s.flags, ImGuiInputTextFlags.DisplayEmptyRefVal) local inputs_step, flags = s.inputs_step, s.flags s.s8_v = ImGui.InputScalar("input s8", ImGuiDataType.S8, s.s8_v, inputs_step and s8_one or nil, nil, "%d", flags) s.u8_v = ImGui.InputScalar("input u8", ImGuiDataType.U8, s.u8_v, inputs_step and u8_one or nil, nil, "%u", flags) s.s16_v = ImGui.InputScalar("input s16", ImGuiDataType.S16, s.s16_v, inputs_step and s16_one or nil, nil, "%d", flags) s.u16_v = ImGui.InputScalar("input u16", ImGuiDataType.U16, s.u16_v, inputs_step and u16_one or nil, nil, "%u", flags) s.s32_v = ImGui.InputScalar("input s32", ImGuiDataType.S32, s.s32_v, inputs_step and s32_one or nil, nil, "%d", flags) s.s32_v = ImGui.InputScalar("input s32 hex", ImGuiDataType.S32, s.s32_v, inputs_step and s32_one or nil, nil, "%04X", flags) s.u32_v = ImGui.InputScalar("input u32", ImGuiDataType.U32, s.u32_v, inputs_step and u32_one or nil, nil, "%u", flags) s.u32_v = ImGui.InputScalar("input u32 hex", ImGuiDataType.U32, s.u32_v, inputs_step and u32_one or nil, nil, "%08X", flags) s.s64_v = ImGui.InputScalar("input s64", ImGuiDataType.S64, s.s64_v, inputs_step and s64_one or nil, nil, nil, flags) s.u64_v = ImGui.InputScalar("input u64", ImGuiDataType.U64, s.u64_v, inputs_step and u64_one or nil, nil, nil, flags) s.f32_v = ImGui.InputScalar("input float", ImGuiDataType.Float, s.f32_v, inputs_step and f32_one or nil, nil, nil, flags) s.f64_v = ImGui.InputScalar("input double", ImGuiDataType.Double, s.f64_v, inputs_step and f64_one or nil, nil, nil, flags) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDisableBlocks() ------------------------------------------------------------------------------- function DemoWindowWidgetsDisableBlocks(demo_data) local _ if ImGui.TreeNode("Disable Blocks") then IMGUI_DEMO_MARKER("Widgets/Disable Blocks") _, 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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDragAndDrop() ------------------------------------------------------------------------------- S.DemoWindowWidgetsDragAndDrop = { col1 = { 1.0, 0.0, 0.2 }, col2 = { 0.4, 0.7, 0.0, 0.5 }, mode = 0, names = { -- 1-based "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }, item_names = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }, -- 1-based col4 = ImVec4(1.0, 0.0, 0.2, 1.0), } function DemoWindowWidgetsDragAndDrop() if ImGui.TreeNode("Drag and Drop") then local s = S.DemoWindowWidgetsDragAndDrop IMGUI_DEMO_MARKER("Widgets/Drag and drop") if ImGui.TreeNode("Drag and drop in standard widgets") then IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets") -- ColorEdit widgets automatically act as drag source and drag target. -- They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F -- to allow your own widgets to use colors in their drag and drop interaction. -- Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. HelpMarker("You can drag from the color squares.") 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 IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items") 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) -- [Port] sizeof(int) -> 4, payload carries the Lua value -- 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 IM_ASSERT(payload.DataSize == 4) 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 local tmp = names[n + 1] names[n + 1] = names[payload_n + 1] names[payload_n + 1] = tmp end end ImGui.EndDragDropTarget() end ImGui.PopID() end ImGui.TreePop() end if ImGui.TreeNode("Drag to reorder items (simple)") then IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)") -- FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. -- This code was always slightly faulty but in a way which was not easily noticeable. -- Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. ImGui.PushItemFlag(ImGuiItemFlags.AllowDuplicateId, true) -- Simple reordering HelpMarker( "We don't use the drag and drop api at all here! " .. "Instead we query when the item is held but not hovered, and order items accordingly.") local item_names = s.item_names for n = 0, #item_names - 1 do local item = item_names[n + 1] 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 >= 0 and n_next < #item_names then item_names[n + 1] = item_names[n_next + 1] item_names[n_next + 1] = item ImGui.ResetMouseDragDelta() end end end ImGui.PopItemFlag() ImGui.TreePop() end if ImGui.TreeNode("Tooltip at target location") then IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location") for n = 0, 1 do -- Drop targets ImGui.Button((n ~= 0) and "drop here##1" or "drop here##0") if ImGui.BeginDragDropTarget() then local drop_target_flags = bit32.bor(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoPreviewTooltip) local payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags) if payload then -- IM_UNUSED(payload) 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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDragsAndSliders() ------------------------------------------------------------------------------- S.DemoWindowWidgetsDragsAndSliders = { flags = ImGuiSliderFlags.None, -- Drags drag_f = 0.5, drag_f4 = { 0.0, 0.0, 0.0, 0.0 }, drag_i = 50, -- Sliders slider_f = 0.5, slider_f4 = { 0.0, 0.0, 0.0, 0.0 }, slider_i = 50, } function DemoWindowWidgetsDragsAndSliders() local _ if ImGui.TreeNode("Drag/Slider Flags") then local s = S.DemoWindowWidgetsDragsAndSliders IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags") -- Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", s.flags, ImGuiSliderFlags.AlwaysClamp) _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ClampOnInput", s.flags, ImGuiSliderFlags.ClampOnInput) ImGui.SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", s.flags, ImGuiSliderFlags.ClampZeroRange) ImGui.SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_Logarithmic", s.flags, ImGuiSliderFlags.Logarithmic) ImGui.SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", s.flags, ImGuiSliderFlags.NoRoundToFormat) ImGui.SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_NoInput", s.flags, ImGuiSliderFlags.NoInput) ImGui.SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", s.flags, ImGuiSliderFlags.NoSpeedTweaks) ImGui.SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_WrapAround", s.flags, ImGuiSliderFlags.WrapAround) ImGui.SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ColorMarkers", s.flags, ImGuiSliderFlags.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(ImGuiSliderFlags.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. -- [Port] flags_for_sliders: upstream passes `flags`, which trips SliderScalar's WrapAround assert ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsFonts() ------------------------------------------------------------------------------- function DemoWindowWidgetsFonts() if ImGui.TreeNode("Fonts") then IMGUI_DEMO_MARKER("Widgets/Fonts") local atlas = ImGui.GetIO().Fonts ImGui.ShowFontAtlas(atlas) -- FIXME-NEWATLAS: Provide a demo to add/create a procedural font? ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsImages() ------------------------------------------------------------------------------- S.DemoWindowWidgetsImages = { image_viewer = ExampleImageViewerData(), pressed_count = 0, } function DemoWindowWidgetsImages() local s = S.DemoWindowWidgetsImages if ImGui.TreeNode("Images") then IMGUI_DEMO_MARKER("Widgets/Images") 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. -- If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top -- of their respective source file to specify what they are using as texture identifier, for example: -- - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. -- - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. -- So with the DirectX11 backend, you call ImGui.Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID. -- - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers -- to ImGui.Image(), and gather width/height through your own functions, etc. -- - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, -- it will help you debug issues if you are confused about it. -- - Consider using the lower-level ImDrawList::AddImage() API, via ImGui.GetWindowDrawList():AddImage(). -- - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md -- - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples -- Grab the current texture identifier used by the font atlas. local atlas = io.Fonts local my_tex_id = atlas.TexRef local my_tex_w = atlas.TexData.Width -- Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it. local my_tex_h = atlas.TexData.Height ImGui.Text("%.0fx%.0f", my_tex_w, my_tex_h) -- Basic drawing ImGui.SeparatorText("Image()/ImageWithBg() function") local uv_min = ImVec2(0.0, 0.0) -- Top-left local uv_max = ImVec2(1.0, 1.0) -- Lower-right ImGui.PushStyleVar(ImGuiStyleVar.ImageBorderSize, ImMax(1.0, ImGui.GetStyle().ImageBorderSize)) ImGui.ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0, 0.0, 0.0, 1.0)) ImGui.PopStyleVar() -- Fancy widget ImGui.SeparatorText("Interactive Image Viewer") local canvas_size = ImVec2(ImGui.GetContentRegionAvail().x, my_tex_h * 2.0) ExampleImageViewer_DrawOptions(s.image_viewer) ExampleImageViewer_DrawCanvas(s.image_viewer, canvas_size, my_tex_id, math.floor(my_tex_w), math.floor(my_tex_h)) IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons") 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 local bg_col = ImVec4(0.0, 0.0, 0.0, 1.0) -- Black background local tint_col = ImVec4(1.0, 1.0, 1.0, 1.0) -- No tint if ImGui.ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col) then 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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsListBoxes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsListBoxes = { item_selected_idx = 0, -- Here we store our selected data as an index. item_highlight = false, } function DemoWindowWidgetsListBoxes() local s = S.DemoWindowWidgetsListBoxes if ImGui.TreeNode("List Boxes") then IMGUI_DEMO_MARKER("Widgets/List Boxes") -- BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() -- using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. -- You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() -- to always be called (inconsistent with BeginListBox()/EndListBox()). -- Using the generic BeginListBox() API, you have full control over how to display the combo contents. -- (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively -- stored in the object itself, etc.) local items = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" } -- static int item_selected_idx = 0; // Here we store our selected data as an index. local item_highlighted_idx = -1 -- Here we store our highlighted data as an index. _, s.item_highlight = ImGui.Checkbox("Highlight hovered item in second listbox", s.item_highlight) if ImGui.BeginListBox("listbox 1") then for n = 0, #items - 1 do local is_selected = (s.item_selected_idx == n) if ImGui.Selectable(items[n + 1], is_selected) then s.item_selected_idx = n end if s.item_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.item_selected_idx == n) local flags = 0 if item_highlighted_idx == n then flags = ImGuiSelectableFlags.Highlight end if ImGui.Selectable(items[n + 1], is_selected, flags) then s.item_selected_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.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsLiveEdit() ------------------------------------------------------------------------------- S.DemoWindowWidgetsLiveEdit = { str = ImGui.NewTextBuffer("", 32), i = 0, f = 0.0, } function DemoWindowWidgetsLiveEdit(demo_data) local s = S.DemoWindowWidgetsLiveEdit if ImGui.TreeNode("Live Edit Flags") then IMGUI_DEMO_MARKER("Widgets/Live Edit Flags") 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\"", ImGui.TextBufferToString(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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsMixedValues() ------------------------------------------------------------------------------- S.DemoWindowWidgetsMixedValues = { use_liveedit = false, items = { 12.0, 0.0, 0.0 }, } function DemoWindowWidgetsMixedValues() local s = S.DemoWindowWidgetsMixedValues if ImGui.TreeNode("Mixed Values") then -- This is designed for advanced property editors which are generally reusable and data-driven. HelpMarker("Using ImGuiItemFlags_MixedValue.") local items = s.items local item_ref = 1 -- [Port] index of the reference item (C++: float* item_ref = &items[0]) _, 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 = false local changed items[item_ref], changed = ImGui.DragFloat("DragFloat", items[item_ref]); edited = edited or changed items[item_ref], changed = ImGui.SliderFloat("SliderFloat", items[item_ref], 0.0, 100.0); edited = edited or changed items[item_ref], changed = ImGui.InputFloat("InputFloat", items[item_ref], 1.0); edited = edited or changed if edited then for n = 1, #items do if n ~= item_ref then items[n] = items[item_ref] end end 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. local b_on, b_off = true, false _, b_on = ImGui.Checkbox("Checkbox On", b_on) _, b_off = ImGui.Checkbox("Checkbox Off", b_off) ImGui.PushItemFlag(ImGuiItemFlags.MixedValue, true) _, b_off = ImGui.Checkbox("Checkbox Mixed", b_off) ImGui.RadioButtonEx("RadioButton Mixed", true) -- [Port] RadioButton(label, bool active) overload is RadioButtonEx ImGui.SameLine() ImGui.RadioButtonEx("RadioButton Mixed##2", true) -- Showing 2 radio buttons makes the example more clear local combo_idx = 0 combo_idx = ImGui.Combo("Combo", combo_idx, "One\0Two\0Three\0") local color = ImVec4(0.5, 0.5, 0.5, 0.5) ImGui.ColorEdit4("ColorEdit4", color) ImGui.PopItemFlag() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsMultiComponents() ------------------------------------------------------------------------------- S.DemoWindowWidgetsMultiComponents = { vec4f = { 0.10, 0.20, 0.30, 0.44 }, vec4i = { 1, 5, 100, 255 }, flags = 0, begin = 10, ["end"] = 90, begin_i = 100, end_i = 1000, } function DemoWindowWidgetsMultiComponents() local s = S.DemoWindowWidgetsMultiComponents if ImGui.TreeNode("Multi-component Widgets") then IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets") local vec4f = s.vec4f local vec4i = s.vec4i _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ColorMarkers", s.flags, ImGuiSliderFlags.ColorMarkers) -- Only passing this to Drag/Sliders local flags = s.flags ImGui.SeparatorText("2-wide") ImGui.InputFloat2("input float2", vec4f) ImGui.InputInt2("input int2", vec4i) ImGui.DragFloat2("drag float2", vec4f, 0.01, 0.0, 1.0, nil, flags) ImGui.DragInt2("drag int2", vec4i, 1, 0, 255, nil, flags) ImGui.SliderFloat2("slider float2", vec4f, 0.0, 1.0, nil, flags) ImGui.SliderInt2("slider int2", vec4i, 0, 255, nil, flags) ImGui.SeparatorText("3-wide") ImGui.InputFloat3("input float3", vec4f) ImGui.InputInt3("input int3", vec4i) ImGui.DragFloat3("drag float3", vec4f, 0.01, 0.0, 1.0, nil, flags) ImGui.DragInt3("drag int3", vec4i, 1, 0, 255, nil, flags) ImGui.SliderFloat3("slider float3", vec4f, 0.0, 1.0, nil, flags) ImGui.SliderInt3("slider int3", vec4i, 0, 255, nil, flags) ImGui.SeparatorText("4-wide") ImGui.InputFloat4("input float4", vec4f) ImGui.InputInt4("input int4", vec4i) ImGui.DragFloat4("drag float4", vec4f, 0.01, 0.0, 1.0, nil, flags) ImGui.DragInt4("drag int4", vec4i, 1, 0, 255, nil, flags) ImGui.SliderFloat4("slider float4", vec4f, 0.0, 1.0, nil, flags) ImGui.SliderInt4("slider int4", vec4i, 0, 255, nil, flags) ImGui.SeparatorText("Ranges") s.begin, s["end"] = ImGui.DragFloatRange2("range float", s.begin, s["end"], 0.25, 0.0, 100.0, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags.AlwaysClamp) s.begin_i, s.end_i = ImGui.DragIntRange2("range int", s.begin_i, s.end_i, 5, 0, 1000, "Min: %d units", "Max: %d units") s.begin_i, s.end_i = ImGui.DragIntRange2("range int (no bounds)", s.begin_i, s.end_i, 5, 0, 0, "Min: %d units", "Max: %d units") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsPlotting() ------------------------------------------------------------------------------- S.DemoWindowWidgetsPlotting = { animate = true, arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 }, values = {}, -- 90 zeros, filled below values_offset = 0, refresh_time = 0.0, phase = 0.0, func_type = 0, display_count = 70, } for n = 1, 90 do S.DemoWindowWidgetsPlotting.values[n] = 0.0 end -- Use functions to generate output -- [Port] struct Funcs hoisted out of the function to avoid per-frame closures. -- Plot getters receive a 1-based index in this port: convert back to upstream's 0-based i. local DemoPlottingFuncs = { Sin = function(_, idx) local i = idx - 1; return math.sin(i * 0.1) end, Saw = function(_, idx) local i = idx - 1; if bit32.band(i, 1) ~= 0 then return 1.0 end return -1.0 end, } function DemoWindowWidgetsPlotting() local s = S.DemoWindowWidgetsPlotting -- Plot/Graph widgets are not very good. -- Consider using a third-party library such as ImPlot: https://github.com/epezent/implot -- (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) if ImGui.TreeNode("Plotting") then IMGUI_DEMO_MARKER("Widgets/Plotting") 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 local arr = s.arr ImGui.PlotLines("Frame Times", arr, nil, #arr) ImGui.PlotHistogram("Histogram", arr, nil, #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 -- Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float -- and the sizeof() of your structure in the "stride" parameter. 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) do local average = 0.0 for n = 0, #values - 1 do average = average + values[n + 1] end average = average / #values local overlay = string.format("avg %f", average) ImGui.PlotLines("Lines", values, nil, #values, s.values_offset, overlay, -1.0, 1.0, ImVec2(0, 80.0)) end -- 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. local Funcs = DemoPlottingFuncs 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 = Funcs.Saw if s.func_type == 0 then func = Funcs.Sin end 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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsProgressBars() ------------------------------------------------------------------------------- S.DemoWindowWidgetsProgressBars = { progress_accum = 0.0, progress_dir = 1.0, } function DemoWindowWidgetsProgressBars() local s = S.DemoWindowWidgetsProgressBars if ImGui.TreeNode("Progress Bars") then IMGUI_DEMO_MARKER("Widgets/Progress Bars") -- Animate a simple progress bar s.progress_accum = s.progress_accum + s.progress_dir * 0.4 * ImGui.GetIO().DeltaTime if s.progress_accum >= 1.1 then s.progress_accum = 1.1; s.progress_dir = s.progress_dir * -1.0 end if s.progress_accum <= -0.1 then s.progress_accum = -0.1; s.progress_dir = s.progress_dir * -1.0 end local progress = ImClamp(s.progress_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") local buf = string.format("%d/%d", math.floor(progress * 1753), 1753) ImGui.ProgressBar(progress, ImVec2(0.0, 0.0), buf) -- Pass an animated negative value, e.g. -1.0 * ImGui.GetTime() is the recommended value. -- Adjust the factor if you want to adjust the animation speed. ImGui.ProgressBar(-1.0 * ImGui.GetTime(), ImVec2(0.0, 0.0), "Searching..") ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.Text("Indeterminate") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsQueryingStatuses() ------------------------------------------------------------------------------- -- [Port] C++ passes bools to "%d"; string.format needs numbers. local function DemoBoolToInt(b) if b then return 1 end return 0 end S.DemoWindowWidgetsQueryingStatuses = { item_type = 4, item_disabled = false, item_mixedvalue = false, liveedit_flags_override = false, liveedit_flags = 0, b = false, col4f = { 1.0, 0.5, 0.0, 1.0 }, str = ImGui.NewTextBuffer("", 16), current = 1, -- item_type == 14 current_2 = 1, -- item_type == 15 embed_all_inside_a_child_window = false, test_window = false, } function DemoWindowWidgetsQueryingStatuses() local s = S.DemoWindowWidgetsQueryingStatuses local B = DemoBoolToInt if ImGui.TreeNode("Querying Item Status (Edited/Active/Hovered etc.)") then IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)") -- 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_flags_override = ImGui.Checkbox("Override LiveEdit:", s.liveedit_flags_override) ImGui.SameLine() if not s.liveedit_flags_override then s.liveedit_flags = ImGui.GetItemFlags() end ImGui.BeginDisabled(s.liveedit_flags_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_flags_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 item_type = s.item_type local col4f = s.col4f if s.item_disabled then ImGui.BeginDisabled(true) end if s.item_mixedvalue then ImGui.PushItemFlag(ImGuiItemFlags.MixedValue, true) end if item_type == 0 then ImGui.Text("ITEM: Text") end -- Testing text items with no identifier/interaction if item_type == 1 then ret = ImGui.Button("ITEM: Button") end -- Testing button if item_type == 2 then ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true); ret = ImGui.Button("ITEM: Button"); ImGui.PopItemFlag() end -- Testing button (with repeater) if item_type == 3 then ret, s.b = ImGui.Checkbox("ITEM: Checkbox", s.b) end -- Testing checkbox if item_type == 4 then col4f[1], ret = ImGui.SliderFloat("ITEM: SliderFloat", col4f[1], 0.0, 1.0) end -- Testing basic item if item_type == 5 then ret = ImGui.InputText("ITEM: InputText", s.str, 16) end -- Testing input text (which handles tabbing) if item_type == 6 then ret = ImGui.InputTextMultiline("ITEM: InputTextMultiline", s.str, 16) end -- Testing input text (which uses a child window) if item_type == 7 then col4f[1], ret = ImGui.InputFloat("ITEM: InputFloat", col4f[1], 1.0) end -- Testing +/- buttons on scalar input if item_type == 8 then ret = ImGui.InputFloat3("ITEM: InputFloat3", col4f) end -- Testing multi-component items (IsItemXXX flags are reported merged) if item_type == 9 then ret = ImGui.ColorEdit4("ITEM: ColorEdit4", col4f) end -- Testing multi-component items (IsItemXXX flags are reported merged) if item_type == 10 then ret = ImGui.Selectable("ITEM: Selectable") end -- Testing selectable item if item_type == 11 then ret = ImGui.MenuItem("ITEM: MenuItem") end -- Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) if item_type == 12 then ret = ImGui.TreeNode("ITEM: TreeNode"); if ret then ImGui.TreePop() end end -- Testing tree node if item_type == 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 item_type == 14 then local items = { "Apple", "Banana", "Cherry", "Kiwi" }; s.current, ret = ImGui.Combo("ITEM: Combo", s.current, items, #items) end if item_type == 15 then local items = { "Apple", "Banana", "Cherry", "Kiwi" }; s.current_2, ret = ImGui.ListBox("ITEM: ListBox", s.current_2, items, #items, #items) end local hovered_delay_none = ImGui.IsItemHovered() local hovered_delay_stationary = ImGui.IsItemHovered(ImGuiHoveredFlags.Stationary) local hovered_delay_short = ImGui.IsItemHovered(ImGuiHoveredFlags.DelayShort) local hovered_delay_normal = ImGui.IsItemHovered(ImGuiHoveredFlags.DelayNormal) local hovered_delay_tooltip = ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) -- = Normal + Stationary -- Display the values of IsItemHovered() and other common item state functions. -- Note that the ImGuiHoveredFlags_XXX flags can be combined. -- Because BulletText is an item itself and that would affect the output of IsItemXXX functions, -- we query every state in a single call to avoid storing them and to simplify the code. ImGui.BulletText( "Return value = %d\n" .. "IsItemFocused() = %d\n" .. "IsItemHovered() = %d\n" .. "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" .. "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" .. "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" .. "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" .. "IsItemHovered(_AllowWhenDisabled) = %d\n" .. "IsItemHovered(_RectOnly) = %d\n" .. "IsItemActive() = %d\n" .. "IsItemEdited() = %d\n" .. "IsItemActivated() = %d\n" .. "IsItemDeactivated() = %d\n" .. "IsItemDeactivatedAfterEdit() = %d\n" .. "IsItemVisible() = %d\n" .. "IsItemClicked() = %d\n" .. "IsItemToggledOpen() = %d\n" .. "GetItemRectMin() = (%.1f, %.1f)\n" .. "GetItemRectMax() = (%.1f, %.1f)\n" .. "GetItemRectSize() = (%.1f, %.1f)", B(ret), B(ImGui.IsItemFocused()), B(ImGui.IsItemHovered()), B(ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup)), B(ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByActiveItem)), B(ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenOverlappedByItem)), B(ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenOverlappedByWindow)), B(ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled)), B(ImGui.IsItemHovered(ImGuiHoveredFlags.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()), ImGui.GetItemRectMin().x, ImGui.GetItemRectMin().y, ImGui.GetItemRectMax().x, ImGui.GetItemRectMax().y, ImGui.GetItemRectSize().x, ImGui.GetItemRectSize().y ) ImGui.BulletText( "with Hovering Delay or Stationary test:\n" .. "IsItemHovered() = %d\n" .. "IsItemHovered(_Stationary) = %d\n" .. "IsItemHovered(_DelayShort) = %d\n" .. "IsItemHovered(_DelayNormal) = %d\n" .. "IsItemHovered(_Tooltip) = %d", B(hovered_delay_none), B(hovered_delay_stationary), B(hovered_delay_short), B(hovered_delay_normal), B(hovered_delay_tooltip)) if s.liveedit_flags_override then ImGui.PopItemFlag() ImGui.PopItemFlag() end if s.item_mixedvalue then ImGui.PopItemFlag() end if s.item_disabled then ImGui.EndDisabled() end local buf = ImGui.NewTextBuffer("", 1) ImGui.InputText("unused", buf, 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 IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)") _, s.embed_all_inside_a_child_window = ImGui.Checkbox("Embed everything inside a child window for testing _RootWindow flag.", s.embed_all_inside_a_child_window) if s.embed_all_inside_a_child_window then ImGui.BeginChild("outer_child", ImVec2(0, ImGui.GetFontSize() * 20.0), ImGuiChildFlags.Borders) end -- Testing IsWindowFocused() function with its various flags. ImGui.BulletText( "IsWindowFocused() = %d\n" .. "IsWindowFocused(_ChildWindows) = %d\n" .. "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" .. "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" .. "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" .. "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowFocused(_RootWindow) = %d\n" .. "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowFocused(_AnyWindow) = %d\n", B(ImGui.IsWindowFocused()), B(ImGui.IsWindowFocused(ImGuiFocusedFlags.ChildWindows)), B(ImGui.IsWindowFocused(bit32.bor(ImGuiFocusedFlags.ChildWindows, ImGuiFocusedFlags.NoPopupHierarchy))), B(ImGui.IsWindowFocused(bit32.bor(ImGuiFocusedFlags.ChildWindows, ImGuiFocusedFlags.DockHierarchy))), B(ImGui.IsWindowFocused(bit32.bor(ImGuiFocusedFlags.ChildWindows, ImGuiFocusedFlags.RootWindow))), B(ImGui.IsWindowFocused(bit32.bor(ImGuiFocusedFlags.ChildWindows, ImGuiFocusedFlags.RootWindow, ImGuiFocusedFlags.NoPopupHierarchy))), B(ImGui.IsWindowFocused(bit32.bor(ImGuiFocusedFlags.ChildWindows, ImGuiFocusedFlags.RootWindow, ImGuiFocusedFlags.DockHierarchy))), B(ImGui.IsWindowFocused(ImGuiFocusedFlags.RootWindow)), B(ImGui.IsWindowFocused(bit32.bor(ImGuiFocusedFlags.RootWindow, ImGuiFocusedFlags.NoPopupHierarchy))), B(ImGui.IsWindowFocused(bit32.bor(ImGuiFocusedFlags.RootWindow, ImGuiFocusedFlags.DockHierarchy))), B(ImGui.IsWindowFocused(ImGuiFocusedFlags.AnyWindow))) -- Testing IsWindowHovered() function with its various flags. ImGui.BulletText( "IsWindowHovered() = %d\n" .. "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" .. "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" .. "IsWindowHovered(_ChildWindows) = %d\n" .. "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowHovered(_RootWindow) = %d\n" .. "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" .. "IsWindowHovered(_AnyWindow) = %d\n" .. "IsWindowHovered(_Stationary) = %d\n", B(ImGui.IsWindowHovered()), B(ImGui.IsWindowHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup)), B(ImGui.IsWindowHovered(ImGuiHoveredFlags.AllowWhenBlockedByActiveItem)), B(ImGui.IsWindowHovered(ImGuiHoveredFlags.ChildWindows)), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.NoPopupHierarchy))), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.DockHierarchy))), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow))), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.NoPopupHierarchy))), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.DockHierarchy))), B(ImGui.IsWindowHovered(ImGuiHoveredFlags.RootWindow)), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.NoPopupHierarchy))), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.DockHierarchy))), B(ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.AllowWhenBlockedByPopup))), B(ImGui.IsWindowHovered(ImGuiHoveredFlags.AnyWindow)), B(ImGui.IsWindowHovered(ImGuiHoveredFlags.Stationary))) ImGui.BeginChild("child", ImVec2(0, 50), ImGuiChildFlags.Borders) ImGui.Text("This is another child window for testing the _ChildWindows flag.") ImGui.EndChild() if s.embed_all_inside_a_child_window 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)\n" .. "IsItemActive() 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.DemoWindowWidgetsSelectables = { selection = { false, true, false, false, false }, -- Basic selected_multi = { false, false, false }, -- Multiple items on the same line (1) checked = { false, false, false, false, false }, -- Multiple items on the same line (2) selected_n = 0, selected_tables = { false, false, false, false, false, false, false, false, false, false }, -- In Tables selected_grid = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }, -- Grid selected_align = { true, false, true, false, true, false, true, false, true }, -- Alignment } -- [Port] The Selectable(label, bool* p_selected) overload doesn't exist in this port (Selectable returns pressed, selected -- without toggling): written as `if ImGui.Selectable(label, sel) then sel = not sel end`. function DemoWindowWidgetsSelectables() local s = S.DemoWindowWidgetsSelectables -- ImGui.SetNextItemOpen(true, ImGuiCond.Once) if ImGui.TreeNode("Selectables") then IMGUI_DEMO_MARKER("Widgets/Selectables") -- Selectable() has 2 overloads: -- - The one taking "bool selected" as a read-only selection information. -- When Selectable() has been clicked it returns true and you can alter selection state accordingly. -- - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) -- The earlier is more flexible, as in real application your selection may be stored in many different ways -- and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). IMGUI_DEMO_MARKER("Widgets/Selectables/Basic") if ImGui.TreeNode("Basic") then local selection = s.selection if ImGui.Selectable("1. I am selectable", selection[1]) then selection[1] = not selection[1] end if ImGui.Selectable("2. I am selectable", selection[2]) then selection[2] = not selection[2] end if ImGui.Selectable("3. I am selectable", selection[3]) then selection[3] = not selection[3] end if ImGui.Selectable("4. I am double clickable", selection[4], ImGuiSelectableFlags.AllowDoubleClick) then if ImGui.IsMouseDoubleClicked(0) then selection[4] = not selection[4] end end ImGui.TreePop() end IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line") if ImGui.TreeNode("Multiple items on the same line") then IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple items on the same line") -- - Using SetNextItemAllowOverlap() -- - Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. do local selected = s.selected_multi ImGui.SetNextItemAllowOverlap(); if ImGui.Selectable("main.c", selected[1]) then selected[1] = not selected[1] end; ImGui.SameLine(); ImGui.SmallButton("Link 1") ImGui.SetNextItemAllowOverlap(); if ImGui.Selectable("hello.cpp", selected[2]) then selected[2] = not selected[2] end; ImGui.SameLine(); ImGui.SmallButton("Link 2") ImGui.SetNextItemAllowOverlap(); if ImGui.Selectable("hello.h", selected[3]) then selected[3] = not selected[3] end; ImGui.SameLine(); ImGui.SmallButton("Link 3") end -- (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() do local checked = s.checked 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) _, checked[n + 1] = ImGui.Checkbox("##check", checked[n + 1]) ImGui.SameLine() local color = ImVec4(bit32.band(n, 1) ~= 0 and 1.0 or 0.2, bit32.band(n, 2) ~= 0 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 end ImGui.TreePop() end if ImGui.TreeNode("In Tables") then IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables") local selected = s.selected_tables if ImGui.BeginTable("split1", 3, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.Borders)) then for i = 0, 9 do local label = string.format("Item %d", i) ImGui.TableNextColumn() if ImGui.Selectable(label, selected[i + 1]) then selected[i + 1] = not selected[i + 1] end -- FIXME-TABLE: Selection overlap end ImGui.EndTable() end ImGui.Spacing() if ImGui.BeginTable("split2", 3, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.Borders)) then for i = 0, 9 do local label = string.format("Item %d", i) ImGui.TableNextRow() ImGui.TableNextColumn() if ImGui.Selectable(label, selected[i + 1], ImGuiSelectableFlags.SpanAllColumns) then selected[i + 1] = not selected[i + 1] end ImGui.TableNextColumn() ImGui.Text("Some other contents") ImGui.TableNextColumn() ImGui.Text("123456") end ImGui.EndTable() end ImGui.TreePop() end if ImGui.TreeNode("Grid") then IMGUI_DEMO_MARKER("Widgets/Selectables/Grid") local selected = s.selected_grid -- Add in a bit of silly fun... local time = ImGui.GetTime() local winning_state = true -- If all cells are selected... for y = 1, 4 do for x = 1, 4 do if selected[y][x] == 0 then winning_state = false end end end -- [Port] memchr(selected, 0, sizeof(selected)) == NULL 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 = 0, 3 do for x = 0, 3 do if x > 0 then ImGui.SameLine() end ImGui.PushID(y * 4 + x) if ImGui.Selectable("Sailor", selected[y + 1][x + 1] ~= 0, 0, ImVec2(size, size)) then -- Toggle clicked cell + toggle neighbors selected[y + 1][x + 1] = bit32.bxor(selected[y + 1][x + 1], 1) if x > 0 then selected[y + 1][x] = bit32.bxor(selected[y + 1][x], 1) end if x < 3 then selected[y + 1][x + 2] = bit32.bxor(selected[y + 1][x + 2], 1) end if y > 0 then selected[y][x + 1] = bit32.bxor(selected[y][x + 1], 1) end if y < 3 then selected[y + 2][x + 1] = bit32.bxor(selected[y + 2][x + 1], 1) end end ImGui.PopID() end end if winning_state then ImGui.PopStyleVar() end ImGui.TreePop() end if ImGui.TreeNode("Alignment") then IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment") HelpMarker( "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " .. "basis using PushStyleVar(). You'll probably want to always keep your default situation to " .. "left-align otherwise it becomes difficult to layout multiple items on a same line") local selected = s.selected_align 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) local idx = 3 * y + x + 1 if ImGui.Selectable(name, selected[idx], ImGuiSelectableFlags.None, ImVec2(size, size)) then selected[idx] = not selected[idx] end ImGui.PopStyleVar() end end ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() ------------------------------------------------------------------------------- -- Multi-selection demos -- Also read: https://github.com/ocornut/imgui/wiki/Multi-Select ------------------------------------------------------------------------------- ExampleNames = { "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" } -- Extra functions to add deletion support to ImGuiSelectionBasicStorage -- [Port] "struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage": an ImGuiSelectionBasicStorage() object whose -- metatable chains to the library's ImGuiSelectionBasicStorage methods. ExampleSelectionWithDeletionMT = {} ExampleSelectionWithDeletionMT.__index = ExampleSelectionWithDeletionMT function ExampleSelectionWithDeletion() local self = ImGuiSelectionBasicStorage() if getmetatable(ExampleSelectionWithDeletionMT) == nil then setmetatable(ExampleSelectionWithDeletionMT, { __index = getmetatable(self) }) -- [Port] inherit ImGuiSelectionBasicStorage methods end return setmetatable(self, ExampleSelectionWithDeletionMT) end -- Find which item should be Focused after deletion. -- Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. -- The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. -- - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. -- - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. -- - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. -- FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. function ExampleSelectionWithDeletionMT:ApplyDeletionPreLoop(ms_io, items_count) if self.Size == 0 then return -1 end -- If focused item is not selected... local focused_idx = ms_io.NavIdItem -- Index of currently focused item if ms_io.NavIdSelected == false then -- This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) ms_io.RangeSrcReset = true -- Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. return focused_idx -- Request to focus same item after deletion. end -- If focused item is selected: land on first unselected item after focused item. for idx = focused_idx + 1, items_count - 1 do if not self:Contains(self:GetStorageIdFromIndex(idx)) then return idx end end -- If focused item is selected: otherwise return last unselected item before focused item. for idx = ImMin(focused_idx, items_count) - 1, 0, -1 do if not self:Contains(self:GetStorageIdFromIndex(idx)) then return idx end end return -1 end -- Rewrite item list (delete items) + update selection. -- - Call after EndMultiSelect() -- - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. -- [Port] items: ImVector (1-based .Data), swapped in place with the rebuilt list. function ExampleSelectionWithDeletionMT:ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_select) -- Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). -- If NavId was not part of selection, we will stay on same item. local new_items = ImVector() new_items:reserve(items.Size - self.Size) local item_next_idx_to_select = -1 for idx = 0, items.Size - 1 do if not self:Contains(self:GetStorageIdFromIndex(idx)) then new_items:push_back(items.Data[idx + 1]) end if item_curr_idx_to_select == idx then item_next_idx_to_select = new_items.Size - 1 end end items:swap(new_items) -- Update selection self:Clear() if item_next_idx_to_select ~= -1 and ms_io.NavIdSelected then self:SetItemSelected(self:GetStorageIdFromIndex(item_next_idx_to_select), true) end end -- Example: Implement dual list box storage and interface ExampleDualListBoxMT = {} ExampleDualListBoxMT.__index = ExampleDualListBoxMT function ExampleDualListBox() local self = setmetatable({}, ExampleDualListBoxMT) self.Items = { ImVector(), ImVector() } -- ID is index into ExampleName[] -- [Port] 1-based: Items[side + 1] self.Selections = { ImGuiSelectionBasicStorage(), ImGuiSelectionBasicStorage() } -- Store ExampleItemId into selection -- [Port] 1-based: Selections[side + 1] self.OptKeepSorted = true return self end function ExampleDualListBoxMT:MoveAll(src, dst) IM_ASSERT((src == 0 and dst == 1) or (src == 1 and dst == 0)) for _, item_id in self.Items[src + 1]:iter() do self.Items[dst + 1]:push_back(item_id) end self.Items[src + 1]:clear() self:SortItems(dst) self.Selections[src + 1]:Swap(self.Selections[dst + 1]) self.Selections[src + 1]:Clear() end function ExampleDualListBoxMT:MoveSelected(src, dst) local src_n = 0 -- [Port] while loop: the C++ for loop decrements src_n while src_n < self.Items[src + 1].Size do repeat local item_id = self.Items[src + 1].Data[src_n + 1] if not self.Selections[src + 1]:Contains(item_id) then break -- continue end self.Items[src + 1]:erase(src_n + 1) -- FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) self.Items[dst + 1]:push_back(item_id) src_n = src_n - 1 until true src_n = src_n + 1 end if self.OptKeepSorted then self:SortItems(dst) end self.Selections[src + 1]:Swap(self.Selections[dst + 1]) self.Selections[src + 1]:Clear() end function ExampleDualListBoxMT:ApplySelectionRequests(ms_io, side) -- In this example we store item id in selection (instead of item index) self.Selections[side + 1].UserData = self.Items[side + 1].Data self.Selections[side + 1].AdapterIndexToStorageId = function(self_, idx) local items = self_.UserData; return items[idx + 1] end self.Selections[side + 1]:ApplyRequests(ms_io) end -- [Port] table.sort() comparator: returns 'lhs < rhs' instead of '*a - *b' function ExampleDualListBoxMT.CompareItemsByValue(lhs, rhs) return lhs < rhs end function ExampleDualListBoxMT:SortItems(n) if self.Items[n + 1].Size > 0 then -- [Port] .Data is nil for an empty ImVector table.sort(self.Items[n + 1].Data, ExampleDualListBoxMT.CompareItemsByValue) -- [Port] .Data holds exactly .Size items here (only push_back/erase/clear are used) end end function ExampleDualListBoxMT:Show() --if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); } if ImGui.BeginTable("split", 3, ImGuiTableFlags.None) then ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthStretch) -- Left side ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthFixed) -- Buttons ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthStretch) -- Right side ImGui.TableNextRow() local request_move_selected = -1 local request_move_all = -1 local child_height_0 = 0.0 for side = 0, 1 do -- FIXME-MULTISELECT: Dual List Box: Add context menus -- FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. local items = self.Items[side + 1] local selection = self.Selections[side + 1] ImGui.TableSetColumnIndex((side == 0) and 0 or 2) ImGui.Text("%s (%d)", (side == 0) and "Available" or "Basket", items.Size) -- Submit scrolling range to avoid glitches on moving/deletion local items_height = ImGui.GetTextLineHeightWithSpacing() ImGui.SetNextWindowContentSize(ImVec2(0.0, items.Size * items_height)) local child_visible if side == 0 then -- Left child is resizable ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)) child_visible = ImGui.BeginChild("0", ImVec2(-FLT_MIN, ImGui.GetFontSize() * 20), bit32.bor(ImGuiChildFlags.FrameStyle, ImGuiChildFlags.ResizeY)) child_height_0 = ImGui.GetWindowSize().y else -- Right child use same height as left one child_visible = ImGui.BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags.FrameStyle) end if child_visible then local flags = ImGuiMultiSelectFlags.BoxSelect1d local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, items.Size) self:ApplySelectionRequests(ms_io, side) for item_n = 0, items.Size - 1 do local item_id = items.Data[item_n + 1] local item_is_selected = selection:Contains(item_id) ImGui.SetNextItemSelectionUserData(item_n) ImGui.Selectable(ExampleNames[item_id + 1], item_is_selected, ImGuiSelectableFlags.AllowDoubleClick) if ImGui.IsItemFocused() then -- FIXME-MULTISELECT: Dual List Box: Transfer focus if ImGui.IsKeyPressed(ImGuiKey.Enter) or ImGui.IsKeyPressed(ImGuiKey.KeypadEnter) then request_move_selected = side end if ImGui.IsMouseDoubleClicked(0) then -- FIXME-MULTISELECT: Double-click on multi-selection? request_move_selected = side end end end ms_io = ImGui.EndMultiSelect() self:ApplySelectionRequests(ms_io, side) end ImGui.EndChild() end -- Buttons columns ImGui.TableSetColumnIndex(1) ImGui.NewLine() --ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; local button_sz = ImVec2(ImGui.GetFrameHeight(), ImGui.GetFrameHeight()) -- (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) if ImGui.Button(">>", button_sz) then request_move_all = 0 end if ImGui.Button(">", button_sz) then request_move_selected = 0 end if ImGui.Button("<", button_sz) then request_move_selected = 1 end if ImGui.Button("<<", button_sz) then request_move_all = 1 end -- Process requests if request_move_all ~= -1 then self:MoveAll(request_move_all, bit32.bxor(request_move_all, 1)) end if request_move_selected ~= -1 then self:MoveSelected(request_move_selected, bit32.bxor(request_move_selected, 1)) end -- FIXME-MULTISELECT: Support action from outside --[[ if (OptKeepSorted == false) { ImGui::NewLine(); if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} } ]] ImGui.EndTable() end end -- [Port] struct ExampleTreeFuncs is local to DemoWindowWidgetsSelectionAndMultiSelect() upstream ("Multi-Select (trees)"): -- hoisted to file level (global table) so its functions are not re-created every frame. ExampleTreeFuncs = {} function ExampleTreeFuncs.DrawNode(node, selection) local tree_node_flags = bit32.bor(ImGuiTreeNodeFlags.SpanAvailWidth, ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick) tree_node_flags = bit32.bor(tree_node_flags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) -- Enable pressing left to jump to parent if #node.Childs == 0 then tree_node_flags = bit32.bor(tree_node_flags, ImGuiTreeNodeFlags.Bullet, ImGuiTreeNodeFlags.Leaf) end if selection:Contains(node.UID) then tree_node_flags = bit32.bor(tree_node_flags, ImGuiTreeNodeFlags.Selected) end -- Using SetNextItemStorageID() to specify storage id, so we can easily peek into -- the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. ImGui.SetNextItemSelectionUserData(node) -- [Port] the node table itself is the selection user data (C++ casts the pointer) ImGui.SetNextItemStorageID(node.UID) if ImGui.TreeNodeEx(node.Name, tree_node_flags) then for _, child in ipairs(node.Childs) do ExampleTreeFuncs.DrawNode(child, selection) end ImGui.TreePop() elseif ImGui.IsItemToggledOpen() then ExampleTreeFuncs.TreeCloseAndUnselectChildNodes(node, selection) end end -- When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. -- FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node -- features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. function ExampleTreeFuncs.TreeCloseAndUnselectChildNodes(node, selection, depth) if depth == nil then depth = 0 end -- Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) local unselected_count = selection:Contains(node.UID) and 1 or 0 if depth == 0 or ImGui.TreeNodeGetOpen(node.UID) then for _, child in ipairs(node.Childs) do unselected_count = unselected_count + ExampleTreeFuncs.TreeCloseAndUnselectChildNodes(child, selection, depth + 1) end ImGui.TreeNodeSetOpen(node.UID, false) end -- Select root node if any of its child was selected, otherwise unselect selection:SetItemSelected(node.UID, (depth == 0 and unselected_count > 0)) return unselected_count end -- Apply multi-selection requests function ExampleTreeFuncs.ApplySelectionRequests(ms_io, tree, selection) for _, req in ms_io.Requests:iter() do if req.Type == ImGuiSelectionRequestType.SetAll then if req.Selected then ExampleTreeFuncs.TreeSetAllInOpenNodes(tree, selection, req.Selected) else selection:Clear() end elseif req.Type == ImGuiSelectionRequestType.SetRange then local first_node = req.RangeFirstItem local last_node = req.RangeLastItem local node = first_node while node ~= nil do selection:SetItemSelected(node.UID, req.Selected) node = ExampleTreeFuncs.TreeGetNextNodeInVisibleOrder(node, last_node) end end end end function ExampleTreeFuncs.TreeSetAllInOpenNodes(node, selection, selected) if node.Parent ~= nil then -- Root node isn't visible nor selectable in our scheme selection:SetItemSelected(node.UID, selected) end if node.Parent == nil or ImGui.TreeNodeGetOpen(node.UID) then for _, child in ipairs(node.Childs) do ExampleTreeFuncs.TreeSetAllInOpenNodes(child, selection, selected) end end end -- Interpolate in *user-visible order* AND only *over opened nodes*. -- If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. -- Here the tricks are that: -- - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. -- this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' -- which would only be called when crossing from child to a parent, aka not too much. -- - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, -- making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. function ExampleTreeFuncs.TreeGetNextNodeInVisibleOrder(curr_node, last_node) -- Reached last node if curr_node == last_node then return nil end -- Recurse into childs. Query storage to tell if the node is open. if #curr_node.Childs > 0 and ImGui.TreeNodeGetOpen(curr_node.UID) then return curr_node.Childs[1] end -- Next sibling, then into our own parent while curr_node.Parent ~= nil do if curr_node.IndexInParent + 1 < #curr_node.Parent.Childs then return curr_node.Parent.Childs[curr_node.IndexInParent + 1 + 1] -- [Port] Childs is 1-based, IndexInParent 0-based end curr_node = curr_node.Parent end return nil end S.DemoWindowWidgetsSelectionAndMultiSelect = { single_select = { selected = -1 }, manual = { selection = { false, false, false, false, false } }, multi_select = { selection = ImGuiSelectionBasicStorage() }, with_clipper = { selection = ImGuiSelectionBasicStorage() }, with_deletion = { items = ImVector(), selection = ExampleSelectionWithDeletion(), items_next_id = 0 }, dual_list_box = { dlb = ExampleDualListBox() }, in_a_table = { selection = ImGuiSelectionBasicStorage() }, checkboxes = { items = { false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false }, flags = bit32.bor(ImGuiMultiSelectFlags.NoAutoSelect, ImGuiMultiSelectFlags.NoAutoClear, ImGuiMultiSelectFlags.ClearOnEscape), }, multiple_scopes = { selections_data = { ImGuiSelectionBasicStorage(), ImGuiSelectionBasicStorage(), ImGuiSelectionBasicStorage() }, -- [Port] 1-based flags = bit32.bor(ImGuiMultiSelectFlags.ScopeRect, ImGuiMultiSelectFlags.ClearOnEscape), -- | ImGuiMultiSelectFlags_ClearOnClickVoid; }, trees = { selection = ImGuiSelectionBasicStorage() }, advanced = { use_clipper = true, use_deletion = true, use_drag_drop = true, show_in_table = false, show_color_button = true, flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.BoxSelect1d), widget_type = 0, -- WidgetType_Selectable items = ImVector(), items_next_id = 0, selection = ExampleSelectionWithDeletion(), request_deletion_from_menu = false, -- Queue deletion triggered from context menu item_category_bufs = {}, -- [Port] read-only InputText() byte buffers, per ExampleNames[] entry }, } function DemoWindowWidgetsSelectionAndMultiSelect(demo_data) local s = S.DemoWindowWidgetsSelectionAndMultiSelect if ImGui.TreeNode("Selection State & Multi-Select") then IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select") HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.") ImGui.BulletText("Wiki page:") ImGui.SameLine() ImGui.TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select") -- Without any fancy API: manage single-selection yourself. if ImGui.TreeNode("Single-Select") then IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select") local st = s.single_select for n = 0, 4 do local buf = string.format("Object %d", n) if ImGui.Selectable(buf, st.selected == n) then st.selected = n end end ImGui.TreePop() end -- Demonstrate implementation a most-basic form of multi-selection manually -- This doesn't support the Shift modifier which requires BeginMultiSelect()! if ImGui.TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)") HelpMarker("Hold Ctrl and Click to select multiple items.") local selection = s.manual.selection for n = 0, 4 do local buf = string.format("Object %d", n) if ImGui.Selectable(buf, selection[n + 1]) then if not ImGui.GetIO().KeyCtrl then -- Clear selection when Ctrl is not held for i = 1, 5 do selection[i] = false end end selection[n + 1] = not selection[n + 1] -- Toggle current item end end ImGui.TreePop() end -- Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. -- Shift+Click w/ Ctrl and other standard features are supported. -- We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. if ImGui.TreeNode("Multi-Select") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select") ImGui.Text("Supported features:") ImGui.BulletText("Keyboard navigation (arrows, page up/down, home/end, space).") ImGui.BulletText("Ctrl modifier to preserve and toggle selection.") ImGui.BulletText("Shift modifier for range selection.") ImGui.BulletText("Ctrl+A to select all.") ImGui.BulletText("Escape to clear selection.") ImGui.BulletText("Click and drag to box-select.") ImGui.Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.") -- Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection local ITEMS_COUNT = 50 local selection = s.multi_select.selection ImGui.Text("Selection: %d/%d", selection.Size, ITEMS_COUNT) -- The BeginChild() has no purpose for selection logic, other that offering a scrolling region. if ImGui.BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui.GetFontSize() * 20), bit32.bor(ImGuiChildFlags.FrameStyle, ImGuiChildFlags.ResizeY)) then local flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.BoxSelect1d) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) for n = 0, ITEMS_COUNT - 1 do local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) end ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) end ImGui.EndChild() ImGui.TreePop() end -- Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() if ImGui.TreeNode("Multi-Select (with clipper)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)") -- Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection local selection = s.with_clipper.selection ImGui.Text("Added features:") ImGui.BulletText("Using ImGuiListClipper.") local ITEMS_COUNT = 10000 ImGui.Text("Selection: %d/%d", selection.Size, ITEMS_COUNT) if ImGui.BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui.GetFontSize() * 20), bit32.bor(ImGuiChildFlags.FrameStyle, ImGuiChildFlags.ResizeY)) then local flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.BoxSelect1d) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) local clipper = ImGuiListClipper() clipper:Begin(ITEMS_COUNT) if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) -- Ensure RangeSrc item is not clipped. end while clipper:Step() do for n = clipper.DisplayStart, clipper.DisplayEnd - 1 do local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) end end ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) end ImGui.EndChild() ImGui.TreePop() end -- Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. -- In order to support Deletion without any glitches you need to: -- - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. -- - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. -- - (3) BeginXXXX process -- - (4) Focus process -- - (5) EndXXXX process if ImGui.TreeNode("Multi-Select (with deletion)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)") -- Storing items data separately from selection data. -- (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) -- Use a custom selection.Adapter: store item identifier in Selection (instead of index) local st = s.with_deletion local items = st.items local selection = st.selection selection.UserData = items selection.AdapterIndexToStorageId = function(self, idx) local p_items = self.UserData; return p_items.Data[idx + 1] end -- Index -> ID ImGui.Text("Added features:") ImGui.BulletText("Dynamic list with Delete key support.") ImGui.Text("Selection size: %d/%d", selection.Size, items.Size) -- Initialize default list with 50 items + button to add/remove items. if st.items_next_id == 0 then for _ = 0, 49 do items:push_back(st.items_next_id); st.items_next_id = st.items_next_id + 1 end end if ImGui.SmallButton("Add 20 items") then for _ = 0, 19 do items:push_back(st.items_next_id); st.items_next_id = st.items_next_id + 1 end end ImGui.SameLine() if ImGui.SmallButton("Remove 20 items") then for _ = ImMin(20, items.Size), 1, -1 do selection:SetItemSelected(items:back(), false); items:pop_back() end end -- (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion local items_height = ImGui.GetTextLineHeightWithSpacing() ImGui.SetNextWindowContentSize(ImVec2(0.0, items.Size * items_height)) if ImGui.BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui.GetFontSize() * 20), bit32.bor(ImGuiChildFlags.FrameStyle, ImGuiChildFlags.ResizeY)) then local flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.BoxSelect1d) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, items.Size) selection:ApplyRequests(ms_io) local want_delete = ImGui.Shortcut(ImGuiKey.Delete, ImGuiInputFlags.Repeat) and (selection.Size > 0) local item_curr_idx_to_focus = -1 if want_delete then item_curr_idx_to_focus = selection:ApplyDeletionPreLoop(ms_io, items.Size) end for n = 0, items.Size - 1 do local item_id = items.Data[n + 1] local label = string.format("Object %05d: %s", item_id, ExampleNames[item_id % #ExampleNames + 1]) -- [Port] %05u -> %05d local item_is_selected = selection:Contains(item_id) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) if item_curr_idx_to_focus == n then ImGui.SetKeyboardFocusHere(-1) end end -- Apply multi-select requests ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) if want_delete then selection:ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus) end end ImGui.EndChild() ImGui.TreePop() end -- Implement a Dual List Box (#6648) if ImGui.TreeNode("Multi-Select (dual list box)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)") -- Init default state local dlb = s.dual_list_box.dlb if dlb.Items[1].Size == 0 and dlb.Items[2].Size == 0 then for item_id = 0, #ExampleNames - 1 do dlb.Items[1]:push_back(item_id) end end -- Show dlb:Show() ImGui.TreePop() end -- Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() if ImGui.TreeNode("Multi-Select (in a table)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)") local selection = s.in_a_table.selection local ITEMS_COUNT = 10000 ImGui.Text("Selection: %d/%d", selection.Size, ITEMS_COUNT) if ImGui.BeginTable("##Basket", 2, bit32.bor(ImGuiTableFlags.ScrollY, ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter), ImVec2(0.0, ImGui.GetFontSize() * 20)) then ImGui.TableSetupColumn("Object") ImGui.TableSetupColumn("Action") ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableHeadersRow() local flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.BoxSelect1d) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) local clipper = ImGuiListClipper() clipper:Begin(ITEMS_COUNT) if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) -- Ensure RangeSrc item is not clipped. end while clipper:Step() do for n = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.PushID(n) local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected, bit32.bor(ImGuiSelectableFlags.SpanAllColumns, ImGuiSelectableFlags.AllowOverlap)) ImGui.TableNextColumn() ImGui.SmallButton("hello") ImGui.PopID() end end ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) ImGui.EndTable() end ImGui.TreePop() end if ImGui.TreeNode("Multi-Select (checkboxes)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)") ImGui.Text("In a list of checkboxes (not selectable):") ImGui.BulletText("Using _NoAutoSelect + _NoAutoClear flags.") ImGui.BulletText("Shift+Click to check multiple boxes.") ImGui.BulletText("Shift+Keyboard to copy current value to other boxes.") -- If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. local st = s.checkboxes local items = st.items _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", st.flags, ImGuiMultiSelectFlags.NoAutoSelect) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", st.flags, ImGuiMultiSelectFlags.NoAutoClear) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", st.flags, ImGuiMultiSelectFlags.BoxSelect2d) -- Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. if ImGui.BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui.GetFontSize() * 20), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeY)) then local ms_io = ImGui.BeginMultiSelect(st.flags, -1, #items) local storage_wrapper = ImGuiSelectionExternalStorage() storage_wrapper.UserData = items storage_wrapper.AdapterSetItemSelected = function(self, n, selected) local array = self.UserData; array[n + 1] = selected end storage_wrapper:ApplyRequests(ms_io) for n = 0, 19 do local label = string.format("Item %d", n) ImGui.SetNextItemSelectionUserData(n) _, items[n + 1] = ImGui.Checkbox(label, items[n + 1]) end ms_io = ImGui.EndMultiSelect() storage_wrapper:ApplyRequests(ms_io) end ImGui.EndChild() ImGui.TreePop() end -- Demonstrate individual selection scopes in same window if ImGui.TreeNode("Multi-Select (multiple scopes)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)") -- Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection local SCOPES_COUNT = 3 local ITEMS_COUNT = 8 -- Per scope local st = s.multiple_scopes local selections_data = st.selections_data -- Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. local pressed pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", st.flags, ImGuiMultiSelectFlags.ScopeWindow) if pressed and bit32.band(st.flags, ImGuiMultiSelectFlags.ScopeWindow) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(ImGuiMultiSelectFlags.ScopeRect)) end pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", st.flags, ImGuiMultiSelectFlags.ScopeRect) if pressed and bit32.band(st.flags, ImGuiMultiSelectFlags.ScopeRect) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(ImGuiMultiSelectFlags.ScopeWindow)) end _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", st.flags, ImGuiMultiSelectFlags.ClearOnClickVoid) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", st.flags, ImGuiMultiSelectFlags.BoxSelect1d) for selection_scope_n = 0, SCOPES_COUNT - 1 do ImGui.PushID(selection_scope_n) local selection = selections_data[selection_scope_n + 1] local ms_io = ImGui.BeginMultiSelect(st.flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) ImGui.SeparatorText("Selection scope") ImGui.Text("Selection size: %d/%d", selection.Size, ITEMS_COUNT) for n = 0, ITEMS_COUNT - 1 do local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) end -- Apply multi-select requests ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) ImGui.PopID() end ImGui.TreePop() end -- See ShowExampleAppAssetsBrowser() if ImGui.TreeNode("Multi-Select (tiled assets browser)") then _, demo_data.ShowAppAssetsBrowser = ImGui.Checkbox("Assets Browser", demo_data.ShowAppAssetsBrowser) ImGui.Text("(also access from 'Examples->Assets Browser' in menu)") ImGui.TreePop() end -- Demonstrate supporting multiple-selection in a tree. -- - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! -- This showcase how SetNextItemSelectionUserData() never assume indices! -- - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. -- We want this interpolation to match what the user sees: in visible order, skipping closed nodes. -- This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. -- - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you -- are more likely to build an array mapping sequential indices to visible tree nodes, since your -- filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. -- - Consider this a prototype: we are working toward simplifying some of it. if ImGui.TreeNode("Multi-Select (trees)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)") HelpMarker( "This is rather advanced and experimental. If you are getting started with multi-select, " .. "please don't start by looking at how to use it for a tree!\n\n" .. "Future versions will try to simplify and formalize some of this.") -- struct ExampleTreeFuncs { ... }; -- [Port] defined at file level above S.DemoWindowWidgetsSelectionAndMultiSelect local selection = s.trees.selection if demo_data.DemoTree == nil then demo_data.DemoTree = ExampleTree_CreateDemoTree() -- Create tree once end ImGui.Text("Selection size: %d", selection.Size) if ImGui.BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui.GetFontSize() * 20), bit32.bor(ImGuiChildFlags.FrameStyle, ImGuiChildFlags.ResizeY)) then local tree = demo_data.DemoTree local ms_flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.BoxSelect2d) local ms_io = ImGui.BeginMultiSelect(ms_flags, selection.Size, -1) ExampleTreeFuncs.ApplySelectionRequests(ms_io, tree, selection) for _, node in ipairs(tree.Childs) do ExampleTreeFuncs.DrawNode(node, selection) end ms_io = ImGui.EndMultiSelect() ExampleTreeFuncs.ApplySelectionRequests(ms_io, tree, selection) end ImGui.EndChild() ImGui.TreePop() end -- Advanced demonstration of BeginMultiSelect() -- - Showcase clipping. -- - Showcase deletion. -- - Showcase basic drag and drop. -- - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). -- - Showcase using inside a table. --ImGui::SetNextItemOpen(true, ImGuiCond_Once); if ImGui.TreeNode("Multi-Select (advanced)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)") -- Options local WidgetType_Selectable, WidgetType_TreeNode = 0, 1 -- enum WidgetType local st = s.advanced if ImGui.TreeNode("Options") then if ImGui.RadioButtonEx("Selectables", st.widget_type == WidgetType_Selectable) then st.widget_type = WidgetType_Selectable end -- [Port] RadioButton(label, bool) -> RadioButtonEx ImGui.SameLine() if ImGui.RadioButtonEx("Tree nodes", st.widget_type == WidgetType_TreeNode) then st.widget_type = WidgetType_TreeNode end ImGui.SameLine() HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes.") _, st.use_clipper = ImGui.Checkbox("Enable clipper", st.use_clipper) _, st.use_deletion = ImGui.Checkbox("Enable deletion", st.use_deletion) _, st.use_drag_drop = ImGui.Checkbox("Enable drag & drop", st.use_drag_drop) _, st.show_in_table = ImGui.Checkbox("Show in a table", st.show_in_table) _, st.show_color_button = ImGui.Checkbox("Show color button", st.show_color_button) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", st.flags, ImGuiMultiSelectFlags.SingleSelect) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", st.flags, ImGuiMultiSelectFlags.NoSelectAll) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", st.flags, ImGuiMultiSelectFlags.NoRangeSelect) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", st.flags, ImGuiMultiSelectFlags.NoAutoSelect) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", st.flags, ImGuiMultiSelectFlags.NoAutoClear) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", st.flags, ImGuiMultiSelectFlags.NoAutoClearOnReselect) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", st.flags, ImGuiMultiSelectFlags.NoSelectOnRightClick) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", st.flags, ImGuiMultiSelectFlags.BoxSelect1d) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", st.flags, ImGuiMultiSelectFlags.BoxSelect2d) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", st.flags, ImGuiMultiSelectFlags.BoxSelectNoScroll) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", st.flags, ImGuiMultiSelectFlags.ClearOnEscape) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", st.flags, ImGuiMultiSelectFlags.ClearOnClickVoid) local pressed pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", st.flags, ImGuiMultiSelectFlags.ScopeWindow) if pressed and bit32.band(st.flags, ImGuiMultiSelectFlags.ScopeWindow) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(ImGuiMultiSelectFlags.ScopeRect)) end pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", st.flags, ImGuiMultiSelectFlags.ScopeRect) if pressed and bit32.band(st.flags, ImGuiMultiSelectFlags.ScopeRect) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(ImGuiMultiSelectFlags.ScopeWindow)) end pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SelectOnAuto", st.flags, ImGuiMultiSelectFlags.SelectOnAuto) if pressed then st.flags = bit32.band(st.flags, bit32.bnot(bit32.bxor(ImGuiMultiSelectFlags.SelectOnMask_, ImGuiMultiSelectFlags.SelectOnAuto))) end ImGui.SameLine(); HelpMarker("Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)") pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickAlways", st.flags, ImGuiMultiSelectFlags.SelectOnClickAlways) if pressed then st.flags = bit32.band(st.flags, bit32.bnot(bit32.bxor(ImGuiMultiSelectFlags.SelectOnMask_, ImGuiMultiSelectFlags.SelectOnClickAlways))) end ImGui.SameLine(); HelpMarker("Prevents Drag and Drop from being used on multi-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)") pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", st.flags, ImGuiMultiSelectFlags.SelectOnClickRelease) if pressed then st.flags = bit32.band(st.flags, bit32.bnot(bit32.bxor(ImGuiMultiSelectFlags.SelectOnMask_, ImGuiMultiSelectFlags.SelectOnClickRelease))) end ImGui.SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.") ImGui.TreePop() end -- Initialize default list with 1000 items. -- Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection local items = st.items if st.items_next_id == 0 then for _ = 0, 999 do items:push_back(st.items_next_id); st.items_next_id = st.items_next_id + 1 end end local selection = st.selection ImGui.Text("Selection size: %d/%d", selection.Size, items.Size) local items_height = (st.widget_type == WidgetType_TreeNode) and ImGui.GetTextLineHeight() or ImGui.GetTextLineHeightWithSpacing() ImGui.SetNextWindowContentSize(ImVec2(0.0, items.Size * items_height)) if ImGui.BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui.GetFontSize() * 20), bit32.bor(ImGuiChildFlags.FrameStyle, ImGuiChildFlags.ResizeY)) then local color_button_sz = ImVec2(ImGui.GetFontSize(), ImGui.GetFontSize()) if st.widget_type == WidgetType_TreeNode then ImGui.PushStyleVarY(ImGuiStyleVar.ItemSpacing, 0.0) end local ms_io = ImGui.BeginMultiSelect(st.flags, selection.Size, items.Size) selection:ApplyRequests(ms_io) local want_delete = (ImGui.Shortcut(ImGuiKey.Delete, ImGuiInputFlags.Repeat) and (selection.Size > 0)) or st.request_deletion_from_menu local item_curr_idx_to_focus = -1 if want_delete then item_curr_idx_to_focus = selection:ApplyDeletionPreLoop(ms_io, items.Size) end st.request_deletion_from_menu = false if st.show_in_table then if st.widget_type == WidgetType_TreeNode then ImGui.PushStyleVar(ImGuiStyleVar.CellPadding, ImVec2(0.0, 0.0)) end ImGui.BeginTable("##Split", 2, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.NoSavedSettings, ImGuiTableFlags.NoPadOuterX)) ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthStretch, 0.70) ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthStretch, 0.30) --ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); end local clipper = ImGuiListClipper() if st.use_clipper then clipper:Begin(items.Size) if item_curr_idx_to_focus ~= -1 then clipper:IncludeItemByIndex(item_curr_idx_to_focus) -- Ensure focused item is not clipped. end if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) -- Ensure RangeSrc item is not clipped. end end while not st.use_clipper or clipper:Step() do local item_begin = st.use_clipper and clipper.DisplayStart or 0 local item_end = st.use_clipper and clipper.DisplayEnd or items.Size for n = item_begin, item_end - 1 do if st.show_in_table then ImGui.TableNextColumn() end local item_id = items.Data[n + 1] local item_category = ExampleNames[item_id % #ExampleNames + 1] local label = string.format("Object %05d: %s", item_id, item_category) -- IMPORTANT: for deletion refocus to work we need object ID to be stable, -- aka not depend on their index in the list. Here we use our persistent item_id -- instead of index to build a unique ID that will persist. -- (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). ImGui.PushID(item_id) -- Emit a color button, to test that Shift+LeftArrow landing on an item that is not part -- of the selection scope doesn't erroneously alter our selection. if st.show_color_button then local dummy_col = bit32.bor((n * 0xC250B74B) % 4294967296, IM_COL32_A_MASK) -- [Port] unsigned 32-bit wrap-around ImGui.ColorButton("##", ImColor(dummy_col).Value, ImGuiColorEditFlags.NoTooltip, color_button_sz) ImGui.SameLine() end -- Submit item local item_is_selected = selection:Contains(n) local item_is_open = false ImGui.SetNextItemSelectionUserData(n) if st.widget_type == WidgetType_Selectable then ImGui.Selectable(label, item_is_selected, ImGuiSelectableFlags.None) elseif st.widget_type == WidgetType_TreeNode then local tree_node_flags = bit32.bor(ImGuiTreeNodeFlags.SpanAvailWidth, ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick) if item_is_selected then tree_node_flags = bit32.bor(tree_node_flags, ImGuiTreeNodeFlags.Selected) end item_is_open = ImGui.TreeNodeEx(label, tree_node_flags) end -- Focus (for after deletion) if item_curr_idx_to_focus == n then ImGui.SetKeyboardFocusHere(-1) end -- Drag and Drop if st.use_drag_drop and ImGui.BeginDragDropSource() then -- Create payload with full selection OR single unselected item. -- (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) if ImGui.GetDragDropPayload() == nil then local payload_items = ImVector() local it = nil local id = 0 if not item_is_selected then payload_items:push_back(item_id) else local has_more while true do has_more, it, id = selection:GetNextSelectedItem(it) if not has_more then break end payload_items:push_back(id) end end ImGui.SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, payload_items.Size * 4) -- [Port] size_in_bytes() = Size * sizeof(int), payload carries the Lua array end -- Display payload content in tooltip local payload = ImGui.GetDragDropPayload() local payload_items = payload.Data local payload_count = math.floor(payload.DataSize / 4) -- [Port] sizeof(int) = 4 if payload_count == 1 then ImGui.Text("Object %05d: %s", payload_items[1], ExampleNames[payload_items[1] % #ExampleNames + 1]) else ImGui.Text("Dragging %d objects", payload_count) end ImGui.EndDragDropSource() end if st.widget_type == WidgetType_TreeNode and item_is_open then ImGui.TreePop() end -- Right-click: context menu if ImGui.BeginPopupContextItem() then ImGui.BeginDisabled(not st.use_deletion or selection.Size == 0) label = string.format("Delete %d item(s)###DeleteSelected", selection.Size) if ImGui.Selectable(label) then st.request_deletion_from_menu = true end ImGui.EndDisabled() ImGui.Selectable("Close") ImGui.EndPopup() end -- Demo content within a table if st.show_in_table then ImGui.TableNextColumn() ImGui.SetNextItemWidth(-FLT_MIN) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) -- [Port] InputText() needs a byte buffer: one cached read-only buffer per category (buf_size includes the terminator) local category_buf = st.item_category_bufs[item_category] if category_buf == nil then category_buf = ImGui.NewTextBuffer(item_category, #item_category + 1); st.item_category_bufs[item_category] = category_buf end ImGui.InputText("##NoLabel", category_buf, #item_category + 1, ImGuiInputTextFlags.ReadOnly) ImGui.PopStyleVar() end ImGui.PopID() end if not st.use_clipper then break end end if st.show_in_table then ImGui.EndTable() if st.widget_type == WidgetType_TreeNode then ImGui.PopStyleVar() end end -- Apply multi-select requests ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) if want_delete then selection:ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus) end if st.widget_type == WidgetType_TreeNode then ImGui.PopStyleVar() end end ImGui.EndChild() ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTabs() ------------------------------------------------------------------------------- -- [Port] ImGuiTabBarFlags* p_flags -> takes flags, returns the new flags function EditTabBarFittingPolicyFlags(p_flags) if bit32.band(p_flags, ImGuiTabBarFlags.FittingPolicyMask_) == 0 then p_flags = bit32.bor(p_flags, ImGuiTabBarFlags.FittingPolicyDefault_) end local pressed pressed, p_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyMixed", p_flags, ImGuiTabBarFlags.FittingPolicyMixed) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(ImGuiTabBarFlags.FittingPolicyMask_, ImGuiTabBarFlags.FittingPolicyMixed))) end pressed, p_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyShrink", p_flags, ImGuiTabBarFlags.FittingPolicyShrink) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(ImGuiTabBarFlags.FittingPolicyMask_, ImGuiTabBarFlags.FittingPolicyShrink))) end pressed, p_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", p_flags, ImGuiTabBarFlags.FittingPolicyScroll) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(ImGuiTabBarFlags.FittingPolicyMask_, ImGuiTabBarFlags.FittingPolicyScroll))) end return p_flags end S.DemoWindowWidgetsTabs = { tab_bar_flags = ImGuiTabBarFlags.Reorderable, opened = { true, true, true, true }, -- Persistent user state active_tabs = ImVector(), next_tab_id = 0, show_leading_button = true, show_trailing_button = true, show_leading_trailing_tabs = false, tab_bar_flags_2 = bit32.bor(ImGuiTabBarFlags.AutoSelectNewTabs, ImGuiTabBarFlags.Reorderable, ImGuiTabBarFlags.FittingPolicyMixed), } function DemoWindowWidgetsTabs() local s = S.DemoWindowWidgetsTabs if ImGui.TreeNode("Tabs") then IMGUI_DEMO_MARKER("Widgets/Tabs") if ImGui.TreeNode("Basic") then IMGUI_DEMO_MARKER("Widgets/Tabs/Basic") local tab_bar_flags = ImGuiTabBarFlags.None if ImGui.BeginTabBar("MyTabBar", tab_bar_flags) 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 IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button") -- Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_Reorderable", s.tab_bar_flags, ImGuiTabBarFlags.Reorderable) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", s.tab_bar_flags, ImGuiTabBarFlags.AutoSelectNewTabs) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", s.tab_bar_flags, ImGuiTabBarFlags.TabListPopupButton) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", s.tab_bar_flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", s.tab_bar_flags, ImGuiTabBarFlags.DrawSelectedOverline) s.tab_bar_flags = EditTabBarFittingPolicyFlags(s.tab_bar_flags) -- Tab Bar ImGui.AlignTextToFramePadding() ImGui.Text("Opened:") local names = { "Artichoke", "Beetroot", "Celery", "Daikon" } local opened = s.opened -- Persistent user state for n = 0, #opened - 1 do ImGui.SameLine() _, opened[n + 1] = ImGui.Checkbox(names[n + 1], opened[n + 1]) end -- Passing a bool* to BeginTabItem() is similar to passing one to Begin(): -- the underlying bool will be set to false when the tab is closed. if ImGui.BeginTabBar("MyTabBar", s.tab_bar_flags) then for n = 0, #opened - 1 do if opened[n + 1] then local visible visible, opened[n + 1] = ImGui.BeginTabItem(names[n + 1], opened[n + 1], ImGuiTabItemFlags.None) if visible then ImGui.Text("This is the %s tab!", names[n + 1]) if bit32.band(n, 1) ~= 0 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 IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags") local active_tabs = s.active_tabs if s.next_tab_id == 0 then -- Initialize with some default tabs for i = 0, 2 do active_tabs:push_back(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_button = ImGui.Checkbox("Show Leading TabItemButton()", s.show_leading_button) _, s.show_trailing_button = ImGui.Checkbox("Show Trailing TabItemButton()", s.show_trailing_button) _, s.show_leading_trailing_tabs = ImGui.Checkbox("Show Leading+Trailing TabItem()", s.show_leading_trailing_tabs) -- Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs s.tab_bar_flags_2 = EditTabBarFittingPolicyFlags(s.tab_bar_flags_2) if ImGui.BeginTabBar("MyTabBar", s.tab_bar_flags_2) then -- Demo a Leading TabItemButton(): click the "?" button to open a menu if s.show_leading_button then if ImGui.TabItemButton("?", bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.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_leading_trailing_tabs then if ImGui.BeginTabItem("Leading", nil, ImGuiTabItemFlags.Leading) then ImGui.EndTabItem() end if ImGui.BeginTabItem("Trailing", nil, ImGuiTabItemFlags.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_button then if ImGui.TabItemButton("+", bit32.bor(ImGuiTabItemFlags.Trailing, ImGuiTabItemFlags.NoTooltip)) then active_tabs:push_back(s.next_tab_id); s.next_tab_id = s.next_tab_id + 1 -- Add new tab end end -- Submit our regular tabs local n = 0 while n < active_tabs.Size do local open = true local name = string.format("%04d", active_tabs.Data[n + 1]) local visible visible, open = ImGui.BeginTabItem(name, open, ImGuiTabItemFlags.None) if visible then ImGui.Text("This is the %s tab!", name) ImGui.EndTabItem() end if not open then active_tabs:erase(n + 1) else n = n + 1 end end ImGui.EndTabBar() end ImGui.Separator() ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsText() ------------------------------------------------------------------------------- S.DemoWindowWidgetsText = { custom_size = 16.0, custom_scale = 1.0, wrap_width = 200.0, buf = ImGui.NewTextBuffer("\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e", 32), } function DemoWindowWidgetsText() local s = S.DemoWindowWidgetsText if ImGui.TreeNode("Text") then IMGUI_DEMO_MARKER("Widgets/Text") if ImGui.TreeNode("Colorful Text") then IMGUI_DEMO_MARKER("Widgets/Text/Colored Text") -- 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 IMGUI_DEMO_MARKER("Widgets/Text/Font Size") 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 IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping") -- Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. ImGui.TextWrapped( "This text should automatically wrap on the edge of the window. The current implementation " .. "for text wrapping follows simple rules suitable for English and possibly other languages.") ImGui.Spacing() 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 IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text") -- UTF-8 test with Japanese characters -- (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) -- - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 -- - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you -- can save your source files as 'UTF-8 without signature'). -- - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 -- CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. -- Don't do this in your application! Please use u8"text in any language" in your application! -- Note that characters values are preserved even by InputText() if the font cannot be displayed, -- so you can safely copy & paste garbled characters into another application. ImGui.TextWrapped( "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " .. "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " .. "Read docs/FONTS.md for details.") ImGui.Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)") ImGui.Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)") --static char buf[32] = u8"NIHONGO"; -- <- this is how you would write it with C++11, using real kanjis ImGui.InputText("UTF-8 input", s.buf, 32) ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTextFilter() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTextFilter = { filter = ImGuiTextFilter(), } function DemoWindowWidgetsTextFilter() local s = S.DemoWindowWidgetsTextFilter if ImGui.TreeNode("Text Filter") then IMGUI_DEMO_MARKER("Widgets/Text Filter") -- Helper class to easy setup a text filter. -- You may want to implement a more feature-full filtering scheme in your own application. HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.") local filter = s.filter ImGui.Text("Filter usage:\n" .. " \"\" display all lines\n" .. " xxx display lines containing \"xxx\"\n" .. " xxx yyy display lines containing \"xxx\" and \"yyy\"\n" .. " \"xxx yyy\" display lines containing \"xxx yyy\"\n" .. " xxx,yyy display lines containing \"xxx\" or \"yyy\"\n" .. " -xxx hide lines containing \"xxx\"") ImGui.SetNextItemWidth(-FLT_MIN) filter:DrawWithHint("##Filter", "Filter (incl -excl)") if ImGui.BeginChild("##items", ImVec2(-FLT_MIN, ImGui.GetTextLineHeightWithSpacing() * 15), ImGuiChildFlags.FrameStyle) then local lines = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" } for _, item in ipairs(lines) 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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTextInput() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTextInput = { -- "Multi-line Text Input" ml = { text = ImGui.NewTextBuffer( "/*\n" .. " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" .. " the hexadecimal encoding of one offending instruction,\n" .. " more formally, the invalid operand with locked CMPXCHG8B\n" .. " instruction bug, is a design flaw in the majority of\n" .. " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" .. " processors (all in the P5 microarchitecture).\n" .. "*/\n\n" .. "label:\n" .. "\tlock cmpxchg8b eax\n", 1024 * 16), flags = ImGuiInputTextFlags.AllowTabInput, }, -- "Filtered Text Input" filtered = { buf1 = ImGui.NewTextBuffer("", 32), buf2 = ImGui.NewTextBuffer("", 32), buf3 = ImGui.NewTextBuffer("", 32), buf4 = ImGui.NewTextBuffer("", 32), buf5 = ImGui.NewTextBuffer("", 32), buf6 = ImGui.NewTextBuffer("", 32), buf7 = ImGui.NewTextBuffer("", 32), }, -- "Password Input" password = { password = ImGui.NewTextBuffer("password123", 64) }, -- "Completion, History, Edit Callbacks" callbacks = { buf1 = ImGui.NewTextBuffer("", 64), buf2 = ImGui.NewTextBuffer("", 64), buf3 = ImGui.NewTextBuffer("", 64), edit_count = 0, }, -- "Resize Callback" resize = { flags = ImGuiInputTextFlags.None, my_str = ImVector() }, -- "Eliding, Alignment" eliding = { buf1 = ImGui.NewTextBuffer("/path/to/some/folder/with/long/filename.cpp", 128), flags = ImGuiInputTextFlags.ElideLeft }, -- "Miscellaneous" misc = { buf1 = ImGui.NewTextBuffer("", 16), flags = ImGuiInputTextFlags.EscapeClearsAll }, } function DemoWindowWidgetsTextInput() local S_ti = S.DemoWindowWidgetsTextInput -- To wire InputText() with std::string or any other custom string type, -- see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. if ImGui.TreeNode("Text Input") then IMGUI_DEMO_MARKER("Widgets/Text Input") if ImGui.TreeNode("Multi-line Text Input") then IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input") local s = S_ti.ml -- WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE. -- If you want to use InputText() with std::string or any custom dynamic string type: -- - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp -- - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)") _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", s.flags, ImGuiInputTextFlags.ReadOnly) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_WordWrap", s.flags, ImGuiInputTextFlags.WordWrap) ImGui.SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h") _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", s.flags, ImGuiInputTextFlags.AllowTabInput) ImGui.SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.") _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", s.flags, ImGuiInputTextFlags.CtrlEnterForNewLine) ImGui.InputTextMultiline("##source", s.text, 1024 * 16, ImVec2(-FLT_MIN, ImGui.GetTextLineHeight() * 16), s.flags) ImGui.TreePop() end if ImGui.TreeNode("Filtered Text Input") then IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input") local s = S_ti.filtered local TextFilters = {} -- Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) function TextFilters.FilterCasingSwap(data) if data.EventChar >= string.byte('a') and data.EventChar <= string.byte('z') then data.EventChar = data.EventChar - (string.byte('a') - string.byte('A')) -- Lowercase becomes uppercase elseif data.EventChar >= string.byte('A') and data.EventChar <= string.byte('Z') then data.EventChar = data.EventChar + (string.byte('a') - string.byte('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) function TextFilters.FilterImGuiLetters(data) if data.EventChar < 256 and string.find("imgui", string.char(data.EventChar), 1, true) then return 0 end return 1 end ImGui.InputText("default", s.buf1, 32) ImGui.InputText("decimal", s.buf2, 32, ImGuiInputTextFlags.CharsDecimal) ImGui.InputText("hexadecimal", s.buf3, 32, bit32.bor(ImGuiInputTextFlags.CharsHexadecimal, ImGuiInputTextFlags.CharsUppercase)) ImGui.InputText("uppercase", s.buf4, 32, ImGuiInputTextFlags.CharsUppercase) ImGui.InputText("no blank", s.buf5, 32, ImGuiInputTextFlags.CharsNoBlank) ImGui.InputText("casing swap", s.buf6, 32, ImGuiInputTextFlags.CallbackCharFilter, TextFilters.FilterCasingSwap) -- Use CharFilter callback to replace characters. ImGui.InputText("\"imgui\"", s.buf7, 32, ImGuiInputTextFlags.CallbackCharFilter, TextFilters.FilterImGuiLetters) -- Use CharFilter callback to disable some characters. ImGui.TreePop() end if ImGui.TreeNode("Password Input") then IMGUI_DEMO_MARKER("Widgets/Text Input/Password input") local s = S_ti.password ImGui.InputText("password", s.password, 64, ImGuiInputTextFlags.Password) ImGui.SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n") ImGui.InputTextWithHint("password (w/ hint)", "", s.password, 64, ImGuiInputTextFlags.Password) ImGui.InputText("password (clear)", s.password, 64) ImGui.TreePop() end if ImGui.TreeNode("Completion, History, Edit Callbacks") then IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks") local s = S_ti.callbacks local Funcs = {} function Funcs.MyCallback(data) if data.EventFlag == ImGuiInputTextFlags.CallbackCompletion then data:InsertChars(data.CursorPos, "..") elseif data.EventFlag == ImGuiInputTextFlags.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 == ImGuiInputTextFlags.CallbackEdit then -- Toggle casing of first character local c = data.Buf[1] if (c >= string.byte('a') and c <= string.byte('z')) or (c >= string.byte('A') and c <= string.byte('Z')) then data.Buf[1] = bit32.bxor(data.Buf[1], 32) end data.BufDirty = true -- Increment a counter local p_int = data.UserData -- [Port] int* -> the statics table, counter in .edit_count p_int.edit_count = p_int.edit_count + 1 end return 0 end ImGui.InputText("Completion", s.buf1, 64, ImGuiInputTextFlags.CallbackCompletion, Funcs.MyCallback) ImGui.SameLine(); HelpMarker( "Here we append \"..\" each time Tab is pressed. " .. "See 'Examples>Console' for a more meaningful demonstration of using this callback.") ImGui.InputText("History", s.buf2, 64, ImGuiInputTextFlags.CallbackHistory, Funcs.MyCallback) ImGui.SameLine(); HelpMarker( "Here we replace and select text each time Up/Down are pressed. " .. "See 'Examples>Console' for a more meaningful demonstration of using this callback.") ImGui.InputText("Edit", s.buf3, 64, ImGuiInputTextFlags.CallbackEdit, Funcs.MyCallback, s) -- [Port] (void*)&edit_count -> s 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) ImGui.TreePop() end if ImGui.TreeNode("Resize Callback") then IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback") local s = S_ti.resize -- To wire InputText() with std::string or any other custom string type, -- you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper -- using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. HelpMarker( "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" .. "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.") local Funcs = {} function Funcs.MyResizeCallback(data) if data.EventFlag == ImGuiInputTextFlags.CallbackResize then local my_str = data.UserData IM_ASSERT(my_str.Data == data.Buf) my_str:resize(data.BufSize, 0) -- NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 -- [Port] new bytes filled with 0 data.Buf = my_str.Data end return 0 end -- Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. -- For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' function Funcs.MyInputTextMultiline(label, my_str, size, flags) if size == nil then size = ImVec2(0, 0) end if flags == nil then flags = 0 end IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.CallbackResize) == 0) return ImGui.InputTextMultiline(label, my_str.Data, my_str.Size, size, bit32.bor(flags, ImGuiInputTextFlags.CallbackResize), Funcs.MyResizeCallback, my_str) end -- For this demo we are using ImVector as a string container. -- Note that because we need to store a terminating zero character, our size/capacity are 1 more -- than usually reported by a typical string class. _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_WordWrap", s.flags, ImGuiInputTextFlags.WordWrap) local my_str = s.my_str if my_str:empty() then my_str:push_back(0) end Funcs.MyInputTextMultiline("##MyStr", my_str, ImVec2(-FLT_MIN, ImGui.GetTextLineHeight() * 16), s.flags) ImGui.Text("Data: %s\nSize: %d\nCapacity: %d", tostring(my_str.Data), my_str.Size, my_str.Capacity) -- [Port] %p -> %s + tostring ImGui.TreePop() end if ImGui.TreeNode("Eliding, Alignment") then IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment") local s = S_ti.eliding _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ElideLeft", s.flags, ImGuiInputTextFlags.ElideLeft) ImGui.InputText("Path", s.buf1, 128, s.flags) ImGui.TreePop() end if ImGui.TreeNode("Miscellaneous") then IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous") local s = S_ti.misc _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", s.flags, ImGuiInputTextFlags.EscapeClearsAll) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", s.flags, ImGuiInputTextFlags.ReadOnly) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", s.flags, ImGuiInputTextFlags.NoUndoRedo) ImGui.InputText("Hello", s.buf1, 16, s.flags) ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTooltips() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTooltips = { arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 }, always_on = 0, } function DemoWindowWidgetsTooltips() local s = S.DemoWindowWidgetsTooltips if ImGui.TreeNode("Tooltips") then IMGUI_DEMO_MARKER("Widgets/Tooltips") -- Tooltips are windows following the mouse. They do not take focus away. ImGui.SeparatorText("General") -- Typical use cases: -- - Short-form (text only): SetItemTooltip("Hello"); -- - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } -- - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } -- - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } HelpMarker( "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" .. "We provide a helper SetItemTooltip() function to perform the two with standards flags.") 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(ImGuiHoveredFlags.ForTooltip) then ImGui.SetTooltip("I am a manually emitted tooltip.") end ImGui.Button("DelayNone", sz) if ImGui.IsItemHovered(ImGuiHoveredFlags.DelayNone) then ImGui.SetTooltip("I am a tooltip with no delay.") end ImGui.Button("DelayShort", sz) if ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.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(ImGuiHoveredFlags.DelayNormal, ImGuiHoveredFlags.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(ImGuiHoveredFlags.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(ImGuiHoveredFlags.ForTooltip) then ImGui.SetTooltip("I am a tooltip for a disabled item.") end ImGui.EndDisabled() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTreeNodes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTreeNodes = { base_flags = bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DefaultOpen), -- "Hierarchy Lines" selection_mask = 0x00, base_flags_2 = bit32.bor(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick, ImGuiTreeNodeFlags.SpanAvailWidth), -- "Advanced" align_label_with_current_x_position = false, use_drag_and_drop = false, } function DemoWindowWidgetsTreeNodes() local s = S.DemoWindowWidgetsTreeNodes if ImGui.TreeNode("Tree Nodes") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes") -- See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree. if ImGui.TreeNode("Basic Trees") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic Trees") 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((void*)(intptr_t)i, ...)', -- aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. ImGui.PushID(i) if ImGui.TreeNode("", "Child %d", i) 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 IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy Lines") HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags") _, s.base_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", s.base_flags, ImGuiTreeNodeFlags.DrawLinesNone) _, s.base_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", s.base_flags, ImGuiTreeNodeFlags.DrawLinesFull) _, s.base_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", s.base_flags, ImGuiTreeNodeFlags.DrawLinesToNodes) if ImGui.TreeNodeEx("Parent", s.base_flags) then if ImGui.TreeNodeEx("Child 1", s.base_flags) then ImGui.Button("Button for Child 1") ImGui.TreePop() end if ImGui.TreeNodeEx("Child 2", s.base_flags) 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_DEMO_MARKER("Widgets/Tree Nodes/Clipping Large Trees") ImGui.TextWrapped( "- Using ImGuiListClipper with trees is a less easy than on arrays or grids.\n" .. "- Refer to 'Demo->Examples->Property Editor' for an example of how to do that.\n" .. "- Discuss in #3823") ImGui.TreePop() end if ImGui.TreeNode("Selectable Nodes") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Selectable Nodes") HelpMarker( "Manually implemented selectable nodes.\n" .. "Click to select, Ctrl+Click to toggle, click on arrows or double-click to open.\n\n" .. "You may also use the multi-select API (see 'Demo->Widgets->Selection State & Multi-Select') for more advanced multi-selection features.") -- Hold in 'selection_mask' a simple representation of what may be user-side selection state. -- - You may retain selection state inside or outside your objects in whatever format you see fit. -- You may use ImGuiSelectionBasicStorage which is conceptually close to a set<> of identifiers. -- - We record which node was clicked and then apply selection at the end of the loop. -- - This is a manual and simplified reimplementation of multi-selection, which the full -- BeginMultiSelect() API implements better, but which is not trivial to wire for trees. 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() && !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(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick, ImGuiTreeNodeFlags.SpanAvailWidth) if bit32.band(s.selection_mask, bit32.lshift(1, node_n)) ~= 0 then flags = bit32.bor(flags, ImGuiTreeNodeFlags.Selected) end local is_open = ImGui.TreeNodeEx(node_n, flags, "Selectable Node %d", node_n) -- [Port] (void*)(intptr_t)node_n -> 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 (!(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 IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", s.base_flags_2, ImGuiTreeNodeFlags.OpenOnArrow) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", s.base_flags_2, ImGuiTreeNodeFlags.OpenOnDoubleClick) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", s.base_flags_2, ImGuiTreeNodeFlags.SpanAvailWidth); ImGui.SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", s.base_flags_2, ImGuiTreeNodeFlags.SpanFullWidth) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", s.base_flags_2, ImGuiTreeNodeFlags.SpanLabelWidth); ImGui.SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", s.base_flags_2, ImGuiTreeNodeFlags.SpanAllColumns); ImGui.SameLine(); HelpMarker("For use in Tables only.") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", s.base_flags_2, ImGuiTreeNodeFlags.AllowOverlap) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_Framed", s.base_flags_2, ImGuiTreeNodeFlags.Framed); ImGui.SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", s.base_flags_2, ImGuiTreeNodeFlags.FramePadding) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", s.base_flags_2, ImGuiTreeNodeFlags.NavLeftJumpsToParent) HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", s.base_flags_2, ImGuiTreeNodeFlags.DrawLinesNone) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", s.base_flags_2, ImGuiTreeNodeFlags.DrawLinesFull) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", s.base_flags_2, ImGuiTreeNodeFlags.DrawLinesToNodes) _, s.align_label_with_current_x_position = ImGui.Checkbox("Align label with current X position", s.align_label_with_current_x_position) _, s.use_drag_and_drop = ImGui.Checkbox("Make Tree Nodes as drag & drop sources", s.use_drag_and_drop) if s.align_label_with_current_x_position then ImGui.Unindent(ImGui.GetTreeNodeToLabelSpacing()) end for node_n = 0, 5 do local node_flags = s.base_flags_2 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_drag_and_drop 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.base_flags_2, ImGuiTreeNodeFlags.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, ImGuiTreeNodeFlags.Leaf, ImGuiTreeNodeFlags.NoTreePushOnOpen) -- ImGuiTreeNodeFlags_Bullet ImGui.TreeNodeEx(node_n, node_flags, "Selectable Leaf %d", node_n) if s.use_drag_and_drop 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_with_current_x_position then ImGui.Indent(ImGui.GetTreeNodeToLabelSpacing()) end ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsVerticalSliders() ------------------------------------------------------------------------------- S.DemoWindowWidgetsVerticalSliders = { 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() local s = S.DemoWindowWidgetsVerticalSliders if ImGui.TreeNode("Vertical Sliders") then IMGUI_DEMO_MARKER("Widgets/Vertical Sliders") 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, ImColor.HSV(i / 7.0, 0.5, 0.5).Value) ImGui.PushStyleColor(ImGuiCol.FrameBgHovered, ImColor.HSV(i / 7.0, 0.6, 0.5).Value) ImGui.PushStyleColor(ImGuiCol.FrameBgActive, ImColor.HSV(i / 7.0, 0.7, 0.5).Value) ImGui.PushStyleColor(ImGuiCol.SliderGrab, ImColor.HSV(i / 7.0, 0.9, 0.9).Value) 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 values2 = s.values2 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) values2[nx + 1] = ImGui.VSliderFloat("##v", small_slider_size, values2[nx + 1], 0.0, 1.0, "") if ImGui.IsItemActive() or ImGui.IsItemHovered() then ImGui.SetTooltip("%.3f", 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 end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgets() ------------------------------------------------------------------------------- function DemoWindowWidgets(demo_data) --ImGui.SetNextItemOpen(true, ImGuiCond.Once) if not ImGui.CollapsingHeader("Widgets") then return end -- IMGUI_DEMO_MARKER("Widgets"); local disable_all = demo_data.DisableSections -- The Checkbox for that is inside the "Disabled" section at the bottom local override_liveedit = demo_data.LiveEditOverride if disable_all then ImGui.BeginDisabled() end if override_liveedit then ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputText, bit32.band(demo_data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputText) ~= 0) ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputScalar, bit32.band(demo_data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0) end DemoWindowWidgetsBasic() DemoWindowWidgetsBullets() DemoWindowWidgetsCollapsingHeaders() DemoWindowWidgetsComboBoxes() DemoWindowWidgetsColorAndPickers() DemoWindowWidgetsDataTypes() if disable_all then ImGui.EndDisabled() end DemoWindowWidgetsDisableBlocks(demo_data) if disable_all then ImGui.BeginDisabled() end DemoWindowWidgetsDragAndDrop() DemoWindowWidgetsDragsAndSliders() DemoWindowWidgetsFonts() DemoWindowWidgetsImages() DemoWindowWidgetsListBoxes() DemoWindowWidgetsLiveEdit(demo_data) DemoWindowWidgetsMixedValues() DemoWindowWidgetsMultiComponents() DemoWindowWidgetsPlotting() DemoWindowWidgetsProgressBars() DemoWindowWidgetsQueryingStatuses() DemoWindowWidgetsSelectables() DemoWindowWidgetsSelectionAndMultiSelect(demo_data) DemoWindowWidgetsTabs() DemoWindowWidgetsText() DemoWindowWidgetsTextFilter() DemoWindowWidgetsTextInput() DemoWindowWidgetsTooltips() DemoWindowWidgetsTreeNodes() DemoWindowWidgetsVerticalSliders() if override_liveedit then ImGui.PopItemFlag() ImGui.PopItemFlag() end if disable_all then ImGui.EndDisabled() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowLayout() ------------------------------------------------------------------------------- S.DemoWindowLayout = { -- Child windows disable_mouse_wheel = false, disable_menu = false, draw_lines = 3, max_height_in_lines = 10, offset_x = 0, override_bg_color = true, child_flags = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY), -- Widgets Width f = 0.0, show_indented_items = true, -- Basic Horizontal Layout c1 = false, c2 = false, c3 = false, c4 = false, f0 = 1.0, f1 = 2.0, f2 = 3.0, item = -1, selection = { 0, 1, 2, 3 }, -- Scrolling 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, -- Text Clipping size = ImVec2(100.0, 100.0), offset = ImVec2(30.0, 30.0), -- Overlap Mode enable_allow_overlap = true, } function DemoWindowLayout() local s = S.DemoWindowLayout if not ImGui.CollapsingHeader("Layout & Scrolling") then return end if ImGui.TreeNode("Child windows") then IMGUI_DEMO_MARKER("Layout/Child windows") ImGui.SeparatorText("Child windows") HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.") _, s.disable_mouse_wheel = ImGui.Checkbox("Disable Mouse Wheel", s.disable_mouse_wheel) _, s.disable_menu = ImGui.Checkbox("Disable Menu", s.disable_menu) -- Child 1: no border, enable horizontal scrollbar do local window_flags = ImGuiWindowFlags.HorizontalScrollbar if s.disable_mouse_wheel then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) end ImGui.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 s.disable_mouse_wheel then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) end if not s.disable_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, 5.0) ImGui.BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags.Borders, window_flags) if not s.disable_menu and ImGui.BeginMenuBar() then if ImGui.BeginMenu("Menu") then ShowExampleMenuFile() 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 HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.") --if (ImGui.Button("Set Height to 200")) -- ImGui.SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); ImGui.PushStyleColor(ImGuiCol.ChildBg, ImGui.GetStyleColorVec4(ImGuiCol.FrameBg)) if ImGui.BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui.GetTextLineHeightWithSpacing() * 8), 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) s.draw_lines = ImGui.DragInt("Lines Count", s.draw_lines, 0.2) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.max_height_in_lines = ImGui.DragInt("Max Height (in Lines)", s.max_height_in_lines, 0.2) ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui.GetTextLineHeightWithSpacing() * s.max_height_in_lines)) if ImGui.BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AutoResizeY)) then for n = 0, s.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 ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.offset_x = ImGui.DragInt("Offset X", s.offset_x, 1.0, -1000, 1000) _, s.override_bg_color = ImGui.Checkbox("Override ChildBg color", s.override_bg_color) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_Borders", s.child_flags, ImGuiChildFlags.Borders) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", s.child_flags, ImGuiChildFlags.AlwaysUseWindowPadding) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeX", s.child_flags, ImGuiChildFlags.ResizeX) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeY", s.child_flags, ImGuiChildFlags.ResizeY) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_FrameStyle", s.child_flags, ImGuiChildFlags.FrameStyle) ImGui.SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.") if bit32.band(s.child_flags, ImGuiChildFlags.FrameStyle) ~= 0 then s.override_bg_color = false end ImGui.SetCursorPosX(ImGui.GetCursorPosX() + s.offset_x) if s.override_bg_color then ImGui.PushStyleColor(ImGuiCol.ChildBg, IM_COL32(255, 0, 0, 100)) end ImGui.BeginChild("Red", ImVec2(200, 100), s.child_flags, ImGuiWindowFlags.None) if s.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", child_is_hovered and 1 or 0) 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 ImGui.TreePop() end if ImGui.TreeNode("Widgets Width") then IMGUI_DEMO_MARKER("Layout/Widgets Width") _, s.show_indented_items = ImGui.Checkbox("Show indented items", s.show_indented_items) -- Use SetNextItemWidth() to set the width of a single upcoming item. -- Use PushItemWidth()/PopItemWidth() to set the width of a group of items. -- In real code use you'll probably want to choose width values that are proportional to your font size -- e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. ImGui.Text("SetNextItemWidth/PushItemWidth(100)") ImGui.SameLine(); HelpMarker("Fixed width.") ImGui.PushItemWidth(100) s.f = ImGui.DragFloat("float##1b", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##1b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(-100)") ImGui.SameLine(); HelpMarker("Align to right edge minus 100") ImGui.PushItemWidth(-100) s.f = ImGui.DragFloat("float##2a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##2b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)") ImGui.SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)") ImGui.PushItemWidth(ImGui.GetContentRegionAvail().x * 0.5) s.f = ImGui.DragFloat("float##3a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##3b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)") ImGui.SameLine(); HelpMarker("Align to right edge minus half") ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5) s.f = ImGui.DragFloat("float##4a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##4b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))") ImGui.PushItemWidth(-ImMin(ImGui.GetFontSize() * 12, ImGui.GetContentRegionAvail().x * 0.40)) s.f = ImGui.DragFloat("float##5a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##5b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() -- Demonstrate using PushItemWidth to surround three items. -- Calling SetNextItemWidth() before each of them would have the same effect. ImGui.Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)") ImGui.SameLine(); HelpMarker("Align to right edge") ImGui.PushItemWidth(-FLT_MIN) s.f = ImGui.DragFloat("##float6a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##6b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.TreePop() end if ImGui.TreeNode("Basic Horizontal Layout") then 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)") _, s.c1 = ImGui.Checkbox("My", s.c1); ImGui.SameLine() _, s.c2 = ImGui.Checkbox("Tailor", s.c2); ImGui.SameLine() _, s.c3 = ImGui.Checkbox("Is", s.c3); ImGui.SameLine() _, s.c4 = ImGui.Checkbox("Rich", s.c4) -- Various ImGui.PushItemWidth(ImGui.CalcTextSize("AAAAAAA").x) local items = { "AAAA", "BBBB", "CCCC", "DDDD" } s.item = ImGui.Combo("Combo", s.item, items, #items); ImGui.SameLine() s.f0 = ImGui.SliderFloat("X", s.f0, 0.0, 5.0); ImGui.SameLine() s.f1 = ImGui.SliderFloat("Y", s.f1, 0.0, 5.0); ImGui.SameLine() s.f2 = ImGui.SliderFloat("Z", s.f2, 0.0, 5.0) ImGui.Text("Lists:") for i = 0, 3 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) s.selection[i + 1] = ImGui.ListBox("", s.selection[i + 1], items, #items) 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 ImGui.TreePop() end if ImGui.TreeNode("Groups") then IMGUI_DEMO_MARKER("Layout/Groups") HelpMarker( "BeginGroup() basically locks the horizontal position for new line. " .. "EndGroup() bundles the whole group so that you can use \"item\" functions such as " .. "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.") ImGui.BeginGroup() 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("List", size) then ImGui.Selectable("Selected", true) ImGui.Selectable("Not Selected", false) ImGui.EndListBox() end ImGui.TreePop() end if ImGui.TreeNode("Text Baseline Alignment") then IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment") do ImGui.BulletText("Text baseline:") ImGui.SameLine(); HelpMarker( "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " .. "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.") ImGui.Indent() ImGui.Text("KO Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item"); ImGui.SameLine() HelpMarker("Baseline of button will look misaligned with text..") -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. -- (because we don't know what's coming after the Text() statement, we need to move the text baseline -- down by FramePadding.y ahead of time) ImGui.AlignTextToFramePadding() ImGui.Text("OK Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item##2"); ImGui.SameLine() HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y") -- SmallButton() uses the same vertical padding as Text ImGui.Button("TEST##1"); ImGui.SameLine() ImGui.Text("TEST"); ImGui.SameLine() ImGui.SmallButton("TEST##2") -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. ImGui.AlignTextToFramePadding() ImGui.Text("Text aligned to framed item"); ImGui.SameLine() ImGui.Button("Item##1"); ImGui.SameLine() ImGui.Text("Item"); ImGui.SameLine() ImGui.SmallButton("Item##2"); ImGui.SameLine() ImGui.Button("Item##3") ImGui.Unindent() 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 ImGui.TreePop() end if ImGui.TreeNode("Scrolling") then IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical") -- Vertical scroll functions HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.") _, s.enable_extra_decorations = ImGui.Checkbox("Decoration", s.enable_extra_decorations) ImGui.PushItemWidth(ImGui.GetFontSize() * 10) local track_changed s.track_item, track_changed = ImGui.DragInt("##item", s.track_item, 0.25, 0, 99, "Item = %d") s.enable_track = s.enable_track or track_changed ImGui.SameLine() _, s.enable_track = ImGui.Checkbox("Track", s.enable_track) local scroll_to_off s.scroll_to_off_px, scroll_to_off = ImGui.DragFloat("##off", s.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 s.scroll_to_pos_px, scroll_to_pos = ImGui.DragFloat("##pos", s.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 s.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") for i = 0, 4 do if i > 0 then ImGui.SameLine() end ImGui.BeginGroup() local names = { "Top", "25%", "Center", "75%", "Bottom" } ImGui.TextUnformatted(names[i + 1]) local child_flags = 0 if s.enable_extra_decorations then child_flags = ImGuiWindowFlags.MenuBar end local child_id = ImGui.GetID(i) local child_is_visible = ImGui.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(s.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosY(ImGui.GetCursorStartPos().y + s.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 s.enable_track and item == s.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() HelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" .. "Because the clipping rectangle of most window hides half worth of WindowPadding on the " .. "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " .. "equivalent SetScrollFromPosY(+1) wouldn't.") ImGui.PushID("##HorizontalScrolling") for i = 0, 4 do local child_height = ImGui.GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0 local child_flags = ImGuiWindowFlags.HorizontalScrollbar if s.enable_extra_decorations then child_flags = bit32.bor(child_flags, ImGuiWindowFlags.AlwaysVerticalScrollbar) end local child_id = ImGui.GetID(i) local child_is_visible = ImGui.BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags.Borders, child_flags) if scroll_to_off then ImGui.SetScrollX(s.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosX(ImGui.GetCursorStartPos().x + s.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 s.enable_track and item == s.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() local names = { "Left", "25%", "Center", "75%", "Right" } ImGui.Text("%s\n%.0f/%.0f", names[i + 1], scroll_x, scroll_max_x) ImGui.Spacing() end ImGui.PopID() -- Miscellaneous Horizontal Scrolling Demo IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)") HelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" .. "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().") s.lines = ImGui.SliderInt("Lines", s.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) ImGui.BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags.Borders, ImGuiWindowFlags.HorizontalScrollbar) for line = 0, s.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 num_buf = string.format("%d", n) local label = num_buf if n % 15 == 0 then label = "FizzBuzz" elseif n % 3 == 0 then label = "Fizz" elseif n % 5 == 0 then label = "Buzz" end local hue = n * 0.05 ImGui.PushStyleColor(ImGuiCol.Button, ImColor.HSV(hue, 0.6, 0.6).Value) ImGui.PushStyleColor(ImGuiCol.ButtonHovered, ImColor.HSV(hue, 0.7, 0.7).Value) ImGui.PushStyleColor(ImGuiCol.ButtonActive, ImColor.HSV(hue, 0.8, 0.8).Value) 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) ImGui.BeginChild("scrolling") ImGui.SetScrollX(ImGui.GetScrollX() + scroll_x_delta) ImGui.EndChild() end ImGui.Spacing() _, s.show_horizontal_contents_size_demo_window = ImGui.Checkbox("Show Horizontal contents size demo window", s.show_horizontal_contents_size_demo_window) if s.show_horizontal_contents_size_demo_window then if s.explicit_content_size then ImGui.SetNextWindowContentSize(ImVec2(s.contents_size_x, 0.0)) end local window_flags = 0 if s.show_h_scrollbar then window_flags = ImGuiWindowFlags.HorizontalScrollbar end s.show_horizontal_contents_size_demo_window = ImGui.Begin("Horizontal contents size demo window", s.show_horizontal_contents_size_demo_window, window_flags) IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window") ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(2, 0)) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2, 0)) HelpMarker( "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" .. "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.") _, s.show_h_scrollbar = ImGui.Checkbox("H-scrollbar", s.show_h_scrollbar) _, s.show_button = ImGui.Checkbox("Button", s.show_button) -- Will grow contents size (unless explicitly overwritten) _, s.show_tree_nodes = ImGui.Checkbox("Tree nodes", s.show_tree_nodes) -- Will grow contents size and display highlight over full width _, s.show_text_wrapped = ImGui.Checkbox("Text wrapped", s.show_text_wrapped)-- Will grow and use contents size _, s.show_columns = ImGui.Checkbox("Columns", s.show_columns) -- Will use contents size _, s.show_tab_bar = ImGui.Checkbox("Tab bar", s.show_tab_bar) -- Will use contents size _, s.show_child = ImGui.Checkbox("Child", s.show_child) -- Will grow and use contents size _, s.explicit_content_size = ImGui.Checkbox("Explicit content size", s.explicit_content_size) ImGui.Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui.GetScrollX(), ImGui.GetScrollMaxX(), ImGui.GetScrollY(), ImGui.GetScrollMaxY()) if s.explicit_content_size then ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.CalcTextSize("123456").x) s.contents_size_x = ImGui.DragFloat("##csx", s.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 + s.contents_size_x - 10, p.y), ImVec2(p.x + s.contents_size_x, p.y + 10), IM_COL32_WHITE) ImGui.Dummy(ImVec2(0, 10)) end ImGui.PopStyleVar(2) ImGui.Separator() if s.show_button then ImGui.Button("this is a 300-wide button", ImVec2(300, 0)) end if s.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 _, open = ImGui.CollapsingHeader("CollapsingHeader", open) end if s.show_text_wrapped then ImGui.TextWrapped("This text should automatically wrap on the edge of the work rectangle.") end if s.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:") ImGui.Columns(4) for n = 0, 3 do ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) ImGui.NextColumn() end ImGui.Columns(1) end if s.show_tab_bar 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 s.show_child then ImGui.BeginChild("child", ImVec2(0, 0), ImGuiChildFlags.Borders) ImGui.EndChild() end ImGui.End() end ImGui.TreePop() end if ImGui.TreeNode("Text Clipping") then IMGUI_DEMO_MARKER("Layout/Text Clipping") local size = s.size local offset = s.offset ImGui.DragFloat2("size", size, 0.5, 1.0, 200.0, "%.0f") ImGui.TextWrapped("(Click and drag to scroll)") HelpMarker( "(Left) Using ImGui::PushClipRect():\n" .. "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" .. "(use this if you want your clipping rectangle to affect interactions)\n\n" .. "(Center) Using ImDrawList::PushClipRect():\n" .. "Will alter ImDrawList rendering only.\n" .. "(use this as a shortcut if you are only using ImDrawList calls)\n\n" .. "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" .. "Will alter only this specific ImDrawList::AddText() rendering.\n" .. "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.") for 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 -- continue 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() elseif n == 2 then 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) -- [Port] explicit text_begin/text_end (port's AddText needs text_end) end until true end ImGui.TreePop() end if ImGui.TreeNode("Overlap Mode") then IMGUI_DEMO_MARKER("Layout/Overlap Mode") HelpMarker( "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" .. "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " .. "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.") _, s.enable_allow_overlap = ImGui.Checkbox("Enable AllowOverlap", s.enable_allow_overlap) local button1_pos = ImGui.GetCursorScreenPos() local button2_pos = ImVec2(button1_pos.x + 50.0, button1_pos.y + 50.0) if s.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 s.enable_allow_overlap then ImGui.SetNextItemAllowOverlap() end ImGui.Selectable("Some Selectable", false) ImGui.SameLine() ImGui.SmallButton("++") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowPopups() ------------------------------------------------------------------------------- S.DemoWindowPopups = { selected_fish = -1, -- static int selected_fish = -1; toggles = { true, false, false, false, false }, -- static bool toggles[] = { true, false, false, false, false }; selected = -1, -- static int selected = -1; value = 0.5, -- static float value = 0.5f; name = ImGui.NewTextBuffer("Label1", 32), -- static char name[32] = "Label1"; dont_ask_me_next_time = false, -- static bool dont_ask_me_next_time = false; item = 1, -- static int item = 1; color = { 0.4, 0.7, 0.0, 0.5 }, -- static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; } function DemoWindowPopups() local s = S.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: -- bool my_tool_is_active = false; if (ImGui.Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", my_tool_is_active) { [...] } End(); -- Typical use for popups: -- if (ImGui.Button("Open")) ImGui.OpenPopup("MyPopup"); if (ImGui.BeginPopup("MyPopup")) { [...] EndPopup(); } -- With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. -- This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. if ImGui.TreeNode("Popups") then 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 = s.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() local fish_name = "" if s.selected_fish ~= -1 then fish_name = names[s.selected_fish + 1] end ImGui.TextUnformatted(fish_name) if ImGui.BeginPopup("my_select_popup") then ImGui.SeparatorText("Aquarium") for i = 0, #names - 1 do if ImGui.Selectable(names[i + 1]) then s.selected_fish = i 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 = 0, #names - 1 do _, toggles[i + 1] = ImGui.MenuItem(names[i + 1], "", toggles[i + 1]) 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 = 0, #names - 1 do _, toggles[i + 1] = ImGui.MenuItem(names[i + 1], "", toggles[i + 1]) 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 ShowExampleMenuFile() 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 ImGui.TreePop() end if ImGui.TreeNode("Context menus") then IMGUI_DEMO_MARKER("Popups/Context menus") HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.") -- BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: -- if (id == 0) -- id = GetItemID(); -- Use last item id -- if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton.Right)) -- OpenPopup(id); -- return BeginPopup(id); -- For advanced uses you may want to replicate and customize this code. -- See more details in BeginPopupContextItem(). -- Example 1 -- When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), -- and BeginPopupContextItem() will use the last item ID as the popup ID. do local names = { "Label1", "Label2", "Label3", "Label4", "Label5" } for n = 0, 4 do if ImGui.Selectable(names[n + 1], s.selected == n) then s.selected = n end if ImGui.BeginPopupContextItem() then -- <-- use last item id as popup id s.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 HelpMarker("Text() elements don't have stable identifiers so we need to provide one.") ImGui.Text("Value = %.3f <-- (1) right-click this text", s.value) if ImGui.BeginPopupContextItem("my popup") then if ImGui.Selectable("Set to zero") then s.value = 0.0 end if ImGui.Selectable("Set to PI") then s.value = 3.1415 end ImGui.SetNextItemWidth(-FLT_MIN) s.value = ImGui.DragFloat("##Value", s.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 HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.") local buf = string.format("Button: %s###Button", ImGui.TextBufferToString(s.name)) -- ### operator override ID ignoring the preceding label ImGui.Button(buf) if ImGui.BeginPopupContextItem() then ImGui.Text("Edit name:") ImGui.InputText("##edit", s.name, 32) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.SameLine(); ImGui.Text("(<-- right-click here)") end ImGui.TreePop() end if ImGui.TreeNode("Modals") then 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() --static int unused_i = 0; --ImGui.Combo("Combo", unused_i, "Delete\0Delete harder\0"); ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) _, s.dont_ask_me_next_time = ImGui.Checkbox("Don't ask me next time", s.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. s.item = ImGui.Combo("Combo", s.item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0") ImGui.ColorEdit4("Color", s.color) if ImGui.Button("Add another modal..") then ImGui.OpenPopup("Stacked 2") end -- Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which -- will close the popup. Note that the visibility state of popups is owned by imgui, so the input value -- of the bool actually doesn't matter here. local unused_open = true local visible visible, unused_open = ImGui.BeginPopupModal("Stacked 2", unused_open) if visible then ImGui.Text("Hello from Stacked The Second!") ImGui.ColorEdit4("Color", s.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 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 ShowExampleMenuFile() ImGui.EndMenu() end ImGui.Separator() ImGui.TreePop() end end -- Dummy data structure that we use for the Table demo. -- (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) -- [Port] namespace { ... } -> globals with a MyItem prefix (part 08_tables uses them). -- We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. -- This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. -- But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) -- If you don't use sorting, you will generally never care about giving column an ID! -- enum MyItemColumnID MyItemColumnID_ID = 0 MyItemColumnID_Name = 1 MyItemColumnID_Action = 2 MyItemColumnID_Quantity = 3 MyItemColumnID_Description = 4 -- struct MyItem: [Port] constructor; fields ID (int), Name (string), Quantity (int) function MyItem(ID, Name, Quantity) return { ID = ID, Name = Name, Quantity = Quantity } end -- We have a problem which is affecting _only this demo_ and should not affect your code: -- As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), -- however qsort doesn't allow passing user data to comparing function. -- As a workaround, we are storing the sort specs in a static/global for the comparing function to access. -- In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. -- We could technically call ImGui.TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called -- very often by the sorting algorithm it would be a little wasteful. MyItem_s_current_sort_specs = nil -- [Port] items: 1-based Lua array of MyItem (e.g. ImVector .Data), sorted in place over [1, items_count]. local function MyItem_Less(a, b) return MyItem_CompareWithSortSpecs(a, b) < 0 end -- [Port] table.sort wants a "less than" predicate function MyItem_SortWithSortSpecs(sort_specs, items, items_count) MyItem_s_current_sort_specs = sort_specs -- Store in variable accessible by the sort function. if items_count > 1 then if items_count == #items then table.sort(items, MyItem_Less) else -- [Port] sort only the used range local tmp = {} for i = 1, items_count do tmp[i] = items[i] end table.sort(tmp, MyItem_Less) for i = 1, items_count do items[i] = tmp[i] end end end MyItem_s_current_sort_specs = nil end -- Compare function to be used by qsort() -- [Port] strcmp -> Lua string comparison; returns <0, 0, >0 like upstream (strict weak order via the ID fallback). function MyItem_CompareWithSortSpecs(a, b) for n = 0, MyItem_s_current_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 = MyItem_s_current_sort_specs.Specs[n + 1] -- [Port] Specs is a 1-based array local delta = 0 local id = sort_spec.ColumnUserID if id == MyItemColumnID_ID then delta = (a.ID - b.ID) elseif id == MyItemColumnID_Name then delta = (a.Name < b.Name and -1 or (a.Name > b.Name and 1 or 0)) elseif id == MyItemColumnID_Quantity then delta = (a.Quantity - b.Quantity) elseif id == 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 -- qsort() is instable so always return a way to differentiate items. -- Your own compare function may want to avoid fallback on implicit sort specs. -- e.g. a Name compare if it wasn't already part of the sort specs. return a.ID - b.ID end -- Make the UI compact because there are so many fields 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 function PopStyleCompact() ImGui.PopStyleVar(2) end S.EditTableSizingFlags = { policies = nil } -- Show a combo box with a choice of sizing policies -- [Port] p_flags -> takes flags, returns the new flags. function EditTableSizingFlags(p_flags) local s = S.EditTableSizingFlags -- struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; if s.policies == nil then s.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 = s.policies local idx = 0 while idx < #policies do if policies[idx + 1].Value == bit32.band(p_flags, ImGuiTableFlags.SizingMask_) then break end idx = idx + 1 end local preview_text = "" if idx < #policies then preview_text = policies[idx + 1].Name if idx > 0 then preview_text = string.sub(preview_text, #"ImGuiTableFlags" + 1) end end if ImGui.BeginCombo("Sizing Policy", preview_text) then for n = 0, #policies - 1 do if ImGui.Selectable(policies[n + 1].Name, idx == n) then p_flags = bit32.bor(bit32.band(p_flags, bit32.bnot(ImGuiTableFlags.SizingMask_)), policies[n + 1].Value) end end ImGui.EndCombo() end ImGui.SameLine() ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 50.0) for m = 0, #policies - 1 do ImGui.Separator() ImGui.Text("%s:", policies[m + 1].Name) ImGui.Separator() ImGui.SetCursorPosX(ImGui.GetCursorPosX() + ImGui.GetStyle().IndentSpacing * 0.5) ImGui.TextUnformatted(policies[m + 1].Tooltip) end ImGui.PopTextWrapPos() ImGui.EndTooltip() end return p_flags end -- [Port] p_flags -> takes flags, returns the new flags. function EditTableColumnsFlags(p_flags) local pressed _, p_flags = ImGui.CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags.Disabled); ImGui.SameLine(); HelpMarker("Master disable flag (also hide from context menu)") _, p_flags = ImGui.CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags.DefaultHide) _, p_flags = ImGui.CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags.DefaultSort) pressed, p_flags = ImGui.CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags.WidthStretch) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(ImGuiTableColumnFlags.WidthMask_, ImGuiTableColumnFlags.WidthStretch))) end pressed, p_flags = ImGui.CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags.WidthFixed) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(ImGuiTableColumnFlags.WidthMask_, ImGuiTableColumnFlags.WidthFixed))) end _, p_flags = ImGui.CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags.NoResize) _, p_flags = ImGui.CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags.NoReorder) _, p_flags = ImGui.CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags.NoHide) _, p_flags = ImGui.CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags.NoClip) _, p_flags = ImGui.CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags.NoSort) _, p_flags = ImGui.CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags.NoSortAscending) _, p_flags = ImGui.CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags.NoSortDescending) _, p_flags = ImGui.CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags.NoHeaderLabel) _, p_flags = ImGui.CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags.NoHeaderWidth) _, p_flags = ImGui.CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags.PreferSortAscending) _, p_flags = ImGui.CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags.PreferSortDescending) _, p_flags = ImGui.CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags.IndentEnable); ImGui.SameLine(); HelpMarker("Default for column 0") _, p_flags = ImGui.CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags.IndentDisable); ImGui.SameLine(); HelpMarker("Default for column >0") _, p_flags = ImGui.CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags.AngledHeader) return p_flags end 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 ------------------------------------------------------------------------------- -- [SECTION] DemoWindowTables() ------------------------------------------------------------------------------- S.DemoWindowTables = { -- statics of DemoWindowTables(), one sub-table per TreeNode disable_indent = false, BordersBackground = { flags = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.RowBg), display_headers = false, contents_type = 0, -- CT_Text }, ResizableStretch = { flags = bit32.bor(ImGuiTableFlags.SizingStretchSame, ImGuiTableFlags.Resizable, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.ContextMenuInBody), }, ResizableFixed = { flags = bit32.bor(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.Resizable, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.ContextMenuInBody), }, ResizableMixed = { flags = bit32.bor(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.RowBg, ImGuiTableFlags.Borders, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable), }, Reorderable = { flags = bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV), }, Padding = { flags1 = ImGuiTableFlags.BordersV, show_headers = false, flags2 = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.RowBg), cell_padding = ImVec2(0.0, 0.0), show_widget_frame_bg = true, text_bufs = {}, -- 1-based, cell + 1 init = true, }, SizingPolicies = { flags1 = bit32.bor(ImGuiTableFlags.BordersV, ImGuiTableFlags.BordersOuterH, ImGuiTableFlags.RowBg, ImGuiTableFlags.ContextMenuInBody), sizing_policy_flags = { ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.SizingFixedSame, ImGuiTableFlags.SizingStretchProp, ImGuiTableFlags.SizingStretchSame }, flags = bit32.bor(ImGuiTableFlags.ScrollY, ImGuiTableFlags.Borders, ImGuiTableFlags.RowBg, ImGuiTableFlags.Resizable), contents_type = 0, -- CT_ShowWidth column_count = 3, text_buf = ImGui.NewTextBuffer("", 32), }, VerticalScrolling = { flags = bit32.bor(ImGuiTableFlags.ScrollY, ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable), }, HorizontalScrolling = { flags = bit32.bor(ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable), freeze_cols = 1, freeze_rows = 1, flags2 = bit32.bor(ImGuiTableFlags.SizingStretchSame, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.RowBg, ImGuiTableFlags.ContextMenuInBody), inner_width = 1000.0, }, ColumnsFlags = { column_flags = { ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.None, ImGuiTableColumnFlags.DefaultHide }, column_flags_out = { 0, 0, 0 }, -- Output from TableGetColumnFlags() }, ColumnsWidths = { flags1 = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.NoBordersInBodyUntilResize), flags2 = ImGuiTableFlags.None, }, OuterSize = { flags = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.Resizable, ImGuiTableFlags.ContextMenuInBody, ImGuiTableFlags.RowBg, ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.NoHostExtendX), }, BackgroundColor = { flags = ImGuiTableFlags.RowBg, row_bg_type = 1, row_bg_target = 1, cell_bg_type = 1, }, TreeView = { table_flags = bit32.bor(ImGuiTableFlags.BordersV, ImGuiTableFlags.BordersOuterH, ImGuiTableFlags.Resizable, ImGuiTableFlags.RowBg, ImGuiTableFlags.NoBordersInBody), tree_node_flags_base = bit32.bor(ImGuiTreeNodeFlags.SpanAllColumns, ImGuiTreeNodeFlags.DefaultOpen, ImGuiTreeNodeFlags.DrawLinesFull), MyTreeNode = nil, -- [Port] local struct, created once on first use nodes = { -- 1-based; ChildIdx stays 0-based like upstream { 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 }, }, ItemWidth = { dummy_f = 0.0, }, CustomHeaders = { column_selected = { false, false, false }, }, AngledHeaders = { table_flags = bit32.bor(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersInnerH, ImGuiTableFlags.Hideable, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.HighlightHoveredColumn), column_flags = bit32.bor(ImGuiTableColumnFlags.AngledHeader, ImGuiTableColumnFlags.WidthFixed), bools = {}, -- 1-based, filled with false on first use frozen_cols = 1, frozen_rows = 2, }, ContextMenus = { flags1 = bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Borders, ImGuiTableFlags.ContextMenuInBody), }, SyncedInstances = { flags = bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Borders, ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.NoSavedSettings), }, template_items_names = { "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" }, Sorting = { items = ImVector(), flags = bit32.bor( ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Sortable, ImGuiTableFlags.SortMulti, ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.NoBordersInBody, ImGuiTableFlags.ScrollY), }, Advanced = { flags = bit32.bor( ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Sortable, ImGuiTableFlags.SortMulti, ImGuiTableFlags.RowBg, ImGuiTableFlags.Borders, ImGuiTableFlags.NoBordersInBody, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.SizingFixedFit), columns_base_flags = ImGuiTableColumnFlags.None, contents_type = 5, -- CT_SelectableSpanRow freeze_cols = 1, freeze_rows = 1, items_count = 0, -- IM_COUNTOF(template_items_names) * 2, set below outer_size_value = nil, -- ImVec2(0.0f, TEXT_BASE_HEIGHT * 12), set lazily (needs font) row_min_height = 0.0, -- Auto inner_width_with_scroll = 0.0, -- Auto-extend outer_size_enabled = true, show_headers = true, show_wrapped_text = false, items = ImVector(), selection = ImVector(), items_need_sort = false, show_debug_details = false, }, } S.DemoWindowTables.Advanced.items_count = #S.DemoWindowTables.template_items_names * 2 function DemoWindowTables() local _ local s = S.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 local TEXT_BASE_WIDTH = ImGui.CalcTextSize("A").x local 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 _, s.disable_indent = ImGui.Checkbox("Disable tree indentation", s.disable_indent) ImGui.SameLine() HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.") ImGui.Separator() if s.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 if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Basic") then IMGUI_DEMO_MARKER("Tables/Basic") -- Here we will showcase three different ways to output a table. -- They are very simple variations of a same thing! -- [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. -- In many situations, this is the most flexible and easy to use pattern. HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.") if ImGui.BeginTable("table1", 3) then for row = 0, 4 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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. HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.") if ImGui.BeginTable("table2", 3) then for row = 0, 4 - 1 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. HelpMarker( "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " .. "the same type of contents.\n This is also more similar to the old NextColumn() function of the " .. "Columns API, and provided to facilitate the Columns->Tables API transition.") if ImGui.BeginTable("table3", 3) then for item = 0, 14 - 1 do ImGui.TableNextColumn() ImGui.Text("Item %d", item) end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Borders, background") then IMGUI_DEMO_MARKER("Tables/Borders, background") -- Expose a few Borders related flags interactively local CT_Text, CT_FillButton = 0, 1 -- enum ContentsType local s = s.BordersBackground PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, ImGuiTableFlags.RowBg) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, ImGuiTableFlags.Borders) ImGui.SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH") ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, ImGuiTableFlags.BordersH) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, ImGuiTableFlags.BordersOuterH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, ImGuiTableFlags.BordersInnerH) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, ImGuiTableFlags.BordersV) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, ImGuiTableFlags.BordersOuterV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, ImGuiTableFlags.BordersInnerV) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags, ImGuiTableFlags.BordersOuter) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags, ImGuiTableFlags.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, ImGuiTableFlags.NoBordersInBody); ImGui.SameLine(); HelpMarker("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, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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 ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Resizable, stretch") then 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 = s.ResizableStretch PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, ImGuiTableFlags.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, ImGuiTableFlags.BordersV) ImGui.SameLine(); HelpMarker( "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " .. "this is why the resize borders are still showing when unchecking this.") PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Resizable, fixed") then IMGUI_DEMO_MARKER("Tables/Resizable, fixed") -- Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) -- So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) -- If there is not enough available width to fit all columns, they will however be resized down. -- FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings HelpMarker( "Using _Resizable + _SizingFixedFit flags.\n" .. "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" .. "Double-click a column border to auto-fit the column to its contents.") PushStyleCompact() local s = s.ResizableFixed _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, ImGuiTableFlags.NoHostExtendX) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Resizable, mixed") then IMGUI_DEMO_MARKER("Tables/Resizable, mixed") HelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" .. "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.") local s = s.ResizableMixed if ImGui.BeginTable("table1", 3, s.flags) then ImGui.TableSetupColumn("AAA", ImGuiTableColumnFlags.WidthFixed) ImGui.TableSetupColumn("BBB", ImGuiTableColumnFlags.WidthFixed) ImGui.TableSetupColumn("CCC", ImGuiTableColumnFlags.WidthStretch) ImGui.TableHeadersRow() for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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, s.flags) then ImGui.TableSetupColumn("AAA", ImGuiTableColumnFlags.WidthFixed) ImGui.TableSetupColumn("BBB", ImGuiTableColumnFlags.WidthFixed) ImGui.TableSetupColumn("CCC", bit32.bor(ImGuiTableColumnFlags.WidthFixed, ImGuiTableColumnFlags.DefaultHide)) ImGui.TableSetupColumn("DDD", ImGuiTableColumnFlags.WidthStretch) ImGui.TableSetupColumn("EEE", ImGuiTableColumnFlags.WidthStretch) ImGui.TableSetupColumn("FFF", bit32.bor(ImGuiTableColumnFlags.WidthStretch, ImGuiTableColumnFlags.DefaultHide)) ImGui.TableHeadersRow() for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 6 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %d,%d", (column >= 3) and "Stretch" or "Fixed", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Reorderable, hideable, with headers") then IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers") HelpMarker( "Click and drag column headers to reorder columns.\n\n" .. "Right-click on a header to open a context menu.") local s = s.Reorderable PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, ImGuiTableFlags.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, ImGuiTableFlags.Reorderable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, ImGuiTableFlags.Hideable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, ImGuiTableFlags.NoBordersInBody) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, ImGuiTableFlags.NoBordersInBodyUntilResize); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, ImGuiTableFlags.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, 6 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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, bit32.bor(s.flags, ImGuiTableFlags.SizingFixedFit), ImVec2(0.0, 0.0)) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() for row = 0, 6 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Fixed %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Padding") then IMGUI_DEMO_MARKER("Tables/Padding") -- First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. -- We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. HelpMarker( "We often want outer padding activated when any using features which makes the edges of a column visible:\n" .. "e.g.:\n" .. "- BorderOuterV\n" .. "- any form of row selection\n" .. "Because of this, activating BorderOuterV sets the default to PadOuterX. " .. "Using PadOuterX or NoPadOuterX you can override the default.\n\n" .. "Actual padding values are using style.CellPadding.\n\n" .. "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.") local s = s.Padding PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags1, ImGuiTableFlags.PadOuterX) ImGui.SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags1, ImGuiTableFlags.NoPadOuterX) ImGui.SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags1, ImGuiTableFlags.NoPadInnerX) ImGui.SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags1, ImGuiTableFlags.BordersOuterV) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags1, ImGuiTableFlags.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, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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... HelpMarker("Setting style.CellPadding to (0,0) or a custom value.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags2, ImGuiTableFlags.Borders) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags2, ImGuiTableFlags.BordersH) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags2, ImGuiTableFlags.BordersV) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags2, ImGuiTableFlags.BordersInner) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags2, ImGuiTableFlags.BordersOuter) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags2, ImGuiTableFlags.RowBg) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags2, ImGuiTableFlags.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 -- static char text_bufs[3 * 5][16] -- Mini text storage for 3x5 cells 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] = ImGui.NewTextBuffer("edit me", 16) -- [Port] strcpy() -> new buffer 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() ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Sizing policies") then IMGUI_DEMO_MARKER("Tables/Explicit widths") local s = s.SizingPolicies PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, ImGuiTableFlags.Resizable) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags1, ImGuiTableFlags.NoHostExtendX) PopStyleCompact() local sizing_policy_flags = s.sizing_policy_flags -- 1-based for table_n = 0, 4 - 1 do ImGui.PushID(table_n) ImGui.SetNextItemWidth(TEXT_BASE_WIDTH * 30) sizing_policy_flags[table_n + 1] = EditTableSizingFlags(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, bit32.bor(sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 3 - 1 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, bit32.bor(sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 3 - 1 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() HelpMarker( "This section allows you to interact and see the effect of various sizing policies " .. "depending on whether Scroll is enabled and the contents of your columns.") local CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText = 0, 1, 2, 3, 4, 5 -- enum ContentsType PushStyleCompact() ImGui.PushID("Advanced") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) s.flags = EditTableSizingFlags(s.flags) s.contents_type = ImGui.Combo("Contents", s.contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0") if s.contents_type == CT_FillButton then ImGui.SameLine() HelpMarker( "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " .. "where contents width can feed into auto-column width can feed into contents width.") 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, ImGuiTableFlags.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, ImGuiTableFlags.PreciseWidths) ImGui.SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, ImGuiTableFlags.ScrollX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, ImGuiTableFlags.ScrollY) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, ImGuiTableFlags.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 contents_type = s.contents_type if contents_type == CT_ShortText then ImGui.TextUnformatted(label) elseif contents_type == CT_LongText then ImGui.Text("Some %s text %d,%d\nOver two lines..", (column == 0) and "long" or "longeeer", column, row) elseif contents_type == CT_ShowWidth then ImGui.Text("W: %.1f", ImGui.GetContentRegionAvail().x) elseif contents_type == CT_Button then ImGui.Button(label) elseif contents_type == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) elseif contents_type == CT_InputText then ImGui.SetNextItemWidth(-FLT_MIN); ImGui.InputText("##", s.text_buf, 32) end ImGui.PopID() end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Vertical scrolling, with clipping") then IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping") HelpMarker( "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" .. "We also demonstrate using ImGuiListClipper to virtualize the submission of many items.") local s = s.VerticalScrolling PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, ImGuiTableFlags.ScrollY) PopStyleCompact() -- When using ScrollX or ScrollY we need to specify a size for our table container! -- Otherwise by default the table will fit all available space, like a BeginChild() call. 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, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Horizontal scrolling") then IMGUI_DEMO_MARKER("Tables/Horizontal scrolling") HelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " .. "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" .. "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " .. "because the container window won't automatically extend vertically to fix contents " .. "(this may be improved in future versions).") local s = s.HorizontalScrolling PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, ImGuiTableFlags.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, ImGuiTableFlags.ScrollX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, ImGuiTableFlags.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, 20 - 1 do ImGui.TableNextRow() for column = 0, 7 - 1 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() HelpMarker( "Showcase using Stretch columns + ScrollX together: " .. "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" .. "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " .. "along with ScrollX doesn't make sense.") PushStyleCompact() ImGui.PushID("flags3") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags2, ImGuiTableFlags.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 ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Columns flags") then 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" } -- 1-based local column_flags = s.ColumnsFlags.column_flags -- 1-based local column_flags_out = s.ColumnsFlags.column_flags_out -- Output from TableGetColumnFlags() if ImGui.BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags.None) then PushStyleCompact() for column = 0, column_count - 1 do ImGui.TableNextColumn() ImGui.PushID(column) ImGui.AlignTextToFramePadding() -- FIXME-TABLE: Workaround for wrong text baseline propagation across columns ImGui.Text("'%s'", column_names[column + 1]) ImGui.Spacing() ImGui.Text("Input flags:") column_flags[column + 1] = EditTableColumnsFlags(column_flags[column + 1]) ImGui.Spacing() ImGui.Text("Output flags:") ImGui.BeginDisabled() ShowTableColumnsStatusFlags(column_flags_out[column + 1]) 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 = bit32.bor(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY , ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV , ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.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 = 0, column_count - 1 do has_angled_header = has_angled_header or (bit32.band(column_flags[column + 1], ImGuiTableColumnFlags.AngledHeader) ~= 0) ImGui.TableSetupColumn(column_names[column + 1], column_flags[column + 1]) end if has_angled_header then ImGui.TableAngledHeadersRow() end ImGui.TableHeadersRow() for column = 0, column_count - 1 do column_flags_out[column + 1] = ImGui.TableGetColumnFlags(column) end local indent_step = math.floor(math.floor(TEXT_BASE_WIDTH) / 2) for row = 0, 8 - 1 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 ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Columns widths") then IMGUI_DEMO_MARKER("Tables/Columns widths") HelpMarker("Using TableSetupColumn() to setup default width.") local s = s.ColumnsWidths PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, ImGuiTableFlags.Resizable) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags1, ImGuiTableFlags.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", ImGuiTableColumnFlags.WidthFixed, 100.0) -- Default to 100.0f ImGui.TableSetupColumn("two", ImGuiTableColumnFlags.WidthFixed, 200.0) -- Default to 200.0f ImGui.TableSetupColumn("three", ImGuiTableColumnFlags.WidthFixed) -- Default to auto ImGui.TableHeadersRow() for row = 0, 4 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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 HelpMarker( "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " .. "fixed columns with set width may still be shrunk down if there's not enough space in the host.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags2, ImGuiTableFlags.NoKeepColumnsVisible) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags2, ImGuiTableFlags.BordersInnerV) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags2, ImGuiTableFlags.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("", ImGuiTableColumnFlags.WidthFixed, 100.0) ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 15.0) ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 30.0) ImGui.TableSetupColumn("", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 15.0) for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 4 - 1 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 ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Nested tables") then IMGUI_DEMO_MARKER("Tables/Nested tables") HelpMarker("This demonstrates embedding a table into another table cell.") if ImGui.BeginTable("table_nested1", 2, bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.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, bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.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 ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Row height") then IMGUI_DEMO_MARKER("Tables/Row height") HelpMarker( "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " .. "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" .. "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.") if ImGui.BeginTable("table_row_height", 1, ImGuiTableFlags.Borders) then for row = 0, 8 - 1 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 HelpMarker( "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" .. "Please note that Tables Row Height is not the same thing as Current Line Height, " .. "as a table cell may contains multiple lines.") if ImGui.BeginTable("table_share_lineheight", 2, ImGuiTableFlags.Borders) 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 HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.") if ImGui.BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags.Borders) then local style = ImGui.GetStyle() for row = 0, 8 - 1 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 ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Outer size") then 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 = s.OuterSize _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, ImGuiTableFlags.NoHostExtendX) ImGui.SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, ImGuiTableFlags.NoHostExtendY) ImGui.SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") PopStyleCompact() local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 5.5) if ImGui.BeginTable("table1", 3, s.flags, outer_size) then for row = 0, 10 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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, bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.SameLine() if ImGui.BeginTable("table3", 3, bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.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, 3 - 1 do ImGui.TableNextRow(0, rows_height) for column = 0, 3 - 1 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Background color") then IMGUI_DEMO_MARKER("Tables/Background color") local s = s.BackgroundColor PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, ImGuiTableFlags.Borders) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, ImGuiTableFlags.RowBg) ImGui.SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.") s.row_bg_type = ImGui.Combo("row bg type", s.row_bg_type, "None\0Red\0Gradient\0") s.row_bg_target = ImGui.Combo("row bg target", s.row_bg_target, "RowBg0\0RowBg1\0"); ImGui.SameLine(); HelpMarker("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\0Blue\0"); ImGui.SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.") 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, 6 - 1 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, 5 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%c%c", string.byte("A") + row, string.byte("0") + column) -- Change background of Cells B1->C2 -- Demonstrate setting a cell background color with 'ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, ...)' -- (the CellBg color will be blended over the RowBg and ColumnBg colors) -- We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. if row >= 1 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 ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Tree view") then IMGUI_DEMO_MARKER("Tables/Tree view") local s = s.TreeView _, 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(); HelpMarker("Useful if you know that you aren't displaying contents in other columns") HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.") if ImGui.BeginTable("3ways", 3, 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() -- Simple storage to output a dummy file-system. -- struct MyTreeNode { Name, Type, Size, ChildIdx, ChildCount } (see s.nodes) local MyTreeNode = s.MyTreeNode if MyTreeNode == nil then -- [Port] local struct with a static method, created once and kept in statics MyTreeNode = {} function MyTreeNode.DisplayNode(node, all_nodes) ImGui.TableNextRow() ImGui.TableNextColumn() local is_folder = (node.ChildCount > 0) local node_flags = s.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) end ImGui.TreePop() end else ImGui.TreeNodeEx(node.Name, bit32.bor(node_flags, ImGuiTreeNodeFlags.Leaf, ImGuiTreeNodeFlags.Bullet, ImGuiTreeNodeFlags.NoTreePushOnOpen)) ImGui.TableNextColumn() ImGui.Text("%d", node.Size) ImGui.TableNextColumn() ImGui.TextUnformatted(node.Type) end end s.MyTreeNode = MyTreeNode end local nodes = s.nodes MyTreeNode.DisplayNode(nodes[1], nodes) ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Item width") then IMGUI_DEMO_MARKER("Tables/Item width") HelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" .. "Note that on auto-resizing non-resizable fixed columns, querying the content width for " .. "e.g. right-alignment doesn't make sense.") if ImGui.BeginTable("table_item_width", 3, ImGuiTableFlags.Borders) then ImGui.TableSetupColumn("small") ImGui.TableSetupColumn("half") ImGui.TableSetupColumn("right-align") ImGui.TableHeadersRow() for row = 0, 3 - 1 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 local s = s.ItemWidth ImGui.PushID(row) ImGui.TableSetColumnIndex(0) s.dummy_f = ImGui.SliderFloat("float0", s.dummy_f, 0.0, 1.0) ImGui.TableSetColumnIndex(1) s.dummy_f = ImGui.SliderFloat("float1", s.dummy_f, 0.0, 1.0) ImGui.TableSetColumnIndex(2) s.dummy_f = ImGui.SliderFloat("##float2", s.dummy_f, 0.0, 1.0) -- No visible label since right-aligned ImGui.PopID() end ImGui.EndTable() end ImGui.TreePop() end -- Demonstrate using TableHeader() calls instead of TableHeadersRow() if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Custom headers") then IMGUI_DEMO_MARKER("Tables/Custom headers") local COLUMNS_COUNT = 3 if ImGui.BeginTable("table_custom_headers", COLUMNS_COUNT, bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.Reorderable, ImGuiTableFlags.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. local column_selected = s.CustomHeaders.column_selected -- 1-based -- 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, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 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 ImGui.TreePop() end -- Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Angled headers") then 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" } -- 1-based local columns_count = #column_names local rows_count = 12 local s = s.AngledHeaders -- static bool bools[columns_count * rows_count] = {} -- Dummy storage selection storage local bools = s.bools -- 1-based if #bools == 0 then for n = 1, columns_count * rows_count do bools[n] = false end end _, s.table_flags = ImGui.CheckboxFlags("_ScrollX", s.table_flags, ImGuiTableFlags.ScrollX) _, s.table_flags = ImGui.CheckboxFlags("_ScrollY", s.table_flags, ImGuiTableFlags.ScrollY) _, s.table_flags = ImGui.CheckboxFlags("_Resizable", s.table_flags, ImGuiTableFlags.Resizable) _, s.table_flags = ImGui.CheckboxFlags("_Sortable", s.table_flags, ImGuiTableFlags.Sortable) _, s.table_flags = ImGui.CheckboxFlags("_NoBordersInBody", s.table_flags, ImGuiTableFlags.NoBordersInBody) _, s.table_flags = ImGui.CheckboxFlags("_HighlightHoveredColumn", s.table_flags, ImGuiTableFlags.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() HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.") ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) ImGui.GetStyle().TableAngledHeadersAngle = ImGui.SliderAngle("style.TableAngledHeadersAngle", ImGui.GetStyle().TableAngledHeadersAngle, -50.0, 50.0) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) ImGui.SliderFloat2("style.TableAngledHeadersTextAlign", ImGui.GetStyle().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], bit32.bor(ImGuiTableColumnFlags.NoHide, ImGuiTableColumnFlags.NoReorder)) for n = 1, columns_count - 1 do ImGui.TableSetupColumn(column_names[n + 1], 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) _, bools[row * columns_count + column + 1] = ImGui.Checkbox("", bools[row * columns_count + column + 1]) ImGui.PopID() end end ImGui.PopID() end ImGui.EndTable() end ImGui.TreePop() end -- Demonstrate creating custom context menus inside columns, -- while playing it nice with context menus provided by TableHeadersRow()/TableHeader() if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Context menus") then IMGUI_DEMO_MARKER("Tables/Context menus") HelpMarker( "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" .. "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.") local s = s.ContextMenus PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags1, ImGuiTableFlags.ContextMenuInBody) PopStyleCompact() -- Context Menus: first example -- [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. -- [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) 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, 4 - 1 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 HelpMarker( "Demonstrate mixing table context menu (over header), item context button (over button) " .. "and custom per-column context menu (over column body).") local flags2 = bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.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, 4 - 1 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 !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 + 1 - 1 do ImGui.PushID(column) if bit32.band(ImGui.TableGetColumnFlags(column), ImGuiTableColumnFlags.IsHovered) ~= 0 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 ImGui.TreePop() end -- Demonstrate creating multiple tables with the same ID if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Synced instances") then IMGUI_DEMO_MARKER("Tables/Synced instances") HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.") local s = s.SyncedInstances _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, ImGuiTableFlags.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, ImGuiTableFlags.ScrollY) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SizingFixedFit", s.flags, ImGuiTableFlags.SizingFixedFit) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, ImGuiTableFlags.HighlightHoveredColumn) for n = 0, 3 - 1 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 ImGui.TreePop() 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 = s.template_items_names -- 1-based if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Sorting") then IMGUI_DEMO_MARKER("Tables/Sorting") local s = s.Sorting -- Create item list local items = s.items if items.Size == 0 then items:resize(50) for n = 0, items.Size - 1 do local template_n = n % #template_items_names local item = MyItem(); items.Data[n + 1] = item -- [Port] resize(50, MyItem()) would share one table item.ID = n item.Name = template_items_names[template_n + 1] item.Quantity = (n * n - n) % 20 -- Assign default quantities end end -- Options PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, ImGuiTableFlags.SortMulti) ImGui.SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, ImGuiTableFlags.SortTristate) ImGui.SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") PopStyleCompact() if ImGui.BeginTable("table_sorting", 4, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 15), 0.0) 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! -- 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", bit32.bor(ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.WidthFixed), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags.WidthFixed, 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bit32.bor(ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bit32.bor(ImGuiTableColumnFlags.PreferSortDescending, ImGuiTableColumnFlags.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 then if sort_specs.SpecsDirty then MyItem_SortWithSortSpecs(sort_specs, items.Data, items.Size) sort_specs.SpecsDirty = false end end -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(items.Size) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do -- Display a data item local item = items.Data[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 ImGui.TreePop() 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. --ImGui.SetNextItemOpen(true, ImGuiCond.Once) -- [DEBUG] if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Advanced") then IMGUI_DEMO_MARKER("Tables/Advanced") local s = s.Advanced local CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow = 0, 1, 2, 3, 4, 5 -- enum ContentsType local contents_type_names = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" } if s.outer_size_value == nil then s.outer_size_value = ImVec2(0.0, TEXT_BASE_HEIGHT * 12) end -- static float row_min_height = 0.0f -- Auto -- static float inner_width_with_scroll = 0.0f -- Auto-extend --static ImGuiTextFilter filter --ImGui.SetNextItemOpen(true, ImGuiCond.Once) -- FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing if ImGui.TreeNode("Options") then -- 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, ImGuiTableFlags.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, ImGuiTableFlags.Reorderable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, ImGuiTableFlags.Hideable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Sortable", s.flags, ImGuiTableFlags.Sortable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoSavedSettings", s.flags, ImGuiTableFlags.NoSavedSettings) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags, ImGuiTableFlags.ContextMenuInBody) ImGui.TreePop() end if ImGui.TreeNodeEx("Decorations:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, ImGuiTableFlags.RowBg) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, ImGuiTableFlags.BordersV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, ImGuiTableFlags.BordersOuterV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, ImGuiTableFlags.BordersInnerV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, ImGuiTableFlags.BordersH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, ImGuiTableFlags.BordersOuterH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, ImGuiTableFlags.BordersInnerH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, ImGuiTableFlags.NoBordersInBody); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, ImGuiTableFlags.NoBordersInBodyUntilResize); ImGui.SameLine(); HelpMarker("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(); HelpMarker("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, ImGuiTableFlags.NoHostExtendX) ImGui.SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, ImGuiTableFlags.NoHostExtendY) ImGui.SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags, ImGuiTableFlags.NoKeepColumnsVisible) ImGui.SameLine(); HelpMarker("Only available if ScrollX is disabled.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, ImGuiTableFlags.PreciseWidths) ImGui.SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, ImGuiTableFlags.NoClip) ImGui.SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.") ImGui.TreePop() end if ImGui.TreeNodeEx("Padding:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags, ImGuiTableFlags.PadOuterX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags, ImGuiTableFlags.NoPadOuterX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags, ImGuiTableFlags.NoPadInnerX) ImGui.TreePop() end if ImGui.TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, ImGuiTableFlags.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, ImGuiTableFlags.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, ImGuiTableFlags.SortMulti) ImGui.SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, ImGuiTableFlags.SortTristate) ImGui.SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") ImGui.TreePop() 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, ImGuiTableFlags.HighlightHoveredColumn) _, s.columns_base_flags = ImGui.CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", s.columns_base_flags, ImGuiTableColumnFlags.AngledHeader) ImGui.SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).") ImGui.TreePop() 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() HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" .. "- The table is output directly in the parent window.\n" .. "- OuterSize.x < 0.0f will right-align the table.\n" .. "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" .. "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).") -- From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. -- To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. 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(); HelpMarker("Specify height of the Selectable item.") s.items_count = ImGui.DragInt("items_count", s.items_count, 0.1, 0, 9999) s.contents_type = ImGui.Combo("items_type (first column)", s.contents_type, contents_type_names, #contents_type_names) --filter.Draw("filter") ImGui.TreePop() end ImGui.PopItemWidth() PopStyleCompact() ImGui.Spacing() ImGui.TreePop() end -- Update item list if we changed the number of items local items = s.items local selection = s.selection if items.Size ~= s.items_count then items:resize(s.items_count) for n = 0, s.items_count - 1 do local template_n = n % #template_items_names local item = items.Data[n + 1] if item == nil then item = MyItem(); items.Data[n + 1] = item end -- [Port] resize(n, MyItem()) would share one table item.ID = n item.Name = template_items_names[template_n + 1] item.Quantity = (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 = (bit32.band(flags, ImGuiTableFlags.ScrollX) ~= 0) and s.inner_width_with_scroll or 0.0 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", bit32.bor(columns_base_flags, ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.WidthFixed, ImGuiTableColumnFlags.NoHide), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", bit32.bor(columns_base_flags, ImGuiTableColumnFlags.WidthFixed), 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bit32.bor(columns_base_flags, ImGuiTableColumnFlags.NoSort, ImGuiTableColumnFlags.WidthFixed), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bit32.bor(columns_base_flags, ImGuiTableColumnFlags.PreferSortDescending), 0.0, MyItemColumnID_Quantity) ImGui.TableSetupColumn("Description", bit32.bor(columns_base_flags, (bit32.band(flags, ImGuiTableFlags.NoHostExtendX) ~= 0) and 0 or ImGuiTableColumnFlags.WidthStretch), 0.0, MyItemColumnID_Description) ImGui.TableSetupColumn("Hidden", bit32.bor(columns_base_flags, ImGuiTableColumnFlags.DefaultHide, ImGuiTableColumnFlags.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.Size > 1 then MyItem_SortWithSortSpecs(sort_specs, items.Data, items.Size) 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 = bit32.band(ImGui.TableGetColumnFlags(3), ImGuiTableColumnFlags.IsSorted) ~= 0 -- Show headers if s.show_headers and bit32.band(columns_base_flags, ImGuiTableColumnFlags.AngledHeader) ~= 0 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.Size) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item = items.Data[row_n + 1] --if not filter:PassFilter(item.Name) then -- continue local item_is_selected = selection:contains(item.ID) 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 contents_type = s.contents_type if contents_type == CT_Text then ImGui.TextUnformatted(label) elseif contents_type == CT_Button then ImGui.Button(label) elseif contents_type == CT_SmallButton then ImGui.SmallButton(label) elseif contents_type == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) elseif contents_type == CT_Selectable or contents_type == CT_SelectableSpanRow then local selectable_flags = (contents_type == CT_SelectableSpanRow) and bit32.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 selection:find_erase_unsorted(item.ID) else selection:push_back(item.ID) end else selection:clear() selection:push_back(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 ImGui.TreePop() end ImGui.PopID() DemoWindowColumns() if s.disable_indent then ImGui.PopStyleVar() end end S.DemoWindowColumns = { selected = -1, h_borders = true, v_borders = true, columns_count = 4, foo = 1.0, bar = 1.0, } function DemoWindowColumns() local s = S.DemoWindowColumns local open = ImGui.TreeNode("Legacy Columns API") ImGui.SameLine() HelpMarker("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))) {} 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, s.selected == i, ImGuiSelectableFlags.SpanAllColumns) then s.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) s.columns_count = ImGui.DragInt("##columns_count", s.columns_count, 0.1, 2, 10, "%d columns") if s.columns_count < 2 then s.columns_count = 2 end ImGui.SameLine() _, s.h_borders = ImGui.Checkbox("horizontal", s.h_borders) ImGui.SameLine() _, s.v_borders = ImGui.Checkbox("vertical", s.v_borders) ImGui.Columns(s.columns_count, nil, s.v_borders) for i = 0, s.columns_count * lines_count - 1 do if s.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 s.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") s.foo = ImGui.InputFloat("red", s.foo, 0.05, 0, "%.3f") ImGui.Text("An extra line here.") ImGui.NextColumn() ImGui.Text("Sailor") ImGui.Button("Corniflower") s.bar = ImGui.InputFloat("blue", s.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 ------------------------------------------------------------------------------- -- [SECTION] DemoWindowInputs() ------------------------------------------------------------------------------- S.DemoWindowInputs = { funcs = { IsLegacyNativeDupe = function(key) return false end }, -- struct funcs (hoisted to avoid a per-frame closure) -- [Port] capture_override_mouse = -1, capture_override_keyboard = -1, route_options = ImGuiInputFlags.Repeat, route_type = ImGuiInputFlags.RouteFocused, f = 0.5, tabbing_buf = ImGui.NewTextBuffer("hello", 32), focus_buf = ImGui.NewTextBuffer("click on a button to set focus", 128), f3 = { 0.0, 0.0, 0.0 }, } S.DemoWindowInputs.mouse_cursors_names = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" } function DemoWindowInputs() local s = S.DemoWindowInputs if ImGui.CollapsingHeader("Inputs & Focus") then local io = ImGui.GetIO() -- Display inputs submitted to ImGuiIO ImGui.SetNextItemOpen(true, ImGuiCond.Once) local inputs_opened = ImGui.TreeNode("Inputs") ImGui.SameLine() HelpMarker( "This is a simplified view. See more detailed input state:\n" .. "- in 'Tools->Metrics/Debugger->Inputs'.\n" .. "- in 'Tools->Debug Log->IO'.") if inputs_opened then IMGUI_DEMO_MARKER("Inputs & Focus/Inputs") if ImGui.IsMousePosValid() then ImGui.Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y) else ImGui.Text("Mouse pos: ") end ImGui.Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y) ImGui.Text("Mouse down:") for i = 0, ImGuiMouseButton.COUNT - 1 do if ImGui.IsMouseDown(i) then ImGui.SameLine(); ImGui.Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]) end end -- IM_COUNTOF(io.MouseDown), 0-based ImGui.Text("Mouse wheel: %.1f", io.MouseWheel) ImGui.Text("Mouse clicked count:") for i = 0, ImGuiMouseButton.COUNT - 1 do if io.MouseClickedCount[i] > 0 then ImGui.SameLine(); ImGui.Text("b%d: %d", i, io.MouseClickedCount[i]) end end -- We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows -- displaying the data for old/new backends. -- User code should never have to go through such hoops! -- You can generally iterate between ImGuiKey.NamedKey_BEGIN and ImGuiKey.NamedKey_END. local funcs = s.funcs local start_key = ImGuiKey.NamedKey_BEGIN ImGui.Text("Keys down:") for key = start_key, ImGuiKey.NamedKey_END - 1 do repeat if funcs.IsLegacyNativeDupe(key) or not ImGui.IsKeyDown(key) then break end ImGui.SameLine(); if key < ImGuiKey.NamedKey_BEGIN then ImGui.Text("\"%s\"", ImGui.GetKeyName(key)) else ImGui.Text("\"%s\" %d", ImGui.GetKeyName(key), key) end until true end ImGui.Text("Keys mods: %s%s%s%s", io.KeyCtrl and "CTRL " or "", io.KeyShift and "SHIFT " or "", io.KeyAlt and "ALT " or "", io.KeySuper and "SUPER " or "") ImGui.Text("Chars queue:") for i = 0, io.InputQueueCharacters.Size - 1 do local c = io.InputQueueCharacters.Data[i + 1]; ImGui.SameLine(); ImGui.Text("\'%s\' (0x%04X)", (c > 32 and c <= 255) and string.char(c) or '?', c) end -- FIXME: We should convert 'c' to UTF-8 here but the functions are not public. ImGui.TreePop() end -- Display ImGuiIO output flags ImGui.SetNextItemOpen(true, ImGuiCond.Once) local outputs_opened = ImGui.TreeNode("Outputs") ImGui.SameLine() HelpMarker( "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " .. "to instruct your application of how to route inputs. Typically, when a value is true, it means " .. "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" .. "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " .. "and underlying application should ignore mouse inputs (in practice there are many and more subtle " .. "rules leading to how those flags are set).") if outputs_opened then IMGUI_DEMO_MARKER("Inputs & Focus/Outputs") ImGui.Text("io.WantCaptureMouse: %d", io.WantCaptureMouse and 1 or 0) ImGui.Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose and 1 or 0) ImGui.Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard and 1 or 0) ImGui.Text("io.WantTextInput: %d", io.WantTextInput and 1 or 0) ImGui.Text("io.WantSetMousePos: %d", io.WantSetMousePos and 1 or 0) ImGui.Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive and 1 or 0, io.NavVisible and 1 or 0) IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override") if ImGui.TreeNode("WantCapture override") then HelpMarker( "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" .. "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " .. "and true when clicking.") local capture_override_desc = { "None", "Set to false", "Set to true" } ImGui.SetNextItemWidth(ImGui.GetFontSize() * 15) s.capture_override_mouse = ImGui.SliderInt("SetNextFrameWantCaptureMouse() on hover", s.capture_override_mouse, -1, 1, capture_override_desc[s.capture_override_mouse + 2], ImGuiSliderFlags.AlwaysClamp) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 15) s.capture_override_keyboard = ImGui.SliderInt("SetNextFrameWantCaptureKeyboard() on hover", s.capture_override_keyboard, -1, 1, capture_override_desc[s.capture_override_keyboard + 2], ImGuiSliderFlags.AlwaysClamp) ImGui.ColorButton("##panel", ImVec4(0.7, 0.1, 0.7, 1.0), bit32.bor(ImGuiColorEditFlags.NoTooltip, ImGuiColorEditFlags.NoDragDrop), ImVec2(128.0, 96.0)) -- Dummy item if ImGui.IsItemHovered() and s.capture_override_mouse ~= -1 then ImGui.SetNextFrameWantCaptureMouse(s.capture_override_mouse == 1) end if ImGui.IsItemHovered() and s.capture_override_keyboard ~= -1 then ImGui.SetNextFrameWantCaptureKeyboard(s.capture_override_keyboard == 1) end ImGui.TreePop() end ImGui.TreePop() end -- Demonstrate using Shortcut() and Routing Policies. -- The general flow is: -- - Code interested in a chord (e.g. "Ctrl+A") declares their intent. -- - Multiple locations may be interested in same chord! Routing helps find a winner. -- - Every frame, we resolve all claims and assign one owner if the modifiers are matching. -- - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. -- - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. -- - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags.RouteFocused. -- TL;DR: Most uses will simply be: -- - Shortcut(ImGuiMod_Ctrl | ImGuiKey.A); -- Use ImGuiInputFlags.RouteFocused policy. if ImGui.TreeNode("Shortcuts") then IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts") _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_Repeat", s.route_options, ImGuiInputFlags.Repeat) _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteActive", s.route_type, ImGuiInputFlags.RouteActive) _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteFocused (default)", s.route_type, ImGuiInputFlags.RouteFocused) ImGui.Indent() ImGui.BeginDisabled(s.route_type ~= ImGuiInputFlags.RouteFocused) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteOverActive##0", s.route_options, ImGuiInputFlags.RouteOverActive) ImGui.EndDisabled() ImGui.Unindent() _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteGlobal", s.route_type, ImGuiInputFlags.RouteGlobal) ImGui.Indent() ImGui.BeginDisabled(s.route_type ~= ImGuiInputFlags.RouteGlobal) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteOverFocused", s.route_options, ImGuiInputFlags.RouteOverFocused) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteOverActive", s.route_options, ImGuiInputFlags.RouteOverActive) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", s.route_options, ImGuiInputFlags.RouteUnlessBgFocused) ImGui.EndDisabled() ImGui.Unindent() _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteAlways", s.route_type, ImGuiInputFlags.RouteAlways) local flags = bit32.bor(s.route_type, s.route_options) -- Merged flags if s.route_type ~= ImGuiInputFlags.RouteGlobal then flags = bit32.band(flags, bit32.bnot(bit32.bor(ImGuiInputFlags.RouteOverFocused, ImGuiInputFlags.RouteOverActive, ImGuiInputFlags.RouteUnlessBgFocused))) end ImGui.SeparatorText("Using SetNextItemShortcut()") ImGui.Text("Ctrl+S") ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.S), bit32.bor(flags, ImGuiInputFlags.Tooltip)) ImGui.Button("Save") ImGui.Text("Alt+F") ImGui.SetNextItemShortcut(bit32.bor(ImGuiMod_Alt, ImGuiKey.F), bit32.bor(flags, ImGuiInputFlags.Tooltip)) s.f = ImGui.SliderFloat("Factor", s.f, 0.0, 1.0) ImGui.SeparatorText("Using Shortcut()") local line_height = ImGui.GetTextLineHeightWithSpacing() local key_chord = bit32.bor(ImGuiMod_Ctrl, ImGuiKey.A) ImGui.Text("Ctrl+A") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") ImGui.PushStyleColor(ImGuiCol.ChildBg, ImVec4(1.0, 0.0, 1.0, 0.1)) ImGui.BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true) ImGui.Text("Press Ctrl+A and see who receives it!") ImGui.Separator() -- 1: Window polling for Ctrl+A ImGui.Text("(in WindowA)") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") -- 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active) -- (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) --char str[16] = "Press Ctrl+A"; --ImGui.Spacing(); --ImGui.InputText("InputTextB", str, IM_COUNTOF(str), ImGuiInputTextFlags.ReadOnly); --ImGuiID item_id = ImGui.GetItemID(); --ImGui.SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); --ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused(), ImGui.Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); -- 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA ImGui.BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true) ImGui.Text("(in ChildD: not using same Shortcut)") ImGui.Text("IsWindowFocused: %d", ImGui.IsWindowFocused() and 1 or 0) ImGui.EndChild() -- 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused. ImGui.BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true) ImGui.Text("(in ChildE: using same Shortcut)") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") ImGui.EndChild() -- 5: In a popup if ImGui.Button("Open Popup") then ImGui.OpenPopup("PopupF") end if ImGui.BeginPopup("PopupF") then ImGui.Text("(in PopupF)") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") -- (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) --ImGui.InputText("InputTextG", str, IM_COUNTOF(str), ImGuiInputTextFlags.ReadOnly); --ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused(), ImGui.Shortcut(key_chord, flags, ImGui.GetItemID()) ? "PRESSED" : "..."); ImGui.EndPopup() end ImGui.EndChild() ImGui.PopStyleColor() ImGui.TreePop() end -- Display mouse cursors if ImGui.TreeNode("Mouse Cursors") then IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors") local mouse_cursors_names = s.mouse_cursors_names -- 1-based IM_ASSERT(#mouse_cursors_names == ImGuiMouseCursor.COUNT) local current = ImGui.GetMouseCursor() local cursor_name = "N/A" if (current >= ImGuiMouseCursor.Arrow) and (current < ImGuiMouseCursor.COUNT) then cursor_name = mouse_cursors_names[current + 1] end ImGui.Text("Current mouse cursor = %d: %s", current, cursor_name) ImGui.BeginDisabled(true) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", io.BackendFlags, ImGuiBackendFlags.HasMouseCursors) ImGui.EndDisabled() ImGui.Text("Hover to see mouse cursors:") ImGui.SameLine(); HelpMarker( "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " .. "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " .. "otherwise your backend needs to handle it.") for i = 0, ImGuiMouseCursor.COUNT - 1 do local label = string.format("Mouse cursor %d: %s", i, mouse_cursors_names[i + 1]) ImGui.Bullet(); ImGui.Selectable(label, false) if ImGui.IsItemHovered() then ImGui.SetMouseCursor(i) end end ImGui.TreePop() end if ImGui.TreeNode("Tabbing") then IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing") ImGui.Text("Use Tab/Shift+Tab to cycle through keyboard editable fields.") local buf = s.tabbing_buf ImGui.InputText("1", buf, 32) ImGui.InputText("2", buf, 32) ImGui.InputText("3", buf, 32) ImGui.PushItemFlag(ImGuiItemFlags.NoTabStop, true) ImGui.InputText("4 (tab skip)", buf, 32) ImGui.SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.") ImGui.PopItemFlag() ImGui.InputText("5", buf, 32) ImGui.TreePop() end if ImGui.TreeNode("Focus from code") then IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code") local focus_1 = ImGui.Button("Focus on 1"); ImGui.SameLine() local focus_2 = ImGui.Button("Focus on 2"); ImGui.SameLine() local focus_3 = ImGui.Button("Focus on 3") local has_focus = 0 local buf = s.focus_buf if focus_1 then ImGui.SetKeyboardFocusHere() end ImGui.InputText("1", buf, 128) if ImGui.IsItemActive() then has_focus = 1 end if focus_2 then ImGui.SetKeyboardFocusHere() end ImGui.InputText("2", buf, 128) if ImGui.IsItemActive() then has_focus = 2 end ImGui.PushItemFlag(ImGuiItemFlags.NoTabStop, true) if focus_3 then ImGui.SetKeyboardFocusHere() end ImGui.InputText("3 (tab skip)", buf, 128) if ImGui.IsItemActive() then has_focus = 3 end ImGui.SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.") ImGui.PopItemFlag() if has_focus ~= 0 then ImGui.Text("Item with focus: %d", has_focus) else ImGui.Text("Item with focus: ") end -- Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item local f3 = s.f3 local focus_ahead = -1 if ImGui.Button("Focus on X") then focus_ahead = 0 end ImGui.SameLine() if ImGui.Button("Focus on Y") then focus_ahead = 1 end ImGui.SameLine() if ImGui.Button("Focus on Z") then focus_ahead = 2 end if focus_ahead ~= -1 then ImGui.SetKeyboardFocusHere(focus_ahead) end ImGui.SliderFloat3("Float3", f3, 0.0, 1.0) ImGui.TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.") ImGui.TreePop() end if ImGui.TreeNode("Dragging") then IMGUI_DEMO_MARKER("Inputs & Focus/Dragging") ImGui.TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.") for button = 0, 2 do ImGui.Text("IsMouseDragging(%d):", button) ImGui.Text(" w/ default threshold: %d,", ImGui.IsMouseDragging(button) and 1 or 0) ImGui.Text(" w/ zero threshold: %d,", ImGui.IsMouseDragging(button, 0.0) and 1 or 0) ImGui.Text(" w/ large threshold: %d,", ImGui.IsMouseDragging(button, 20.0) and 1 or 0) end ImGui.Button("Drag Me") if ImGui.IsItemActive() then ImGui.GetForegroundDrawList():AddLine(io.MouseClickedPos[0], io.MousePos, ImGui.GetColorU32(ImGuiCol.Button), 4.0) -- Draw a line between the button and the mouse cursor end -- Drag operations gets "unlocked" when the mouse has moved past a certain threshold -- (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher -- threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). local value_raw = ImGui.GetMouseDragDelta(0, 0.0) local value_with_lock_threshold = ImGui.GetMouseDragDelta(0) local mouse_delta = io.MouseDelta ImGui.Text("GetMouseDragDelta(0):") ImGui.Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y) ImGui.Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y) ImGui.Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y) ImGui.TreePop() end end end ------------------------------------------------------------------------------- -- [SECTION] About Window / ShowAboutWindow() -- Access from Dear ImGui Demo -> Tools -> About ------------------------------------------------------------------------------- S.ShowAboutWindow = { show_config_info = false, } function ImGui.ShowAboutWindow(p_open) local s = S.ShowAboutWindow 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_DEMO_MARKER("Tools/About Dear ImGui") ImGui.Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM) ImGui.TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui") ImGui.SameLine() ImGui.TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md") ImGui.SameLine() ImGui.TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki") ImGui.SameLine() ImGui.TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions") ImGui.SameLine() ImGui.TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases") ImGui.SameLine() ImGui.TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding") ImGui.Separator() ImGui.Text("(c) 2014-2026 Omar Cornut") ImGui.Text("Developed by Omar Cornut and all Dear ImGui contributors.") ImGui.Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.") ImGui.Text("If your company uses this, please consider funding the project.") _, s.show_config_info = ImGui.Checkbox("Config/Build Information", s.show_config_info) if s.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() -- [Port] no sizeof()/__cplusplus/compiler/OS #defines in Lua: report the Lua runtime instead ImGui.Text("runtime: %s", tostring(_VERSION)) ImGui.Text("define: IMGUI_HAS_VIEWPORT") ImGui.Text("define: IMGUI_HAS_DOCK") -- Heuristic to detect no-op IM_ASSERT() macros -- - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code. -- - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable. local assert_runs_expression = 0 IM_ASSERT((function() assert_runs_expression = assert_runs_expression + 1; return assert_runs_expression end)()) -- [Port] no ++ in expressions local assert_expand_len = 17 -- [Port] IM_ASSERT is a function, not a macro: nothing to stringify, it cannot be expanded to a no-op local assert_maybe_disabled = (assert_runs_expression == 0 or assert_expand_len <= 16) ImGui.Text("IM_ASSERT: runs expression: %s. expand size: %s%s", (assert_runs_expression ~= 0) and "OK" or "KO", (assert_expand_len > 16) and "OK" or "KO", assert_maybe_disabled and " (MAYBE DISABLED?!)" or "") if assert_maybe_disabled then ImGui.SameLine() HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!") end 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) if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 then ImGui.Text(" NavEnableKeyboard") end if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 then ImGui.Text(" NavEnableGamepad") end if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoMouse) ~= 0 then ImGui.Text(" NoMouse") end if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoMouseCursorChange) ~= 0 then ImGui.Text(" NoMouseCursorChange") end if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then ImGui.Text(" NoKeyboard") end if bit32.band(io.ConfigFlags, ImGuiConfigFlags.DockingEnable) ~= 0 then ImGui.Text(" DockingEnable") end if bit32.band(io.ConfigFlags, ImGuiConfigFlags.ViewportsEnable) ~= 0 then ImGui.Text(" ViewportsEnable") end if io.MouseDrawCursor then ImGui.Text("io.MouseDrawCursor") end if io.ConfigDpiScaleFonts then ImGui.Text("io.ConfigDpiScaleFonts") end if io.ConfigDpiScaleViewports then ImGui.Text("io.ConfigDpiScaleViewports") end if io.ConfigViewportsNoAutoMerge then ImGui.Text("io.ConfigViewportsNoAutoMerge") end if io.ConfigViewportsNoTaskBarIcon then ImGui.Text("io.ConfigViewportsNoTaskBarIcon") end if io.ConfigViewportsNoDecoration then ImGui.Text("io.ConfigViewportsNoDecoration") end if io.ConfigViewportsNoDefaultParent then ImGui.Text("io.ConfigViewportsNoDefaultParent") end if io.ConfigDockingNoSplit then ImGui.Text("io.ConfigDockingNoSplit") end if io.ConfigDockingNoDockingOver then ImGui.Text("io.ConfigDockingNoDockingOver") end if io.ConfigDockingWithShift then ImGui.Text("io.ConfigDockingWithShift") end if io.ConfigDockingAlwaysTabBar then ImGui.Text("io.ConfigDockingAlwaysTabBar") end if io.ConfigDockingTransparentPayload then ImGui.Text("io.ConfigDockingTransparentPayload") end if io.ConfigMacOSXBehaviors then ImGui.Text("io.ConfigMacOSXBehaviors") end if io.ConfigNavMoveSetMousePos then ImGui.Text("io.ConfigNavMoveSetMousePos") end if io.ConfigNavCaptureKeyboard then ImGui.Text("io.ConfigNavCaptureKeyboard") end if io.ConfigInputTextCursorBlink then ImGui.Text("io.ConfigInputTextCursorBlink") end if io.ConfigWindowsResizeFromEdges then ImGui.Text("io.ConfigWindowsResizeFromEdges") end if io.ConfigWindowsMoveFromTitleBarOnly then ImGui.Text("io.ConfigWindowsMoveFromTitleBarOnly") end if io.ConfigMemoryCompactTimer >= 0.0 then ImGui.Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer) end ImGui.Text("io.BackendFlags: 0x%08X", io.BackendFlags) if bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 then ImGui.Text(" HasGamepad") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.HasMouseCursors) ~= 0 then ImGui.Text(" HasMouseCursors") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.HasSetMousePos) ~= 0 then ImGui.Text(" HasSetMousePos") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.PlatformHasViewports) ~= 0 then ImGui.Text(" PlatformHasViewports") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.HasMouseHoveredViewport) ~= 0 then ImGui.Text(" HasMouseHoveredViewport") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.HasParentViewport) ~= 0 then ImGui.Text(" HasParentViewport") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.RendererHasVtxOffset) ~= 0 then ImGui.Text(" RendererHasVtxOffset") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 then ImGui.Text(" RendererHasTextures") end if bit32.band(io.BackendFlags, ImGuiBackendFlags.RendererHasViewports) ~= 0 then ImGui.Text(" RendererHasViewports") end ImGui.Separator() ImGui.Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts.Fonts.Size, io.Fonts.Flags, io.Fonts.TexData.Width, io.Fonts.TexData.Height) ImGui.Text("io.Fonts->FontLoaderName: %s", io.Fonts.FontLoaderName 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 ------------------------------------------------------------------------------- -- [SECTION] Style Editor / ShowStyleEditor() ------------------------------------------------------------------------------- -- - ShowStyleSelector() -- - ShowStyleEditor() ------------------------------------------------------------------------------- -- [Port] C++ copies ImGuiStyle by value (`dst = src`). Copy fields in place so ImVec2/ImVec4 objects of `dst` keep -- their identity (the live style's vectors may be referenced elsewhere) and are never aliased with `src`. function ImGuiStyle_Copy(dst, src) for k, v in pairs(src) do if k == "Colors" then local dst_colors = dst.Colors for i, col in pairs(v) do if dst_colors[i] then ImVec4_Copy(dst_colors[i], col) else dst_colors[i] = ImVec4(col.x, col.y, col.z, col.w) end end elseif type(v) == "table" then -- ImVec2 if dst[k] then ImVec2_Copy(dst[k], v) else dst[k] = ImVec2(v.x, v.y) end else dst[k] = v end end return dst end S.ShowStyleSelector = { 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.ShowStyleSelector local style_names = { "Dark", "Light", "Classic" } local ret = false if ImGui.BeginCombo(label, (s.style_idx >= 0 and s.style_idx < #style_names) and style_names[s.style_idx + 1] or "") then for n = 0, #style_names - 1 do if ImGui.Selectable(style_names[n + 1], s.style_idx == n, ImGuiSelectableFlags.SelectOnNav) then s.style_idx = n ret = true if s.style_idx == 0 then ImGui.StyleColorsDark() elseif s.style_idx == 1 then ImGui.StyleColorsLight() elseif s.style_idx == 2 then ImGui.StyleColorsClassic() end elseif s.style_idx == n then ImGui.SetItemDefaultFocus() end end ImGui.EndCombo() end return ret end function GetTreeLinesFlagsName(flags) if flags == ImGuiTreeNodeFlags.DrawLinesNone then return "DrawLinesNone" end if flags == ImGuiTreeNodeFlags.DrawLinesFull then return "DrawLinesFull" end if flags == ImGuiTreeNodeFlags.DrawLinesToNodes then return "DrawLinesToNodes" end return "" end S.ShowStyleEditor = { ref_saved_style = nil, -- static ImGuiStyle ref_saved_style; (created lazily) init = true, output_dest = 0, output_only_modified = true, alpha_flags = 0, filter = nil, -- static ImGuiTextFilter filter; (created lazily) } -- We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. -- [Port] Lua has no `using namespace`: calls keep the ImGui. prefix function ImGui.ShowStyleEditor(ref) local s = S.ShowStyleEditor local _, changed IMGUI_DEMO_MARKER("Tools/Style Editor") -- You can pass in a reference ImGuiStyle structure to compare to, revert to and save to -- (without a reference style pointer, we will use one compared locally as a reference) local style = ImGui.GetStyle() if s.ref_saved_style == nil then s.ref_saved_style = ImGuiStyle() end -- Default to using internal storage as reference if s.init and ref == nil then ImGuiStyle_Copy(s.ref_saved_style, style) end s.init = false if ref == nil then ref = s.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) local max_border_size = ImMax(default_border_size, 2.0) ImGui.PushItemWidth(ImGui.GetWindowWidth() * 0.50) do -- 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 ImGuiStyle_Copy(s.ref_saved_style, style) end ImGui.ShowFontSelector("Fonts##Selector") style.FontSizeBase, changed = ImGui.DragFloat("FontSizeBase", style.FontSizeBase, 0.20, 5.0, 100.0, "%.0f") if changed then style._NextFrameFontSizeBase = style.FontSizeBase -- FIXME: Temporary hack until we finish remaining work. end ImGui.SameLine(0.0, 0.0); ImGui.Text(" (out %.2f)", ImGui.GetFontSize()) style.FontScaleMain = ImGui.DragFloat("FontScaleMain", style.FontScaleMain, 0.02, 0.5, 4.0) ImGui.BeginDisabled(ImGui.GetIO().ConfigDpiScaleFonts) style.FontScaleDpi = ImGui.DragFloat("FontScaleDpi", style.FontScaleDpi, 0.02, 0.5, 4.0) ImGui.SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.") ImGui.EndDisabled() -- Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) style.FrameRounding, changed = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") if changed then style.GrabRounding = style.FrameRounding -- Make GrabRounding always the same value as FrameRounding end do local pressed, border = ImGui.Checkbox("WindowBorder", style.WindowBorderSize > 0.0); if pressed then if border then style.WindowBorderSize = default_border_size else style.WindowBorderSize = 0.0 end end end ImGui.SameLine() do local pressed, border = ImGui.Checkbox("FrameBorder", style.FrameBorderSize > 0.0); if pressed then if border then style.FrameBorderSize = default_border_size else style.FrameBorderSize = 0.0 end end end ImGui.SameLine() do local pressed, border = ImGui.Checkbox("PopupBorder", style.PopupBorderSize > 0.0); if pressed then if border then style.PopupBorderSize = default_border_size else style.PopupBorderSize = 0.0 end end end end -- Save/Revert button if ImGui.Button("Save Ref") then ImGuiStyle_Copy(ref, ImGuiStyle_Copy(s.ref_saved_style, style)) end ImGui.SameLine() if ImGui.Button("Revert Ref") then ImGuiStyle_Copy(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") ImGui.SliderFloat2("WindowPadding", style.WindowPadding, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("FramePadding", style.FramePadding, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("ItemSpacing", style.ItemSpacing, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("ItemInnerSpacing", style.ItemInnerSpacing, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("TouchExtraPadding", style.TouchExtraPadding, 0.0, 10.0, "%.0f") style.IndentSpacing = ImGui.SliderFloat("IndentSpacing", style.IndentSpacing, 0.0, 30.0, "%.0f") style.GrabMinSize = ImGui.SliderFloat("GrabMinSize", style.GrabMinSize, 1.0, 20.0, "%.0f") ImGui.SeparatorText("Borders") style.WindowBorderSize = ImGui.SliderFloat("WindowBorderSize", style.WindowBorderSize, 0.0, max_border_size, "%.0f") style.ChildBorderSize = ImGui.SliderFloat("ChildBorderSize", style.ChildBorderSize, 0.0, max_border_size, "%.0f") style.PopupBorderSize = ImGui.SliderFloat("PopupBorderSize", style.PopupBorderSize, 0.0, max_border_size, "%.0f") style.FrameBorderSize = ImGui.SliderFloat("FrameBorderSize", style.FrameBorderSize, 0.0, max_border_size, "%.0f") ImGui.SeparatorText("Rounding") style.WindowRounding = ImGui.SliderFloat("WindowRounding", style.WindowRounding, 0.0, 12.0, "%.0f") style.ChildRounding = ImGui.SliderFloat("ChildRounding", style.ChildRounding, 0.0, 12.0, "%.0f") style.FrameRounding = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") style.PopupRounding = ImGui.SliderFloat("PopupRounding", style.PopupRounding, 0.0, 12.0, "%.0f") style.GrabRounding = ImGui.SliderFloat("GrabRounding", style.GrabRounding, 0.0, 12.0, "%.0f") style.MenuItemRounding = ImGui.SliderFloat("MenuItemRounding", style.MenuItemRounding, 0.0, 12.0, "%.0f") -- NB: SelectableRounding is intentionally NOT made visible here. We don't want to encourage people using that. ImGui.SeparatorText("Scrollbar") style.ScrollbarSize = ImGui.SliderFloat("ScrollbarSize", style.ScrollbarSize, 1.0, 20.0, "%.0f") style.ScrollbarRounding = ImGui.SliderFloat("ScrollbarRounding", style.ScrollbarRounding, 0.0, 12.0, "%.0f") style.ScrollbarPadding = ImGui.SliderFloat("ScrollbarPadding", style.ScrollbarPadding, 0.0, 10.0, "%.0f") ImGui.SeparatorText("Tabs") style.TabBorderSize = ImGui.SliderFloat("TabBorderSize", style.TabBorderSize, 0.0, max_border_size, "%.0f") style.TabBarBorderSize = ImGui.SliderFloat("TabBarBorderSize", style.TabBarBorderSize, 0.0, max_border_size, "%.0f") style.TabBarOverlineSize = ImGui.SliderFloat("TabBarOverlineSize", style.TabBarOverlineSize, 0.0, ImMax(3.0, max_border_size), "%.0f") ImGui.SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.") style.TabMinWidthBase = ImGui.DragFloat("TabMinWidthBase", style.TabMinWidthBase, 0.5, 1.0, 500.0, "%.0f") style.TabMinWidthShrink = ImGui.DragFloat("TabMinWidthShrink", style.TabMinWidthShrink, 0.5, 1.0, 500.0, "%0.f") style.TabCloseButtonMinWidthSelected = ImGui.DragFloat("TabCloseButtonMinWidthSelected", style.TabCloseButtonMinWidthSelected, 0.5, -1.0, 100.0, (style.TabCloseButtonMinWidthSelected < 0.0) and "%.0f (Always)" or "%.0f") style.TabCloseButtonMinWidthUnselected = ImGui.DragFloat("TabCloseButtonMinWidthUnselected", style.TabCloseButtonMinWidthUnselected, 0.5, -1.0, 100.0, (style.TabCloseButtonMinWidthUnselected < 0.0) and "%.0f (Always)" or "%.0f") style.TabRounding = ImGui.SliderFloat("TabRounding", style.TabRounding, 0.0, 12.0, "%.0f") ImGui.SeparatorText("Tables") ImGui.SliderFloat2("CellPadding", style.CellPadding, 0.0, 20.0, "%.0f") style.TableAngledHeadersAngle = ImGui.SliderAngle("TableAngledHeadersAngle", style.TableAngledHeadersAngle, -50.0, 50.0) ImGui.SliderFloat2("TableAngledHeadersTextAlign", style.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 options = { ImGuiTreeNodeFlags.DrawLinesNone, ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes } for _, option in ipairs(options) do if ImGui.Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option) then style.TreeLinesFlags = option end end ImGui.EndCombo() end style.TreeLinesSize = ImGui.SliderFloat("TreeLinesSize", style.TreeLinesSize, 0.0, max_border_size, "%.0f") style.TreeLinesRounding = ImGui.SliderFloat("TreeLinesRounding", style.TreeLinesRounding, 0.0, 12.0, "%.0f") ImGui.SeparatorText("Windows") ImGui.SliderFloat2("WindowTitleAlign", style.WindowTitleAlign, 0.0, 1.0, "%.2f") style.WindowBorderHoverPadding = ImGui.SliderFloat("WindowBorderHoverPadding", style.WindowBorderHoverPadding, 1.0, 20.0, "%.0f") 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") style.ColorMarkerSize = ImGui.SliderFloat("ColorMarkerSize", style.ColorMarkerSize, 0.0, 8.0, "%.0f") style.ColorButtonPosition = ImGui.Combo("ColorButtonPosition", style.ColorButtonPosition, "Left\0Right\0") ImGui.SliderFloat2("ButtonTextAlign", style.ButtonTextAlign, 0.0, 1.0, "%.2f") ImGui.SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.") ImGui.SliderFloat2("SelectableTextAlign", style.SelectableTextAlign, 0.0, 1.0, "%.2f") ImGui.SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.") style.SeparatorSize = ImGui.SliderFloat("SeparatorSize", style.SeparatorSize, 0.0, 10.0, "%.0f") style.SeparatorTextBorderSize = ImGui.SliderFloat("SeparatorTextBorderSize", style.SeparatorTextBorderSize, 0.0, 10.0, "%.0f") ImGui.SliderFloat2("SeparatorTextAlign", style.SeparatorTextAlign, 0.0, 1.0, "%.2f") ImGui.SliderFloat2("SeparatorTextPadding", style.SeparatorTextPadding, 0.0, 40.0, "%.0f") style.LogSliderDeadzone = ImGui.SliderFloat("LogSliderDeadzone", style.LogSliderDeadzone, 0.0, 12.0, "%.0f") style.ImageRounding = ImGui.SliderFloat("ImageRounding", style.ImageRounding, 0.0, 12.0, "%.0f") style.ImageBorderSize = ImGui.SliderFloat("ImageBorderSize", style.ImageBorderSize, 0.0, max_border_size, "%.0f") ImGui.SeparatorText("Docking") --SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight()); _, style.DockingNodeHasCloseButton = ImGui.Checkbox("DockingNodeHasCloseButton", style.DockingNodeHasCloseButton) style.DockingSeparatorSize = ImGui.SliderFloat("DockingSeparatorSize", style.DockingSeparatorSize, 0.0, 12.0, "%.0f") ImGui.SeparatorText("Tooltips") for n = 0, 1 do if ImGui.TreeNodeEx(n == 0 and "HoverFlagsForTooltipMouse" or "HoverFlagsForTooltipNav") then local p = (n == 0) and "HoverFlagsForTooltipMouse" or "HoverFlagsForTooltipNav" -- [Port] pointer -> field name _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_DelayNone", style[p], ImGuiHoveredFlags.DelayNone) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_DelayShort", style[p], ImGuiHoveredFlags.DelayShort) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_DelayNormal", style[p], ImGuiHoveredFlags.DelayNormal) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_Stationary", style[p], ImGuiHoveredFlags.Stationary) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", style[p], ImGuiHoveredFlags.NoSharedDelay) ImGui.TreePop() end end ImGui.SeparatorText("Misc") ImGui.SliderFloat2("DisplayWindowPadding", style.DisplayWindowPadding, 0.0, 30.0, "%.0f"); ImGui.SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.") ImGui.SliderFloat2("DisplaySafeAreaPadding", style.DisplaySafeAreaPadding, 0.0, 30.0, "%.0f"); 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 s.output_dest == 0 then ImGui.LogToClipboard() else ImGui.LogToTTY() end ImGui.LogText("ImVec4* colors = GetStyle().Colors;" .. "\n") -- [Port] IM_NEWLINE == "\n" for i = 0, ImGuiCol.COUNT - 1 do local col = style.Colors[i] local name = ImGui.GetStyleColorName(i) if not s.output_only_modified or col ~= ref.Colors[i] then -- [Port] memcmp -> ImVec4 __eq ImGui.LogText("colors[ImGuiCol_%s]%s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" .. "\n", name, string.rep(" ", 23 - #name), col.x, col.y, col.z, col.w) -- [Port] "%*s" -> string.rep end end ImGui.LogFinish() end ImGui.SameLine(); ImGui.SetNextItemWidth(ImGui.GetFontSize() * 10); s.output_dest = ImGui.Combo("##output_type", s.output_dest, "To Clipboard\0To TTY\0") ImGui.SameLine(); _, s.output_only_modified = ImGui.Checkbox("Only Modified Colors", s.output_only_modified) -- [Port] RadioButton(label, bool active) overload is RadioButtonEx() in the port if ImGui.RadioButtonEx("Opaque", s.alpha_flags == ImGuiColorEditFlags.AlphaOpaque) then s.alpha_flags = ImGuiColorEditFlags.AlphaOpaque end ImGui.SameLine() if ImGui.RadioButtonEx("Alpha", s.alpha_flags == ImGuiColorEditFlags.None) then s.alpha_flags = ImGuiColorEditFlags.None end ImGui.SameLine() if ImGui.RadioButtonEx("Both", s.alpha_flags == ImGuiColorEditFlags.AlphaPreviewHalf) then s.alpha_flags = ImGuiColorEditFlags.AlphaPreviewHalf end ImGui.SameLine() HelpMarker( "In the color list:\n" .. "Left-click on color square to open color picker,\n" .. "Right-click to open edit options menu.") if s.filter == nil then s.filter = ImGuiTextFilter() end ImGui.SetNextItemWidth(-FLT_MIN) s.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) for i = 0, ImGuiCol.COUNT - 1 do repeat local name = ImGui.GetStyleColorName(i) if not s.filter:PassFilter(name) then break -- continue end ImGui.PushID(i) if ImGui.Button("?") then ImGui.DebugFlashStyleColor(i) end ImGui.SetItemTooltip("Flash given color to identify places where it is used.") ImGui.SameLine() ImGui.ColorEdit4("##color", style.Colors[i], bit32.bor(ImGuiColorEditFlags.AlphaBar, s.alpha_flags)) if style.Colors[i] ~= ref.Colors[i] then -- [Port] memcmp -> ImVec4 __eq -- 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() until true end ImGui.PopItemWidth() ImGui.EndChild() ImGui.EndTabItem() end if ImGui.BeginTabItem("Fonts") then local io = ImGui.GetIO() local atlas = io.Fonts ImGui.ShowFontAtlas(atlas) -- Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. -- (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds). --[[ SeparatorText("Legacy Scaling"); const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0f; HelpMarker( "Those are old settings provided for convenience.\n" "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); PushItemWidth(GetFontSize() * 8); DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything //static float window_scale = 1.0f; //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window // SetWindowFontScale(window_scale); PopItemWidth(); ]] 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() ImGui.BeginDisabled() _, style.AntiAliasedLinesUseTex = ImGui.Checkbox("Anti-aliased lines use texture", style.AntiAliasedLinesUseTex) ImGui.SameLine() HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).") 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) ImGui.PushItemWidth(ImGui.GetFontSize() * 8) style.CurveTessellationMaxError = ImGui.DragFloat("Curve Tessellation Max Error", style.CurveTessellationMaxError, 0.02, 0.10, 10.0, "%.2f") if style.CurveTessellationMaxError < 0.10 then style.CurveTessellationMaxError = 0.10 end -- 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 = 5.0 local RAD_MAX = 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 = ImMax(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)) --[[ const ImVec2 p2 = GetCursorScreenPos(); draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); Dummy(ImVec2(canvas_width, RAD_MAX * 2)); ]] 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 ------------------------------------------------------------------------------- -- [SECTION] User Guide / ShowUserGuide() ------------------------------------------------------------------------------- -- We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. 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 ------------------------------------------------------------------------------- -- [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() ------------------------------------------------------------------------------- -- - ShowExampleAppMainMenuBar() -- - ShowExampleMenuFile() ------------------------------------------------------------------------------- -- Demonstrate creating a "main" fullscreen menu bar and populating it. -- Note the difference between BeginMainMenuBar() and BeginMenuBar(): -- - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags.MenuBar flag!) -- - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. function ShowExampleAppMainMenuBar() if ImGui.BeginMainMenuBar() then if ImGui.BeginMenu("File") then IMGUI_DEMO_MARKER("Menu/File") ShowExampleMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then IMGUI_DEMO_MARKER("Menu/Edit") 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 -- Note that shortcuts are currently provided for display only -- (future version will add explicit flags to BeginMenu() to request processing shortcuts) S.ShowExampleMenuFile = { enabled = true, f = 0.5, n = 0, b = true, } function ShowExampleMenuFile() local s = S.ShowExampleMenuFile IMGUI_DEMO_MARKER("Examples/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 IMGUI_DEMO_MARKER("Examples/Menu/Options") _, s.enabled = ImGui.MenuItem("Enabled", "", s.enabled) ImGui.BeginChild("child", ImVec2(0, ImGui.GetTextLineHeightWithSpacing() * 5.0), ImGuiChildFlags.Borders) for i = 0, 10 - 1 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 IMGUI_DEMO_MARKER("Examples/Menu/Colors") 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! IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu") _, 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 ------------------------------------------------------------------------------- -- [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. ExampleAppConsoleMT = {} ExampleAppConsoleMT.__index = ExampleAppConsoleMT function ExampleAppConsole() local self = setmetatable({}, ExampleAppConsoleMT) self.InputBuf = nil -- char InputBuf[256] self.Items = ImVector() -- ImVector self.Commands = ImVector() -- ImVector self.History = ImVector() -- ImVector self.HistoryPos = 0 -- -1: new line, 0..History.Size-1 browsing history. self.Filter = ImGuiTextFilter() self.AutoScroll = false self.ScrollToBottom = false self:ClearLog() self.InputBuf = ImGui.NewTextBuffer("", 256) -- memset(InputBuf, 0, sizeof(InputBuf)) self.HistoryPos = -1 -- "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. self.Commands:push_back("HELP") self.Commands:push_back("HISTORY") self.Commands:push_back("CLEAR") self.Commands:push_back("CLASSIFY") self.AutoScroll = true self.ScrollToBottom = false self:AddLog("Welcome to Dear ImGui!") return self end -- [Port] ~ExampleAppConsole(): nothing to free (GC) -- Portable helpers do local function toupper(c) if c >= 97 and c <= 122 then return c - 32 end return c end -- [Port] C toupper() on bytes function ExampleAppConsoleMT.Stricmp(s1, s2) local i = 1; local d; while true do local c1 = string.byte(s1, i) or 0; d = toupper(string.byte(s2, i) or 0) - toupper(c1); if d ~= 0 or c1 == 0 then break end; i = i + 1 end; return d end function ExampleAppConsoleMT.Strnicmp(s1, s2, n) local i = 1; local d = 0; while n > 0 do local c1 = string.byte(s1, i) or 0; d = toupper(string.byte(s2, i) or 0) - toupper(c1); if d ~= 0 or c1 == 0 then break end; i = i + 1; n = n - 1 end; return d end function ExampleAppConsoleMT.Strdup(s) IM_ASSERT(s); return s end -- [Port] Lua strings are immutable values function ExampleAppConsoleMT.Strtrimblanks(s) local str_end = 0; while s[str_end + 1] ~= nil and s[str_end + 1] ~= 0 do str_end = str_end + 1 end; while str_end > 0 and s[str_end] == 32 do str_end = str_end - 1 end; s[str_end + 1] = 0 end ExampleAppConsoleMT.toupper = toupper -- [Port] used by TextEditCallback() end function ExampleAppConsoleMT:ClearLog() -- [Port] ImGui::MemFree(Items[i]) not needed (GC) self.Items:clear() end function ExampleAppConsoleMT:AddLog(fmt, ...) -- FIXME-OPT local buf = string.format(fmt, ...) buf = string.sub(buf, 1, 1024 - 1) -- [Port] vsnprintf() into char buf[1024] self.Items:push_back(ExampleAppConsoleMT.Strdup(buf)) end function ExampleAppConsoleMT: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 IMGUI_DEMO_MARKER("Examples/Console") -- As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. -- So e.g. IsItemHovered() will return true when hovering the title bar. -- Here we create a context menu only available from the title bar. if ImGui.BeginPopupContextItem() 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.Size); 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") --static float t = 0.0f; if (ImGui.GetTime() - t > 0.02f) { t = ImGui.GetTime(); AddLog("Spam %f", t); } ImGui.Separator() -- Options menu if ImGui.BeginPopup("Options") 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 + 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 (int i = 0; i < Items.Size; i++) -- With: -- ImGuiListClipper clipper; -- clipper.Begin(Items.Size); -- while (clipper.Step()) -- for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) -- - That your items are evenly spaced (same height) -- - That you have cheap random access to your elements (you can access them given their index, -- without processing all the ones before) -- You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. -- We would need random-access on the post-filtered list. -- A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices -- or offsets of items that passed the filtering test, recomputing this array when user changes the filter, -- and appending newly elements as they are inserted. This is left as a task to the user until we can manage -- to improve this example code! -- If your items are of variable height: -- - Split them into same height items would be simpler and facilitate random-seeking into your list. -- - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(4, 1)) -- Tighten spacing if copy_to_clipboard then ImGui.LogToClipboard() end for _, item in self.Items:iter() do repeat if not self.Filter:PassFilter(item) then break -- continue end -- 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 local has_color = false if string.find(item, "[error]", 1, true) then color = ImVec4(1.0, 0.4, 0.4, 1.0); has_color = true elseif string.sub(item, 1, 2) == "# " then color = ImVec4(1.0, 0.8, 0.6, 1.0); has_color = true end if has_color then ImGui.PushStyleColor(ImGuiCol.Text, color) end ImGui.TextUnformatted(item) if has_color then ImGui.PopStyleColor() end until true 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 input_text_flags = bit32.bor(ImGuiInputTextFlags.EnterReturnsTrue, ImGuiInputTextFlags.EscapeClearsAll, ImGuiInputTextFlags.CallbackCompletion, ImGuiInputTextFlags.CallbackHistory) if ImGui.InputText("Input", self.InputBuf, 256, input_text_flags, ExampleAppConsoleMT.TextEditCallbackStub, self) then local s = self.InputBuf ExampleAppConsoleMT.Strtrimblanks(s) if s[1] ~= 0 then self:ExecCommand(ImGui.TextBufferToString(s)) end s[1] = 0 reclaim_focus = true end -- Auto-focus on window apparition ImGui.SetItemDefaultFocus() if reclaim_focus then ImGui.SetKeyboardFocusHere(-1) -- Auto focus previous widget end ImGui.End() return p_open end function ExampleAppConsoleMT:ExecCommand(command_line) local Stricmp = ExampleAppConsoleMT.Stricmp 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.Size - 1, 0, -1 do if Stricmp(self.History.Data[i + 1], command_line) == 0 then self.History:erase(i + 1) break end end self.History:push_back(ExampleAppConsoleMT.Strdup(command_line)) -- Process command if Stricmp(command_line, "CLEAR") == 0 then self:ClearLog() elseif Stricmp(command_line, "HELP") == 0 then self:AddLog("Commands:") for i = 0, self.Commands.Size - 1 do self:AddLog("- %s", self.Commands.Data[i + 1]) end elseif Stricmp(command_line, "HISTORY") == 0 then local first = self.History.Size - 10 for i = (first > 0) and first or 0, self.History.Size - 1 do self:AddLog("%3d: %s\n", i, self.History.Data[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 -- In C++11 you'd be better off using lambdas for this sort of forwarding callbacks function ExampleAppConsoleMT.TextEditCallbackStub(data) local console = data.UserData return console:TextEditCallback(data) end -- [Port] data.Buf is a 1-based byte table; positions (CursorPos, word_start, word_end) are 0-based offsets like upstream. function ExampleAppConsoleMT:TextEditCallback(data) local toupper = ExampleAppConsoleMT.toupper --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 local word_end = data.CursorPos local word_start = word_end while word_start > 0 do local c = data.Buf[word_start] -- word_start[-1] if c == 32 or c == 9 or c == 44 or c == 59 then -- ' ', '\t', ',', ';' break end word_start = word_start - 1 end local word = string.char(table.unpack(data.Buf, word_start + 1, word_end)) -- [Port] word_start..word_end as a string -- Build a list of candidates local candidates = ImVector() for i = 0, self.Commands.Size - 1 do if ExampleAppConsoleMT.Strnicmp(self.Commands.Data[i + 1], word, word_end - word_start) == 0 then candidates:push_back(self.Commands.Data[i + 1]) end end if candidates.Size == 0 then -- No match self:AddLog("No match for \"%s\"!\n", word) -- [Port] "%.*s" -> "%s" elseif candidates.Size == 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.Data[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 c = 0 local all_candidates_matches = true local i = 0 while i < candidates.Size and all_candidates_matches do if i == 0 then c = toupper(string.byte(candidates.Data[i + 1], match_len + 1) or 0) elseif c == 0 or c ~= toupper(string.byte(candidates.Data[i + 1], match_len + 1) or 0) then all_candidates_matches = false end i = i + 1 end if not all_candidates_matches 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.Data[1], 1, match_len)) -- [Port] InsertChars() has no text_end parameter end -- List matches self:AddLog("Possible matches:\n") for i = 0, candidates.Size - 1 do self:AddLog("- %s\n", candidates.Data[i + 1]) 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.Size - 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.Size 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 = "" if self.HistoryPos >= 0 then history_str = self.History.Data[self.HistoryPos + 1] end data:DeleteChars(0, data.BufTextLen) data:InsertChars(0, history_str) end end return 0 end S.ShowExampleAppConsole = { console = nil, -- ExampleAppConsole, created on first use } function ShowExampleAppConsole(p_open) local s = S.ShowExampleAppConsole if s.console == nil then s.console = ExampleAppConsole() end return s.console:Draw("Example: Console", p_open) end ------------------------------------------------------------------------------- -- [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer() ------------------------------------------------------------------------------- S.ShowExampleAppImageViewer = { image_viewer = nil, -- ExampleImageViewerData, created on first use } function ShowExampleAppImageViewer(p_open) local s = S.ShowExampleAppImageViewer local atlas = ImGui.GetIO().Fonts local tex_ref = atlas.TexRef -- We don't have access to other textures in this demo! local tex_w = atlas.TexData.Width local tex_h = atlas.TexData.Height local visible p_open, visible = ImGui.Begin("Example: Image Viewer", p_open) if visible then if s.image_viewer == nil then s.image_viewer = ExampleImageViewerData() end ExampleImageViewer_DrawOptions(s.image_viewer) local canvas_size = ImGui.GetContentRegionAvail() local canvas_min_size if ImGui.IsWindowAppearing() then canvas_min_size = ImVec2(3.0 * tex_w, 4.0 * tex_h) else canvas_min_size = ImVec2(1.0, 1.0) end canvas_size = ImVec2(ImMax(canvas_size.x, canvas_min_size.x), ImMax(canvas_size.y, canvas_min_size.y)) ExampleImageViewer_DrawCanvas(s.image_viewer, canvas_size, tex_ref, tex_w, tex_h) end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Debug Log / ShowExampleAppLog() ------------------------------------------------------------------------------- -- Usage: -- static ExampleAppLog my_log; -- my_log.AddLog("Hello %d world\n", 123); -- my_log.Draw("title"); ExampleAppLogMT = {} ExampleAppLogMT.__index = ExampleAppLogMT function ExampleAppLog() local self = setmetatable({}, ExampleAppLogMT) self.Buf = ImGuiTextBuffer() self.Filter = ImGuiTextFilter() self.LineOffsets = ImVector() -- Index to lines offset. We maintain this with AddLog() calls. self.AutoScroll = false -- Keep scrolling if already at the bottom. self.AutoScroll = true self:Clear() return self end function ExampleAppLogMT:Clear() self.Buf:clear() self.LineOffsets:clear() self.LineOffsets:push_back(0) end function ExampleAppLogMT:AddLog(fmt, ...) local old_size = self.Buf:size() self.Buf:appendf(fmt, ...) local buf = self.Buf:c_str() -- [Port] Buf[] byte access local new_size = #buf while old_size < new_size do if string.byte(buf, old_size + 1) == 10 then -- '\n' self.LineOffsets:push_back(old_size + 1) end old_size = old_size + 1 end end -- [Port] line offsets are 0-based like upstream; a line is string.sub(buf, line_start + 1, line_end) (TextUnformatted()/PassFilter() have no text_begin) function ExampleAppLogMT: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 buf = self.Buf:c_str() local buf_end = #buf local LineOffsets = self.LineOffsets 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 = 0, LineOffsets.Size - 1 do local line_start = LineOffsets.Data[line_no + 1] local line_end if line_no + 1 < LineOffsets.Size then line_end = LineOffsets.Data[line_no + 2] - 1 else line_end = buf_end end local line = string.sub(buf, line_start + 1, line_end) if self.Filter:PassFilter(line) then ImGui.TextUnformatted(line) 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(LineOffsets.Size) while clipper:Step() do for line_no = clipper.DisplayStart, clipper.DisplayEnd - 1 do local line_start = LineOffsets.Data[line_no + 1] local line_end if line_no + 1 < LineOffsets.Size then line_end = LineOffsets.Data[line_no + 2] - 1 else line_end = buf_end end ImGui.TextUnformatted(string.sub(buf, line_start + 1, line_end)) end end clipper:End() end ImGui.PopStyleVar() -- Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. -- Using a scrollbar or mouse-wheel will take away from the bottom edge. if self.AutoScroll and ImGui.GetScrollY() >= ImGui.GetScrollMaxY() then ImGui.SetScrollHereY(1.0) end end ImGui.EndChild() ImGui.End() return p_open end -- Demonstrate creating a simple log window with basic filtering. S.ShowExampleAppLog = { log = nil, -- ExampleAppLog, created on first use counter = 0, } function ShowExampleAppLog(p_open) local s = S.ShowExampleAppLog if s.log == nil then s.log = ExampleAppLog() end -- 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) IMGUI_DEMO_MARKER("Examples/Log") if ImGui.SmallButton("[Debug] Add 5 entries") then local categories = { "info", "warn", "error" } local words = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" } for n = 0, 5 - 1 do local category = categories[s.counter % #categories + 1] local word = words[s.counter % #words + 1] s.log:AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", ImGui.GetFrameCount(), category, ImGui.GetTime(), word) s.counter = s.counter + 1 end end ImGui.End() -- Actually call in the regular Log helper (which will Begin() into the same window as we just did) return s.log:Draw("Example: Log", p_open) end ------------------------------------------------------------------------------- -- [SECTION] Example App: Simple Layout / ShowExampleAppLayout() ------------------------------------------------------------------------------- -- Demonstrate create a window with multiple child windows. S.ShowExampleAppLayout = { selected = 0, } function ShowExampleAppLayout(p_open) local s = S.ShowExampleAppLayout ImGui.SetNextWindowSize(ImVec2(500, 440), ImGuiCond.FirstUseEver) local visible p_open, visible = ImGui.Begin("Example: Simple layout", p_open, ImGuiWindowFlags.MenuBar) if visible then IMGUI_DEMO_MARKER("Examples/Simple layout") 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 do ImGui.BeginChild("left pane", ImVec2(150, 0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX)) for i = 0, 100 - 1 do local label = string.format("MyObject %d", i) if ImGui.Selectable(label, s.selected == i, ImGuiSelectableFlags.SelectOnNav) then s.selected = i end end ImGui.EndChild() end ImGui.SameLine() -- Right do ImGui.BeginGroup() ImGui.BeginChild("item view", ImVec2(0, -ImGui.GetFrameHeightWithSpacing())) -- Leave room for 1 line below us ImGui.Text("MyObject: %d", s.selected) 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 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. ------------------------------------------------------------------------------- ExampleAppPropertyEditorMT = {} ExampleAppPropertyEditorMT.__index = ExampleAppPropertyEditorMT function ExampleAppPropertyEditor() local self = setmetatable({}, ExampleAppPropertyEditorMT) self.Filter = ImGuiTextFilter() self.SelectedNode = nil self.UseClipper = false self.StringBufs = setmetatable({}, { __mode = "k" }) -- [Port] node -> 28-byte edit buffer for ImGuiDataType.String fields (node.Name is a Lua string) return self end function ExampleAppPropertyEditorMT:Draw(root_node) IMGUI_DEMO_MARKER("Examples/Property editor") -- Left side: draw tree -- - Currently using a table to benefit from RowBg feature -- - Our tree node are all of equal height, facilitating the use of a clipper. if ImGui.BeginChild("##tree", ImVec2(300, 0), 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 field_ptr = field_desc.Offset -- [Port] Offset is the field name inside ExampleTreeNode if field_desc.DataType == ImGuiDataType.Bool then IM_ASSERT(field_desc.DataCount == 1) _, node[field_ptr] = ImGui.Checkbox("##Editor", node[field_ptr]) elseif field_desc.DataType == ImGuiDataType.S32 then local v_min, v_max = INT_MIN, INT_MAX ImGui.SetNextItemWidth(-FLT_MIN) if field_desc.DataCount == 1 then -- [Port] scalar fields are plain Lua values: DragScalar() returns the new value node[field_ptr] = ImGui.DragScalar("##Editor", field_desc.DataType, node[field_ptr], 1.0, v_min, v_max) else ImGui.DragScalarN("##Editor", field_desc.DataType, node[field_ptr], field_desc.DataCount, 1.0, v_min, v_max) end elseif field_desc.DataType == ImGuiDataType.Float then local v_min, v_max = 0.0, 1.0 ImGui.SetNextItemWidth(-FLT_MIN) ImGui.SliderScalarN("##Editor", field_desc.DataType, node[field_ptr], field_desc.DataCount, v_min, v_max) elseif field_desc.DataType == ImGuiDataType.String then local buf = self.StringBufs[node] -- [Port] edit the Lua string through a 28-byte buffer if buf == nil then buf = ImGui.NewTextBuffer(node[field_ptr], 28); self.StringBufs[node] = buf end if ImGui.InputText("##Editor", buf, 28) then node[field_ptr] = ImGui.TextBufferToString(buf) end end ImGui.PopID() end end ImGui.PopID() ImGui.EndTable() end end ImGui.EndGroup() end -- 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 ExampleAppPropertyEditorMT:IsNodePassingFilter(node) return node.Parent.Parent ~= nil or self.Filter:PassFilter(node.Name) 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 ExampleAppPropertyEditorMT: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 -- More advanced version. Use a alternative clipping technique: fast-forwarding through non-visible chunks. -- - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~0.1 ms -- (in ExampleTree_CreateDemoTree(), change 'int ROOT_ITEMS_COUNT = 10000' to try with this amount of root nodes). -- - 1. Use clipper with indeterminate count (items_count = INT_MAX): we need to call SeekCursorForItem() at the end once we know the count. -- - 2. Use SetNextItemStorageID() to specify ID used for open/close storage, making it easy to call TreeNodeGetOpen() on any arbitrary node. -- - 3. Linearize tree during traversal: our tree data structure makes it easy to access sibling and parents. -- - Unlike clipping for a regular array or grid which may be done using random access limited to visible areas, -- this technique requires traversing most accessible nodes. This could be made more optimal with extra work, -- but this is a decent simplicity<>speed trade-off. -- See https://github.com/ocornut/imgui/issues/3823 for discussions about this. function ExampleAppPropertyEditorMT: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.Size)' instead. -- - If either of those is implemented, the general cost will approach zero when scrolling is at the top of the tree. while node ~= nil do node = self:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) end --clipper.UserIndex = IM_MAX(clipper.UserIndex, root_node.Childs.Size); // <-- Cheap approximation instead of while() loop above. clipper:SeekCursorForItem(clipper.UserIndex) end function ExampleAppPropertyEditorMT:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) if self:IsNodePassingFilter(node) then -- Draw node if within visible range local is_open = false 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 + 1 + 1] -- [Port] Childs is 1-based, IndexInParent 0-based end node = node.Parent if node.Parent == nil then break end ImGui.TreePop() end return nil 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 ExampleAppPropertyEditorMT:DrawTreeNode(node) ImGui.TableNextRow() ImGui.TableNextColumn() local tree_flags = ImGuiTreeNodeFlags.None tree_flags = bit32.bor(tree_flags, ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick) -- Standard opening mode as we are likely to want to add selection afterwards tree_flags = bit32.bor(tree_flags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) -- Left arrow support tree_flags = bit32.bor(tree_flags, ImGuiTreeNodeFlags.SpanFullWidth) -- Span full width for easier mouse reach tree_flags = bit32.bor(tree_flags, ImGuiTreeNodeFlags.DrawLinesToNodes) -- Always draw hierarchy outlines if node == self.SelectedNode then tree_flags = bit32.bor(tree_flags, ImGuiTreeNodeFlags.Selected) -- Draw selection highlight end if #node.Childs == 0 then tree_flags = bit32.bor(tree_flags, ImGuiTreeNodeFlags.Leaf, ImGuiTreeNodeFlags.Bullet, ImGuiTreeNodeFlags.NoTreePushOnOpen) -- Use _NoTreePushOnOpen + set is_open=false to avoid unnecessarily push/pop on leaves. end 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 -- Demonstrate creating a simple property editor. S.ShowExampleAppPropertyEditor = { property_editor = nil, -- ExampleAppPropertyEditor, created on first use demo_data = nil, -- [Port] fallback when called without demo_data } function ShowExampleAppPropertyEditor(p_open, demo_data) local s = S.ShowExampleAppPropertyEditor 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 IMGUI_DEMO_MARKER("Examples/Property Editor") if s.property_editor == nil then s.property_editor = ExampleAppPropertyEditor() end if demo_data == nil then -- [Port] tolerate callers without demo_data (test harness) if s.demo_data == nil then s.demo_data = {} end demo_data = s.demo_data end if demo_data.DemoTree == nil then demo_data.DemoTree = ExampleTree_CreateDemoTree() end s.property_editor:Draw(demo_data.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. S.ShowExampleAppLongText = { test_type = 0, log = ImGuiTextBuffer(), lines = 0, } function ShowExampleAppLongText(p_open) local s = S.ShowExampleAppLongText 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_DEMO_MARKER("Examples/Long text display") ImGui.Text("Printing unusually long amount of text.") s.test_type = ImGui.Combo("Test type", s.test_type, "Single call to TextUnformatted()\0" .. "Multiple calls to Text(), clipped\0" .. "Multiple calls to Text(), not clipped (slow)\0") ImGui.Text("Buffer contents: %d lines, %d bytes", s.lines, s.log:size()) if ImGui.Button("Clear") then s.log:clear(); s.lines = 0 end ImGui.SameLine() if ImGui.Button("Add 1000 lines") then for i = 0, 1000 - 1 do s.log:appendf("%i The quick brown fox jumps over the lazy dog\n", s.lines + i) end s.lines = s.lines + 1000 end ImGui.BeginChild("Log") if s.test_type == 0 then -- Single call to TextUnformatted() with a big buffer ImGui.TextUnformatted(s.log:c_str()) -- [Port] ImGuiTextBuffer is a chunk list: c_str() instead of begin()/end() elseif s.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(s.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() elseif s.test_type == 2 then -- Multiple calls to Text(), not clipped (slow) ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(0, 0)) for i = 0, s.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. S.ShowExampleAppAutoResize = { lines = 10, } function ShowExampleAppAutoResize(p_open) local s = S.ShowExampleAppAutoResize 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_DEMO_MARKER("Examples/Auto-resizing window") ImGui.TextUnformatted( "Window will resize every-frame to the size of its content.\n" .. "Note that you probably don't want to query the window size to\n" .. "output your content because that would create a feedback loop.") s.lines = ImGui.SliderInt("Number of lines", s.lines, 1, 20) for i = 0, s.lines - 1 do ImGui.Text("%sThis is line %d", string.rep(" ", i * 4), i) -- Pad with space to extend size horizontally -- [Port] "%*s" -> string.rep end 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) CustomConstraints = {} -- Helper functions to demonstrate programmatic constraints -- FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. -- FIXME: None of the three demos works consistently when resizing from borders. function CustomConstraints.AspectRatio(data) local aspect_ratio = data.UserData -- [Port] UserData is the number itself (no float*) data.DesiredSize.y = math.floor(data.DesiredSize.x / aspect_ratio) end function CustomConstraints.Square(data) local m = ImMax(data.DesiredSize.x, data.DesiredSize.y) -- [Port] IM_MAX -> ImMax data.DesiredSize.x = m; data.DesiredSize.y = m end function CustomConstraints.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 S.ShowExampleAppConstrainedResize = { -- Options auto_resize = false, window_padding = true, type = 6, -- Aspect Ratio display_lines = 10, } function ShowExampleAppConstrainedResize(p_open) local s = S.ShowExampleAppConstrainedResize 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 aspect_ratio = 16.0 / 9.0 local fixed_step = 100.0 if s.type == 0 then ImGui.SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)) end -- Between 100x100 and 500x500 if s.type == 1 then ImGui.SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)) end -- Width > 100, Height > 100 if s.type == 2 then ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)) end -- Resize vertical + lock current width if s.type == 3 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)) end -- Resize horizontal + lock current height if s.type == 4 then ImGui.SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)) end -- Width Between and 400 and 500 if s.type == 5 then ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)) end -- Height at least 400 if s.type == 6 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints.AspectRatio, aspect_ratio) end -- Aspect ratio if s.type == 7 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints.Square) end -- Always Square if s.type == 8 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints.Step, fixed_step) end -- Fixed Step -- Submit window if not s.window_padding then ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0.0, 0.0)) end local window_flags = s.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 s.window_padding then ImGui.PopStyleVar() end IMGUI_DEMO_MARKER("Examples/Constrained Resizing window") 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) s.type = ImGui.Combo("Constraint", s.type, test_desc, #test_desc) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 20) s.display_lines = ImGui.DragInt("Lines", s.display_lines, 0.2, 1, 100) _, s.auto_resize = ImGui.Checkbox("Auto-resize", s.auto_resize) _, s.window_padding = ImGui.Checkbox("Window padding", s.window_padding) for i = 0, s.display_lines - 1 do ImGui.Text("%sHello, sailor! Making this line long enough for the example.", string.rep(" ", i * 4)) -- [Port] "%*s" -> string.rep 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. S.ShowExampleAppSimpleOverlay = { location = 0, } function ShowExampleAppSimpleOverlay(p_open) local s = S.ShowExampleAppSimpleOverlay local io = ImGui.GetIO() local window_flags = bit32.bor(ImGuiWindowFlags.NoDecoration, ImGuiWindowFlags.NoDocking, ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoFocusOnAppearing, ImGuiWindowFlags.NoNav) if s.location >= 0 then local PAD = 10.0 local viewport = ImGui.GetMainViewport() local work_pos = viewport.WorkPos -- Use work area to avoid menu-bar/task-bar, if any! local work_size = viewport.WorkSize local window_pos, window_pos_pivot = ImVec2(), ImVec2() window_pos.x = (bit32.band(s.location, 1) ~= 0) and (work_pos.x + work_size.x - PAD) or (work_pos.x + PAD) window_pos.y = (bit32.band(s.location, 2) ~= 0) and (work_pos.y + work_size.y - PAD) or (work_pos.y + PAD) window_pos_pivot.x = (bit32.band(s.location, 1) ~= 0) and 1.0 or 0.0 window_pos_pivot.y = (bit32.band(s.location, 2) ~= 0) 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, ImGuiWindowFlags.NoMove) elseif s.location == -2 then -- Center window ImGui.SetNextWindowPos(ImGui.GetMainViewport():GetCenter(), ImGuiCond.Always, ImVec2(0.5, 0.5)) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.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_DEMO_MARKER("Examples/Simple overlay") -- Scroll up to the beginning of this function to see overlay flags ImGui.Text("Simple overlay\n" .. "(right-click to change position)") ImGui.Separator() if ImGui.IsMousePosValid() 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, s.location == -1) then s.location = -1 end if ImGui.MenuItem("Center", nil, s.location == -2) then s.location = -2 end if ImGui.MenuItem("Top-left", nil, s.location == 0) then s.location = 0 end if ImGui.MenuItem("Top-right", nil, s.location == 1) then s.location = 1 end if ImGui.MenuItem("Bottom-left", nil, s.location == 2) then s.location = 2 end if ImGui.MenuItem("Bottom-right", nil, s.location == 3) then s.location = 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 S.ShowExampleAppFullscreen = { use_work_area = true, flags = bit32.bor(ImGuiWindowFlags.NoDecoration, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoSavedSettings), } function ShowExampleAppFullscreen(p_open) local s = S.ShowExampleAppFullscreen -- 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(s.use_work_area and viewport.WorkPos or viewport.Pos) ImGui.SetNextWindowSize(s.use_work_area and viewport.WorkSize or viewport.Size) local visible p_open, visible = ImGui.Begin("Example: Fullscreen window", p_open, s.flags) if visible then IMGUI_DEMO_MARKER("Examples/Fullscreen window") _, s.use_work_area = ImGui.Checkbox("Use work area instead of main area", s.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.") _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoBackground", s.flags, ImGuiWindowFlags.NoBackground) _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoDecoration", s.flags, ImGuiWindowFlags.NoDecoration) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoTitleBar", s.flags, ImGuiWindowFlags.NoTitleBar) _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoCollapse", s.flags, ImGuiWindowFlags.NoCollapse) _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoScrollbar", s.flags, ImGuiWindowFlags.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_DEMO_MARKER("Examples/Manipulating window titles##1") ImGui.Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.") ImGui.End() ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond.FirstUseEver) ImGui.Begin("Same title as another window##2") IMGUI_DEMO_MARKER("Examples/Manipulating window titles##2") ImGui.Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.") ImGui.End() -- Using "###" to display a changing title but keep a static identifier "AnimatedTitle" local spin_i = bit32.band(math.floor(ImGui.GetTime() / 0.25), 3) + 1 local buf = string.format("Animated title %s %d###AnimatedTitle", string.sub("|/-\\", spin_i, spin_i), ImGui.GetFrameCount()) ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond.FirstUseEver) ImGui.Begin(buf) IMGUI_DEMO_MARKER("Examples/Manipulating window titles##3") ImGui.Text("This window has a changing title.") ImGui.End() 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 -- Demonstrate using the low-level ImDrawList to draw custom shapes. S.ShowExampleAppCustomRendering = { -- Primitives sz = 42.0, base_rounding = 8.0, base_thickness = 3.0, animate_rounding = false, animate_thickness = false, ngon_segments = 6, circle_segments_override = false, circle_segments_override_v = 12, curve_segments_override = false, curve_segments_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), prim_stroke_flags = ImDrawFlags.None, prim_other_flags = ImDrawFlags.AALineEnds, scope_flags = nil, -- First init copy current state (see below). -- Canvas points = ImVector(), scrolling = ImVec2(0.0, 0.0), opt_enable_grid = true, opt_enable_context_menu = true, adding_line = false, -- BG/FG draw lists draw_bg = true, draw_fg = true, } function ShowExampleAppCustomRendering(p_open) local s = S.ShowExampleAppCustomRendering local visible p_open, visible = ImGui.Begin("Example: Custom rendering", p_open) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Custom rendering") -- Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of -- overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your -- types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not -- exposed outside (to avoid messing with your types) In this example we are not using the maths operators! if ImGui.BeginTabBar("##TabBar") then if ImGui.BeginTabItem("Primitives") then IMGUI_DEMO_MARKER("Examples/Custom rendering/Primitives") 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.. -- [Port] GetColorU32(u32, nil, true): the ImU32 overload is selected explicitly ImGui.Text("Gradients") local gradient_size = ImVec2(ImGui.CalcItemWidth(), ImGui.GetFrameHeight()) do ImGui.InvisibleButton("##gradient1", gradient_size) local col_a = ImGui.GetColorU32(IM_COL32(0, 0, 0, 255), nil, true) local col_b = 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) end do ImGui.InvisibleButton("##gradient2", gradient_size) local col_a = ImGui.GetColorU32(IM_COL32(0, 255, 0, 255), nil, true) local col_b = 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) end -- Draw a bunch of primitives ImGui.Text("All primitives") s.sz = ImGui.DragFloat("Size", s.sz, 0.2, 0.2, 100.0, "%.0f") local rounding_anim_period = 3.0 local rounding_wave = 1.0 - math.abs(math.fmod(ImGui.GetTime(), rounding_anim_period) * (2.0 / rounding_anim_period) - 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_anim_period = 5.0 local thickness_wave = 1.0 - math.abs(math.fmod(ImGui.GetTime(), thickness_anim_period) * (2.0 / thickness_anim_period) - 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) local changed s.ngon_segments = ImGui.SliderInt("N-gon sides", s.ngon_segments, 3, 12) _, s.circle_segments_override = ImGui.Checkbox("##CircleSegmentOverride", s.circle_segments_override) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) s.circle_segments_override_v, changed = ImGui.SliderInt("Circle segments override", s.circle_segments_override_v, 3, 30) s.circle_segments_override = s.circle_segments_override or changed _, s.curve_segments_override = ImGui.Checkbox("##CurvesSegmentOverride", s.curve_segments_override) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) s.curve_segments_override_v, changed = ImGui.SliderInt("Curves segments override", s.curve_segments_override_v, 3, 30) s.curve_segments_override = s.curve_segments_override or changed ImGui.ColorEdit4("Stroke Color", s.colf_stroke) ImGui.ColorEdit4("Fill Color", s.colf_fill) ImGui.SeparatorText("Per primitive flags (AddXXX functions)") _, s.prim_stroke_flags = ImGui.RadioButton("Default", s.prim_stroke_flags, ImDrawFlags.None); ImGui.SameLine() _, s.prim_stroke_flags = ImGui.RadioButton("Inside", s.prim_stroke_flags, ImDrawFlags.StrokeInside); ImGui.SameLine() _, s.prim_stroke_flags = ImGui.RadioButton("Center", s.prim_stroke_flags, ImDrawFlags.StrokeCenter); ImGui.SameLine() _, s.prim_stroke_flags = ImGui.RadioButton("CenterBiased", s.prim_stroke_flags, ImDrawFlags.StrokeCenterBiased); ImGui.SameLine() _, s.prim_stroke_flags = ImGui.RadioButton("Outside", s.prim_stroke_flags, ImDrawFlags.StrokeOutside); ImGui.SameLine() _, s.prim_stroke_flags = ImGui.RadioButton("Legacy", s.prim_stroke_flags, ImDrawFlags.StrokeLegacy) _, s.prim_other_flags = ImGui.CheckboxFlags("AAFill", s.prim_other_flags, ImDrawFlags.AAFill); ImGui.SameLine() -- Note: Only for functions taking flags. _, s.prim_other_flags = ImGui.CheckboxFlags("AALines", s.prim_other_flags, ImDrawFlags.AALines); ImGui.SameLine() -- Note: Only for functions taking flags. _, s.prim_other_flags = ImGui.CheckboxFlags("AALineEnds", s.prim_other_flags, ImDrawFlags.AALineEnds); ImGui.SameLine() _, s.prim_other_flags = ImGui.CheckboxFlags("JoinMiter", s.prim_other_flags, ImDrawFlags.JoinMiter); ImGui.SameLine() _, s.prim_other_flags = ImGui.CheckboxFlags("CapSquare", s.prim_other_flags, ImDrawFlags.CapSquare) --ImGui.CheckboxFlags("UseTexForRoundCorners", &prim_other_flags, ImDrawFlags_UseTexForRoundCorners); if s.scope_flags == nil then s.scope_flags = bit32.band(draw_list.Flags, ImDrawFlags.AllowInPushScope_) end -- First init copy current state. ImGui.SeparatorText("Current ImDrawList flags (e.g. PushDrawFlag function)") ImGui.PushID("ScopeFlags") _, s.scope_flags = ImGui.CheckboxFlags("AAFill", s.scope_flags, ImDrawFlags.AAFill); ImGui.SameLine() _, s.scope_flags = ImGui.CheckboxFlags("AALines", s.scope_flags, ImDrawFlags.AALines); ImGui.SameLine() _, s.scope_flags = ImGui.CheckboxFlags("AALineEnds", s.scope_flags, ImDrawFlags.AALineEnds); ImGui.SameLine() _, s.scope_flags = ImGui.CheckboxFlags("StrokeLegacy", s.scope_flags, ImDrawFlags.StrokeLegacy) --ImGui.CheckboxFlags("UseTexForRoundCorners", &scope_flags, ImDrawFlags_UseTexForRoundCorners); ImGui.PopID() ImGui.Spacing() draw_list:PushDrawFlag(ImDrawFlags.AllowInPushScope_, false) -- Reset all existing (very unusual: done for this demo) draw_list:PushDrawFlag(s.scope_flags, true) local flags = bit32.bor(s.prim_stroke_flags, s.prim_other_flags) 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.RoundTopLeft, ImDrawFlags.RoundBottomRight) local half_sz = sz * 0.5 local circle_segments = s.circle_segments_override and s.circle_segments_override_v or 0 local curve_segments = s.curve_segments_override and s.curve_segments_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 = { ImVec2(0.0, 0.0), ImVec2(0.3, 0.0), ImVec2(0.3, 0.7), ImVec2(0.7, 0.7), ImVec2(0.7, 0.0), ImVec2(1.0, 0.0), ImVec2(1.0, 1.0), ImVec2(0.0, 1.0) } -- |_| looking shape. Normalized. local zigzag_shape = { ImVec2(0.0, 0.0), ImVec2(0.9, 0.0), ImVec2(1.0, 0.1), ImVec2(1.0, 0.9), ImVec2(0.9, 1.0), ImVec2(0.3, 1.0), ImVec2(0.3, 0.4), ImVec2(0.9, 0.4) } local rotating_square = {} -- 1-based for side = 0, 4 - 1 do local t = ImGui.GetTime() * 0.1 + side * pi * 0.5 rotating_square[side + 1] = ImVec2(math.cos(t) * half_sz, math.sin(t) * half_sz) end local x = start_pos.x local y = start_pos.y for row = 0, 4 - 1 do 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 = ImColor(s.colf_fill):U32() 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, 0.0, flags); x = x + step -- Square draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, flags); x = x + step -- Square with all rounded corners draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, bit32.bor(flags, 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 for _, p in ipairs(concave_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end draw_list:PathFillConcave(col) x = x + step -- Concave shape: Zig-Zag with sharp angles (see difference with/without JoinMiter) for _, p in ipairs(zigzag_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end 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 -- -V560 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 = 0, 4 - 1 do draw_list:PathLineTo(ImVec2(x + half_sz + rotating_square[n + 1].x, y + half_sz + rotating_square[n + 1].y)) end draw_list:PathFillConvex(col, flags) 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 -- -V560 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 = ImColor(s.colf_stroke):U32() 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, flags); x = x + step -- N-gon draw_list:AddCircle(ImVec2(x + half_sz, y + half_sz), half_sz, col, circle_segments, th, flags); 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, flags); x = x + step -- Ellipse draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0, th, flags); x = x + step -- Square draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, flags); x = x + step -- Square with all rounded corners draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, bit32.bor(flags, 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, flags); 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, flags); x = x + step - math.floor(sz * 0.6) -- Thin triangle -- Concave shape: U for _, p in ipairs(concave_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end draw_list:PathStroke(col, th, bit32.bor(flags, ImDrawFlags.Closed)) x = x + step -- Concave shape: Zig-Zag with sharp angles (see difference with/without JoinMiter) for _, p in ipairs(zigzag_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end draw_list:PathStroke(col, th, bit32.bor(flags, ImDrawFlags.Closed)) x = x + step -- Horizontal/Vertical/Diagonal lines local off = math.floor(sz * 0.4) draw_list:AddLineH(x, x + sz, y, col, th, flags) draw_list:AddLine(ImVec2(x, y + off), ImVec2(x + sz, y + off), col, th, flags) x = x + step draw_list:AddLineV(x, y, y + sz, col, th, flags) draw_list:AddLine(ImVec2(x + off, y + sz), ImVec2(x + off, y), col, th, flags) x = x + step - math.floor(half_sz) if not (draw_fill and draw_strokes) then -- -V560 draw_list:AddLine(ImVec2(x, y), ImVec2(x + half_sz, y + sz), col, th, flags) draw_list:AddLine(ImVec2(x, y + sz), ImVec2(x + half_sz, y), col, th, flags) end x = x + step - math.floor(half_sz) -- Rotating square for n = 0, 4 - 1 do draw_list:PathLineTo(ImVec2(x + half_sz + rotating_square[n + 1].x, y + half_sz + rotating_square[n + 1].y)) end draw_list:PathStroke(col, th, bit32.bor(flags, ImDrawFlags.Closed)) --for (int n = 0; n < 4; n++) // ...made of individual line -- draw_list->AddLine({ x + half_sz + rotating_square[n].x, y + half_sz + rotating_square[n].y }, { x + half_sz + rotating_square[(n + 1) & 3].x, y + half_sz + rotating_square[(n + 1) & 3].y }, col, th, flags); x = 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, flags) 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, flags) x = x + step -- Cubic Bezier Curve (4 control points) if not (draw_fill and draw_strokes) then -- -V560 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, flags) x = x + step end end y = y + step end ImGui.Dummy(ImVec2(step * 15.5, step * 4.0)) draw_list:PopDrawFlag() draw_list:PopDrawFlag() ImGui.Text("ImDrawList Vector Rendering Reference:") ImGui.TextLinkOpenURL("https://github.com/ocornut/imgui/wiki/Draw-List") ImGui.PopItemFlag() ImGui.PopItemWidth() ImGui.EndTabItem() end if ImGui.BeginTabItem("Canvas") then IMGUI_DEMO_MARKER("Examples/Custom rendering/Canvas") local points = s.points local scrolling = s.scrolling _, 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 + scrolling.x, canvas_p0.y + scrolling.y) -- Lock scrolled origin local mouse_pos_in_canvas = ImVec2(io.MousePos.x - origin.x, io.MousePos.y - origin.y) -- Add first and second point if is_hovered and not s.adding_line and ImGui.IsMouseClicked(ImGuiMouseButton.Left) then points:push_back(ImVec2(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y)) -- [Port] copies: ImVector stores references points:push_back(ImVec2(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y)) s.adding_line = true end if s.adding_line then ImVec2_Copy(points:back(), mouse_pos_in_canvas) 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 scrolling.x = scrolling.x + io.MouseDelta.x scrolling.y = 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:resize(points.Size - 2) end s.adding_line = false if ImGui.MenuItem("Remove one", nil, false, points.Size > 0) then points:resize(points.Size - 2) end if ImGui.MenuItem("Remove all", nil, false, points.Size > 0) then points:clear() 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(scrolling.x, GRID_STEP) while x < canvas_sz.x do draw_list:AddLineV(canvas_p0.x + x, canvas_p0.y, canvas_p1.y, IM_COL32(200, 200, 200, 40)) x = x + GRID_STEP end local y = math.fmod(scrolling.y, GRID_STEP) while y < canvas_sz.y do draw_list:AddLineH(canvas_p0.x, canvas_p1.x, canvas_p0.y + y, IM_COL32(200, 200, 200, 40)) y = y + GRID_STEP end end for n = 0, points.Size - 1, 2 do draw_list:AddLine(ImVec2(origin.x + points.Data[n + 1].x, origin.y + points.Data[n + 1].y), ImVec2(origin.x + points.Data[n + 2].x, origin.y + points.Data[n + 2].y), IM_COL32(255, 255, 0, 255), 2.0) end draw_list:PopClipRect() ImGui.EndTabItem() end if ImGui.BeginTabItem("BG/FG draw lists") then IMGUI_DEMO_MARKER("Examples/Custom rendering/BG & FG draw lists") _, 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 = ImGui.GetWindowPos() local window_size = 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 IMGUI_DEMO_MARKER("Examples/Custom rendering/Draw Channels") local draw_list = ImGui.GetWindowDrawList() do 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)) end ImGui.Separator() do 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.") end ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() ------------------------------------------------------------------------------- function ImGuiDemoDockspaceArgs() return { IsFullscreen = true, KeepWindowPadding = false, -- Keep WindowPadding to help understand that DockSpace() is a widget inside the window. DockSpaceFlags = ImGuiDockNodeFlags.None, } end -- 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. 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 window_flags = ImGuiWindowFlags.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, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoMove) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus, ImGuiWindowFlags.NoNavFocus) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.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 ShowExampleAppDockSpaceBasic(flags) -- 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, flags) end S.ShowExampleAppDockSpace = { opt_demo_mode = 0, opt_demo_mode_changed = false, args = ImGuiDemoDockspaceArgs(), } function ShowExampleAppDockSpace(p_open) local s = S.ShowExampleAppDockSpace local args = s.args if s.opt_demo_mode == 0 then ShowExampleAppDockSpaceBasic(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 s.opt_demo_mode_changed then ImGui.SetNextWindowFocus() end p_open = ImGui.Begin("Examples: Dockspace", p_open, ImGuiWindowFlags.MenuBar) s.opt_demo_mode_changed = false local pressed pressed, s.opt_demo_mode = ImGui.RadioButton("Basic demo mode", s.opt_demo_mode, 0) s.opt_demo_mode_changed = s.opt_demo_mode_changed or pressed pressed, s.opt_demo_mode = ImGui.RadioButton("Advanced demo mode", s.opt_demo_mode, 1) s.opt_demo_mode_changed = s.opt_demo_mode_changed or pressed ImGui.SeparatorText("Options") if bit32.band(ImGui.GetIO().ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then ShowDockingDisabledMessage() elseif s.opt_demo_mode == 0 then args.DockSpaceFlags = bit32.band(args.DockSpaceFlags, ImGuiDockNodeFlags.PassthruCentralNode) -- Allowed flags _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: PassthruCentralNode", args.DockSpaceFlags, ImGuiDockNodeFlags.PassthruCentralNode) elseif s.opt_demo_mode == 1 then _, 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, ImGuiDockNodeFlags.PassthruCentralNode) ImGui.EndDisabled() _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoDockingOverCentralNode", args.DockSpaceFlags, ImGuiDockNodeFlags.NoDockingOverCentralNode) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoDockingSplit", args.DockSpaceFlags, ImGuiDockNodeFlags.NoDockingSplit) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoUndocking", args.DockSpaceFlags, ImGuiDockNodeFlags.NoUndocking) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoResize", args.DockSpaceFlags, ImGuiDockNodeFlags.NoResize) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: AutoHideTabBar", args.DockSpaceFlags, ImGuiDockNodeFlags.AutoHideTabBar) 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." .. "\n" .. "The \"Basic\" version uses the ImGui::DockSpaceOverViewport() helper. Most applications can probably use this.") ImGui.Separator() ImGui.TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" .. "\n" .. "- Drag from window title bar or their tab to dock/undock." .. "\n" .. "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." .. "\n" .. "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" .. "\n" .. "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)") ImGui.Separator() ImGui.TextUnformatted("More details:"); ImGui.Bullet(); ImGui.SameLine(); ImGui.TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking") ImGui.BulletText("Read comments in ShowExampleAppDockSpace()") ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() ------------------------------------------------------------------------------- -- Simplified structure to mimic a Document model -- Name Document title -- [Port] char[32] text buffer, read with ImGui.TextBufferToString() -- 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 MyDocumentMT = {} MyDocumentMT.__index = MyDocumentMT function MyDocument(uid, name, open, color) if open == nil then open = true end if color == nil then color = ImVec4(1.0, 1.0, 1.0, 1.0) end local self = setmetatable({}, MyDocumentMT) self.UID = uid self.Name = ImGui.NewTextBuffer(name, 32) self.Open = open; self.OpenPrev = open self.Dirty = false self.Color = color return self end function MyDocumentMT:DoOpen() self.Open = true end function MyDocumentMT:DoForceClose() self.Open = false; self.Dirty = false end function MyDocumentMT:DoSave() self.Dirty = false end local ExampleAppDocumentsMT = {} ExampleAppDocumentsMT.__index = ExampleAppDocumentsMT function ExampleAppDocuments() local self = setmetatable({}, ExampleAppDocumentsMT) self.Documents = ImVector() self.CloseQueue = ImVector() self.RenamingDoc = nil self.RenamingStarted = false self.Documents:push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4, 0.8, 0.4, 1.0))) self.Documents:push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8, 0.5, 1.0, 1.0))) self.Documents:push_back(MyDocument(2, "Carrot", true, ImVec4(1.0, 0.8, 0.5, 1.0))) self.Documents:push_back(MyDocument(3, "Tomato", false, ImVec4(1.0, 0.3, 0.4, 1.0))) self.Documents:push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4, 0.8, 0.8, 1.0))) self.Documents:push_back(MyDocument(5, "Some Document", false, ImVec4(0.8, 0.8, 1.0, 1.0))) return self end -- As we allow to change document name, we append a never-changing document ID so tabs are stable function ExampleAppDocumentsMT:GetTabName(doc) -- [Port] returns the string instead of filling out_buf return string.format("%s###doc%d", ImGui.TextBufferToString(doc.Name), doc.UID) end -- Display placeholder contents for the Document function ExampleAppDocumentsMT:DisplayDocContents(doc) ImGui.PushID(doc.UID) -- [Port] PushID(doc): no pointer IDs, UID is unique ImGui.Text("Document \"%s\"", ImGui.TextBufferToString(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.CloseQueue:push_back(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 ExampleAppDocumentsMT:DisplayDocContextMenu(doc) if not ImGui.BeginPopupContextItem() then return end local buf = string.format("Save %s", ImGui.TextBufferToString(doc.Name)) if ImGui.MenuItem(buf, "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.CloseQueue:push_back(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 ExampleAppDocumentsMT:NotifyOfDocumentsClosedElsewhere() for _, doc in self.Documents:iter() do if not doc.Open and doc.OpenPrev then ImGui.SetTabItemClosed(ImGui.TextBufferToString(doc.Name)) end doc.OpenPrev = doc.Open end end S.ShowExampleAppDocuments = { app = ExampleAppDocuments(), opt_target = nil, -- set below to Target_Tab opt_reorderable = true, opt_fitting_flags = nil, -- set below to ImGuiTabBarFlags.FittingPolicyDefault_ } function ShowExampleAppDocuments(p_open) local s = S.ShowExampleAppDocuments local app = s.app -- Options local Target_None = 0 local Target_Tab = 1 -- Create documents as local tab into a local tab bar local Target_DockSpaceAndWindow = 2 -- Create documents as regular windows, and create an embedded dockspace if s.opt_target == nil then s.opt_target = Target_Tab end if s.opt_fitting_flags == nil then s.opt_fitting_flags = ImGuiTabBarFlags.FittingPolicyDefault_ end -- 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 s.opt_target ~= Target_DockSpaceAndWindow then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Documents") -- Menu if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then local open_count = 0 for _, doc in app.Documents:iter() do open_count = open_count + (doc.Open and 1 or 0) end if ImGui.BeginMenu("Open", open_count < app.Documents.Size) then for _, doc in app.Documents:iter() do if not doc.Open and ImGui.MenuItem(ImGui.TextBufferToString(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 app.Documents:iter() do app.CloseQueue:push_back(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 = 0, app.Documents.Size - 1 do local doc = app.Documents.Data[doc_n + 1] if doc_n > 0 then ImGui.SameLine() end ImGui.PushID(doc.UID) -- [Port] PushID(&doc): no pointer IDs, UID is unique local pressed pressed, doc.Open = ImGui.Checkbox(ImGui.TextBufferToString(doc.Name), doc.Open) if pressed then if not doc.Open then doc:DoForceClose() end end ImGui.PopID() end ImGui.PushItemWidth(ImGui.GetFontSize() * 12) s.opt_target = ImGui.Combo("Output", s.opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0") ImGui.PopItemWidth() local redock_all = false if s.opt_target == Target_Tab then ImGui.SameLine(); _, s.opt_reorderable = ImGui.Checkbox("Reorderable Tabs", s.opt_reorderable) end if s.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 s.opt_target == Target_Tab then local tab_bar_flags = bit32.bor(s.opt_fitting_flags, s.opt_reorderable and ImGuiTabBarFlags.Reorderable or 0) tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.DrawSelectedOverline) if ImGui.BeginTabBar("##tabs", tab_bar_flags) then if s.opt_reorderable then app:NotifyOfDocumentsClosedElsewhere() end -- [DEBUG] Stress tests --if ((ImGui.GetFrameCount() % 30) == 0) docs[1].Open ^= 1; -- [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. --if (ImGui.GetIO().KeyCtrl) ImGui.SetTabItemSelected(docs[1].Name); -- [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. -- Submit Tabs for _, doc in app.Documents:iter() do repeat if not doc.Open then break -- continue end -- As we allow to change document name, we append a never-changing document id so tabs are stable local doc_name_buf = app:GetTabName(doc) local tab_flags = (doc.Dirty and ImGuiTabItemFlags.UnsavedDocument or 0) local visible visible, doc.Open = ImGui.BeginTabItem(doc_name_buf, doc.Open, tab_flags) -- Cancel attempt to close when unsaved add to save queue so we can display a popup. if not doc.Open and doc.Dirty then doc.Open = true app.CloseQueue:push_back(doc) end app:DisplayDocContextMenu(doc) if visible then app:DisplayDocContents(doc) ImGui.EndTabItem() end until true end ImGui.EndTabBar() end elseif s.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_n = 0, app.Documents.Size - 1 do repeat local doc = app.Documents.Data[doc_n + 1] if not doc.Open then break -- continue end 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(ImGui.TextBufferToString(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.CloseQueue:push_back(doc) end app:DisplayDocContextMenu(doc) if visible then app:DisplayDocContents(doc) end ImGui.End() until true 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.Name, 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 not app.CloseQueue:empty() then local close_queue_unsaved_documents = 0 for n = 0, app.CloseQueue.Size - 1 do if app.CloseQueue.Data[n + 1].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 n = 0, app.CloseQueue.Size - 1 do app.CloseQueue.Data[n + 1]:DoForceClose() end app.CloseQueue:clear() 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 app.CloseQueue:iter() do if doc.Dirty then ImGui.Text("%s", ImGui.TextBufferToString(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 app.CloseQueue:iter() do if doc.Dirty then doc:DoSave() end doc:DoForceClose() end app.CloseQueue:clear() ImGui.CloseCurrentPopup() end ImGui.SameLine() if ImGui.Button("No", button_size) then for _, doc in app.CloseQueue:iter() do doc:DoForceClose() end app.CloseQueue:clear() ImGui.CloseCurrentPopup() end ImGui.SameLine() if ImGui.Button("Cancel", button_size) then app.CloseQueue:clear() ImGui.CloseCurrentPopup() end ImGui.EndPopup() end end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() ------------------------------------------------------------------------------- --#include "imgui_internal.h" -- NavMoveRequestTryWrapping() function ExampleAsset(id, type_) local self = {} self.ID = id -- ImGuiID self.Type = type_ -- int return self end ExampleAsset_s_current_sort_specs = nil -- [Port] items: 1-based Lua array (ImVector .Data), sorted in place over [1, items_count]. local function ExampleAsset_Less(a, b) return ExampleAsset_CompareWithSortSpecs(a, b) < 0 end -- [Port] table.sort wants a "less than" predicate function ExampleAsset_SortWithSortSpecs(sort_specs, items, items_count) ExampleAsset_s_current_sort_specs = sort_specs -- Store in variable accessible by the sort function. if items_count > 1 then if items_count == #items then table.sort(items, ExampleAsset_Less) else -- [Port] sort only the used range local tmp = {} for i = 1, items_count do tmp[i] = items[i] end table.sort(tmp, ExampleAsset_Less) for i = 1, items_count do items[i] = tmp[i] end end end ExampleAsset_s_current_sort_specs = nil end -- Compare function to be used by qsort() function ExampleAsset_CompareWithSortSpecs(a, b) for n = 0, ExampleAsset_s_current_sort_specs.SpecsCount - 1 do local sort_spec = ExampleAsset_s_current_sort_specs.Specs[n + 1] -- [Port] Specs is a 1-based array local delta = 0 if sort_spec.ColumnIndex == 0 then delta = (a.ID - b.ID) elseif sort_spec.ColumnIndex == 1 then delta = (a.Type - b.Type) end if delta > 0 then return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and 1 or -1 end if delta < 0 then return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and -1 or 1 end end return a.ID - b.ID end local ExampleAssetsBrowserMT = {} ExampleAssetsBrowserMT.__index = ExampleAssetsBrowserMT function ExampleAssetsBrowser() local self = setmetatable({}, ExampleAssetsBrowserMT) -- Options self.ShowTypeOverlay = true self.AllowSorting = true self.AllowBoxSelect = true -- Will set ImGuiMultiSelectFlags.BoxSelect2d self.AllowBoxSelectInsideSelection = false -- Will set ImGuiMultiSelectFlags.SelectOnClickAlways self.AllowDragUnselected = false -- Will set ImGuiMultiSelectFlags.SelectOnClickRelease self.IconSize = 0 self.IconSpacing = 10 self.IconHitSpacing = 4 -- Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. self.StretchSpacing = true self.UseScrollX = false -- Debug: submit twice the number of items per line (overflow horizontally to exercise ScrollX + box-select) -- State self.Items = ImVector() -- Our items self.Selection = ExampleSelectionWithDeletion() -- Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) self.NextItemId = 0 -- Unique identifier when creating new items self.RequestDelete = false -- Deferred deletion request self.RequestSort = false -- Deferred sort request self.ZoomWheelAccum = 0.0 -- Mouse wheel accumulator to handle smooth wheels better -- Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. self.LayoutItemSize = ImVec2() self.LayoutItemStep = ImVec2() -- == LayoutItemSize + LayoutItemSpacing self.LayoutItemSpacing = 0.0 self.LayoutSelectableSpacing = 0.0 self.LayoutOuterPadding = 0.0 self.LayoutColumnCount = 0 self.LayoutLineCount = 0 -- Functions self:AddItems(10000) return self end function ExampleAssetsBrowserMT:AddItems(count) if self.Items.Size == 0 then self.NextItemId = 0 end self.Items:reserve(self.Items.Size + count) for n = 0, count - 1 do self.Items:push_back(ExampleAsset(self.NextItemId, (self.NextItemId % 20) < 15 and 0 or ((self.NextItemId % 20) < 18 and 1 or 2))) self.NextItemId = self.NextItemId + 1 end self.RequestSort = true end function ExampleAssetsBrowserMT:ClearItems() self.Items:clear() self.Selection:Clear() end -- Logic would be written in the main code BeginChild() and outputting to local variables. -- We extracted it into a function so we can call it easily from multiple places. function ExampleAssetsBrowserMT:UpdateLayoutSizes(avail_width) -- Layout: when not stretching: allow extending into right-most spacing. self.LayoutItemSpacing = self.IconSpacing if self.StretchSpacing == false then avail_width = avail_width + math.floor(self.LayoutItemSpacing * 0.5) end -- Layout: calculate number of icon per line and number of lines self.LayoutItemSize = ImVec2(math.floor(self.IconSize), math.floor(self.IconSize)) self.LayoutColumnCount = ImMax(ImTrunc(avail_width / (self.LayoutItemSize.x + self.LayoutItemSpacing)), 1) -- Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. if self.StretchSpacing and self.LayoutColumnCount > 1 then self.LayoutItemSpacing = math.floor(avail_width - self.LayoutItemSize.x * self.LayoutColumnCount) / self.LayoutColumnCount end if self.UseScrollX then self.LayoutColumnCount = self.LayoutColumnCount * 2 end self.LayoutLineCount = math.floor((self.Items.Size + self.LayoutColumnCount - 1) / self.LayoutColumnCount) self.LayoutItemStep = ImVec2(self.LayoutItemSize.x + self.LayoutItemSpacing, self.LayoutItemSize.y + self.LayoutItemSpacing) self.LayoutSelectableSpacing = ImMax(math.floor(self.LayoutItemSpacing) - self.IconHitSpacing, 0.0) self.LayoutOuterPadding = math.floor(self.LayoutItemSpacing * 0.5) end -- [Port] the non-capturing C++ lambda assigned every frame, hoisted to a single function (no per-frame closure) local function ExampleAssetsBrowser_AdapterIndexToStorageId(self_, idx) local self = self_.UserData; return self.Items.Data[idx + 1].ID end -- [Port] returns the new p_open function ExampleAssetsBrowserMT:Draw(title, p_open) if self.IconSize <= 0.0 then self.IconSize = ImGui.CalcTextSize("99999").x end ImGui.SetNextWindowSize(ImVec2(self.IconSize * 25, self.IconSize * 15), ImGuiCond.FirstUseEver) local visible p_open, visible = ImGui.Begin(title, p_open, ImGuiWindowFlags.MenuBar) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Assets Browser") local Selection = self.Selection -- Menu bar if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then if ImGui.MenuItem("Add 10000 items") then self:AddItems(10000) end if ImGui.MenuItem("Clear items") then self:ClearItems() end ImGui.Separator() if ImGui.MenuItem("Close", nil, false, p_open ~= nil) then p_open = false end ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then if ImGui.MenuItem("Delete", "Del", false, Selection.Size > 0) then self.RequestDelete = true end ImGui.EndMenu() end if ImGui.BeginMenu("Options") then ImGui.PushItemWidth(ImGui.GetFontSize() * 10) ImGui.SeparatorText("Contents") _, self.ShowTypeOverlay = ImGui.Checkbox("Show Type Overlay", self.ShowTypeOverlay) _, self.AllowSorting = ImGui.Checkbox("Allow Sorting", self.AllowSorting) ImGui.SeparatorText("Selection Behavior") _, self.AllowBoxSelect = ImGui.Checkbox("Allow box-selection", self.AllowBoxSelect) local pressed pressed, self.AllowBoxSelectInsideSelection = ImGui.Checkbox("Allow box-selection from selected items", self.AllowBoxSelectInsideSelection) if pressed and self.AllowBoxSelectInsideSelection then self.AllowDragUnselected = false end pressed, self.AllowDragUnselected = ImGui.Checkbox("Allow dragging unselected item", self.AllowDragUnselected) if pressed and self.AllowDragUnselected then self.AllowBoxSelectInsideSelection = false end ImGui.SeparatorText("Layout") self.IconSize = ImGui.SliderFloat("Icon Size", self.IconSize, 16.0, 128.0, "%.0f") ImGui.SameLine(); HelpMarker("Use Ctrl+Wheel to zoom") self.IconSpacing = ImGui.SliderInt("Icon Spacing", self.IconSpacing, 0, 32) self.IconHitSpacing = ImGui.SliderInt("Icon Hit Spacing", self.IconHitSpacing, 0, 32) _, self.StretchSpacing = ImGui.Checkbox("Stretch Spacing", self.StretchSpacing) _, self.UseScrollX = ImGui.Checkbox("Use ScrollX", self.UseScrollX) ImGui.PopItemWidth() ImGui.EndMenu() end ImGui.EndMenuBar() end -- Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI if self.AllowSorting then ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(0, 0)) local table_flags_for_sort_specs = bit32.bor(ImGuiTableFlags.Sortable, ImGuiTableFlags.SortMulti, ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.Borders) if ImGui.BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0, ImGui.GetFrameHeight())) then ImGui.TableSetupColumn("Index") ImGui.TableSetupColumn("Type") ImGui.TableHeadersRow() local sort_specs = ImGui.TableGetSortSpecs() if sort_specs then if sort_specs.SpecsDirty or self.RequestSort then ExampleAsset_SortWithSortSpecs(sort_specs, self.Items.Data, self.Items.Size) sort_specs.SpecsDirty = false; self.RequestSort = false end end ImGui.EndTable() end ImGui.PopStyleVar() end local io = ImGui.GetIO() ImGui.SetNextWindowContentSize(ImVec2(0.0, self.LayoutOuterPadding + self.LayoutLineCount * (self.LayoutItemSize.y + self.LayoutItemSpacing))) if ImGui.BeginChild("Assets", ImVec2(0.0, -ImGui.GetTextLineHeightWithSpacing()), ImGuiChildFlags.Borders, bit32.bor(ImGuiWindowFlags.NoMove, ImGuiWindowFlags.HorizontalScrollbar)) then local draw_list = ImGui.GetWindowDrawList() local avail_width = ImGui.GetContentRegionAvail().x self:UpdateLayoutSizes(avail_width) -- Calculate and store start position. local start_pos = ImGui.GetCursorScreenPos() start_pos = ImVec2(start_pos.x + self.LayoutOuterPadding, start_pos.y + self.LayoutOuterPadding) ImGui.SetCursorScreenPos(start_pos) -- Multi-select local ms_flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.ClearOnClickVoid) -- - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) if self.AllowBoxSelect then ms_flags = bit32.bor(ms_flags, ImGuiMultiSelectFlags.BoxSelect2d) end -- - Selection mode if self.AllowDragUnselected then ms_flags = bit32.bor(ms_flags, ImGuiMultiSelectFlags.SelectOnClickRelease) -- Rarely used: Allows dragging an unselected item without selecting it(rarely used) elseif self.AllowBoxSelectInsideSelection then ms_flags = bit32.bor(ms_flags, ImGuiMultiSelectFlags.SelectOnClickAlways) -- Rarely used: Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. end -- - Enable keyboard wrapping on X axis -- (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: -- ImGui.NavMoveRequestTryWrapping(ImGui.GetCurrentWindow(), ImGuiNavMoveFlags.WrapX); -- When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) ms_flags = bit32.bor(ms_flags, ImGuiMultiSelectFlags.NavWrapX) local ms_io = ImGui.BeginMultiSelect(ms_flags, Selection.Size, self.Items.Size) -- Use custom selection adapter: store ID in selection (recommended) Selection.UserData = self Selection.AdapterIndexToStorageId = ExampleAssetsBrowser_AdapterIndexToStorageId Selection:ApplyRequests(ms_io) local want_delete = (ImGui.Shortcut(ImGuiKey.Delete, ImGuiInputFlags.Repeat) and (Selection.Size > 0)) or self.RequestDelete local item_curr_idx_to_focus = want_delete and Selection:ApplyDeletionPreLoop(ms_io, self.Items.Size) or -1 self.RequestDelete = false -- Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) -- Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... -- But it is necessary for two reasons: -- - Selectables uses it by default to visually fill the space between two items. -- - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(self.LayoutSelectableSpacing, self.LayoutSelectableSpacing)) -- Rendering parameters local icon_type_overlay_colors = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) } local icon_bg_color = ImGui.GetColorU32(IM_COL32(35, 35, 35, 220), nil, true) -- [Port] ImU32 overload selected explicitly local icon_type_overlay_size = ImVec2(4.0, 4.0) local display_label = (self.LayoutItemSize.x >= ImGui.CalcTextSize("999").x) local column_count = self.LayoutColumnCount local clipper = ImGuiListClipper() clipper:Begin(self.LayoutLineCount, self.LayoutItemStep.y) if item_curr_idx_to_focus ~= -1 then clipper:IncludeItemByIndex(math.floor(item_curr_idx_to_focus / column_count)) -- Ensure focused item line is not clipped. end if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(math.floor(ms_io.RangeSrcItem / column_count)) -- Ensure RangeSrc item line is not clipped. end while clipper:Step() do for line_idx = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item_min_idx_for_current_line = line_idx * column_count local item_max_idx_for_current_line = ImMin((line_idx + 1) * column_count, self.Items.Size) for item_idx = item_min_idx_for_current_line, item_max_idx_for_current_line - 1 do local item_data = self.Items.Data[item_idx + 1] ImGui.PushID(item_data.ID) -- Position item local pos = ImVec2(start_pos.x + (item_idx % column_count) * self.LayoutItemStep.x, start_pos.y + line_idx * self.LayoutItemStep.y) ImGui.SetCursorScreenPos(pos) ImGui.SetNextItemSelectionUserData(item_idx) local item_is_selected = Selection:Contains(item_data.ID) local item_is_visible = ImGui.IsRectVisible(self.LayoutItemSize) ImGui.Selectable("", item_is_selected, ImGuiSelectableFlags.None, self.LayoutItemSize) -- Update our selection state immediately (without waiting for EndMultiSelect() requests) -- because we use this to alter the color of our text/icon. if ImGui.IsItemToggledSelection() then item_is_selected = not item_is_selected end -- Focus (for after deletion) if item_curr_idx_to_focus == item_idx then ImGui.SetKeyboardFocusHere(-1) end -- Drag and drop if ImGui.BeginDragDropSource() then -- Create payload with full selection OR single unselected item. -- (the later is only possible when using ImGuiMultiSelectFlags.SelectOnClickRelease) if ImGui.GetDragDropPayload() == nil then local payload_items = ImVector() local it = nil local id = 0 if not item_is_selected then payload_items:push_back(item_data.ID) else while true do local has_more has_more, it, id = Selection:GetNextSelectedItem(it) if not has_more then break end payload_items:push_back(id) end end ImGui.SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, payload_items.Size * 4) -- [Port] size_in_bytes() with sizeof(ImGuiID) == 4, payload carries the Lua array end -- Display payload content in tooltip, by extracting it from the payload data -- (we could read from selection, but it is more correct and reusable to read from payload) local payload = ImGui.GetDragDropPayload() local payload_count = math.floor(payload.DataSize / 4) -- [Port] sizeof(ImGuiID) == 4 ImGui.Text("%d assets", payload_count) ImGui.EndDragDropSource() end -- Render icon (a real app would likely display an image/thumbnail here) -- Because we use ImGuiMultiSelectFlags.BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. if item_is_visible then local box_min = ImVec2(pos.x - 1, pos.y - 1) local box_max = ImVec2(box_min.x + self.LayoutItemSize.x + 2, box_min.y + self.LayoutItemSize.y + 2) -- Dubious draw_list:AddRectFilled(box_min, box_max, icon_bg_color) -- Background color if self.ShowTypeOverlay and item_data.Type ~= 0 then local type_col = icon_type_overlay_colors[(item_data.Type % #icon_type_overlay_colors) + 1] draw_list:AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col) end if display_label then local label_col = ImGui.GetColorU32(item_is_selected and ImGuiCol.Text or ImGuiCol.TextDisabled) local label = string.format("%d", item_data.ID) draw_list:AddText(ImVec2(box_min.x, box_max.y - ImGui.GetFontSize()), label_col, label) end end ImGui.PopID() end end end clipper:End() if self.Items.Size == 0 then ImGui.Dummy(ImVec2(0, 0)) end ImGui.PopStyleVar() -- ImGuiStyleVar.ItemSpacing -- Context menu if ImGui.BeginPopupContextWindow() then ImGui.Text("Selection: %d items", Selection.Size) ImGui.Separator() if ImGui.MenuItem("Delete", "Del", false, Selection.Size > 0) then self.RequestDelete = true end ImGui.EndPopup() end ms_io = ImGui.EndMultiSelect() Selection:ApplyRequests(ms_io) if want_delete then Selection:ApplyDeletionPostLoop(ms_io, self.Items, item_curr_idx_to_focus) end -- Zooming with Ctrl+Wheel if ImGui.IsWindowAppearing() then self.ZoomWheelAccum = 0.0 end if ImGui.IsWindowHovered() and io.MouseWheel ~= 0.0 and ImGui.IsKeyDown(ImGuiMod_Ctrl) and ImGui.IsAnyItemActive() == false then self.ZoomWheelAccum = self.ZoomWheelAccum + io.MouseWheel if math.abs(self.ZoomWheelAccum) >= 1.0 then -- Calculate hovered item index from mouse location -- FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. local hovered_item_nx = (io.MousePos.x - start_pos.x + self.LayoutItemSpacing * 0.5) / self.LayoutItemStep.x local hovered_item_ny = (io.MousePos.y - start_pos.y + self.LayoutItemSpacing * 0.5) / self.LayoutItemStep.y local hovered_item_idx = (ImTrunc(hovered_item_ny) * self.LayoutColumnCount) + ImTrunc(hovered_item_nx) --ImGui.SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); -- Move those 4 lines in block above for easy debugging -- Zoom self.IconSize = self.IconSize * (1.1 ^ ImTrunc(self.ZoomWheelAccum)) self.IconSize = ImClamp(self.IconSize, 16.0, 128.0) self.ZoomWheelAccum = self.ZoomWheelAccum - ImTrunc(self.ZoomWheelAccum) self:UpdateLayoutSizes(avail_width) -- Manipulate scroll to that we will land at the same Y location of currently hovered item. -- - Calculate next frame position of item under mouse -- - Set new scroll position to be used in next ImGui.BeginChild() call. local hovered_item_rel_pos_y = (ImTrunc(hovered_item_idx / self.LayoutColumnCount) + math.fmod(hovered_item_ny, 1.0)) * self.LayoutItemStep.y hovered_item_rel_pos_y = hovered_item_rel_pos_y + ImGui.GetStyle().WindowPadding.y local mouse_local_y = io.MousePos.y - ImGui.GetWindowPos().y ImGui.SetScrollY(hovered_item_rel_pos_y - mouse_local_y) end end end ImGui.EndChild() ImGui.Text("Selected: %d/%d items", Selection.Size, self.Items.Size) ImGui.End() return p_open end S.ShowExampleAppAssetsBrowser = { assets_browser = nil, -- static ExampleAssetsBrowser assets_browser; -- [Port] created lazily on first call (10000 items) } function ShowExampleAppAssetsBrowser(p_open) IMGUI_DEMO_MARKER("Examples/Assets Browser") local s = S.ShowExampleAppAssetsBrowser if s.assets_browser == nil then s.assets_browser = ExampleAssetsBrowser() end return s.assets_browser:Draw("Example: Assets Browser", p_open) end return true