--!optimize 2 -- GENERATED by tools/bundle.py from imgui/*.lua - do not edit local __FILES, __LOADED = {}, {} function IM_INCLUDE(name) local r = __LOADED[name] if r == nil then r = __FILES[name](); if r == nil then r = true end; __LOADED[name] = r end return r end __FILES['imgui.lua'] = function() --- ImGui Sincerely WIP -- (Core Code) --- Flags: -- IMGUI_DISABLE_OBSOLETE_FUNCTIONS = true -- This flag is not implemented -- NOTE: you must implement ImStd.ImFileOpen if you are not in GMod IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS = true -- Don't implement ImStd.ImFileOpen/ImStd.ImFileClose/ImStd.ImFileRead/ImFileWrite so you can implement them yourself IMGUI_DISABLE_DEBUG_TOOLS = false -- Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty --- @type ImGuiContext? local GImGui = nil ImGui = {} ImStd = {} -- Contains functions that originally don't belong to cpp namespaces -- IM_INCLUDE(name) is provided by the bundle (see tools/bundle.py): runs the bundled file once, returns its result. function ImGui._GetTypeFunc() return type end local function LUA_TableConstructorWrapper(T, size, userdata) local p = {} for i = 1, size do p[i] = T() end return p end local GImAllocatorAllocFunc = LUA_TableConstructorWrapper local GImAllocatorFreeFunc = function(p0, p1, p2) end local GImAllocatorUserData = nil --- @param constructor function --- @param size int function ImGui.MemAlloc(constructor, size) local p = GImAllocatorAllocFunc(constructor, size, GImAllocatorUserData) local ctx = GImGui if ctx then ImGui.DebugAllocHook(ctx.DebugAllocInfo, ctx.FrameCount, p, size) end return p end -- This does not set `owner[field]` to nil! --- @param owner table --- @param field string|int function ImGui.MemFree(owner, field) if owner ~= nil then local ctx = GImGui if ctx then ImGui.DebugAllocHook(ctx.DebugAllocInfo, ctx.FrameCount, owner, -1) end end return GImAllocatorFreeFunc(owner, field, GImAllocatorUserData) end --- @param info ImGuiDebugAllocInfo --- @param frame_count int --- @param ptr table --- @param size size_t function ImGui.DebugAllocHook(info, frame_count, ptr, size) local entry = info.LastEntriesBuf[info.LastEntriesIdx] if entry.FrameCount ~= frame_count then info.LastEntriesIdx = info.LastEntriesIdx % (#info.LastEntriesBuf) + 1 entry = info.LastEntriesBuf[info.LastEntriesIdx] entry.FrameCount = frame_count entry.AllocCount = 0 entry.FreeCount = 0 end if size ~= -1 then -- print(string.format("[%05d] MemAlloc(%d) -> %p", frame_count, size, ptr)) entry.AllocCount = entry.AllocCount + 1 info.TotalAllocCount = info.TotalAllocCount + 1 else -- print(string.format("[%05d] MemFree(%p)", frame_count, ptr)) entry.FreeCount = entry.FreeCount + 1 info.TotalFreeCount = info.TotalFreeCount + 1 end end IM_INCLUDE"imgui_h.lua" IM_INCLUDE"imgui_internal.lua" IM_INCLUDE"imgui_draw.lua" IM_INCLUDE"imgui_widgets.lua" IM_INCLUDE"imgui_tables.lua" IM_INCLUDE"imgui_tabs.lua" IM_INCLUDE"imgui_dragdrop.lua" IM_INCLUDE"imgui_docking.lua" local IMGUI_DEBUG_NAV_SCORING = false local IMGUI_DEBUG_NAV_RECTS = false local FONT_DEFAULT_SIZE_BASE = 20 local WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04 local WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70 local TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10) -- Multiplied by g.Style.MouseCursorScale local TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20) -- Multiplied by g.Style.MouseCursorScale local TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5, 1.0) -- Multiplied by g.Style.MouseCursorScale local IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111 local string = string ImFormatString = string.format -- TODO: an simplified version that operates on byte tables directly? --- @module "imstd_minstdio" ImStd.sscanf = IM_INCLUDE"imstd_minstdio.lua" local math = math local bit32 = bit32 --------------------------------------------------------------------------------------- -- [SECTION] MISC HELPERS/UTILITIES (File functions) --------------------------------------------------------------------------------------- --- This closes the _file. --- @param _file any # File object function IM_FILE_CLOSE(_file) end --- This returns the size of _file in bytes. --- @param _file any # File object --- @return int function IM_FILE_SIZE(_file) return -1 end --- This writes _str into _file. --- @param _file any # File object --- @param _str string function IM_FILE_WRITE(_file, _str) end --- This reads the specified _count of chars and returns them as a binary string. --- @param _file any # File object --- @param _count int --- @return string function IM_FILE_READ(_file, _count) return "" end --- This opens the file at _filename in _mode and returns the File object. --- @param _filename string --- @param _mode string # e.g. "rb" --- @return any function ImStd.ImFileOpen(_filename, _mode) end --- [GMod] Platform specific if gmod then IM_FILE_CLOSE = FindMetaTable("File").Close --- @type function IM_FILE_SIZE = FindMetaTable("File").Size --- @type function IM_FILE_WRITE = FindMetaTable("File").Write --- @type function IM_FILE_READ = FindMetaTable("File").Read --- @type function end if not IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS then --- [GMod] Another Platform specific if gmod then function ImStd.ImFileOpen(filename, mode) return file.Open(filename, mode, "GAME") end end function ImStd.ImFileClose(f) IM_FILE_CLOSE(f) end function ImStd.ImFileGetSize(f) return IM_FILE_SIZE(f) end --- @param f any # File object --- @param data table # 1-based table to store result data --- @param count int # Amount of bytes to read from `f` function ImStd.ImFileRead(f, data, count) local CHUNK_SIZE = 8000 -- We don't read byte by byte local offset = 0 while offset < count do local read_size = math.min(CHUNK_SIZE, count - offset) local str = IM_FILE_READ(f, read_size) local bytes = {string.byte(str, 1, read_size)} for i = 1, read_size do data[offset + i] = bytes[i] end offset = offset + read_size end end --- @param filename string --- @param mode string --- @return table?, integer? function ImStd.ImFileLoadToMemory(filename, mode) local f = ImStd.ImFileOpen(filename, mode) if not f then return end local file_size = ImStd.ImFileGetSize(f) if file_size <= 0 then ImStd.ImFileClose(f) return end local file_data = {} ImStd.ImFileRead(f, file_data, file_size) if #file_data == 0 then ImStd.ImFileClose(f) return end ImStd.ImFileClose(f) return file_data, file_size end end --- Forward Declarations local CalcNextScrollFromScrollTargetAndClamp local MT = ImGui.GetMetatables() --- @param scale_factor float function MT.ImGuiStyle:ScaleAllSizes(scale_factor) self._MainScale = self._MainScale * scale_factor self.WindowPadding = ImTrunc(self.WindowPadding * scale_factor) self.WindowRounding = ImTrunc(self.WindowRounding * scale_factor) self.WindowBorderSize = ImTrunc(self.WindowBorderSize * scale_factor) self.WindowMinSize = ImTrunc(self.WindowMinSize * scale_factor) self.WindowBorderHoverPadding = ImTrunc(self.WindowBorderHoverPadding * scale_factor) self.ChildRounding = ImTrunc(self.ChildRounding * scale_factor) self.ChildBorderSize = ImTrunc(self.ChildBorderSize * scale_factor) self.PopupRounding = ImTrunc(self.PopupRounding * scale_factor) self.PopupBorderSize = ImTrunc(self.PopupBorderSize * scale_factor) self.FramePadding = ImTrunc(self.FramePadding * scale_factor) self.FrameBorderSize = ImTrunc(self.FrameBorderSize * scale_factor) self.FrameRounding = ImTrunc(self.FrameRounding * scale_factor) self.ItemSpacing = ImTrunc(self.ItemSpacing * scale_factor) self.ItemInnerSpacing = ImTrunc(self.ItemInnerSpacing * scale_factor) self.CellPadding = ImTrunc(self.CellPadding * scale_factor) self.TouchExtraPadding = ImTrunc(self.TouchExtraPadding * scale_factor) self.IndentSpacing = ImTrunc(self.IndentSpacing * scale_factor) self.ColumnsMinSpacing = ImTrunc(self.ColumnsMinSpacing * scale_factor) self.ScrollbarSize = ImTrunc(self.ScrollbarSize * scale_factor) self.ScrollbarRounding = ImTrunc(self.ScrollbarRounding * scale_factor) self.ScrollbarPadding = ImTrunc(self.ScrollbarPadding * scale_factor) self.GrabMinSize = ImTrunc(self.GrabMinSize * scale_factor) self.GrabRounding = ImTrunc(self.GrabRounding * scale_factor) self.LogSliderDeadzone = ImTrunc(self.LogSliderDeadzone * scale_factor) self.ImageRounding = ImTrunc(self.ImageRounding * scale_factor) self.ImageBorderSize = ImTrunc(self.ImageBorderSize * scale_factor) self.TabRounding = ImTrunc(self.TabRounding * scale_factor) self.TabBorderSize = ImTrunc(self.TabBorderSize * scale_factor) self.TabMinWidthBase = ImTrunc(self.TabMinWidthBase * scale_factor) self.TabMinWidthShrink = ImTrunc(self.TabMinWidthShrink * scale_factor) self.TabCloseButtonMinWidthSelected = (self.TabCloseButtonMinWidthSelected > 0.0 and self.TabCloseButtonMinWidthSelected ~= FLT_MAX) and ImTrunc(self.TabCloseButtonMinWidthSelected * scale_factor) or self.TabCloseButtonMinWidthSelected self.TabCloseButtonMinWidthUnselected = (self.TabCloseButtonMinWidthUnselected > 0.0 and self.TabCloseButtonMinWidthUnselected ~= FLT_MAX) and ImTrunc(self.TabCloseButtonMinWidthUnselected * scale_factor) or self.TabCloseButtonMinWidthUnselected self.TabBarBorderSize = ImTrunc(self.TabBarBorderSize * scale_factor) self.TabBarOverlineSize = ImTrunc(self.TabBarOverlineSize * scale_factor) self.TreeLinesSize = ImTrunc(self.TreeLinesSize * scale_factor) self.TreeLinesRounding = ImTrunc(self.TreeLinesRounding * scale_factor) self.MenuItemRounding = ImTrunc(self.MenuItemRounding * scale_factor) self.SelectableRounding = ImTrunc(self.SelectableRounding * scale_factor) self.DragDropTargetRounding = ImTrunc(self.DragDropTargetRounding * scale_factor) self.DragDropTargetBorderSize = ImTrunc(self.DragDropTargetBorderSize * scale_factor) self.DragDropTargetPadding = ImTrunc(self.DragDropTargetPadding * scale_factor) self.ColorMarkerSize = ImTrunc(self.ColorMarkerSize * scale_factor) self.InputTextCursorSize = ImTrunc(self.InputTextCursorSize * scale_factor) self.SeparatorSize = ImTrunc(self.SeparatorSize * scale_factor) self.SeparatorTextBorderSize = ImTrunc(self.SeparatorTextBorderSize * scale_factor) self.SeparatorTextPadding = ImTrunc(self.SeparatorTextPadding * scale_factor) self.DockingSeparatorSize = ImTrunc(self.DockingSeparatorSize * scale_factor) self.DisplayWindowPadding = ImTrunc(self.DisplayWindowPadding * scale_factor) self.DisplaySafeAreaPadding = ImTrunc(self.DisplaySafeAreaPadding * scale_factor) self.MouseCursorScale = ImTrunc(self.MouseCursorScale * scale_factor) end local ImGuiResizeGripDef = { {CornerPosN = ImVec2(1, 1), InnerDir = ImVec2(-1, -1), AngleMin12 = 0, AngleMax12 = 3}, -- Bottom right grip {CornerPosN = ImVec2(0, 1), InnerDir = ImVec2( 1, -1), AngleMin12 = 3, AngleMax12 = 6} -- Bottom left } --- [1] Left, [2] Right, [3] Up, [4] Down local ImGuiResizeBorderDef = { {InnerDir = ImVec2( 1, 0), SegmentN1 = ImVec2( 0, 1), SegmentN2 = ImVec2( 0, 0), OuterAngle = IM_PI * 1.00}, {InnerDir = ImVec2(-1, 0), SegmentN1 = ImVec2( 1, 0), SegmentN2 = ImVec2( 1, 1), OuterAngle = IM_PI * 0.00}, {InnerDir = ImVec2( 0, 1), SegmentN1 = ImVec2( 0, 0), SegmentN2 = ImVec2( 1, 0), OuterAngle = IM_PI * 1.50}, {InnerDir = ImVec2( 0, -1), SegmentN1 = ImVec2( 1, 1), SegmentN2 = ImVec2( 0, 1), OuterAngle = IM_PI * 0.50} } --- @param window ImGuiWindow --- @param border_n int --- @param perp_padding float --- @param thickness float --- @return ImRect --- @nodiscard local function GetResizeBorderRect(window, border_n, perp_padding, thickness) local rect = window:Rect() if thickness == 0.0 then ImVec2_CopyV(rect.Max, rect.Max.x - 1, rect.Max.y - 1) end if border_n == ImGuiDir.Left then return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding) end if border_n == ImGuiDir.Right then return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding) end if border_n == ImGuiDir.Up then return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness) end if border_n == ImGuiDir.Down then return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness) end IM_ASSERT(false) return ImRect() end --- @param data table|number --- @param size int? # size = -1 to indicate that `data` is a single number --- @param seed int? --- @return int function ImHashData(data, size, seed) seed = seed or 0 local FNV_OFFSET_BASIS = 0x811C9DC5 local FNV_PRIME = 0x01000193 local hash = bit32.bxor(FNV_OFFSET_BASIS, seed) if size == -1 then --- @cast data number hash = bit32.bxor(hash, data) hash = bit32.band(hash * FNV_PRIME, 0xFFFFFFFF) else size = size or #data for i = 1, size do hash = bit32.bxor(hash, data[i]) hash = bit32.band(hash * FNV_PRIME, 0xFFFFFFFF) end end return hash end -- Use FNV1a, as one ImGui FIXME suggested --- @param str string --- @param size int? --- @param seed int? --- @return int function ImHashStr(str, size, seed) if size == nil then size = #str end if seed == nil then seed = 0 end if str == "" or size == 0 then return seed -- need to match cpp code edge case behavior while using FNV ourselves end local FNV_OFFSET_BASIS = 0x811C9DC5 local FNV_PRIME = 0x01000193 local hash = bit32.bxor(FNV_OFFSET_BASIS, seed) local i = 1 local c while i <= size do c = string.byte(str, i) -- `###` to reset back to initial hash value if c == 35 and string.byte(str, i + 1) == 35 and string.byte(str, i + 2) == 35 then hash = bit32.bxor(FNV_OFFSET_BASIS, seed) i = i + 2 else hash = bit32.bxor(hash, c) hash = bit32.band(hash * FNV_PRIME, 0xFFFFFFFF) end i = i + 1 end return hash end do --[[CharFromUtf8]] local lengths = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0} local masks = {0x00, 0x7f, 0x1f, 0x0f, 0x07} local mins = {0x400000, 0, 0x80, 0x800, 0x10000} local shiftc = {0, 18, 12, 6, 0} local shifte = {0, 6, 4, 2, 0} local s = {0, 0, 0, 0} --- @param in_text ImString --- @param pos int --- @param in_text_end int --- @return int wanted --- @return unsigned_int out_char function ImStd.ImTextCharFromUtf8(in_text, pos, in_text_end) local len = lengths[bit32.rshift(ImStrByte(in_text, pos), 3) + 1] local wanted = len > 0 and len or 1 if in_text_end == nil then in_text_end = pos + wanted end s[1] = (pos < in_text_end) and ImStrByte(in_text, pos) or 0 s[2] = (pos + 1 < in_text_end) and ImStrByte(in_text, pos + 1) or 0 s[3] = (pos + 2 < in_text_end) and ImStrByte(in_text, pos + 2) or 0 s[4] = (pos + 3 < in_text_end) and ImStrByte(in_text, pos + 3) or 0 local out_char out_char = bit32.lshift(bit32.band(s[1], masks[len + 1]), 18) out_char = bit32.bor(out_char, bit32.lshift(bit32.band(s[2], 0x3f), 12)) out_char = bit32.bor(out_char, bit32.lshift(bit32.band(s[3], 0x3f), 6)) out_char = bit32.bor(out_char, bit32.lshift(bit32.band(s[4], 0x3f), 0)) out_char = bit32.rshift(out_char, shiftc[len + 1]) local e = 0 e = bit32.lshift((out_char < mins[len + 1]) and 1 or 0, 6) e = bit32.bor(e, bit32.lshift((bit32.rshift(out_char, 11) == 0x1b) and 1 or 0, 7)) e = bit32.bor(e, bit32.lshift((out_char > IM_UNICODE_CODEPOINT_MAX) and 1 or 0, 8)) e = bit32.bor(e, bit32.rshift(bit32.band(s[2], 0xc0), 2)) e = bit32.bor(e, bit32.rshift(bit32.band(s[3], 0xc0), 4)) e = bit32.bor(e, bit32.rshift(s[4], 6)) e = bit32.bxor(e, 0x2a) e = bit32.rshift(e, shifte[len + 1]) if e ~= 0 then wanted = ImMin(wanted, (s[1] ~= 0 and 1 or 0) + (s[2] ~= 0 and 1 or 0) + (s[3] ~= 0 and 1 or 0) + (s[4] ~= 0 and 1 or 0)) out_char = IM_UNICODE_CODEPOINT_INVALID end return wanted, out_char end end --- @param buf char[] --- @param buf_size int --- @param c unsigned_int local function ImTextCharToUtf8_inline(buf, buf_size, c) if c < 0x80 then buf[1] = c return 1 end if c < 0x800 then if buf_size < 2 then return 0 end buf[1] = (0xc0 + bit32.rshift(c, 6)) buf[2] = (0x80 + bit32.band(c, 0x3f)) return 2 end if c < 0x10000 then if buf_size < 3 then return 0 end buf[1] = (0xe0 + bit32.rshift(c, 12)) buf[2] = (0x80 + bit32.band(bit32.rshift(c, 6), 0x3f)) buf[3] = (0x80 + bit32.band(c, 0x3f)) return 3 end if c <= 0x10FFFF then if buf_size < 4 then return 0 end buf[1] = (0xf0 + bit32.rshift(c, 18)) buf[2] = (0x80 + bit32.band(bit32.rshift(c, 12), 0x3f)) buf[3] = (0x80 + bit32.band(bit32.rshift(c, 6), 0x3f)) buf[4] = (0x80 + bit32.band(c, 0x3f)) return 4 end -- Invalid code point, the max unicode is 0x10FFFF return 0 end --- @param out_buf [char, char, char, char, char] --- @param c unsigned_int function ImStd.ImTextCharToUtf8(out_buf, c) local count = ImTextCharToUtf8_inline(out_buf, 5, c) out_buf[count + 1] = 0 return count end --- @param in_text ImString --- @param pos int --- @param in_text_end int --- @return int function ImStd.ImTextCountUtf8BytesFromChar(in_text, pos, in_text_end) local bytes, unused = ImStd.ImTextCharFromUtf8(in_text, pos, in_text_end) return bytes end --- @param text ImString --- @param in_text_start int --- @param in_p int function ImStd.ImTextFindPreviousUtf8Codepoint(text, in_text_start, in_p) while in_p > in_text_start do in_p = in_p - 1 if bit32.band(ImStrByte(text, in_p), 0xC0) ~= 0x80 then return in_p end end return in_text_start end --- @param text ImString --- @param in_text_start int --- @param in_text_end int --- @param in_p int --- @return int function ImStd.ImTextFindValidUtf8CodepointEnd(text, in_text_start, in_text_end, in_p) if in_text_start == in_p then return in_text_start end local prev = ImStd.ImTextFindPreviousUtf8Codepoint(text, in_text_start, in_p) local prev_c_len, prev_c = ImStd.ImTextCharFromUtf8(text, prev, in_text_end) -- Check if the previous character is valid and fits within the range if prev_c ~= IM_UNICODE_CODEPOINT_INVALID and prev_c_len <= (in_p - prev) then return in_p end return prev end --- @param a ImVec2 --- @param b ImVec2 --- @param p ImVec2 --- @return ImVec2 --- @nodiscard function ImStd.ImLineClosestPoint(a, b, p) local ap = p - a local ab_dir = b - a local dot = ap.x * ab_dir.x + ap.y * ab_dir.y if dot < 0.0 then return a end local ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y if dot > ab_len_sqr then return b end return a + ab_dir * (dot / ab_len_sqr) end --- @param a ImVec2 --- @param b ImVec2 --- @param c ImVec2 --- @param p ImVec2 function ImStd.ImTriangleContainsPoint(a, b, c, p) local b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0 local b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0 local b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0 return (b1 == b2) and (b2 == b3) end --- @param a ImVec2 --- @param b ImVec2 --- @param c ImVec2 --- @param p ImVec2 --- @return float, float, float function ImStd.ImTriangleBarycentricCoords(a, b, c, p) local v0 = b - a local v1 = c - a local v2 = p - a local denom = v0.x * v1.y - v1.x * v0.y local out_v = (v2.x * v1.y - v1.x * v2.y) / denom local out_w = (v0.x * v2.y - v2.x * v0.y) / denom local out_u = 1.0 - out_v - out_w return out_u, out_v, out_w end --- @param a ImVec2 --- @param b ImVec2 --- @param c ImVec2 --- @param p ImVec2 --- @return ImVec2 --- @nodiscard function ImStd.ImTriangleClosestPoint(a, b, c, p) local proj_ab = ImStd.ImLineClosestPoint(a, b, p) local proj_bc = ImStd.ImLineClosestPoint(b, c, p) local proj_ca = ImStd.ImLineClosestPoint(c, a, p) local dist2_ab = ImLengthSqr(p - proj_ab) local dist2_bc = ImLengthSqr(p - proj_bc) local dist2_ca = ImLengthSqr(p - proj_ca) local m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)) if m == dist2_ab then return proj_ab elseif m == dist2_bc then return proj_bc else return proj_ca end end --- @param dst char[] --- @param dst_pos int --- @param src char[] --- @param src_pos int --- @param count size_t function ImStd.ImStrncpy(dst, dst_pos, src, src_pos, count) if count < 1 then return end if count > 1 then ImStd.memmove(dst, dst_pos, src, src_pos, count - 1) end dst[dst_pos + (count - 1)] = 0 end --- @param str char[] --- @param mid_line int --- @param begin int function ImStd.ImStrbol(str, mid_line, begin) IM_ASSERT_PARANOID(mid_line >= begin and mid_line <= #str) while mid_line > begin and str[mid_line - 1] ~= 10 do mid_line = mid_line - 1 end return mid_line end --- @param buf char[] function ImStd.ImStrTrimBlanks(buf) local p = 1 -- buf_begin while buf[p] == 32 or buf[p] == 9 do p = p + 1 end local p_start = p while buf[p] ~= 0 do p = p + 1 end while p > p_start and (buf[p - 1] == 32 or buf[p - 1] == 9) do p = p - 1 end if p_start > 1 then ImStd.memmove(buf, 1, buf, p_start, p - p_start) end buf[p - p_start + 1] = 0 end function ImGui.UpdateCurrentFontSize(restore_font_size_after_scaling) local g = GImGui local window = g.CurrentWindow g.Style.FontSizeBase = g.FontSizeBase -- if (window ~= nil and window.SkipItems) then -- local table = g.CurrentTable -- if (table == nil or (table.CurrentColumn ~= -1 and table.Columns[table.CurrentColumn].IsSkipItems == false)) then -- return -- end -- end local final_size = (restore_font_size_after_scaling > 0.0) and restore_font_size_after_scaling or 0.0 if final_size == 0.0 then final_size = g.FontSizeBase final_size = final_size * g.Style.FontScaleMain final_size = final_size * g.Style.FontScaleDpi if window ~= nil then final_size = final_size * window.FontWindowScale end end final_size = ImGui.GetRoundedFontSize(final_size) final_size = ImClamp(final_size, 4.0, IMGUI_FONT_SIZE_MAX) if (g.Font ~= nil and bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0) then g.Font.CurrentRasterizerDensity = g.FontRasterizerDensity end g.FontSize = final_size g.FontBaked = (g.Font ~= nil and window ~= nil) and g.Font:GetFontBaked(final_size) or nil g.FontBakedScale = (g.FontBaked ~= nil) and (g.FontSize / g.FontBaked.Size) or 0.0 g.DrawListSharedData.FontSize = g.FontSize g.DrawListSharedData.FontScale = g.FontBakedScale end function ImGui.SetCurrentFont(font, font_size_before_scaling, font_size_after_scaling) local g = GImGui g.Font = font g.FontSizeBase = font_size_before_scaling ImGui.UpdateCurrentFontSize(font_size_after_scaling) if font ~= nil then IM_ASSERT(font and font:IsLoaded()) local atlas = font.OwnerAtlas g.DrawListSharedData.FontAtlas = atlas g.DrawListSharedData.Font = font ImFontAtlasUpdateDrawListsSharedData(atlas) if (g.CurrentWindow ~= nil) then g.CurrentWindow.DrawList:_SetTexture(atlas.TexRef) end end end function ImGui.PushFont(font, font_size_base) local g = GImGui if font == nil then font = g.Font end IM_ASSERT(font ~= nil) IM_ASSERT(font_size_base >= 0.0) g.FontStack:push_back(ImFontStackData(font, g.FontSizeBase, g.FontSize)) if font_size_base == 0.0 then font_size_base = g.FontSizeBase end ImGui.SetCurrentFont(font, font_size_base, 0.0) end function ImGui.PopFont() local g = GImGui if (g.FontStack.Size <= 0) then IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!") return end local font_stack_data = g.FontStack:back() ImGui.SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, font_stack_data.FontSizeAfterScaling) g.FontStack:pop_back() end function ImGui.UpdateTexturesNewFrame() local g = GImGui local has_textures = bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 for _, atlas in g.FontAtlases:iter() do if (atlas.OwnerContext == g) then ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures) else IM_ASSERT(atlas.Builder ~= nil and atlas.Builder.FrameCount ~= -1) IM_ASSERT(atlas.RendererHasTextures == has_textures) end end for _, tex in g.UserTextures:iter() do ImTextureDataUpdateNewFrame(tex) end end function ImGui.UpdateTexturesEndFrame() local g = GImGui g.PlatformIO.Textures:resize(0) for _, atlas in g.FontAtlases:iter() do for _, tex in atlas.TexList:iter() do tex.RefCount = atlas.RefCount g.PlatformIO.Textures:push_back(tex) end end for _, tex in g.UserTextures:iter() do g.PlatformIO.Textures:push_back(tex) end end function ImGui.UpdateFontsNewFrame() local g = GImGui if (bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) == 0) then for _, atlas in g.FontAtlases:iter() do atlas.Locked = true end end if (g.Style._NextFrameFontSizeBase ~= 0.0) then g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase g.Style._NextFrameFontSizeBase = 0.0 end local font = ImGui.GetDefaultFont() if g.Style.FontSizeBase <= 0.0 then g.Style.FontSizeBase = ((font.LegacySize > 0.0) and font.LegacySize or FONT_DEFAULT_SIZE_BASE) end g.Font = font g.FontSizeBase = g.Style.FontSizeBase g.FontSize = 0.0 local font_stack_data = ImFontStackData(font, g.Style.FontSizeBase, g.Style.FontSizeBase) ImGui.SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0) g.FontStack:push_back(font_stack_data) IM_ASSERT(g.Font:IsLoaded()) end function ImGui.UpdateFontsEndFrame() ImGui.PopFont() end --- @return ImFont function ImGui.GetDefaultFont() local g = GImGui local atlas = g.IO.Fonts if (atlas.Builder == nil or atlas.Fonts.Size == 0) then ImFontAtlasBuildMain(atlas) end return g.IO.FontDefault and g.IO.FontDefault or atlas.Fonts[1] end --- @param atlas ImFontAtlas function ImGui.RegisterFontAtlas(atlas) local g = GImGui if (g.FontAtlases.Size == 0) then IM_ASSERT(atlas == g.IO.Fonts) end atlas.RefCount = atlas.RefCount + 1 g.FontAtlases:push_back(atlas) ImFontAtlasAddDrawListSharedData(atlas, g.DrawListSharedData) for _, tex in atlas.TexList:iter() do tex.RefCount = atlas.RefCount end end --- @param atlas ImFontAtlas function ImGui.UnregisterFontAtlas(atlas) local g = GImGui IM_ASSERT(atlas.RefCount > 0) ImFontAtlasRemoveDrawListSharedData(atlas, g.DrawListSharedData) g.FontAtlases:find_erase(atlas) atlas.RefCount = atlas.RefCount - 1 for _, tex in atlas.TexList:iter() do tex.RefCount = atlas.RefCount end end function ImGui.GetCurrentContext() return GImGui end --- @param ctx ImGuiContext? function ImGui.SetCurrentContext(ctx) GImGui = ctx ImGui._SetCurrentContext_Internal(ctx) ImGui._SetCurrentContext_Widgets(ctx) ImGui._SetCurrentContext_Tables(ctx) end --- @param alloc_func ImGuiMemAllocFunc --- @param free_func ImGuiMemFreeFunc --- @param user_data any function ImGui.SetAllocatorFunctions(alloc_func, free_func, user_data) GImAllocatorAllocFunc = alloc_func GImAllocatorFreeFunc = free_func GImAllocatorUserData = user_data end --- @param key ImGuiLocKey --- @param text string --- @return ImGuiLocEntry --- @nodiscard --- @package local function ImGuiLocEntry(key, text) return { Key = key, Text = text } end local GLocalizationEntriesEnUS = { ImGuiLocEntry(ImGuiLocKey.VersionStr, "ImGui Sincerely WIP"), ImGuiLocEntry(ImGuiLocKey.TableSizeOne, "Size column to fit###SizeOne"), ImGuiLocEntry(ImGuiLocKey.TableSizeAllFit, "Size all columns to fit###SizeAll"), ImGuiLocEntry(ImGuiLocKey.TableSizeAllDefault, "Size all columns to default###SizeAll"), ImGuiLocEntry(ImGuiLocKey.TableReset, "Reset"), ImGuiLocEntry(ImGuiLocKey.TableResetOrder, "Reset order###ResetOrder"), ImGuiLocEntry(ImGuiLocKey.TableResetVisibility, "Reset visibility###ResetVisibility"), ImGuiLocEntry(ImGuiLocKey.WindowingMainMenuBar, "(Main menu bar)"), ImGuiLocEntry(ImGuiLocKey.WindowingPopup, "(Popup)"), ImGuiLocEntry(ImGuiLocKey.WindowingUntitled, "(Untitled)"), ImGuiLocEntry(ImGuiLocKey.OpenLink_s, "Open '%s'"), ImGuiLocEntry(ImGuiLocKey.CopyLink, "Copy Link###CopyLink"), ImGuiLocEntry(ImGuiLocKey.DockingHideTabBar, "Hide tab bar###HideTabBar"), ImGuiLocEntry(ImGuiLocKey.DockingHoldShiftToDock, "Hold SHIFT to enable Docking window."), ImGuiLocEntry(ImGuiLocKey.DockingDragToUndockOrMoveNode, "Click and drag to move or undock whole node."), } function ImGui.Initialize() local g = GImGui IM_ASSERT(not g.Initialized and not g.SettingsLoaded) ImGui.WindowSettingsAddSettingsHandler() if ImGui.TableSettingsAddSettingsHandler then ImGui.TableSettingsAddSettingsHandler() end ImGui.DockContextInitialize(g) ImGui.LocalizeRegisterEntries(GLocalizationEntriesEnUS, #GLocalizationEntriesEnUS) local viewport = ImGuiViewportP() viewport.ID = IMGUI_VIEWPORT_DEFAULT_ID viewport.Idx = 1 viewport.PlatformWindowCreated = true viewport.Flags = ImGuiViewportFlags.OwnedByApp g.Viewports:push_back(viewport) g.ViewportCreatedCount = g.ViewportCreatedCount + 1 g.PlatformIO.Viewports:push_back(g.Viewports.Data[1]) for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do if (key >= ImGuiKey.K0 and key <= ImGuiKey.K9) or (key >= ImGuiKey.A and key <= ImGuiKey.Z) or (key >= ImGuiKey.Keypad0 and key <= ImGuiKey.Keypad9) or key == ImGuiKey.Tab or key == ImGuiKey.Space or key == ImGuiKey.Apostrophe or key == ImGuiKey.Comma or key == ImGuiKey.Minus or key == ImGuiKey.Period or key == ImGuiKey.Slash or key == ImGuiKey.Semicolon or key == ImGuiKey.Equal or key == ImGuiKey.LeftBracket or key == ImGuiKey.RightBracket or key == ImGuiKey.GraveAccent or key == ImGuiKey.KeypadDecimal or key == ImGuiKey.KeypadDivide or key == ImGuiKey.KeypadMultiply or key == ImGuiKey.KeypadSubtract or key == ImGuiKey.KeypadAdd or key == ImGuiKey.KeypadEqual then g.KeysMayBeCharInput:SetBit(key + 1) end end local atlas = g.IO.Fonts g.DrawListSharedData.Context = g ImGui.RegisterFontAtlas(atlas) g.Initialized = true end --- @param shared_font_atlas? ImFontAtlas function ImGui.CreateContext(shared_font_atlas) local prev_ctx = ImGui.GetCurrentContext() local ctx = ImGuiContext(shared_font_atlas) ImGui.SetCurrentContext(ctx) ImGui.Initialize() if prev_ctx ~= nil then ImGui.SetCurrentContext(prev_ctx) -- Restore previous context if any, else keep new one end return ctx end --- @param ctx? ImGuiContext function ImGui.DestroyContext(ctx) local prev_ctx = ImGui.GetCurrentContext() if ctx == nil then ctx = prev_ctx end ImGui.SetCurrentContext(ctx) ImGui.Shutdown() ImGui.SetCurrentContext((prev_ctx ~= ctx) and prev_ctx or nil) end --- @param window ImGuiWindow --- @return any function ImGui.FindWindowSettingsByWindow(window) local g = GImGui if window.SettingsOffset ~= -1 then return g.SettingsWindows[window.SettingsOffset + 1] end return ImGui.FindWindowSettingsByID(window.ID) end --- @param id ImGuiID --- @return any function ImGui.FindWindowSettingsByID(id) local g = GImGui for _, settings in g.SettingsWindows:iter() do if settings.ID == id and not settings.WantDelete then return settings end end return nil end --- @param window ImGuiWindow --- @return ImGuiWindow? function ImGui.FindFrontMostVisibleChildWindow(window) for n = window.DC.ChildWindows.Size, 1, -1 do if ImGui.IsWindowActiveAndVisible(window.DC.ChildWindows.Data[n]) then return ImGui.FindFrontMostVisibleChildWindow(window.DC.ChildWindows.Data[n]) end end return window end --- @param window ImGuiWindow --- @param cond ImGuiCond --- @param allow bool local function SetWindowConditionAllowFlags(window, cond, allow) if allow then window.SetWindowPosAllowFlags = bit32.bor(window.SetWindowPosAllowFlags, cond) window.SetWindowSizeAllowFlags = bit32.bor(window.SetWindowSizeAllowFlags, cond) window.SetWindowCollapsedAllowFlags = bit32.bor(window.SetWindowCollapsedAllowFlags, cond) else window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(cond)) window.SetWindowSizeAllowFlags = bit32.band(window.SetWindowSizeAllowFlags, bit32.bnot(cond)) window.SetWindowCollapsedAllowFlags = bit32.band(window.SetWindowCollapsedAllowFlags, bit32.bnot(cond)) end end --- @param window ImGuiWindow --- @param settings ImGuiWindowSettings local function ApplyWindowSettings(window, settings) if settings ~= nil then local main_viewport = ImGui.GetMainViewport() ImVec2_Copy(window.ViewportPos, main_viewport.Pos) if (settings.ViewportId ~= 0) then window.ViewportId = settings.ViewportId ImVec2_Copy(window.ViewportPos, settings.ViewportPos) end window.Pos = ImTrunc(ImVec2(settings.Pos.x + window.ViewportPos.x, settings.Pos.y + window.ViewportPos.y)) if settings.Size.x > 0 and settings.Size.y > 0 then local size = ImVec2(ImTrunc(settings.Size.x), ImTrunc(settings.Size.y)) ImVec2_Copy(window.Size, size) ImVec2_Copy(window.SizeFull, size) window.AutoFitFramesX = 0; window.AutoFitFramesY = 0 end window.Collapsed = settings.Collapsed window.DockId = settings.DockId or 0 window.DockOrder = settings.DockOrder or -1 SetWindowConditionAllowFlags(window, ImGuiCond.FirstUseEver, false) end -- So first call to CalcWindowContentSizes() doesn't return crazy values ImVec2_Copy(window.DC.CursorStartPos, window.Pos) ImVec2_Copy(window.DC.CursorMaxPos, window.Pos) ImVec2_Copy(window.DC.IdealMaxPos, window.Pos) if (bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0) then window.AutoFitFramesX = 2; window.AutoFitFramesY = 2 window.AutoFitOnlyGrows = false else window.AutoFitFramesX = (window.Size.x <= 0.0) and 2 or 0 window.AutoFitFramesY = (window.Size.y <= 0.0) and 2 or 0 window.AutoFitOnlyGrows = (window.AutoFitFramesX > 0) or (window.AutoFitFramesY > 0) end end --- @param window ImGuiWindow --- @param settings ImGuiWindowSettings local function InitOrLoadWindowSettings(window, settings) -- Initial window state with e.g. default/arbitrary window position -- Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. local main_viewport = ImGui.GetMainViewport() ImVec2_Copy(window.Pos, main_viewport.Pos + ImVec2(60, 60)) ImVec2_Copy(window.Size, ImVec2(0, 0)) ImVec2_Copy(window.SizeFull, ImVec2(0, 0)) ImVec2_Copy(window.ViewportPos, main_viewport.Pos) window.SetWindowPosAllowFlags = bit32.bor(ImGuiCond.Always, ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing) window.SetWindowSizeAllowFlags = window.SetWindowPosAllowFlags window.SetWindowCollapsedAllowFlags = window.SetWindowPosAllowFlags window.SetWindowDockAllowFlags = window.SetWindowPosAllowFlags ApplyWindowSettings(window, settings) if settings ~= nil then -- TODO: settings.LastUsedDate = g.SessionDate end end --- @param name string --- @param flags ImGuiWindowFlags --- @return ImGuiWindow local function CreateNewWindow(name, flags) local g = GImGui local window_id = ImHashStr(name) local window = ImGuiWindow(g, name) window.ID = window_id window.Flags = flags g.WindowsById[window_id] = window local settings = nil if bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) == 0 then settings = ImGui.FindWindowSettingsByWindow(window) if settings ~= nil then window.SettingsOffset = g.SettingsWindows:index_from_ptr(settings) end end InitOrLoadWindowSettings(window, settings) if bit32.band(flags, ImGuiWindowFlags.NoBringToFrontOnFocus) ~= 0 then g.Windows:push_front(window) else g.Windows:push_back(window) end return window end --------------------------------------------------------------------------------------- -- [SECTION] SETTINGS (in-memory .ini; Roblox has no disk) --------------------------------------------------------------------------------------- function ImGui.UpdateSettings() local g = GImGui if not g.SettingsLoaded then if g.IO.IniFilename then ImGui.LoadIniSettingsFromDisk(g.IO.IniFilename) end g.SettingsLoaded = true end if g.SettingsDirtyTimer > 0.0 then g.SettingsDirtyTimer = g.SettingsDirtyTimer - g.IO.DeltaTime if g.SettingsDirtyTimer <= 0.0 then -- No disk: always let the user know they can call SaveIniSettingsToMemory() g.IO.WantSaveIniSettings = true g.SettingsDirtyTimer = 0.0 end end end --- @param window? ImGuiWindow function ImGui.MarkIniSettingsDirty(window) local g = GImGui if window ~= nil and bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) ~= 0 then return end if g.SettingsDirtyTimer <= 0.0 then g.SettingsDirtyTimer = g.IO.IniSavingRate end end --- @param handler ImGuiSettingsHandler function ImGui.AddSettingsHandler(handler) local g = GImGui IM_ASSERT(ImGui.FindSettingsHandler(handler.TypeName) == nil) if handler.TypeHash == 0 or handler.TypeHash == nil then handler.TypeHash = ImHashStr(handler.TypeName) end g.SettingsHandlers:push_back(handler) end function ImGui.RemoveSettingsHandler(type_name) local g = GImGui local handler = ImGui.FindSettingsHandler(type_name) if handler then g.SettingsHandlers:find_erase(handler) end end function ImGui.FindSettingsHandler(type_name) local g = GImGui local type_hash = ImHashStr(type_name) for _, handler in g.SettingsHandlers:iter() do if handler.TypeHash == type_hash then return handler end end return nil end function ImGui.ClearIniSettings() local g = GImGui g.SettingsIniData = "" for _, handler in g.SettingsHandlers:iter() do if handler.ClearAllFn then handler.ClearAllFn(g, handler) end end end function ImGui.CleanupIniSettings(args) local g = GImGui if args.DiscardAll then for _, handler in g.SettingsHandlers:iter() do if (args.TypeHashFilter or 0) == 0 or handler.TypeHash == args.TypeHashFilter then if handler.ClearAllFn then handler.ClearAllFn(g, handler) end end end end end function ImGui.LoadIniSettingsFromDisk(ini_filename) local data = ImStd.ImFileLoadToMemory and ImStd.ImFileLoadToMemory(ini_filename, "rb") if not data or #data == 0 then return end local parts = {} for i = 1, #data do parts[i] = string.char(data[i]) end ImGui.LoadIniSettingsFromMemory(table.concat(parts)) end --- Zero-tolerance, cheap .ini parsing. `ini_size` ignored (Lua strings know their length). function ImGui.LoadIniSettingsFromMemory(ini_data, ini_size) local g = GImGui IM_ASSERT(g.Initialized) if ini_size and ini_size > 0 then ini_data = ini_data:sub(1, ini_size) end g.SettingsIniData = ini_data for _, handler in g.SettingsHandlers:iter() do if handler.ReadInitFn then handler.ReadInitFn(g, handler) end end local entry_data, entry_handler = nil, nil for line in ini_data:gmatch("[^\r\n]+") do local c = line:sub(1, 1) if c == ";" then -- comment elseif c == "[" and line:sub(-1) == "]" then -- "[Type][Name]" (Name may contain [] characters) local type_name, name = line:match("^%[([^%]]*)%]%[(.*)%]$") if type_name then entry_handler = ImGui.FindSettingsHandler(type_name) entry_data = entry_handler and entry_handler.ReadOpenFn(g, entry_handler, name) or nil else entry_handler, entry_data = nil, nil end elseif entry_handler ~= nil and entry_data ~= nil then entry_handler.ReadLineFn(g, entry_handler, entry_data, line) end end g.SettingsLoaded = true for _, handler in g.SettingsHandlers:iter() do if handler.ApplyAllFn then handler.ApplyAllFn(g, handler) end end end function ImGui.SaveIniSettingsToDisk(ini_filename) local g = GImGui g.SettingsDirtyTimer = 0.0 -- Roblox: no disk. Call SaveIniSettingsToMemory() and persist the string yourself (e.g. DataStore). end --- @return string ini_data, int size function ImGui.SaveIniSettingsToMemory() local g = GImGui g.SettingsDirtyTimer = 0.0 local buf = ImGuiTextBuffer() for _, handler in g.SettingsHandlers:iter() do handler.WriteAllFn(g, handler, buf) end g.SettingsIniData = buf:c_str() return g.SettingsIniData, #g.SettingsIniData end function ImGui.CreateNewWindowSettings(name) local g = GImGui if not g.IO.ConfigDebugIniSettings then -- ImHashSkipUncontributingPrefix: skip everything up to the last "###" local p = name:match("^.*()###") if p then name = name:sub(p) end end local settings = ImGuiWindowSettings() settings.ID = ImHashStr(name) settings.Name = name g.SettingsWindows:push_back(settings) return settings end function ImGui.ClearWindowSettings(name) local window = ImGui.FindWindowByName(name) if window ~= nil then window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoSavedSettings) InitOrLoadWindowSettings(window, nil) if window.DockId and window.DockId ~= 0 and ImGui.DockContextProcessUndockWindow then ImGui.DockContextProcessUndockWindow(GImGui, window, true) end end local settings = window and ImGui.FindWindowSettingsByWindow(window) or ImGui.FindWindowSettingsByID(ImHashStr(name)) if settings then settings.WantDelete = true end end local function WindowSettingsHandler_ClearAll(ctx, handler) local g = ctx for _, window in g.Windows:iter() do window.SettingsOffset = -1 end g.SettingsWindows:clear() end local function WindowSettingsHandler_ReadOpen(ctx, handler, name) local id = ImHashStr(name) local settings = ImGui.FindWindowSettingsByID(id) if settings then local fresh = ImGuiWindowSettings() for k, v in pairs(fresh) do settings[k] = v end settings.Name = name else settings = ImGui.CreateNewWindowSettings(name) end settings.ID = id settings.WantApply = true return settings end local function WindowSettingsHandler_ReadLine(ctx, handler, settings, line) local x, y = line:match("^Pos=(%-?%d+),(%-?%d+)") if x then ImVec2_CopyV(settings.Pos, tonumber(x), tonumber(y)) return end x, y = line:match("^Size=(%-?%d+),(%-?%d+)") if x then ImVec2_CopyV(settings.Size, tonumber(x), tonumber(y)) return end x = line:match("^ViewportId=0x(%x+)") if x then settings.ViewportId = tonumber(x, 16) return end x, y = line:match("^ViewportPos=(%-?%d+),(%-?%d+)") if x then ImVec2_CopyV(settings.ViewportPos, tonumber(x), tonumber(y)) return end x = line:match("^Collapsed=(%d+)") if x then settings.Collapsed = tonumber(x) ~= 0 return end x = line:match("^IsChild=(%d+)") if x then settings.IsChild = tonumber(x) ~= 0 return end x = line:match("^LastUsed=(%d+)") if x then settings.LastUsedDate = tonumber(x) return end x, y = line:match("^DockId=0x(%x+),(%-?%d+)") if x then settings.DockId = tonumber(x, 16); settings.DockOrder = tonumber(y) return end x = line:match("^DockId=0x(%x+)") if x then settings.DockId = tonumber(x, 16); settings.DockOrder = -1 return end x = line:match("^ClassId=0x(%x+)") if x then settings.ClassId = tonumber(x, 16) return end end local function WindowSettingsHandler_ApplyAll(ctx, handler) local g = ctx for _, settings in g.SettingsWindows:iter() do if settings.WantApply then local window = ImGui.FindWindowByID(settings.ID) if window then ApplyWindowSettings(window, settings) end settings.WantApply = false end end end local function WindowSettingsHandler_WriteAll(ctx, handler, buf) local g = ctx for _, window in g.Windows:iter() do if bit32.band(window.Flags, ImGuiWindowFlags.NoSavedSettings) == 0 then local settings = ImGui.FindWindowSettingsByWindow(window) if not settings then settings = ImGui.CreateNewWindowSettings(window.Name) window.SettingsOffset = g.SettingsWindows:index_from_ptr(settings) end IM_ASSERT(settings.ID == window.ID) ImVec2_CopyV(settings.Pos, ImTrunc(window.Pos.x - window.ViewportPos.x), ImTrunc(window.Pos.y - window.ViewportPos.y)) ImVec2_CopyV(settings.Size, ImTrunc(window.SizeFull.x), ImTrunc(window.SizeFull.y)) settings.ViewportId = window.ViewportId or 0 ImVec2_CopyV(settings.ViewportPos, ImTrunc(window.ViewportPos.x), ImTrunc(window.ViewportPos.y)) settings.DockId = window.DockId or 0 settings.ClassId = window.WindowClass and window.WindowClass.ClassId or 0 settings.DockOrder = window.DockOrder or -1 settings.Collapsed = window.Collapsed settings.IsChild = (window.RootWindow ~= window) settings.WantDelete = false end end for _, settings in g.SettingsWindows:iter() do if not settings.WantDelete then buf:appendf("[%s][%s]\n", handler.TypeName, settings.Name) if settings.IsChild then buf:appendf("IsChild=1\n") buf:appendf("Size=%d,%d\n", settings.Size.x, settings.Size.y) else if settings.ViewportId ~= 0 and settings.ViewportId ~= IMGUI_VIEWPORT_DEFAULT_ID then buf:appendf("ViewportPos=%d,%d\n", settings.ViewportPos.x, settings.ViewportPos.y) buf:appendf("ViewportId=0x%08X\n", settings.ViewportId) end if settings.Pos.x ~= 0 or settings.Pos.y ~= 0 or settings.ViewportId == IMGUI_VIEWPORT_DEFAULT_ID then buf:appendf("Pos=%d,%d\n", settings.Pos.x, settings.Pos.y) end if settings.Size.x ~= 0 or settings.Size.y ~= 0 then buf:appendf("Size=%d,%d\n", settings.Size.x, settings.Size.y) end buf:appendf("Collapsed=%d\n", settings.Collapsed and 1 or 0) if settings.DockId ~= 0 then if settings.DockOrder == -1 then buf:appendf("DockId=0x%08X\n", settings.DockId) else buf:appendf("DockId=0x%08X,%d\n", settings.DockId, settings.DockOrder) end if settings.ClassId ~= 0 then buf:appendf("ClassId=0x%08X\n", settings.ClassId) end end end buf:append("\n") end end end function ImGui.WindowSettingsAddSettingsHandler() local ini_handler = ImGuiSettingsHandler() ini_handler.TypeName = "Window" ini_handler.TypeHash = ImHashStr("Window") ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll ImGui.AddSettingsHandler(ini_handler) end --------------------------------------------------------------------------------------- -- [SECTION] LOGGING/CAPTURING --------------------------------------------------------------------------------------- ImGuiLogFlags = ImGuiLogFlags or { None = 0, OutputTTY = 1, OutputFile = 2, OutputBuffer = 4, OutputClipboard = 8, OutputMask_ = 15, } local function LogTextV_Internal(g, fmt, ...) local s = (select("#", ...) > 0) and string.format(fmt, ...) or fmt if g.LogFile then print(s) -- TTY (the only "file" available on Roblox) else g.LogBuffer:append(s) end end function ImGui.LogText(fmt, ...) local g = GImGui if not g.LogEnabled then return end LogTextV_Internal(g, fmt, ...) end ImGui.LogTextV = ImGui.LogText --- Internal version that takes a position to decide on newline placement and pad items according to their depth. --- `text` is a Lua string, `text_begin/text_end` optional 1-based byte range (text_end exclusive). function ImGui.LogRenderedText(ref_pos, text, text_end, text_begin) local g = GImGui local window = g.CurrentWindow local prefix, suffix = g.LogNextPrefix, g.LogNextSuffix g.LogNextPrefix = nil; g.LogNextSuffix = nil text_begin = text_begin or 1 if not text_end then text_end = ImGui.FindRenderedTextEnd(text, text_end) end local log_new_line = ref_pos and (ref_pos.y > g.LogLinePosY + ImMax(g.Style.FramePadding.y, g.Style.ItemSpacing.y) + 1) if ref_pos then g.LogLinePosY = ref_pos.y end if log_new_line then ImGui.LogText("\n") g.LogLineFirstItem = true end if prefix then ImGui.LogRenderedText(ref_pos, prefix, #prefix + 1) end if g.LogDepthRef > window.DC.TreeDepth then g.LogDepthRef = window.DC.TreeDepth end local tree_depth = window.DC.TreeDepth - g.LogDepthRef local text_remaining = text_begin while true do local line_start = text_remaining local nl = string.find(text, "\n", line_start, true) local line_end = (nl and nl < text_end) and nl or text_end local is_last_line = (line_end == text_end) if line_start ~= line_end or not is_last_line then local indentation = g.LogLineFirstItem and tree_depth * 4 or 1 ImGui.LogText(string.rep(" ", indentation) .. string.sub(text, line_start, line_end - 1)) g.LogLineFirstItem = false if string.byte(text, line_end) == 10 then ImGui.LogText("\n") g.LogLineFirstItem = true end end if is_last_line then break end text_remaining = line_end + 1 end if suffix then ImGui.LogRenderedText(ref_pos, suffix, #suffix + 1) end end function ImGui.LogBegin(flags, auto_open_depth) local g = GImGui local window = g.CurrentWindow IM_ASSERT(g.LogEnabled == false) g.LogEnabled = true; g.ItemUnclipByLog = true g.LogFlags = flags g.LogWindow = window g.LogNextPrefix = nil; g.LogNextSuffix = nil g.LogDepthRef = window.DC.TreeDepth g.LogDepthToExpand = ((auto_open_depth or -1) >= 0) and auto_open_depth or g.LogDepthToExpandDefault g.LogLinePosY = FLT_MAX g.LogLineFirstItem = true g.LogBuffer = ImGuiTextBuffer() end function ImGui.LogSetNextTextDecoration(prefix, suffix) local g = GImGui g.LogNextPrefix = prefix g.LogNextSuffix = suffix end function ImGui.LogToTTY(auto_open_depth) local g = GImGui if g.LogEnabled then return end ImGui.LogBegin(ImGuiLogFlags.OutputTTY, auto_open_depth or -1) g.LogFile = "stdout" end function ImGui.LogToFile(auto_open_depth, filename) -- Roblox: no file access. Falls back to TTY (output window). ImGui.LogToTTY(auto_open_depth) end function ImGui.LogToClipboard(auto_open_depth) local g = GImGui if g.LogEnabled then return end ImGui.LogBegin(ImGuiLogFlags.OutputClipboard, auto_open_depth or -1) end function ImGui.LogToBuffer(auto_open_depth) local g = GImGui if g.LogEnabled then return end ImGui.LogBegin(ImGuiLogFlags.OutputBuffer, auto_open_depth or -1) end function ImGui.LogFinish() local g = GImGui if not g.LogEnabled then return end ImGui.LogText("\n") local out = bit32.band(g.LogFlags, ImGuiLogFlags.OutputMask_) if out == ImGuiLogFlags.OutputClipboard then if not g.LogBuffer:empty() then ImGui.SetClipboardText(g.LogBuffer:c_str()) end end g.LogEnabled = false; g.ItemUnclipByLog = false g.LogFlags = ImGuiLogFlags.None g.LogFile = nil g.LogBuffer = ImGuiTextBuffer() end function ImGui.LogButtons() local g = GImGui ImGui.PushID("LogButtons") local log_to_tty = ImGui.Button("Log To TTY"); ImGui.SameLine() local log_to_file = ImGui.Button("Log To File"); ImGui.SameLine() local log_to_clipboard = ImGui.Button("Log To Clipboard"); ImGui.SameLine() ImGui.PushItemFlag(ImGuiItemFlags.NoTabStop, true) ImGui.SetNextItemWidth(ImGui.CalcTextSize("999").x) g.LogDepthToExpandDefault = ImGui.SliderInt("Default Depth", g.LogDepthToExpandDefault, 0, 9, nil) ImGui.PopItemFlag() ImGui.PopID() if log_to_tty then ImGui.LogToTTY() end if log_to_file then ImGui.LogToFile() end if log_to_clipboard then ImGui.LogToClipboard() end end --- @param window ImGuiWindow --- @return ImGuiWindow? local function GetWindowForTitleDisplay(window) if window.DockNodeAsHost then return window.DockNodeAsHost.VisibleWindow else return window end end --- @param id ImGuiID function ImGui.KeepAliveID(id) local g = GImGui if g.ActiveId == id then g.ActiveIdIsAlive = id end if g.DeactivatedItemData.ID == id then g.DeactivatedItemData.IsAlive = true end end --- @param r_min ImVec2 --- @param r_max ImVec2 --- @param clip? bool function ImGui.IsMouseHoveringRect(r_min, r_max, clip) if clip == nil then clip = true end local g = GImGui local rect_clipped = ImRect(r_min, r_max) if clip then rect_clipped:ClipWith(g.CurrentWindow.ClipRect) end if not rect_clipped:ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding) then return false end if (not g.MouseViewport:GetMainRect():Overlaps(rect_clipped)) then return false end return true end -- Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. -- [Internal] This doesn't test if the button is pressed --- @param button ImGuiMouseButton --- @param lock_threshold? float function ImGui.IsMouseDragPastThreshold(button, lock_threshold) if lock_threshold == nil then lock_threshold = -1.0 end local g = GImGui IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) if lock_threshold < 0.0 then lock_threshold = g.IO.MouseDragThreshold end return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold end --- @param button ImGuiMouseButton --- @param lock_threshold? float function ImGui.IsMouseDragging(button, lock_threshold) if lock_threshold == nil then lock_threshold = -1.0 end local g = GImGui IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) if not g.IO.MouseDown[button] then return false end return ImGui.IsMouseDragPastThreshold(button, lock_threshold) end --- @param pos ImVec2 function ImGui.TeleportMousePos(pos) local g = GImGui ImVec2_Copy(g.IO.MousePos, pos) ImVec2_Copy(g.IO.MousePosPrev, pos) ImVec2_CopyV(g.IO.MouseDelta, 0.0, 0.0) g.IO.WantSetMousePos = true -- IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y) end --- @param id ImGuiID function ImGui.ItemHandleShortcut(id) local g = GImGui local flags = g.NextItemData.ShortcutFlags IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedBySetNextItemShortcut)) == 0) if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.Disabled) ~= 0 then return end if bit32.band(flags, ImGuiInputFlags.Tooltip) ~= 0 then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasShortcut) g.LastItemData.Shortcut = g.NextItemData.Shortcut end if not ImGui.Shortcut(g.NextItemData.Shortcut, bit32.band(flags, ImGuiInputFlags.SupportedByShortcut), id) or g.NavActivateId ~= 0 then return end g.NavActivateId = id g.NavActivateFlags = bit32.bor(ImGuiActivateFlags.PreferInput, ImGuiActivateFlags.FromShortcut) g.NavActivateDownId = id g.NavActivatePressedId = id ImGui.NavHighlightActivated(id) end --- @param bb ImRect --- @param id ImGuiID --- @param nav_bb_arg? ImRect --- @param extra_flags? ImGuiItemFlags function ImGui.ItemAdd(bb, id, nav_bb_arg, extra_flags) if extra_flags == nil then extra_flags = 0 end local g = GImGui local window = g.CurrentWindow g.LastItemData.ID = id ImRect_Copy(g.LastItemData.Rect, bb) ImRect_Copy(g.LastItemData.NavRect, nav_bb_arg and nav_bb_arg or bb) g.LastItemData.ItemFlags = bit32.bor(g.CurrentItemFlags, g.NextItemData.ItemFlagsSet, extra_flags) g.LastItemData.StatusFlags = ImGuiItemStatusFlags.None if id ~= 0 then ImGui.KeepAliveID(id) if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoNav) == 0 then window.DC.NavLayersActiveMaskNext = bit32.bor(window.DC.NavLayersActiveMaskNext, bit32.lshift(1, window.DC.NavLayerCurrent)) if g.NavId == id or g.NavAnyRequest then if g.NavWindow.RootWindowForNav == window.RootWindowForNav then if window == g.NavWindow or bit32.band(bit32.bor(window.ChildFlags, g.NavWindow.ChildFlags), ImGuiChildFlags.NavFlattened) ~= 0 then ImGui.NavProcessItem() end end end end if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasShortcut) ~= 0 then ImGui.ItemHandleShortcut(id) end end g.NextItemData.HasFlags = ImGuiNextItemDataFlags.None g.NextItemData.ItemFlagsSet = ImGuiItemFlags.None local is_rect_visible = bb:Overlaps(window.ClipRect) if not is_rect_visible then if id == 0 or not (id == g.ActiveId or id == g.ActiveIdPreviousFrame or id == g.NavId or id == g.NavActivateId or g.ItemUnclipByLog) then return false end end if id ~= 0 and g.DeactivatedItemData.ID == id then g.DeactivatedItemData.ElapseFrame = g.FrameCount end if is_rect_visible then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) end if ImGui.IsMouseHoveringRect(bb.Min, bb.Max) then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) end return true end --- @param size_or_bb ImVec2|ImRect --- @param text_baseline_y? float function ImGui.ItemSize(size_or_bb, text_baseline_y) if text_baseline_y == nil then text_baseline_y = -1.0 end local size if size_or_bb.Min then --- @cast size_or_bb ImRect size = size_or_bb:GetSize() else --- @cast size_or_bb ImVec2 size = size_or_bb end local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end local offset_to_match_baseline_y if text_baseline_y >= 0 then offset_to_match_baseline_y = ImMax(0, window.DC.CurrLineTextBaseOffset - text_baseline_y) else offset_to_match_baseline_y = 0 end local line_y1 if window.DC.IsSameLine then line_y1 = window.DC.CursorPosPrevLine.y else line_y1 = window.DC.CursorPos.y end local line_height = ImMax(window.DC.CurrLineSize.y, window.DC.CursorPos.y - line_y1 + size.y + offset_to_match_baseline_y) window.DC.CursorPosPrevLine.x = window.DC.CursorPos.x + size.x window.DC.CursorPosPrevLine.y = line_y1 window.DC.CursorPos.x = IM_TRUNC(window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x) window.DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y) window.DC.CursorMaxPos.x = ImMax(window.DC.CursorMaxPos.x, window.DC.CursorPosPrevLine.x) window.DC.CursorMaxPos.y = ImMax(window.DC.CursorMaxPos.y, window.DC.CursorPos.y - g.Style.ItemSpacing.y) window.DC.PrevLineSize.y = line_height window.DC.CurrLineSize.y = 0 window.DC.PrevLineTextBaseOffset = ImMax(window.DC.CurrLineTextBaseOffset, text_baseline_y) window.DC.CurrLineTextBaseOffset = 0 window.DC.IsSetPos = false window.DC.IsSameLine = false --- Horizontal layout mode if (window.DC.LayoutType == ImGuiLayoutType.Horizontal) then ImGui.SameLine() end end --- @param offset_from_start_x float? --- @param spacing_w float? function ImGui.SameLine(offset_from_start_x, spacing_w) if offset_from_start_x == nil then offset_from_start_x = 0.0 end if spacing_w == nil then spacing_w = -1.0 end local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end if offset_from_start_x ~= 0.0 then if spacing_w < 0.0 then spacing_w = 0.0 end window.DC.CursorPos.x = window.Pos.x - window.Scroll.x + offset_from_start_x + spacing_w + window.DC.GroupOffset.x + window.DC.ColumnsOffset.x window.DC.CursorPos.y = window.DC.CursorPosPrevLine.y else if spacing_w < 0.0 then spacing_w = g.Style.ItemSpacing.x end window.DC.CursorPos.x = window.DC.CursorPosPrevLine.x + spacing_w window.DC.CursorPos.y = window.DC.CursorPosPrevLine.y end ImVec2_Copy(window.DC.CurrLineSize, window.DC.PrevLineSize) window.DC.CurrLineTextBaseOffset = window.DC.PrevLineTextBaseOffset window.DC.IsSameLine = true end --- @param indent_w? float function ImGui.Indent(indent_w) if indent_w == nil then indent_w = 0.0 end local g = GImGui local window = ImGui.GetCurrentWindow() if indent_w ~= 0.0 then window.DC.Indent.x = window.DC.Indent.x + indent_w else window.DC.Indent.x = window.DC.Indent.x + g.Style.IndentSpacing end window.DC.CursorPos.x = window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x end --- @param indent_w? float function ImGui.Unindent(indent_w) if indent_w == nil then indent_w = 0.0 end local g = GImGui local window = ImGui.GetCurrentWindow() if indent_w ~= 0.0 then window.DC.Indent.x = window.DC.Indent.x - indent_w else window.DC.Indent.x = window.DC.Indent.x - g.Style.IndentSpacing end window.DC.CursorPos.x = window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x end -- Affect large frame+labels widgets only --- @param item_width float function ImGui.SetNextItemWidth(item_width) local g = GImGui g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) g.NextItemData.Width = item_width end --- @param item_width float function ImGui.PushItemWidth(item_width) local g = GImGui local window = g.CurrentWindow window.DC.ItemWidthStack:push_back(window.DC.ItemWidth) window.DC.ItemWidth = (item_width == 0.0) and window.DC.ItemWidthDefault or item_width g.NextItemData.HasFlags = bit32.band(g.NextItemData.HasFlags, bit32.bnot(ImGuiNextItemDataFlags.HasWidth)) end function ImGui.PopItemWidth() local g = GImGui local window = g.CurrentWindow if window.DC.ItemWidthStack.Size <= 0 then IM_ASSERT_USER_ERROR(false, "Calling PopItemWidth() too many times!") return end window.DC.ItemWidth = window.DC.ItemWidthStack:back() window.DC.ItemWidthStack:pop_back() end --- @param components int --- @param w_full float function ImGui.PushMultiItemsWidths(components, w_full) local g = GImGui local window = g.CurrentWindow IM_ASSERT(components > 0) local style = g.Style window.DC.ItemWidthStack:push_back(window.DC.ItemWidth) local w_items = w_full - style.ItemInnerSpacing.x * (components - 1) local prev_split = w_items for i = components - 1, 1, -1 do local next_split = IM_TRUNC(w_items * i / components) window.DC.ItemWidthStack:push_back(ImMax(prev_split - next_split, 1.0)) prev_split = next_split end window.DC.ItemWidth = ImMax(prev_split, 1.0) g.NextItemData.HasFlags = bit32.band(g.NextItemData.HasFlags, bit32.bnot(ImGuiNextItemDataFlags.HasWidth)) end --- @return float function ImGui.GetFrameHeight() local g = GImGui return g.FontSize + g.Style.FramePadding.y * 2.0 end --- @return ImVec2 --- @nodiscard function ImGui.GetContentRegionAvail() local g = GImGui local window = g.CurrentWindow local mx if window.DC.CurrentColumns or g.CurrentTable then mx = window.WorkRect.Max else mx = window.ContentRegionRect.Max end return ImVec2(mx.x - window.DC.CursorPos.x, mx.y - window.DC.CursorPos.y) end --- @return ImVec2 --- @nodiscard function ImGui.GetCursorScreenPos() local window = ImGui.GetCurrentWindowRead() local ret = ImVec2() ImVec2_Copy(ret, window.DC.CursorPos) return ret end --- @param pos ImVec2 function ImGui.SetCursorScreenPos(pos) local window = ImGui.GetCurrentWindow() ImVec2_Copy(window.DC.CursorPos, pos) window.DC.IsSetPos = true end -- [window-local] cursor position, in window coordinates (relative to window position, including scrolling) --- @return ImVec2 function ImGui.GetCursorPos() local window = ImGui.GetCurrentWindowRead() return ImVec2(window.DC.CursorPos.x - window.Pos.x + window.Scroll.x, window.DC.CursorPos.y - window.Pos.y + window.Scroll.y) end function ImGui.GetCursorPosX() local window = ImGui.GetCurrentWindowRead() return window.DC.CursorPos.x - window.Pos.x + window.Scroll.x end function ImGui.GetCursorPosY() local window = ImGui.GetCurrentWindowRead() return window.DC.CursorPos.y - window.Pos.y + window.Scroll.y end --- @param local_pos ImVec2 function ImGui.SetCursorPos(local_pos) local window = ImGui.GetCurrentWindow() ImVec2_CopyV(window.DC.CursorPos, window.Pos.x - window.Scroll.x + local_pos.x, window.Pos.y - window.Scroll.y + local_pos.y) window.DC.IsSetPos = true end --- @param x float function ImGui.SetCursorPosX(x) local window = ImGui.GetCurrentWindow() window.DC.CursorPos.x = window.Pos.x - window.Scroll.x + x window.DC.IsSetPos = true end --- @param y float function ImGui.SetCursorPosY(y) local window = ImGui.GetCurrentWindow() window.DC.CursorPos.y = window.Pos.y - window.Scroll.y + y window.DC.IsSetPos = true end --- @return ImVec2 function ImGui.GetCursorStartPos() local window = ImGui.GetCurrentWindowRead() return window.DC.CursorStartPos - window.Pos end function ImGui.GetFrameHeightWithSpacing() local g = GImGui return g.FontSize + g.Style.FramePadding.y * 2.0 + g.Style.ItemSpacing.y end function ImGui.GetTextLineHeightWithSpacing() local g = GImGui return g.FontSize + g.Style.ItemSpacing.y end --- @return ImVec2 function ImGui.GetContentRegionMax() local window = GImGui.CurrentWindow return ImGui.GetContentRegionAvail() + window.DC.CursorPos - window.Pos end --- @return ImVec2 function ImGui.GetWindowContentRegionMin() local window = GImGui.CurrentWindow return window.ContentRegionRect.Min - window.Pos end --- @return ImVec2 function ImGui.GetWindowContentRegionMax() local window = GImGui.CurrentWindow return window.ContentRegionRect.Max - window.Pos end -- Overloads: IsRectVisible(size) / IsRectVisible(rect_min, rect_max) function ImGui.IsRectVisible(a, b) local window = GImGui.CurrentWindow if b == nil then return window.ClipRect:Overlaps(ImRect(window.DC.CursorPos, window.DC.CursorPos + a)) end return window.ClipRect:Overlaps(ImRect(a, b)) end -- Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) -- Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. -- FIXME-OPT: Could we safely early out on ->SkipItems? function ImGui.BeginGroup() local g = GImGui local window = g.CurrentWindow local group_data = ImGuiGroupData() group_data.WindowID = window.ID ImVec2_Copy(group_data.BackupCursorPos, window.DC.CursorPos) ImVec2_Copy(group_data.BackupCursorPosPrevLine, window.DC.CursorPosPrevLine) ImVec2_Copy(group_data.BackupCursorMaxPos, window.DC.CursorMaxPos) ImVec1_Copy(group_data.BackupIndent, window.DC.Indent) ImVec1_Copy(group_data.BackupGroupOffset, window.DC.GroupOffset) ImVec2_Copy(group_data.BackupCurrLineSize, window.DC.CurrLineSize) group_data.BackupCurrLineTextBaseOffset = window.DC.CurrLineTextBaseOffset group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive group_data.BackupHoveredIdIsAlive = (g.HoveredId ~= 0) group_data.BackupIsSameLine = window.DC.IsSameLine group_data.BackupAnyIdHasBeenEditedThisFrame = g.AnyIdHasBeenEditedThisFrame group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive group_data.EmitItem = true g.GroupStack:push_back(group_data) window.DC.GroupOffset.x = window.DC.CursorPos.x - window.Pos.x - window.DC.ColumnsOffset.x ImVec1_Copy(window.DC.Indent, window.DC.GroupOffset) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos) ImVec2_CopyV(window.DC.CurrLineSize, 0.0, 0.0) if (g.LogEnabled) then g.LogLinePosY = -FLT_MAX end end function ImGui.EndGroup() local g = GImGui local window = g.CurrentWindow IM_ASSERT(g.GroupStack.Size > 0) -- Mismatched BeginGroup()/EndGroup() calls local group_data = g.GroupStack:back() IM_ASSERT(group_data.WindowID == window.ID) -- EndGroup() in wrong window? if (window.DC.IsSetPos) then -- TODO: ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() end local group_bb = ImRect(group_data.BackupCursorPos, ImMax(ImMax(window.DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)) ImVec2_Copy(window.DC.CursorPos, group_data.BackupCursorPos) ImVec2_Copy(window.DC.CursorPosPrevLine, group_data.BackupCursorPosPrevLine) ImVec2_Copy(window.DC.CursorMaxPos, ImMax(group_data.BackupCursorMaxPos, group_bb.Max)) ImVec1_Copy(window.DC.Indent, group_data.BackupIndent) ImVec1_Copy(window.DC.GroupOffset, group_data.BackupGroupOffset) ImVec2_Copy(window.DC.CurrLineSize, group_data.BackupCurrLineSize) window.DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset window.DC.IsSameLine = group_data.BackupIsSameLine if (g.LogEnabled) then g.LogLinePosY = -FLT_MAX -- To enforce a carriage return end if (not group_data.EmitItem) then g.GroupStack:pop_back() return end window.DC.CurrLineTextBaseOffset = ImMax(window.DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset) -- FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now ImGui.ItemSize(group_bb:GetSize()) ImGui.ItemAdd(group_bb, 0, nil, ImGuiItemFlags.NoTabStop) -- If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. -- It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. -- Also if you grep for LastItemId you'll notice it is only used in that context. -- (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) local group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive ~= g.ActiveId) and (g.ActiveIdIsAlive == g.ActiveId) and g.ActiveId local group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) and (g.DeactivatedItemData.IsAlive == true) if group_contains_curr_active_id then g.LastItemData.ID = g.ActiveId elseif group_contains_deactivated_id then g.LastItemData.ID = g.DeactivatedItemData.ID end ImRect_Copy(g.LastItemData.Rect, group_bb) -- Forward Hovered flag local group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) and g.HoveredId ~= 0 if group_contains_curr_hovered_id then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) end -- Forward Edited flag if g.AnyIdHasBeenEditedThisFrame and not group_data.BackupAnyIdHasBeenEditedThisFrame then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) end -- Forward Deactivated flag g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDeactivated) if group_contains_deactivated_id then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Deactivated) end g.GroupStack:pop_back() if g.DebugShowGroupRects then window.DrawList:AddRect(group_bb.Min, group_bb.Max, IM_COL32(255, 0, 255, 255)) -- [Debug] end end function ImGui.CalcItemWidth() local g = GImGui local window = g.CurrentWindow local w if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) ~= 0 then w = g.NextItemData.Width else w = window.DC.ItemWidth end if w < 0.0 then local region_avail_x = ImGui.GetContentRegionAvail().x w = ImMax(1.0, region_avail_x + w) end w = IM_TRUNC(w) return w end --- @param size ImVec2 --- @param default_w float --- @param default_h float --- @return ImVec2 function ImGui.CalcItemSize(size, default_w, default_h) local avail if size.x < 0.0 or size.y < 0.0 then avail = ImGui.GetContentRegionAvail() end if size.x == 0.0 then size.x = default_w elseif size.x < 0.0 then size.x = ImMax(4.0, avail.x + size.x) -- size.x is negative here so we are subtracting end if size.y == 0.0 then size.y = default_h elseif size.y < 0.0 then size.y = ImMax(4.0, avail.y + size.y) -- size.y is negative here so we are subtracting end return size end function ImGui.GetTextLineHeight() local g = GImGui return g.FontSize end function ImGui.IsItemActive() local g = GImGui if g.ActiveId ~= 0 then return g.ActiveId == g.LastItemData.ID end return false end function ImGui.IsItemFocused() local g = GImGui if g.NavId ~= g.LastItemData.ID or g.NavId == 0 then return false end local window = g.CurrentWindow if g.LastItemData.ID == window.ID and window.WriteAccessed then return false end return true end function ImGui.IsItemDeactivated() local g = GImGui if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDeactivated) ~= 0 then return bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Deactivated) ~= 0 end return g.DeactivatedItemData.ID == g.LastItemData.ID and g.LastItemData.ID ~= 0 and g.DeactivatedItemData.ElapseFrame >= g.FrameCount end function ImGui.IsItemDeactivatedAfterEdit() local g = GImGui return ImGui.IsItemDeactivated() and g.DeactivatedItemData.HasBeenEditedBefore end function ImGui.IsItemActivated() local g = GImGui if g.ActiveId ~= 0 then if g.ActiveId == g.LastItemData.ID and g.ActiveIdPreviousFrame ~= g.LastItemData.ID then return true end end return false end -- Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! --- @param mouse_button? ImGuiMouseButton function ImGui.IsItemClicked(mouse_button) if mouse_button == nil then mouse_button = 0 end return ImGui.IsMouseClicked(mouse_button) and ImGui.IsItemHovered(ImGuiHoveredFlags.None) end function ImGui.IsItemToggledOpen() return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledOpen) ~= 0 end function ImGui.IsItemToggledSelection() local g = GImGui IM_ASSERT(g.CurrentMultiSelect ~= nil) -- Can only be used inside a BeginMultiSelect()/EndMultiSelect() return bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection) ~= 0 end function ImGui.IsAnyItemHovered() local g = GImGui return g.HoveredId ~= 0 or g.HoveredIdPreviousFrame ~= 0 end function ImGui.IsAnyItemActive() return GImGui.ActiveId ~= 0 end function ImGui.IsAnyItemFocused() local g = GImGui return g.NavId ~= 0 and g.NavCursorVisible end function ImGui.IsItemVisible() return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 end function ImGui.IsItemEdited() return bit32.band(GImGui.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) ~= 0 end -- Allow next item to be overlapped by subsequent items. function ImGui.SetNextItemAllowOverlap() local g = GImGui g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.AllowOverlap) end function ImGui.GetItemID() return GImGui.LastItemData.ID end function ImGui.GetItemFlags() return GImGui.LastItemData.ItemFlags end --- @return ImVec2 function ImGui.GetItemRectSize() return GImGui.LastItemData.Rect:GetSize() end function ImGui.GetHoveredID() local g = GImGui return (g.HoveredId ~= 0) and g.HoveredId or g.HoveredIdPreviousFrame end --------------------------------------------------------------------------------------- -- [SECTION] WINDOW FOCUS --------------------------------------------------------------------------------------- --- @param window? ImGuiWindow --- @param flags? ImGuiFocusRequestFlags function ImGui.FocusWindow(window, flags) if flags == nil then flags = 0 end local g = GImGui if bit32.band(flags, ImGuiFocusRequestFlags.UnlessBelowModal) ~= 0 and g.NavWindow ~= window then local blocking_modal = ImGui.FindBlockingModal(window) if blocking_modal then -- IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".", window ? window->Name : "", blocking_modal->Name) if window and window == window.RootWindow and bit32.band(window.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0 then ImGui.BringWindowToDisplayBehind(window, blocking_modal) end ImGui.ClosePopupsOverWindow(ImGui.GetTopMostPopupModal(), false) return end end if bit32.band(flags, ImGuiFocusRequestFlags.RestoreFocusedChild) ~= 0 and window ~= nil then window = ImGui.NavRestoreLastChildNavWindow(window) end if g.NavWindow ~= window then ImGui.SetNavWindow(window) if window and g.NavHighlightItemUnderNav then g.NavMousePosDirty = true end g.NavId = window and window.NavLastIds[0] or 0 g.NavLayer = ImGuiNavLayer.Main ImGui.SetNavFocusScope(window and window.NavRootFocusScopeId or 0) g.NavIdIsAlive = false g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid -- Close popups if any ImGui.ClosePopupsOverWindow(window, false) end IM_ASSERT(window == nil or window.RootWindowDockTree ~= nil) local focus_front_window = window and window.RootWindow or nil local display_front_window = window and window.RootWindowDockTree or nil local dock_node = window and window.DockNode or nil local active_id_window_is_dock_node_host = g.ActiveIdWindow and dock_node and dock_node.HostWindow == g.ActiveIdWindow if g.ActiveId ~= 0 and g.ActiveIdWindow and g.ActiveIdWindow.RootWindow ~= focus_front_window then if not g.ActiveIdNoClearOnFocusLoss and not active_id_window_is_dock_node_host then ImGui.ClearActiveID() end end if not window then return end window.LastFrameJustFocused = g.FrameCount ImGui.BringWindowToFocusFront(focus_front_window) if bit32.band(bit32.bor(window.Flags, focus_front_window.Flags, display_front_window.Flags), ImGuiWindowFlags.NoBringToFrontOnFocus) == 0 then ImGui.BringWindowToDisplayFront(display_front_window) end end --- @param window ImGuiWindow --- @return int function ImGui.FindWindowFocusIndex(window) local g = GImGui -- IM_UNUSED(g) local order = window.FocusOrder IM_ASSERT(window.RootWindow == window) -- No child window (not testing _ChildWindow because of docking) IM_ASSERT(g.WindowsFocusOrder.Data[order] == window) return order end --- @param window ImGuiWindow --- @return bool function ImGui.IsWindowNavFocusable(window) return window.WasActive and window == window.RootWindow and bit32.band(window.Flags, ImGuiWindowFlags.NoNavFocus) == 0 end --- @param i_start int --- @param i_stop int --- @param dir int --- @return ImGuiWindow? function ImGui.FindWindowNavFocusable(i_start, i_stop, dir) local g = GImGui local i = i_start while i >= 1 and i <= g.WindowsFocusOrder.Size and i ~= i_stop do local window = g.WindowsFocusOrder.Data[i] if ImGui.IsWindowNavFocusable(window) then return window end i = i + dir end return nil end function ImGui.UpdateWindowInFocusOrderList(window, just_created, new_flags) local g = GImGui local new_is_explicit_child = (bit32.band(new_flags, ImGuiWindowFlags.ChildWindow) ~= 0) and ((bit32.band(new_flags, ImGuiWindowFlags.Popup) == 0) or (bit32.band(new_flags, ImGuiWindowFlags.ChildMenu) ~= 0)) local child_flag_changed = (new_is_explicit_child ~= window.IsExplicitChild) if (just_created or child_flag_changed) and not new_is_explicit_child then IM_ASSERT(not g.WindowsFocusOrder:contains(window)) g.WindowsFocusOrder:push_back(window) window.FocusOrder = g.WindowsFocusOrder.Size elseif not just_created and child_flag_changed and new_is_explicit_child then IM_ASSERT(g.WindowsFocusOrder.Data[window.FocusOrder] == window) for n = window.FocusOrder + 1, g.WindowsFocusOrder.Size do g.WindowsFocusOrder.Data[n].FocusOrder = g.WindowsFocusOrder.Data[n].FocusOrder - 1 end g.WindowsFocusOrder:erase(window.FocusOrder) window.FocusOrder = -1 end window.IsExplicitChild = new_is_explicit_child end --- @param window? ImGuiWindow function ImGui.BringWindowToFocusFront(window) local g = GImGui IM_ASSERT(window == window.RootWindow) local cur_order = window.FocusOrder IM_ASSERT(g.WindowsFocusOrder.Data[cur_order] == window) if g.WindowsFocusOrder:back() == window then return end local new_order = g.WindowsFocusOrder.Size for n = cur_order, new_order - 1 do g.WindowsFocusOrder.Data[n] = g.WindowsFocusOrder.Data[n + 1] g.WindowsFocusOrder.Data[n].FocusOrder = g.WindowsFocusOrder.Data[n].FocusOrder - 1 IM_ASSERT(g.WindowsFocusOrder.Data[n].FocusOrder == n) end g.WindowsFocusOrder.Data[new_order] = window window.FocusOrder = new_order end --- @param window? ImGuiWindow function ImGui.BringWindowToDisplayFront(window) local g = GImGui local current_front_window = g.Windows:back() if current_front_window == window or current_front_window.RootWindowDockTree == window then return end for i, this_window in g.Windows:iter() do if this_window == window then g.Windows:erase(i) break end end g.Windows:push_back(window) end --- @param window ImGuiWindow --- @param behind_window ImGuiWindow function ImGui.BringWindowToDisplayBehind(window, behind_window) IM_ASSERT(window ~= nil and behind_window ~= nil) local g = GImGui window = window.RootWindow behind_window = behind_window.RootWindow -- TODO: end --- @param under_this_window? ImGuiWindow --- @param ignore_window? ImGuiWindow --- @param filter_viewport? ImGuiViewport --- @param flags ImGuiFocusRequestFlags function ImGui.FocusTopMostWindowUnderOne(under_this_window, ignore_window, filter_viewport, flags) local g = GImGui local start_idx = g.WindowsFocusOrder.Size if under_this_window ~= nil then -- Aim at root window behind us, if we are in a child window that's our own root (see #4640) local offset = -1 while bit32.band(under_this_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 do under_this_window = under_this_window.ParentWindow offset = 0 end --- @cast under_this_window ImGuiWindow start_idx = ImGui.FindWindowFocusIndex(under_this_window) + offset end for i = start_idx, 1, -1 do repeat local window = g.WindowsFocusOrder.Data[i] if window == ignore_window or not window.WasActive then break end if filter_viewport ~= nil and window.Viewport ~= filter_viewport then break end if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs)) ~= bit32.bor(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs) then ImGui.FocusWindow(window, flags) return end until true end ImGui.FocusWindow(nil, flags) end --- @param id ImGuiID --- @param window ImGuiWindow function ImGui.SetFocusID(id, window) local g = GImGui IM_ASSERT(id ~= 0) if g.NavWindow ~= window then ImGui.SetNavWindow(window) end local nav_layer = window.DC.NavLayerCurrent g.NavId = id g.NavLayer = nav_layer ImGui.SetNavFocusScope(g.CurrentFocusScopeId) window.NavLastIds[nav_layer] = id if g.LastItemData.ID == id then ImRect_Copy(window.NavRectRel[nav_layer], ImGui.WindowRectAbsToRel(window, g.LastItemData.NavRect)) end g.NavIdItemFlags = (g.LastItemData.ID == id) and g.LastItemData.ItemFlags or ImGuiItemFlags.None if id == g.ActiveIdIsAlive then g.NavIdIsAlive = true end if g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then g.NavHighlightItemUnderNav = true elseif g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = false end ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) ImGui.NavClearPreferredPosForAxis(ImGuiAxis.Y) end function ImGui.StopMouseMovingWindow() local g = GImGui local window = g.MovingWindow if window and window.Viewport then if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= 0 then ImGui.UpdateTryMergeWindowIntoHostViewport(window.RootWindowDockTree, g.MouseViewport) end if (not ImGui.IsDragDropPayloadBeingAccepted()) then g.MouseViewport = window.Viewport end local window_can_use_inputs = bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) == 0 or bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) == 0 if window_can_use_inputs then window.Viewport.Flags = bit32.band(window.Viewport.Flags, bit32.bnot(ImGuiViewportFlags.NoInputs)) end end g.MovingWindow = nil end --- @param id ImGuiID --- @param window? ImGuiWindow function ImGui.SetActiveID(id, window) local g = GImGui if g.ActiveId ~= 0 then local deactivated_data = g.DeactivatedItemData deactivated_data.ID = g.ActiveId deactivated_data.ElapseFrame = (g.LastItemData.ID == g.ActiveId) and g.FrameCount or g.FrameCount + 1 -- FIXME: OK to use LastItemData? deactivated_data.HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore deactivated_data.IsAlive = (g.ActiveIdIsAlive == g.ActiveId) if g.InputTextState.ID == g.ActiveId then ImGui.InputTextDeactivateHook(g.ActiveId) end if g.MovingWindow and (g.ActiveId == g.MovingWindow.MoveId) then print("SetActiveID() cancel MovingWindow") ImGui.StopMouseMovingWindow() end end g.ActiveIdIsJustActivated = (g.ActiveId ~= id) if (g.ActiveIdIsJustActivated) then -- IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() 0x%08X in \"%s\"%*s(previously 0x%08X in \"%s\")\n", id, window ? window->Name : "", -- ImMax(0, 20 - (int)(window ? strlen(window->Name) : 0)), "", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : ""); g.ActiveIdTimer = 0.0 g.ActiveIdHasBeenPressedBefore = false g.ActiveIdHasBeenEditedBefore = false g.ActiveIdMouseButton = -1 if id ~= 0 then g.LastActiveId = id g.LastActiveIdTimer = 0.0 end end g.ActiveId = id g.ActiveIdAllowOverlap = false g.ActiveIdNoClearOnFocusLoss = false g.ActiveIdWindow = window g.ActiveIdHasBeenEditedThisFrame = false g.ActiveIdFromShortcut = false g.ActiveIdDisabledId = 0 if id ~= 0 then g.ActiveIdIsAlive = id if g.NavActivateId == id or g.NavJustMovedToId == id then g.ActiveIdSource = g.NavInputSource else g.ActiveIdSource = ImGuiInputSource.Mouse end IM_ASSERT(g.ActiveIdSource ~= ImGuiInputSource.None) end g.ActiveIdUsingNavDirMask = 0x00 g.ActiveIdUsingAllKeyboardKeys = false end function ImGui.ClearActiveID() ImGui.SetActiveID(0, nil) end --- @param str_id string|int function ImGui.PushID(str_id) local g = GImGui local window = g.CurrentWindow local id = window:GetID(str_id) window.IDStack:push_back(id) end --- @param id ImGuiID function ImGui.PushOverrideID(id) local g = GImGui local window = g.CurrentWindow -- TODO: DebugHookIdInfo() window.IDStack:push_back(id) end function ImGui.PopID() local window = GImGui.CurrentWindow IM_ASSERT_USER_ERROR_RET(window.IDStack.Size > 1, "Calling PopID() too many times!") window.IDStack:pop_back() end --- @param id string|int --- @return ImGuiID function MT.ImGuiWindow:GetID(id) local seed = self.IDStack:back() if type(id) == "string" then return ImHashStr(id, nil, seed) else --- @cast id int return ImHashData(id, -1, seed) end end -- This is only used in rare/specific situations to manufacture an ID out of nowhere -- FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? --- @param p_abs ImVec2 --- @return ImGuiID function MT.ImGuiWindow:GetIDFromPos(p_abs) local seed = self.IDStack:back() local p_rel = ImGui.WindowPosAbsToRel(self, p_abs) return ImHashData(p_rel, 2, seed) end -- " --- @param r_abs ImRect --- @return ImGuiID function MT.ImGuiWindow:GetIDFromRectangle(r_abs) local seed = self.IDStack:back() local r_rel = ImGui.WindowRectAbsToRel(self, r_abs) return ImHashData({ math.floor(r_rel.Min.x), math.floor(r_rel.Min.y), math.floor(r_rel.Max.x), math.floor(r_rel.Max.y) }, 4, seed) end -- Overloads: GetID(str_id) / GetID(str_id_begin, str_id_end) / GetID(int_id) --- @param str_or_int string|int --- @param str_end? int # exclusive end (1-based byte position) --- @return ImGuiID function ImGui.GetID(str_or_int, str_end) local window = GImGui.CurrentWindow if str_end ~= nil and type(str_or_int) == "string" then return ImHashStr(str_or_int, str_end - 1, window.IDStack:back()) end return window:GetID(str_or_int) end -- Overloads: GetIDWithSeed(str, str_end, seed) / GetIDWithSeed(n, seed) function ImGui.GetIDWithSeed(a, b, c) if type(a) == "number" then return ImHashData(a, -1, b) end return ImHashStr(a, b and (b - 1) or nil, c) end --- @param id ImGuiID function ImGui.SetHoveredID(id) local g = GImGui g.HoveredId = id g.HoveredIdAllowOverlap = false if id ~= 0 and g.HoveredIdPreviousFrame ~= id then g.HoveredIdTimer = 0.0 g.HoveredIdNotActiveTimer = 0.0 end end --- @param flags ImGuiHoveredFlags --- @return float local function CalcDelayFromHoveredFlags(flags) local g = GImGui if bit32.band(flags, ImGuiHoveredFlags.DelayNormal) ~= 0 then return g.Style.HoverDelayNormal end if bit32.band(flags, ImGuiHoveredFlags.DelayShort) ~= 0 then return g.Style.HoverDelayShort end return 0.0 end --- @param user_flags ImGuiHoveredFlags --- @param shared_flags ImGuiHoveredFlags local function ApplyHoverFlagsForTooltip(user_flags, shared_flags) if bit32.band(user_flags, bit32.bor(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal)) ~= 0 then shared_flags = bit32.band(shared_flags, bit32.bnot(bit32.bor(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal))) end return bit32.bor(user_flags, shared_flags) end --- @param id ImGuiID function ImGui.MarkItemEdited(id) -- This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). -- ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. local g = GImGui g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.EditedInternal) if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoMarkEdited) ~= 0 then return end g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) if g.ActiveId == id or g.ActiveId == 0 then -- FIXME: Can't we fully rely on LastItemData yet? g.AnyIdHasBeenEditedThisFrame = true g.ActiveIdHasBeenEditedThisFrame = true g.ActiveIdHasBeenEditedBefore = true end if g.DeactivatedItemData.ID == id then g.DeactivatedItemData.HasBeenEditedBefore = true end -- We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) -- We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) -- FIXME: This assert is getting a bit meaningless over time. It helped detect some unusual use cases but eventually it is becoming an unnecessary restriction. IM_ASSERT(g.DragDropActive or g.ActiveId == id or g.ActiveId == 0 or g.DeactivatedItemData.ID == id or g.ActiveIdPreviousFrame == id or g.NavJustMovedToId or (g.CurrentMultiSelect ~= nil and g.BoxSelectState.IsActive)) -- IM_ASSERT(g.CurrentWindow.DC.LastItemId == id) g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Edited) end --- @param window ImGuiWindow --- @param flags ImGuiHoveredFlags function ImGui.IsWindowContentHoverable(window, flags) -- An active popup disable hovering on other windows (apart from its own children) -- FIXME-OPT: This could be cached/stored within the window. local g = GImGui if g.NavWindow then local focused_root_window = g.NavWindow.RootWindowDockTree if focused_root_window.WasActive and focused_root_window ~= window.RootWindowDockTree then -- For the purpose of those flags we differentiate "standard popup" from "modal popup" -- NB: The 'else' is important because Modal windows are also Popups. local want_inhibit = false if bit32.band(focused_root_window.Flags, ImGuiWindowFlags.Modal) ~= 0 then want_inhibit = true elseif (bit32.band(focused_root_window.Flags, ImGuiWindowFlags.Popup) ~= 0) and (bit32.band(flags, ImGuiHoveredFlags.AllowWhenBlockedByPopup) == 0) then want_inhibit = true end -- Inhibit hover unless the window is within the stack of our modal/popup if want_inhibit then if not ImGui.IsWindowWithinBeginStackOf(window.RootWindow, focused_root_window) then return false end end end end -- Filter by viewport if (window.Viewport ~= g.MouseViewport) then if (g.MovingWindow == nil or window.RootWindowDockTree ~= g.MovingWindow.RootWindowDockTree) then return false end end return true end --- @param flags? ImGuiHoveredFlags function ImGui.IsItemHovered(flags) if flags == nil then flags = 0 end local g = GImGui local window = g.CurrentWindow IM_ASSERT_USER_ERROR(bit32.band(flags, bit32.bnot(ImGuiHoveredFlags.AllowedMaskForIsItemHovered)) == 0, "Invalid flags for IsItemHovered()!") if g.NavHighlightItemUnderNav and g.NavCursorVisible and bit32.band(flags, ImGuiHoveredFlags.NoNavOverride) == 0 then if not ImGui.IsItemFocused() then return false end if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.Disabled) ~= 0 and bit32.band(flags, ImGuiHoveredFlags.AllowWhenDisabled) == 0 then return false end if bit32.band(flags, ImGuiHoveredFlags.ForTooltip) ~= 0 then flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav) end else local status_flags = g.LastItemData.StatusFlags if bit32.band(status_flags, ImGuiItemStatusFlags.HoveredRect) == 0 then return false end if bit32.band(flags, ImGuiHoveredFlags.ForTooltip) ~= 0 then flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse) end if g.HoveredWindow ~= window and bit32.band(status_flags, ImGuiItemStatusFlags.HoveredWindow) == 0 then if bit32.band(flags, ImGuiHoveredFlags.AllowWhenOverlappedByWindow) == 0 then return false end end local id = g.LastItemData.ID if bit32.band(flags, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) == 0 then if g.ActiveId ~= 0 and g.ActiveId ~= id and not g.ActiveIdAllowOverlap and not g.ActiveIdFromShortcut then local cancel_is_hovered = true if g.ActiveId == window.MoveId and (id == 0 or g.ActiveIdDisabledId == id) then cancel_is_hovered = false end if g.ActiveId == window.TabId then cancel_is_hovered = false end if cancel_is_hovered then return false end end end if not ImGui.IsWindowContentHoverable(window, flags) and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoWindowHoverableCheck) == 0 then return false end if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.Disabled) ~= 0 and bit32.band(flags, ImGuiHoveredFlags.AllowWhenDisabled) == 0 then return false end if id == window.MoveId and window.WriteAccessed then return false end if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 and id ~= 0 then if bit32.band(flags, ImGuiHoveredFlags.AllowWhenOverlappedByItem) == 0 then if g.HoveredIdPreviousFrame ~= g.LastItemData.ID then return false end end end end local delay = CalcDelayFromHoveredFlags(flags) if delay > 0.0 or bit32.band(flags, ImGuiHoveredFlags.Stationary) ~= 0 then local hover_delay_id if g.LastItemData.ID ~= 0 then hover_delay_id = g.LastItemData.ID else hover_delay_id = window:GetIDFromPos(g.LastItemData.Rect.Min) end if bit32.band(flags, ImGuiHoveredFlags.NoSharedDelay) ~= 0 and g.HoverItemDelayIdPreviousFrame ~= hover_delay_id then g.HoverItemDelayTimer = 0.0 end g.HoverItemDelayId = hover_delay_id if bit32.band(flags, ImGuiHoveredFlags.Stationary) ~= 0 and g.HoverItemUnlockedStationaryId ~= hover_delay_id then return false end if g.HoverItemDelayTimer < delay then return false end end return true end --- @param bb ImRect --- @param id ImGuiID --- @param item_flags ImGuiItemFlags function ImGui.ItemHoverable(bb, id, item_flags) local g = GImGui local window = g.CurrentWindow if not IMGUI_DISABLE_DEBUG_TOOLS then if id ~= 0 and g.HoveredIdPreviousFrame == id and bit32.band(item_flags, ImGuiItemFlags.AllowDuplicateId) == 0 then g.HoveredIdPreviousFrameItemCount = g.HoveredIdPreviousFrameItemCount + 1 if g.DebugDrawIdConflictsId == id then window.DrawList:AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0, 2.0, ImDrawFlags.None) end end end if g.HoveredWindow ~= window then return false end if not ImGui.IsMouseHoveringRect(bb.Min, bb.Max) then return false end if g.HoveredId ~= 0 and g.HoveredId ~= id and not g.HoveredIdAllowOverlap then return false end if g.ActiveId ~= 0 and g.ActiveId ~= id and not g.ActiveIdAllowOverlap then if not g.ActiveIdFromShortcut then return false end end if (bit32.band(item_flags, ImGuiItemFlags.NoWindowHoverableCheck) == 0) and not ImGui.IsWindowContentHoverable(window, ImGuiHoveredFlags.None) then g.HoveredIdIsDisabled = true return false end if id ~= 0 then if g.DragDropActive and g.DragDropPayload.SourceId == id and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoDisableHover) == 0) then return false end ImGui.SetHoveredID(id) if bit32.band(item_flags, ImGuiItemFlags.AllowOverlap) ~= 0 then g.HoveredIdAllowOverlap = true if g.HoveredIdPreviousFrame ~= id then return false end end if id == g.LastItemData.ID and (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasShortcut) ~= 0) and g.ActiveId ~= id then if ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.DelayNormal)) then ImGui.SetTooltip("%s", ImGui.GetKeyChordName(g.LastItemData.Shortcut)) end end end if bit32.band(item_flags, ImGuiItemFlags.Disabled) ~= 0 then -- Release active id if turning disabled if g.ActiveId == id and id ~= 0 then ImGui.ClearActiveID() end g.HoveredIdIsDisabled = true return false end if g.NavHighlightItemUnderNav and (bit32.band(item_flags, ImGuiItemFlags.NoNavDisableMouseHover) == 0) then return false end return true end --- @param bb ImRect --- @param id ImGuiID --- @return bool function ImGui.IsClippedEx(bb, id) local g = GImGui local window = g.CurrentWindow if not bb:Overlaps(window.ClipRect) then if id == 0 or (id ~= g.ActiveId and id ~= g.ActiveIdPreviousFrame and id ~= g.NavId and id ~= g.NavActivateId) then if not g.ItemUnclipByLog then return true end end end return false end --- @param item_id ImGuiID --- @param item_flags ImGuiItemFlags --- @param status_flags ImGuiItemStatusFlags --- @param item_rect ImRect function ImGui.SetLastItemData(item_id, item_flags, status_flags, item_rect) local g = GImGui g.LastItemData.ID = item_id g.LastItemData.ItemFlags = item_flags g.LastItemData.StatusFlags = status_flags ImRect_Copy(g.LastItemData.Rect, item_rect) ImRect_Copy(g.LastItemData.NavRect, item_rect) end --- @param window ImGuiWindow --- @param rect ImRect function ImGui.SetLastItemDataForWindow(window, rect) local g = GImGui if window.DockIsActive then ImGui.SetLastItemData(window.MoveId, g.CurrentItemFlags, window.DC.DockTabItemStatusFlags, window.DC.DockTabItemRect) else ImGui.SetLastItemData(window.MoveId, g.CurrentItemFlags, window.DC.WindowItemStatusFlags, rect) end end --- @param c unsigned_int function MT.ImGuiIO:AddInputCharacter(c) IM_ASSERT(self.Ctx ~= nil) local g = self.Ctx if c == 0 or not self.AppAcceptingEvents then return end local e = ImGuiInputEvent() e.Type = ImGuiInputEventType.Text e.Source = ImGuiInputSource.Keyboard e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.Text = ImGuiInputEventText() e.Text.Char = c g.InputEventsQueue:push_back(e) end --- @param c ImWchar16 function MT.ImGuiIO:AddInputCharacterUTF16(c) if (c == 0 and self.InputQueueSurrogate == 0) or not self.AppAcceptingEvents then return end if bit32.band(c, 0xFC00) == 0xD800 then -- High surrogate, must save if self.InputQueueSurrogate ~= 0 then self:AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID) end self.InputQueueSurrogate = c return end local cp = c if self.InputQueueSurrogate ~= 0 then if bit32.band(c, 0xFC00) ~= 0xDC00 then -- Invalid low surrogate self:AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID) else -- #if IM_UNICODE_CODEPOINT_MAX == 0xFFFF cp = IM_UNICODE_CODEPOINT_INVALID -- #endif end self.InputQueueSurrogate = 0 end self:AddInputCharacter(cp) end function MT.ImGuiIO:ClearEventsQueue() IM_ASSERT(self.Ctx ~= nil) local g = GImGui g.InputEventsQueue:clear() end function MT.ImGuiIO:ClearInputKeys() local g = self.Ctx for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do if not ImGui.IsMouseKey(key) then local key_data = g.IO.KeysData[key - ImGuiKey.NamedKey_BEGIN] key_data.Down = false key_data.DownDuration = -1.0 key_data.DownDurationPrev = -1.0 end end self.KeyCtrl = false self.KeyShift = false self.KeyAlt = false self.KeySuper = false self.KeyMods = ImGuiMod_None self.InputQueueCharacters:resize(0) end function MT.ImGuiIO:ClearInputMouse() for key = ImGuiKey_Mouse_BEGIN, ImGuiKey_Mouse_END - 1 do local key_data = self.KeysData[key - ImGuiKey.NamedKey_BEGIN] if key_data then key_data.Down = false key_data.DownDuration = -1.0 key_data.DownDurationPrev = -1.0 end end self.MousePos = ImVec2(-FLT_MAX, -FLT_MAX) for n = 0, 2 do -- IM_COUNTOF(MouseDown) self.MouseDown[n] = false self.MouseDownDuration[n] = -1.0 self.MouseDownDurationPrev[n] = -1.0 end self.MouseWheel = 0 self.MouseWheelH = 0 end --- @param ctx ImGuiContext --- @param type ImGuiInputEventType --- @param arg? int --- @return ImGuiInputEvent? function MT.ImGuiIO:FindLatestInputEvent(ctx, type, arg) if arg == nil then arg = -1 end local g = ctx for n = g.InputEventsQueue.Size, 1, -1 do local e = g.InputEventsQueue.Data[n] if e.Type ~= type then elseif type == ImGuiInputEventType.Key and e.Key.Key ~= arg then elseif type == ImGuiInputEventType.MouseButton and e.MouseButton.Button ~= arg then else return e end end return nil end --- @param key ImGuiKey --- @param down bool --- @param analog_value float function MT.ImGuiIO:AddKeyAnalogEvent(key, down, analog_value) IM_ASSERT(self.Ctx ~= nil) if key == ImGuiKey.None or not self.AppAcceptingEvents then return end local g = self.Ctx IM_ASSERT(ImGui.IsNamedKeyOrMod(key)) IM_ASSERT(ImGui.IsAliasKey(key) == false) -- MacOS: swap Cmd(Super) and Ctrl if (g.IO.ConfigMacOSXBehaviors) then if (key == ImGuiMod_Super) then key = ImGuiMod_Ctrl elseif (key == ImGuiMod_Ctrl) then key = ImGuiMod_Super elseif (key == ImGuiKey.LeftSuper) then key = ImGuiKey.LeftCtrl elseif (key == ImGuiKey.RightSuper) then key = ImGuiKey.RightCtrl elseif (key == ImGuiKey.LeftCtrl) then key = ImGuiKey.LeftSuper elseif (key == ImGuiKey.RightCtrl) then key = ImGuiKey.RightSuper end end local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.Key, key) local key_data = ImGui.GetKeyData(g, key) local latest_key_down = latest_event and latest_event.Key.Down or key_data.Down local latest_key_analog = latest_event and latest_event.Key.AnalogValue or key_data.AnalogValue if latest_key_down == down and latest_key_analog == analog_value then return end local e = ImGuiInputEvent() e.Type = ImGuiInputEventType.Key e.Source = ImGui.IsGamepadKey(key) and ImGuiInputSource.Gamepad or ImGuiInputSource.Keyboard e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.Key = ImGuiInputEventKey() e.Key.Key = key e.Key.Down = down e.Key.AnalogValue = analog_value g.InputEventsQueue:push_back(e) end --- @param key ImGuiKey --- @param down bool function MT.ImGuiIO:AddKeyEvent(key, down) if not self.AppAcceptingEvents then return end self:AddKeyAnalogEvent(key, down, (down and 1.0 or 0.0)) end --- @param accepting_events bool function MT.ImGuiIO:SetAppAcceptingEvents(accepting_events) self.AppAcceptingEvents = accepting_events end --- @param source ImGuiMouseSource function MT.ImGuiIO:AddMouseSourceEvent(source) IM_ASSERT(self.Ctx ~= nil) local g = self.Ctx g.InputEventsNextMouseSource = source end --- @param viewport_id ImGuiID function MT.ImGuiIO:AddMouseViewportEvent(viewport_id) IM_ASSERT(self.Ctx ~= nil) local g = self.Ctx -- IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags.HasMouseHoveredViewport); if (not self.AppAcceptingEvents) then return end -- Filter duplicate local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.MouseViewport) local latest_viewport_id if latest_event then latest_viewport_id = latest_event.MouseViewport.HoveredViewportID else latest_viewport_id = g.IO.MouseHoveredViewport end if (latest_viewport_id == viewport_id) then return end local e = ImGuiInputEvent() e.Type = ImGuiInputEventType.MouseViewport e.Source = ImGuiInputSource.Mouse e.MouseViewport = ImGuiInputEventMouseViewport() e.MouseViewport.HoveredViewportID = viewport_id g.InputEventsQueue:push_back(e) end --- @param focused bool function MT.ImGuiIO:AddFocusEvent(focused) IM_ASSERT(self.Ctx ~= nil) local g = self.Ctx local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.Focus) local latest_focused = latest_event and latest_event.AppFocused.Focused or (not g.IO.AppFocusLost) if latest_focused == focused or (self.ConfigDebugIgnoreFocusLoss and not focused) then return end local e = ImGuiInputEvent() e.Type = ImGuiInputEventType.Focus e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.AppFocused = ImGuiInputEventAppFocused() e.AppFocused.Focused = focused g.InputEventsQueue:push_back(e) end --- @param x float --- @param y float function MT.ImGuiIO:AddMousePosEvent(x, y) IM_ASSERT(self.Ctx ~= nil) if not self.AppAcceptingEvents then return end local g = self.Ctx local x_val = x if x > -FLT_MAX then x_val = ImFloor(x) end local y_val = y if y > -FLT_MAX then y_val = ImFloor(y) end local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.MousePos) local latest_pos = latest_event and ImVec2(latest_event.MousePos.PosX, latest_event.MousePos.PosY) or self.MousePos if latest_pos.x == x_val and latest_pos.y == y_val then return end local e = ImGuiInputEvent() e.Type = ImGuiInputEventType.MousePos e.Source = ImGuiInputSource.Mouse e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.MousePos = ImGuiInputEventMousePos() e.MousePos.PosX = x_val e.MousePos.PosY = y_val e.MousePos.MouseSource = g.InputEventsNextMouseSource g.InputEventsQueue:push_back(e) end --- @param mouse_button ImGuiMouseButton --- @param down bool function MT.ImGuiIO:AddMouseButtonEvent(mouse_button, down) IM_ASSERT(self.Ctx ~= nil) local g = self.Ctx IM_ASSERT(mouse_button >= 0 and mouse_button < ImGuiMouseButton.COUNT) if not self.AppAcceptingEvents then return end -- On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. if self.ConfigMacOSXBehaviors and mouse_button == 0 and g.IO.MouseCtrlLeftAsRightClick then -- Order of both statements matters: this event will still release mouse button 1 mouse_button = 1 if not down then self.MouseCtrlLeftAsRightClick = false end end local latest_event = self:FindLatestInputEvent(g, ImGuiInputEventType.MouseButton, mouse_button) local latest_button_down = latest_event and latest_event.MouseButton.Down or self.MouseDown[mouse_button] if latest_button_down == down then return end -- On MacOS X: Convert Ctrl(Super)+Left click into Right-click. -- - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. -- - At this point we want from !down to down, so this is handling the initial press. if self.ConfigMacOSXBehaviors and mouse_button == 0 and down then local latest_super_event = self:FindLatestInputEvent(g, ImGuiInputEventType.Key, ImGuiMod_Super) if latest_super_event and latest_super_event.Key.Down or self.KeySuper then -- IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n") self.MouseCtrlLeftAsRightClick = true self:AddMouseButtonEvent(1, true) -- This is just quicker to write that passing through, as we need to filter duplicate again. return end end local e = ImGuiInputEvent() e.Type = ImGuiInputEventType.MouseButton e.Source = ImGuiInputSource.Mouse e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.MouseButton = ImGuiInputEventMouseButton() e.MouseButton.Button = mouse_button e.MouseButton.Down = down e.MouseButton.MouseSource = g.InputEventsNextMouseSource g.InputEventsQueue:push_back(e) end --- @param wheel_x float --- @param wheel_y float function MT.ImGuiIO:AddMouseWheelEvent(wheel_x, wheel_y) IM_ASSERT(self.Ctx ~= nil) local g = self.Ctx if not self.AppAcceptingEvents or (wheel_x == 0 and wheel_y == 0) then return end local e = ImGuiInputEvent() e.Type = ImGuiInputEventType.MouseWheel e.Source = ImGuiInputSource.Mouse e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.MouseWheel = ImGuiInputEventMouseWheel() e.MouseWheel.WheelX = wheel_x e.MouseWheel.WheelY = wheel_y e.MouseWheel.MouseSource = g.InputEventsNextMouseSource g.InputEventsQueue:push_back(e) end --- @param key ImGuiKey local function GetModForLRModKey(key) if key == ImGuiKey.LeftCtrl or key == ImGuiKey.RightCtrl then return ImGuiMod_Ctrl end if key == ImGuiKey.LeftShift or key == ImGuiKey.RightShift then return ImGuiMod_Shift end if key == ImGuiKey.LeftAlt or key == ImGuiKey.RightAlt then return ImGuiMod_Alt end if key == ImGuiKey.LeftSuper or key == ImGuiKey.RightSuper then return ImGuiMod_Super end return ImGuiMod_None end --- @param key_chord ImGuiKeyChord function ImGui.FixupKeyChord(key_chord) local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) if ImGui.IsLRModKey(key) then key_chord = bit32.bor(key_chord, GetModForLRModKey(key)) end return key_chord end --- @param ctx? ImGuiContext --- @param key ImGuiKey --- @return ImGuiKeyData, int function ImGui.GetKeyData(ctx, key) if ctx == nil then ctx = GImGui end if bit32.band(key, ImGuiMod_Mask_) ~= 0 then key = ImGui.ConvertSingleModFlagToKey(key) end IM_ASSERT(ImGui.IsNamedKey(key), "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.") local idx = key - ImGuiKey.NamedKey_BEGIN return ctx.IO.KeysData[idx], idx end --- @param key_left ImGuiKey --- @param key_right ImGuiKey --- @param key_up ImGuiKey --- @param key_down ImGuiKey function ImGui.GetKeyMagnitude2d(key_left, key_right, key_up, key_down) return ImVec2( ImGui.GetKeyData(nil, key_right).AnalogValue - ImGui.GetKeyData(nil, key_left).AnalogValue, ImGui.GetKeyData(nil, key_down).AnalogValue - ImGui.GetKeyData(nil, key_up).AnalogValue ) end --- @param key ImGuiKey --- @param owner_id ImGuiID function ImGui.TestKeyOwner(key, owner_id) if not ImGui.IsNamedKeyOrMod(key) then return true end local g = GImGui --- @cast g ImGuiContext if g.ActiveIdUsingAllKeyboardKeys and owner_id ~= g.ActiveId and owner_id ~= ImGuiKeyOwner_Any then if key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END then return false end end local owner_data = ImGui.GetKeyOwnerData(g, key) if owner_id == ImGuiKeyOwner_Any then return not owner_data.LockThisFrame end if owner_data.OwnerCurr ~= owner_id then if owner_data.LockThisFrame then return false end if owner_data.OwnerCurr ~= ImGuiKeyOwner_NoOwner then return false end end return true end --- @param key ImGuiKey --- @param owner_id? ImGuiID function ImGui.IsKeyDown(key, owner_id) if owner_id == nil then owner_id = ImGuiKeyOwner_Any end local key_data = ImGui.GetKeyData(nil, key) if not key_data.Down then return false end if not ImGui.TestKeyOwner(key, owner_id) then return false end return true end --- @param key ImGuiKey --- @param is_repeat? bool function ImGui.IsKeyPressed(key, is_repeat) if is_repeat == nil then is_repeat = true end return ImGui.IsKeyPressedEx(key, is_repeat and ImGuiInputFlags.Repeat or ImGuiInputFlags.None, ImGuiKeyOwner_Any) end --- @param key ImGuiKey --- @param owner_id? ImGuiID --- @return bool function ImGui.IsKeyReleased(key, owner_id) if owner_id == nil then owner_id = ImGuiKeyOwner_Any end local key_data = ImGui.GetKeyData(nil, key) if key_data.DownDurationPrev < 0.0 or key_data.Down then return false end if not ImGui.TestKeyOwner(key, owner_id) then return false end return true end --- @param key ImGuiKey --- @param flags ImGuiInputFlags --- @param owner_id? ImGuiID function ImGui.IsKeyPressedEx(key, flags, owner_id) if owner_id == nil then owner_id = 0 end local g = GImGui local key_data = ImGui.GetKeyData(g, key) -- In theory this should already be encoded as (DownDuration < 0.0), but testing this facilitates eating mechanism (until we finish work on key ownership) if not key_data.Down then return false end local t = key_data.DownDuration if t < 0.0 then return false end IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedByIsKeyPressed)) == 0) -- Passing flags not supported by this function! if bit32.band(flags, bit32.bor(ImGuiInputFlags.RepeatRateMask_, ImGuiInputFlags.RepeatUntilMask_)) ~= 0 then -- Setting any _RepeatXXX option enables _Repeat flags = bit32.bor(flags, ImGuiInputFlags.Repeat) end local pressed = (t == 0.0) if not pressed and bit32.band(flags, ImGuiInputFlags.Repeat) ~= 0 then local repeat_delay, repeat_rate = ImGui.GetTypematicRepeatRate(flags) pressed = (t > repeat_delay) and (ImGui.GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0) if pressed and bit32.band(flags, ImGuiInputFlags.RepeatUntilMask_) ~= 0 then -- Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. -- Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. local key_pressed_time = g.Time - t + 0.00001 if bit32.band(flags, ImGuiInputFlags.RepeatUntilKeyModsChange) ~= 0 and g.LastKeyModsChangeTime > key_pressed_time then pressed = false end if bit32.band(flags, ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone) ~= 0 and g.LastKeyModsChangeFromNoneTime > key_pressed_time then pressed = false end if bit32.band(flags, ImGuiInputFlags.RepeatUntilOtherKeyPress) ~= 0 and g.LastKeyboardKeyPressTime > key_pressed_time then pressed = false end end end if not pressed then return false end if not ImGui.TestKeyOwner(key, owner_id) then return false end return true end -- TODO: function ImGui.GetKeyChordName(key_chord) local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) if ImGui.IsLRModKey(key) then key_chord = bit32.band(key_chord, bit32.bnot(GetModForLRModKey(key))) -- Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" end local s = ((bit32.band(key_chord, ImGuiMod_Ctrl) ~= 0) and "Ctrl+" or "") .. ((bit32.band(key_chord, ImGuiMod_Shift) ~= 0) and "Shift+" or "") .. ((bit32.band(key_chord, ImGuiMod_Alt) ~= 0) and "Alt+" or "") .. ((bit32.band(key_chord, ImGuiMod_Super) ~= 0) and "Super+" or "") .. ((key ~= ImGuiKey.None or key_chord == ImGuiKey.None) and ImGui.GetKeyName(key) or "") if key == ImGuiKey.None and key_chord ~= 0 and #s > 0 then s = string.sub(s, 1, #s - 1) -- Remove trailing '+' end return s end local GKeyNames = { "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", "AppBack", "AppForward", "Oem102", "GamepadStart", "GamepadBack", "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", "ModCtrl", "ModShift", "ModAlt", "ModSuper", -- ReservedForModXXX are showing the ModXXX names. } --- @param key ImGuiKey --- @return string function ImGui.GetKeyName(key) if key == ImGuiKey.None then return "None" end IM_ASSERT(ImGui.IsNamedKeyOrMod(key), "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.") if bit32.band(key, ImGuiMod_Mask_) ~= 0 then key = ImGui.ConvertSingleModFlagToKey(key) end if not ImGui.IsNamedKey(key) then return "Unknown" end return GKeyNames[key - ImGuiKey.NamedKey_BEGIN + 1] or "Unknown" end --- @param key ImGuiKey --- @return ImGuiID function ImGui.GetKeyOwner(key) if not ImGui.IsNamedKeyOrMod(key) then return ImGuiKeyOwner_NoOwner end local g = GImGui local owner_data = ImGui.GetKeyOwnerData(g, key) local owner_id = owner_data.OwnerCurr if g.ActiveIdUsingAllKeyboardKeys and owner_id ~= g.ActiveId and owner_id ~= ImGuiKeyOwner_Any then if key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END then return ImGuiKeyOwner_NoOwner end end return owner_id end --- @param t0 float --- @param t1 float --- @param repeat_delay float --- @param repeat_rate float function ImGui.CalcTypematicRepeatAmount(t0, t1, repeat_delay, repeat_rate) if t1 == 0.0 then return 1 end if t0 >= t1 then return 0 end if repeat_rate <= 0.0 then if t0 < repeat_delay and t1 >= repeat_delay then return 1 else return 0 end end local count_t0 if t0 < repeat_delay then count_t0 = -1 else count_t0 = math.floor((t0 - repeat_delay) / repeat_rate) end local count_t1 if t1 < repeat_delay then count_t1 = -1 else count_t1 = math.floor((t1 - repeat_delay) / repeat_rate) end return count_t1 - count_t0 end --- @param flags ImGuiInputFlags --- @return float repeat_delay --- @return float repeat_rate function ImGui.GetTypematicRepeatRate(flags) local g = GImGui flags = bit32.band(flags, ImGuiInputFlags.RepeatRateMask_) if flags == ImGuiInputFlags.RepeatRateNavMove then repeat_delay = g.IO.KeyRepeatDelay * 0.72; repeat_rate = g.IO.KeyRepeatRate * 0.80; return repeat_delay, repeat_rate elseif flags == ImGuiInputFlags.RepeatRateNavTweak then repeat_delay = g.IO.KeyRepeatDelay * 0.72; repeat_rate = g.IO.KeyRepeatRate * 0.30; return repeat_delay, repeat_rate else repeat_delay = g.IO.KeyRepeatDelay * 1.00; repeat_rate = g.IO.KeyRepeatRate * 1.00; return repeat_delay, repeat_rate end end --- @param key ImGuiKey --- @param repeat_delay float --- @param repeat_rate float function ImGui.GetKeyPressedAmount(key, repeat_delay, repeat_rate) local g = GImGui local key_data = ImGui.GetKeyData(g, key) if not key_data.Down then -- In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) return 0 end local t = key_data.DownDuration return ImGui.CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate) end --- @param rt ImGuiKeyRoutingTable function ImGui.UpdateKeyRoutingTable(rt) local g = GImGui --[[@as ImGuiContext]] rt.EntriesNext:resize(0) for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do local new_routing_start_idx = rt.EntriesNext.Size + 1 local routing_entry local old_routing_idx = rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] while old_routing_idx ~= -1 do repeat routing_entry = rt.Entries[old_routing_idx] routing_entry.RoutingCurrScore = routing_entry.RoutingNextScore routing_entry.RoutingCurr = routing_entry.RoutingNext routing_entry.RoutingNext = ImGuiKeyOwner_NoOwner routing_entry.RoutingNextScore = 0 if routing_entry.RoutingCurr == ImGuiKeyOwner_NoOwner then break end rt.EntriesNext:push_back(routing_entry) if routing_entry.Mods == g.IO.KeyMods then local owner_data = ImGui.GetKeyOwnerData(g, key) if owner_data.OwnerCurr == ImGuiKeyOwner_NoOwner then owner_data.OwnerCurr = routing_entry.RoutingCurr end end until true old_routing_idx = routing_entry.NextEntryIndex end rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] = (new_routing_start_idx <= rt.EntriesNext.Size and new_routing_start_idx or -1) for n = new_routing_start_idx, rt.EntriesNext.Size do rt.EntriesNext[n].NextEntryIndex = (n + 1 <= rt.EntriesNext.Size) and (n + 1) or -1 end end rt.Entries:swap(rt.EntriesNext) end -- owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope() --- @param owner_id ImGuiID local function GetRoutingIdFromOwnerId(owner_id) local g = GImGui return (owner_id ~= ImGuiKeyOwner_NoOwner and owner_id ~= ImGuiKeyOwner_Any) and owner_id or g.CurrentFocusScopeId end --- @param key_chord ImGuiKeyChord --- @return ImGuiKeyRoutingData function ImGui.GetShortcutRoutingData(key_chord) local g = GImGui local rt = g.KeysRoutingTable local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) local mods = bit32.band(key_chord, ImGuiMod_Mask_) if key == ImGuiKey.None then key = ImGui.ConvertSingleModFlagToKey(mods) end IM_ASSERT(ImGui.IsNamedKey(key)) local routing_data local idx = rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] while idx ~= -1 do routing_data = rt.Entries.Data[idx] if routing_data.Mods == mods then return routing_data end idx = routing_data.NextEntryIndex end local routing_data_idx = rt.Entries.Size + 1 rt.Entries:push_back(ImGuiKeyRoutingData()) routing_data = rt.Entries[routing_data_idx] routing_data.Mods = mods routing_data.NextEntryIndex = rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] rt.Index[key - ImGuiKey.NamedKey_BEGIN + 1] = routing_data_idx return routing_data end --- @param focus_scope_id ImGuiID --- @param owner_id ImGuiID --- @param flags ImGuiInputFlags local function CalcRoutingScore(focus_scope_id, owner_id, flags) local g = GImGui if bit32.band(flags, ImGuiInputFlags.RouteFocused) ~= 0 then if owner_id ~= 0 and g.ActiveId == owner_id then return 300 end if focus_scope_id == 0 then return 0 end for index_in_focus_path = 1, g.NavFocusRoute.Size do if g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id then if bit32.band(flags, ImGuiInputFlags.RouteOverActive) ~= 0 then return 599 - (index_in_focus_path - 1) else return 199 - (index_in_focus_path - 1) end end end return 0 elseif bit32.band(flags, ImGuiInputFlags.RouteActive) ~= 0 then if owner_id ~= 0 and g.ActiveId == owner_id then return 300 end return 0 elseif bit32.band(flags, ImGuiInputFlags.RouteGlobal) ~= 0 then if bit32.band(flags, ImGuiInputFlags.RouteOverActive) ~= 0 then return 400 end if owner_id ~= 0 and g.ActiveId == owner_id then return 300 end if bit32.band(flags, ImGuiInputFlags.RouteOverFocused) ~= 0 then return 200 end return 1 end IM_ASSERT(false) return 0 end --- @param key_chord ImGuiKeyChord local function IsKeyChordPotentiallyCharInput(key_chord) local g = GImGui local mods = bit32.band(key_chord, ImGuiMod_Mask_) local ignore_char_inputs = ((bit32.band(mods, ImGuiMod_Ctrl) ~= 0) and (bit32.band(mods, ImGuiMod_Alt) == 0)) or (g.IO.ConfigMacOSXBehaviors and (bit32.band(mods, ImGuiMod_Ctrl) ~= 0)) if ignore_char_inputs then return false end local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) if key == ImGuiKey.None then return false end return g.KeysMayBeCharInput:TestBit(key + 1) -- TestBit requires 1-based index end --- @param key_chord ImGuiKeyChord --- @param flags ImGuiInputFlags --- @param owner_id ImGuiID function ImGui.SetShortcutRouting(key_chord, flags, owner_id) local g = GImGui if bit32.band(flags, ImGuiInputFlags.RouteTypeMask_) == 0 then flags = bit32.bor(flags, ImGuiInputFlags.RouteGlobal, ImGuiInputFlags.RouteOverFocused, ImGuiInputFlags.RouteOverActive) -- IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiInputFlags.RouteTypeMask_))) -- Check that only 1 routing flag is used end IM_ASSERT(owner_id ~= ImGuiKeyOwner_Any and owner_id ~= ImGuiKeyOwner_NoOwner) if bit32.band(flags, bit32.bor(ImGuiInputFlags.RouteOverFocused, ImGuiInputFlags.RouteUnlessBgFocused)) ~= 0 then IM_ASSERT(bit32.band(flags, ImGuiInputFlags.RouteGlobal) ~= 0) end if bit32.band(flags, ImGuiInputFlags.RouteOverActive) ~= 0 then IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiInputFlags.RouteGlobal, ImGuiInputFlags.RouteFocused)) ~= 0) end key_chord = ImGui.FixupKeyChord(key_chord) if g.DebugBreakInShortcutRouting == key_chord then -- IM_DEBUG_BREAK() end if bit32.band(flags, ImGuiInputFlags.RouteUnlessBgFocused) ~= 0 then if g.NavWindow == nil then return false end end if bit32.band(flags, ImGuiInputFlags.RouteAlways) ~= 0 then -- IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register", ImGui.GetKeyChordName(key_chord), flags, owner_id) return true end if g.ActiveId ~= 0 and g.ActiveId ~= owner_id then if bit32.band(flags, ImGuiInputFlags.RouteActive) ~= 0 then return false end if g.IO.WantTextInput and IsKeyChordPotentiallyCharInput(key_chord) then -- IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input", ImGui.GetKeyChordName(key_chord), flags, owner_id) return false end if bit32.band(flags, ImGuiInputFlags.RouteOverActive) == 0 and g.ActiveIdUsingAllKeyboardKeys then local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) if key == ImGuiKey.None then key = ImGui.ConvertSingleModFlagToKey(bit32.band(key_chord, ImGuiMod_Mask_)) end if key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END then return false end end end local focus_scope_id = g.CurrentFocusScopeId if bit32.band(flags, ImGuiInputFlags.RouteFromRootWindow) ~= 0 then focus_scope_id = g.CurrentWindow.RootWindow.ID end local score = CalcRoutingScore(focus_scope_id, owner_id, flags) -- IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d", ImGui.GetKeyChordName(key_chord), flags, owner_id, score) if score == 0 then return false end local routing_data = ImGui.GetShortcutRoutingData(key_chord) if score > routing_data.RoutingNextScore then routing_data.RoutingNext = owner_id routing_data.RoutingNextScore = score end if routing_data.RoutingCurr == owner_id then -- IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route") end return routing_data.RoutingCurr == owner_id end --- @param mouse_pos? ImVec2 function ImGui.IsMousePosValid(mouse_pos) local MOUSE_INVALID = -256000.0 local p if mouse_pos then p = mouse_pos else p = GImGui.IO.MousePos end return p.x >= MOUSE_INVALID and p.y >= MOUSE_INVALID end --- @return bool function ImGui.IsAnyMouseDown() local g = GImGui for n = 0, 2 do -- IM_COUNTOF(g.IO.MouseDown) - 1 if g.IO.MouseDown[n] then return true end end return false end --- @param button ImGuiMouseButton --- @param owner_id? ImGuiID function ImGui.IsMouseDown(button, owner_id) if owner_id == nil then owner_id = ImGuiKeyOwner_Any end local g = GImGui IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) return g.IO.MouseDown[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) end --- @param button ImGuiMouseButton --- @param is_repeat? bool function ImGui.IsMouseClicked(button, is_repeat) if is_repeat == nil then is_repeat = false end return ImGui.IsMouseClickedEx(button, is_repeat and ImGuiInputFlags.Repeat or ImGuiInputFlags.None, ImGuiKeyOwner_Any) end --- @param button ImGuiMouseButton --- @param flags ImGuiInputFlags --- @param owner_id? ImGuiID function ImGui.IsMouseClickedEx(button, flags, owner_id) if owner_id == nil then owner_id = ImGuiKeyOwner_Any end local g = GImGui IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) if not g.IO.MouseDown[button] then return false end local t = g.IO.MouseDownDuration[button] if t < 0.0 then return false end IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedByIsMouseClicked)) == 0) local is_repeat = (bit32.band(flags, ImGuiInputFlags.Repeat) ~= 0) local pressed = (t == 0.0) or (is_repeat and t > g.IO.KeyRepeatDelay and ImGui.CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0) if not pressed then return false end if not ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) then return false end return true end --- @param button ImGuiMouseButton --- @param owner_id? ImGuiID function ImGui.IsMouseReleased(button, owner_id) if owner_id == nil then owner_id = ImGuiKeyOwner_Any end local g = GImGui IM_ASSERT(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) return g.IO.MouseReleased[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) end -- Use if you absolutely need to distinguish single-click from double-click by introducing a delay. --- @param button ImGuiMouseButton --- @param delay? float function ImGui.IsMouseReleasedWithDelay(button, delay) if delay == nil then delay = -1.0 end local g = GImGui IM_ASSERT(button >= 0 and button < 3) if ImGui.IsMouseDown(button) then return false end if delay < 0.0 then delay = g.IO.MouseSingleClickDelay or 0.50 end local time_since_release = g.Time - g.IO.MouseReleasedTime[button] return (time_since_release - g.IO.DeltaTime < delay) and (time_since_release >= delay) end --- @param button ImGuiMouseButton --- @param owner_id? ImGuiID function ImGui.IsMouseDoubleClicked(button, owner_id) if owner_id == nil then owner_id = ImGuiKeyOwner_Any end local g = GImGui IM_ASSERT(button >= 0 and button < 3) return g.IO.MouseClickedCount[button] == 2 and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) end --- @param button ImGuiMouseButton function ImGui.GetMouseClickedCount(button) local g = GImGui IM_ASSERT(button >= 0 and button < 3) return g.IO.MouseClickedCount[button] end -- FIXME: This is close to what BeginDragDropSource() is doing, maybe rework. --- @param mouse_button ImGuiMouseButton local function LastItemOverlayButtonForNullId(mouse_button) local g = GImGui IM_ASSERT(g.LastItemData.ID == 0) local window = g.CurrentWindow local id = window:GetIDFromRectangle(g.LastItemData.Rect) if g.IO.MouseClicked[mouse_button] and ImGui.ItemHoverable(g.LastItemData.Rect, id, g.LastItemData.ItemFlags) then ImGui.SetActiveID(id, window) ImGui.FocusWindow(window) elseif g.ActiveId == id then ImGui.KeepAliveID(id) if not g.IO.MouseDown[mouse_button] then ImGui.ClearActiveID() end end return id end --- @param mouse_button? ImGuiMouseButton --- @param delay? float --- @return int function ImGui.GetItemClickedCountWithSingleClickDelay(mouse_button, delay) if mouse_button == nil then mouse_button = 0 end if delay == nil then delay = -1.0 end -- Action: double-click and subsequent clicks local g = GImGui if g.IO.MouseClickedCount[mouse_button] >= 2 and ImGui.IsItemClicked(mouse_button) then return g.IO.MouseClickedCount[mouse_button] end -- Action: second click, delayed local id = g.LastItemData.ID if id == 0 then id = LastItemOverlayButtonForNullId(mouse_button) end if g.LastActiveId == id then if delay >= 0.0 then delay = ImMax(delay, g.IO.MouseDoubleClickTime + 0.01) end if ImGui.IsMouseReleasedWithDelay(mouse_button, delay) and g.IO.MouseClickedLastCount[mouse_button] == 1 then return 1 end end return 0 end --- @return ImVec2 # Ref function ImGui.GetMousePos() return GImGui.IO.MousePos end --- @return ImVec2 function ImGui.GetMousePosOnOpeningCurrentPopup() local g = GImGui if g.BeginPopupStack.Size > 0 then return g.BeginPopupStack.Data[g.BeginPopupStack.Size].OpenMousePos end return g.IO.MousePos end -- Return the delta from the initial clicking position while the mouse button is clicked or was just released. --- @param button? ImGuiMouseButton --- @param lock_threshold? float --- @return ImVec2 function ImGui.GetMouseDragDelta(button, lock_threshold) if button == nil then button = 0 end if lock_threshold == nil then lock_threshold = -1.0 end local g = GImGui IM_ASSERT(button >= 0 and button < 3) if lock_threshold < 0.0 then lock_threshold = g.IO.MouseDragThreshold end if g.IO.MouseDown[button] or g.IO.MouseReleased[button] then if g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold then if ImGui.IsMousePosValid(g.IO.MousePos) and ImGui.IsMousePosValid(g.IO.MouseClickedPos[button]) then return g.IO.MousePos - g.IO.MouseClickedPos[button] end end end return ImVec2(0.0, 0.0) end --- @param button? ImGuiMouseButton function ImGui.ResetMouseDragDelta(button) if button == nil then button = 0 end local g = GImGui IM_ASSERT(button >= 0 and button < 3) -- NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr ImVec2_Copy(g.IO.MouseClickedPos[button], g.IO.MousePos) end do local key_changed_mask = ImBitArray(ImGuiKey.NamedKey_COUNT) --- @param trickle_fast_inputs bool function ImGui.UpdateInputEvents(trickle_fast_inputs) local g = GImGui local io = g.IO local trickle_interleaved_nonchar_keys_and_text = trickle_fast_inputs and g.WantTextInputNextFrame == 1 local mouse_moved = false local mouse_wheeled = false local key_changed = false local key_changed_nonchar = false local text_inputted = false local mouse_button_changed = 0x00 key_changed_mask:ClearAllBits() local event_n = 1 local stop_3231 = false while event_n <= g.InputEventsQueue.Size do repeat local e = g.InputEventsQueue.Data[event_n] if e.Type == ImGuiInputEventType.MousePos then if g.IO.WantSetMousePos then break end if trickle_fast_inputs and (mouse_button_changed ~= 0 or mouse_wheeled or key_changed or text_inputted) then stop_3231 = true; break end local event_pos = ImVec2(e.MousePos.PosX, e.MousePos.PosY) io.MousePos = event_pos io.MouseSource = e.MousePos.MouseSource mouse_moved = true elseif e.Type == ImGuiInputEventType.MouseButton then local button = e.MouseButton.Button IM_ASSERT(button >= 0 and button < ImGuiMouseButton.COUNT) if trickle_fast_inputs and ((bit32.band(mouse_button_changed, bit32.lshift(1, button)) ~= 0) or mouse_wheeled) then stop_3231 = true; break end if trickle_fast_inputs and e.MouseButton.MouseSource == ImGuiMouseSource.TouchScreen and mouse_moved then stop_3231 = true; break end io.MouseDown[button] = e.MouseButton.Down io.MouseSource = e.MouseButton.MouseSource mouse_button_changed = bit32.bor(mouse_button_changed, bit32.lshift(1, button)) elseif e.Type == ImGuiInputEventType.MouseWheel then if trickle_fast_inputs and (mouse_moved or mouse_button_changed ~= 0) then stop_3231 = true; break end io.MouseWheelH = io.MouseWheelH + e.MouseWheel.WheelX io.MouseWheel = io.MouseWheel + e.MouseWheel.WheelY io.MouseSource = e.MouseWheel.MouseSource mouse_wheeled = true elseif e.Type == ImGuiInputEventType.MouseViewport then io.MouseHoveredViewport = e.MouseViewport.HoveredViewportID elseif e.Type == ImGuiInputEventType.Key then -- Trickling Rule: Stop processing queued events if we got multiple action on the same button if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then break end local key = e.Key.Key IM_ASSERT(key ~= ImGuiKey.None) -- TODO: Also gets 0-based index here, consider making key_data storage 1-based local key_data, key_data_index = ImGui.GetKeyData(g, key) if trickle_fast_inputs and key_data.Down ~= e.Key.Down and (key_changed_mask:TestBit(key_data_index + 1) or mouse_button_changed ~= 0) then stop_3231 = true; break end local key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(bit32.bor(ImGui.GetMergedModsFromKeys(), key)) if trickle_interleaved_nonchar_keys_and_text and (text_inputted and not key_is_potentially_for_char_input) then stop_3231 = true; break end if key_data.Down ~= e.Key.Down then key_changed = true key_changed_mask:SetBit(key_data_index + 1) if trickle_interleaved_nonchar_keys_and_text and not key_is_potentially_for_char_input then key_changed_nonchar = true end end key_data.Down = e.Key.Down key_data.AnalogValue = e.Key.AnalogValue elseif e.Type == ImGuiInputEventType.Text then if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then break end if trickle_fast_inputs and (mouse_button_changed ~= 0 or mouse_moved or mouse_wheeled) then stop_3231 = true; break end if trickle_interleaved_nonchar_keys_and_text and key_changed_nonchar then stop_3231 = true; break end local c = e.Text.Char io.InputQueueCharacters:push_back((c <= IM_UNICODE_CODEPOINT_MAX) and c or IM_UNICODE_CODEPOINT_INVALID) if trickle_interleaved_nonchar_keys_and_text then text_inputted = true end elseif e.Type == ImGuiInputEventType.Focus then local focus_lost = not e.AppFocused.Focused io.AppFocusLost = focus_lost else IM_ASSERT(false, "Unknown event!") end until true if stop_3231 then break end event_n = event_n + 1 end if event_n == g.InputEventsQueue.Size + 1 then g.InputEventsQueue:resize(0) else for i = 1, event_n - 1 do g.InputEventsQueue:erase(1) end end if g.IO.AppFocusLost then g.IO:ClearInputKeys() g.IO:ClearInputMouse() end end end --- @param key ImGuiKey --- @param owner_id ImGuiID --- @param flags? ImGuiInputFlags function ImGui.SetKeyOwner(key, owner_id, flags) if flags == nil then flags = 0 end local g = GImGui --- @cast g ImGuiContext IM_ASSERT(ImGui.IsNamedKeyOrMod(key) and (owner_id ~= ImGuiKeyOwner_Any or (bit32.band(flags, bit32.bor(ImGuiInputFlags.LockThisFrame, ImGuiInputFlags.LockUntilRelease)) ~= 0)), "Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)") IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedBySetKeyOwner)) == 0, "Passing flags not supported by this function!") local owner_data = ImGui.GetKeyOwnerData(g, key) owner_data.OwnerCurr = owner_id owner_data.OwnerNext = owner_id owner_data.LockUntilRelease = (bit32.band(flags, ImGuiInputFlags.LockUntilRelease) ~= 0) owner_data.LockThisFrame = (bit32.band(flags, ImGuiInputFlags.LockThisFrame) ~= 0) or owner_data.LockUntilRelease end -- Rarely used helper --- @param key_chord ImGuiKeyChord --- @param owner_id ImGuiID --- @param flags? ImGuiInputFlags function ImGui.SetKeyOwnersForKeyChord(key_chord, owner_id, flags) if flags == nil then flags = 0 end if bit32.band(key_chord, ImGuiMod_Ctrl) ~= 0 then ImGui.SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags) end if bit32.band(key_chord, ImGuiMod_Shift) ~= 0 then ImGui.SetKeyOwner(ImGuiMod_Shift, owner_id, flags) end if bit32.band(key_chord, ImGuiMod_Alt) ~= 0 then ImGui.SetKeyOwner(ImGuiMod_Alt, owner_id, flags) end if bit32.band(key_chord, ImGuiMod_Super) ~= 0 then ImGui.SetKeyOwner(ImGuiMod_Super, owner_id, flags) end if bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) ~= 0 then ImGui.SetKeyOwner(bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)), owner_id, flags) end end --- @param key ImGuiKey --- @param flags? ImGuiInputFlags function ImGui.SetItemKeyOwner(key, flags) if flags == nil then flags = ImGuiInputFlags.None end local g = GImGui local id = g.LastItemData.ID if id == 0 or (g.HoveredId ~= id and g.ActiveId ~= id) then return false end if bit32.band(flags, ImGuiInputFlags.CondMask_) == 0 then flags = bit32.bor(flags, ImGuiInputFlags.CondDefault_) end if (g.HoveredId == id and bit32.band(flags, ImGuiInputFlags.CondHovered) ~= 0) or (g.ActiveId == id and bit32.band(flags, ImGuiInputFlags.CondActive) ~= 0) then IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedBySetItemKeyOwner)) == 0) if not ImGui.TestKeyOwner(key, id) then return false end ImGui.SetKeyOwner(key, id, bit32.band(flags, bit32.bnot(ImGuiInputFlags.CondMask_))) return true end return false end --- @param key_chord ImGuiKeyChord --- @param flags ImGuiInputFlags --- @param owner_id ImGuiID function ImGui.IsKeyChordPressed(key_chord, flags, owner_id) local g = GImGui key_chord = ImGui.FixupKeyChord(key_chord) local mods = bit32.band(key_chord, ImGuiMod_Mask_) if g.IO.KeyMods ~= mods then return false end -- Special storage location for mods local key = bit32.band(key_chord, bit32.bnot(ImGuiMod_Mask_)) if key == ImGuiKey.None then key = ImGui.ConvertSingleModFlagToKey(mods) end if not ImGui.IsKeyPressedEx(key, bit32.band(flags, ImGuiInputFlags.RepeatMask_), owner_id) then return false end return true end --- @param key_chord ImGuiKeyChord --- @param flags? ImGuiInputFlags function ImGui.SetNextItemShortcut(key_chord, flags) if flags == nil then flags = 0 end local g = GImGui g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasShortcut) g.NextItemData.Shortcut = key_chord g.NextItemData.ShortcutFlags = flags end --- @param key_chord ImGuiKeyChord --- @param flags ImGuiInputFlags --- @param owner_id ImGuiID function ImGui.Shortcut(key_chord, flags, owner_id) local g = GImGui -- IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)", ImGui.GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id) -- When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. if bit32.band(flags, ImGuiInputFlags.RouteTypeMask_) == 0 then flags = bit32.bor(flags, ImGuiInputFlags.RouteFocused) end -- Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) -- Effectively makes Shortcut() always input-owner aware. if owner_id == ImGuiKeyOwner_Any or owner_id == ImGuiKeyOwner_NoOwner then owner_id = GetRoutingIdFromOwnerId(owner_id) end if bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 then return false end -- Submit route if not ImGui.SetShortcutRouting(key_chord, flags, owner_id) then return false end -- Default repeat behavior for Shortcut() -- So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. if bit32.band(flags, ImGuiInputFlags.Repeat) ~= 0 and bit32.band(flags, ImGuiInputFlags.RepeatUntilMask_) == 0 then flags = bit32.bor(flags, ImGuiInputFlags.RepeatUntilKeyModsChange) end if not ImGui.IsKeyChordPressed(key_chord, flags, owner_id) then return false end -- Claim mods during the press ImGui.SetKeyOwnersForKeyChord(bit32.band(key_chord, ImGuiMod_Mask_), owner_id) IM_ASSERT(bit32.band(flags, bit32.bnot(ImGuiInputFlags.SupportedByShortcut)) == 0) -- Passing flags not supported by this function! return true end --- @param window ImGuiWindow --- @return bool function ImGui.IsWindowActiveAndVisible(window) return window.Active and not window.Hidden end --- @param window ImGuiWindow --- @nodiscard local function CalcWindowMinSize(window) local g = GImGui local size_min = ImVec2() if (bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(window.Flags, ImGuiWindowFlags.Popup) == 0) then if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0 then size_min.x = g.Style.WindowMinSize.x else size_min.x = IMGUI_WINDOW_HARD_MIN_SIZE end if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0 then size_min.y = g.Style.WindowMinSize.y else size_min.y = IMGUI_WINDOW_HARD_MIN_SIZE end else if bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) == 0 then size_min.x = g.Style.WindowMinSize.x else size_min.x = IMGUI_WINDOW_HARD_MIN_SIZE end if bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) == 0 then size_min.y = g.Style.WindowMinSize.y else size_min.y = IMGUI_WINDOW_HARD_MIN_SIZE end end local window_for_height = window size_min.y = ImMax(size_min.y, window_for_height.TitleBarHeight + window_for_height.MenuBarHeight + ImMax(0, g.Style.WindowRounding - 1)) return size_min end --- @param window ImGuiWindow --- @param size_desired ImVec2 --- @return ImVec2 --- @nodiscard local function CalcWindowSizeAfterConstraint(window, size_desired) local g = GImGui local new_size = ImVec2() ImVec2_Copy(new_size, size_desired) if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) ~= 0 then local cr = ImRect() ImRect_Copy(cr, g.NextWindowData.SizeConstraintRect) new_size.x = (cr.Min.x >= 0 and cr.Max.x >= 0) and ImClamp(new_size.x, cr.Min.x, cr.Max.x) or window.SizeFull.x new_size.y = (cr.Min.y >= 0 and cr.Max.y >= 0) and ImClamp(new_size.y, cr.Min.y, cr.Max.y) or window.SizeFull.y if g.NextWindowData.SizeCallback then local data = {} -- TODO: ImGuiSizeCallbackData data.UserData = g.NextWindowData.SizeCallbackUserData data.Pos = ImVec2(window.Pos.x, window.Pos.y) data.CurrentSize = ImVec2(window.SizeFull.x, window.SizeFull.y) data.DesiredSize = ImVec2(new_size.x, new_size.y) g.NextWindowData.SizeCallback(data) new_size.x = data.DesiredSize.x new_size.y = data.DesiredSize.y end new_size.x = IM_TRUNC(new_size.x) new_size.y = IM_TRUNC(new_size.y) end local size_min = CalcWindowMinSize(window) return ImMax(new_size, size_min) end --- @param window ImGuiWindow --- @param content_size_current ImVec2 --- @param content_size_ideal ImVec2 local function CalcWindowContentSizes(window, content_size_current, content_size_ideal) local preserve_old_content_sizes = false if (window.Collapsed and window.AutoFitFramesX <= 0 and window.AutoFitFramesY <= 0) then preserve_old_content_sizes = true elseif (window.Hidden and window.HiddenFramesCannotSkipItems == 0 and window.HiddenFramesCanSkipItems > 0) then preserve_old_content_sizes = true end if preserve_old_content_sizes then content_size_current.x = window.ContentSize.x content_size_current.y = window.ContentSize.y content_size_ideal.x = window.ContentSizeIdeal.x content_size_ideal.y = window.ContentSizeIdeal.y return end if (window.ContentSizeExplicit.x ~= 0.0) then content_size_current.x = window.ContentSizeExplicit.x else content_size_current.x = ImTrunc64(window.DC.CursorMaxPos.x - window.DC.CursorStartPos.x) end if (window.ContentSizeExplicit.y ~= 0.0) then content_size_current.y = window.ContentSizeExplicit.y else content_size_current.y = ImTrunc64(window.DC.CursorMaxPos.y - window.DC.CursorStartPos.y) end if (window.ContentSizeExplicit.x ~= 0.0) then content_size_ideal.x = window.ContentSizeExplicit.x else content_size_ideal.x = ImTrunc64(ImMax(window.DC.CursorMaxPos.x, window.DC.IdealMaxPos.x) - window.DC.CursorStartPos.x) end if (window.ContentSizeExplicit.y ~= 0.0) then content_size_ideal.y = window.ContentSizeExplicit.y else content_size_ideal.y = ImTrunc64(ImMax(window.DC.CursorMaxPos.y, window.DC.IdealMaxPos.y) - window.DC.CursorStartPos.y) end end --- @param window ImGuiWindow # The window to calculate auto-fit size for --- @param size_contents ImVec2 # The content size --- @param axis_mask int # The axis mask to determine which axes to auto-fit --- @return ImVec2 # The auto-fit size local function CalcWindowAutoFitSize(window, size_contents, axis_mask) local g = GImGui local style = g.Style local decoration_w_without_scrollbars = window.DecoOuterSizeX1 + window.DecoOuterSizeX2 - window.ScrollbarSizes.x local decoration_h_without_scrollbars = window.DecoOuterSizeY1 + window.DecoOuterSizeY2 - window.ScrollbarSizes.y local size_pad = ImVec2(window.WindowPadding.x * 2, window.WindowPadding.y * 2) local size_desired = ImVec2() size_desired.x = (bit32.band(axis_mask, 1) ~= 0) and (size_contents.x + size_pad.x + decoration_w_without_scrollbars) or window.Size.x size_desired.y = (bit32.band(axis_mask, 2) ~= 0) and (size_contents.y + size_pad.y + decoration_h_without_scrollbars) or window.Size.y local size_max = ImVec2(FLT_MAX, FLT_MAX) if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 or bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then if not window.ViewportOwned then size_max = ImGui.GetMainViewport().WorkSize - style.DisplaySafeAreaPadding * 2.0 end local monitor_idx = window.ViewportAllowPlatformMonitorExtend if monitor_idx >= 1 and monitor_idx <= g.PlatformIO.Monitors.Size then size_max = g.PlatformIO.Monitors.Data[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0 end end if bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0 then return ImMin(size_desired, size_max) else local size_min = CalcWindowMinSize(window) local size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max) local size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit) local size_contents_for_scrollbar_x = (bit32.band(axis_mask, 1) ~= 0) and size_contents.x or window.ContentSize.x local size_contents_for_scrollbar_y = (bit32.band(axis_mask, 2) ~= 0) and size_contents.y or window.ContentSize.y local will_have_scrollbar_x = (size_auto_fit_after_constraint.x < size_contents_for_scrollbar_x + size_pad.x + decoration_w_without_scrollbars and bit32.band(window.Flags, ImGuiWindowFlags.NoScrollbar) == 0 and bit32.band(window.Flags, ImGuiWindowFlags.HorizontalScrollbar) ~= 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysHorizontalScrollbar) ~= 0 local will_have_scrollbar_y = (size_auto_fit_after_constraint.y < size_contents_for_scrollbar_y + size_pad.y + decoration_h_without_scrollbars and bit32.band(window.Flags, ImGuiWindowFlags.NoScrollbar) == 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysVerticalScrollbar) ~= 0 if will_have_scrollbar_x then size_auto_fit.y = size_auto_fit.y + style.ScrollbarSize end if will_have_scrollbar_y then size_auto_fit.x = size_auto_fit.x + style.ScrollbarSize end return size_auto_fit end end --- @param window ImGuiWindow --- @return ImVec2 function ImGui.CalcWindowNextAutoFitSize(window) local size_contents_current = ImVec2() local size_contents_ideal = ImVec2() CalcWindowContentSizes(window, size_contents_current, size_contents_ideal) local size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal, -1) local size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit) return size_final end --- @param window ImGuiWindow --- @return ImGuiCol local function GetWindowBgColorIdx(window) if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.Popup)) ~= 0 then return ImGuiCol.PopupBg elseif bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 and not window.DockIsActive then return ImGuiCol.ChildBg else return ImGuiCol.WindowBg end end --- @param window ImGuiWindow --- @param corner_target_arg ImVec2 --- @param corner_norm ImVec2 --- @return ImVec2, ImVec2 --- @nodiscard local function CalcResizePosSizeFromAnyCorner(window, corner_target_arg, corner_norm) local corner_target = ImVec2() ImVec2_Copy(corner_target, corner_target_arg) if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then local parent_window = window.ParentWindow local parent_flags = parent_window.Flags local limit_rect = ImRect() ImRect_Copy(limit_rect, parent_window.InnerRect) limit_rect:Expand(ImVec2(-ImMax(parent_window.WindowPadding.x, parent_window.WindowBorderSize), -ImMax(parent_window.WindowPadding.y, parent_window.WindowBorderSize))) if (bit32.band(parent_flags, bit32.bor(ImGuiWindowFlags.HorizontalScrollbar, ImGuiWindowFlags.AlwaysHorizontalScrollbar)) == 0) or (bit32.band(parent_flags, ImGuiWindowFlags.NoScrollbar) ~= 0) then corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x) end if bit32.band(parent_flags, ImGuiWindowFlags.NoScrollbar) ~= 0 then corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y) end end local pos_min = ImLerp(corner_target, window.Pos, corner_norm) local pos_max = ImLerp(window.Pos + window.Size, corner_target, corner_norm) local size_expected = pos_max - pos_min local size_constrained = CalcWindowSizeAfterConstraint(window, size_expected) local out_pos = pos_min if corner_norm.x == 0.0 then out_pos.x = out_pos.x - (size_constrained.x - size_expected.x) end if corner_norm.y == 0.0 then out_pos.y = out_pos.y - (size_constrained.y - size_expected.y) end return out_pos, size_constrained end --- @param window ImGuiWindow --- @param resize_grip_count int --- @param resize_grip_col table --- @param visibility_rect ImRect --- @return int, int, int local function UpdateWindowManualResize(window, resize_grip_count, resize_grip_col, visibility_rect) local g = GImGui local flags = window.Flags if (bit32.band(flags, ImGuiWindowFlags.NoResize) ~= 0 or window.AutoFitFramesX > 0 or window.AutoFitFramesY > 0) then return 0, -1, -1 end if (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 and bit32.band(window.ChildFlags, bit32.bor(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY)) == 0) then return 0, -1, -1 end if window.WasActive == false then return 0, -1, -1 end local border_hovered = -1 local border_held = -1 local ret_auto_fit_mask = 0x00 local grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35, g.Style.WindowRounding + 1.0 + g.FontSize * 0.2)) local grip_hover_inner_size = (resize_grip_count > 0) and IM_TRUNC(grip_draw_size * 0.75) or 0.0 local grip_hover_outer_size = g.WindowsBorderHoverPadding + 1 ImGui.PushID("#RESIZE") local pos_target = ImVec2(FLT_MAX, FLT_MAX) local size_target = ImVec2(FLT_MAX, FLT_MAX) -- Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). -- - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. -- This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. -- - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. -- - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). -- We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. local clip_with_viewport_rect = bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasMouseHoveredViewport) == 0 or g.IO.MouseHoveredViewport ~= window.ViewportId or bit32.band(window.Viewport.Flags, ImGuiViewportFlags.NoDecoration) == 0 if (clip_with_viewport_rect) then ImRect_Copy(window.ClipRect, window.Viewport:GetMainRect()) end local clamp_rect = ImRect() ImRect_Copy(clamp_rect, visibility_rect) local window_move_from_title_bar = (bit32.band(window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0) and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) if window_move_from_title_bar then clamp_rect.Min.y = clamp_rect.Min.y - window.TitleBarHeight end for resize_grip_n = 0, resize_grip_count - 1 do local def = ImGuiResizeGripDef[resize_grip_n + 1] local corner_pos = def.CornerPosN local inner_dir = def.InnerDir local corner = ImVec2(window.Pos.x + corner_pos.x * window.Size.x, window.Pos.y + corner_pos.y * window.Size.y) local resize_rect = ImRect(corner - inner_dir * grip_hover_outer_size, corner + inner_dir * grip_hover_inner_size) if resize_rect.Min.x > resize_rect.Max.x then resize_rect.Min.x, resize_rect.Max.x = resize_rect.Max.x, resize_rect.Min.x end if resize_rect.Min.y > resize_rect.Max.y then resize_rect.Min.y, resize_rect.Max.y = resize_rect.Max.y, resize_rect.Min.y end local resize_grip_id = window:GetID(resize_grip_n) ImGui.ItemAdd(resize_rect, resize_grip_id, nil, ImGuiItemFlags.NoNav) local _, hovered, held = ImGui.ButtonBehavior(resize_rect, resize_grip_id, bit32.bor(ImGuiButtonFlags.FlattenChildren, ImGuiButtonFlags.NoNavFocus)) if hovered or held then ImGui.SetMouseCursor((bit32.band(resize_grip_n, 1) ~= 0) and ImGuiMouseCursor.ResizeNESW or ImGuiMouseCursor.ResizeNWSE) end if held and g.IO.MouseDoubleClicked[0] then local size_auto_fit = CalcWindowAutoFitSize(window, window.ContentSizeIdeal, -1) size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit) ret_auto_fit_mask = 0x03 ImGui.ClearActiveID() elseif held then local clamp_min = ImVec2((corner_pos.x == 1.0) and clamp_rect.Min.x or -FLT_MAX, (corner_pos.y == 1.0) and clamp_rect.Min.y or -FLT_MAX) local clamp_max = ImVec2((corner_pos.x == 0.0) and clamp_rect.Max.x or FLT_MAX, (corner_pos.y == 0.0) and clamp_rect.Max.y or FLT_MAX) local corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN) corner_target = ImClamp(corner_target, clamp_min, clamp_max) pos_target, size_target = CalcResizePosSizeFromAnyCorner(window, corner_target, corner_pos) end local resize_grip_visible = held or hovered or (resize_grip_n == 0 and bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0) if resize_grip_visible then local color if held then color = ImGui.GetColorU32(ImGuiCol.ResizeGripActive) else if hovered then color = ImGui.GetColorU32(ImGuiCol.ResizeGripHovered) else color = ImGui.GetColorU32(ImGuiCol.ResizeGrip) end end resize_grip_col[resize_grip_n + 1] = color end end local resize_border_mask = 0x00 if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then local mask_x = (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0) and 0x02 or 0 local mask_y = (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0) and 0x08 or 0 resize_border_mask = bit32.bor(mask_x, mask_y) else resize_border_mask = g.IO.ConfigWindowsResizeFromEdges and 0x0F or 0x00 end for border_n = 0, 3 do repeat if bit32.band(resize_border_mask, bit32.lshift(1, border_n)) == 0 then break end local def = ImGuiResizeBorderDef[border_n + 1] local axis if border_n == ImGuiDir.Left or border_n == ImGuiDir.Right then axis = ImGuiAxis.X else axis = ImGuiAxis.Y end local border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding) local border_id = window:GetID(border_n + 4) ImGui.ItemAdd(border_rect, border_id, nil, ImGuiItemFlags.NoNav) local _, hovered, held = ImGui.ButtonBehavior(border_rect, border_id, bit32.bor(ImGuiButtonFlags.FlattenChildren, ImGuiButtonFlags.NoNavFocus)) if hovered and g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER then hovered = false end if hovered or held then ImGui.SetMouseCursor((axis == ImGuiAxis.X) and ImGuiMouseCursor.ResizeEW or ImGuiMouseCursor.ResizeNS) end if held and g.IO.MouseDoubleClicked[0] then -- Double-clicking bottom or right border auto-fit on this axis -- FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. if border_n == 1 or border_n == 3 then -- Right and bottom border local size_auto_fit = CalcWindowAutoFitSize(window, window.ContentSizeIdeal, bit32.lshift(1, axis - 1)) size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis] ret_auto_fit_mask = bit32.bor(ret_auto_fit_mask, bit32.lshift(1, axis - 1)) hovered = false held = false -- So border doesn't show highlighted at new position end ImGui.ClearActiveID() elseif held then local just_scrolled_manually_while_resizing = (g.WheelingWindow ~= nil and g.WheelingWindowScrolledFrame == g.FrameCount and ImGui.IsWindowChildOf(window, g.WheelingWindow, false, true)) if g.ActiveIdIsJustActivated or just_scrolled_manually_while_resizing then g.WindowResizeBorderExpectedRect = border_rect g.WindowResizeRelativeMode = false end if (bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0) and g.WindowResizeBorderExpectedRect ~= border_rect then g.WindowResizeRelativeMode = true end local border_curr = window.Pos + ImMin(def.SegmentN1, def.SegmentN2) * window.Size local border_target_rel_mode_for_axis local border_target_abs_mode_for_axis border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis] border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding -- Match ButtonBehavior() padding above -- Use absolute mode position local border_target = ImVec2() ImVec2_Copy(border_target, window.Pos) border_target[axis] = border_target_abs_mode_for_axis -- Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. local ignore_resize = false if g.WindowResizeRelativeMode then border_target[axis] = border_target_rel_mode_for_axis if g.IO.MouseDelta[axis] == 0.0 or ((g.IO.MouseDelta[axis] > 0.0) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) then ignore_resize = true end end local clamp_min = ImVec2((border_n == ImGuiDir.Right) and clamp_rect.Min.x or -FLT_MAX, (border_n == ImGuiDir.Down or (border_n == ImGuiDir.Up and window_move_from_title_bar)) and clamp_rect.Min.y or -FLT_MAX) local clamp_max = ImVec2((border_n == ImGuiDir.Left) and clamp_rect.Max.x or FLT_MAX, (border_n == ImGuiDir.Up) and clamp_rect.Max.y or FLT_MAX) border_target = ImClamp(border_target, clamp_min, clamp_max) if not ignore_resize then pos_target, size_target = CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2)) end end if hovered then border_hovered = border_n end if held then border_held = border_n end until true end ImGui.PopID() window.DC.NavLayerCurrent = ImGuiNavLayer.Main if size_target.x ~= FLT_MAX and (window.Size.x ~= size_target.x or window.SizeFull.x ~= size_target.x) then window.Size.x = size_target.x window.SizeFull.x = size_target.x end if size_target.y ~= FLT_MAX and (window.Size.y ~= size_target.y or window.SizeFull.y ~= size_target.y) then window.Size.y = size_target.y window.SizeFull.y = size_target.y end if pos_target.x ~= FLT_MAX and window.Pos.x ~= ImFloor(pos_target.x) then window.Pos.x = ImFloor(pos_target.x) end if pos_target.y ~= FLT_MAX and window.Pos.y ~= ImFloor(pos_target.y) then window.Pos.y = ImFloor(pos_target.y) end if border_held ~= -1 then g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding) end return ret_auto_fit_mask, border_hovered, border_held end --- @param pos ImVec2 --- @param wrap_pos_x float --- @return float function ImGui.CalcWrapWidthForPos(pos, wrap_pos_x) if wrap_pos_x < 0.0 then return 0.0 end local g = GImGui local window = g.CurrentWindow if wrap_pos_x == 0.0 then wrap_pos_x = window.WorkRect.Max.x elseif wrap_pos_x > 0.0 then wrap_pos_x = wrap_pos_x + window.Pos.x - window.Scroll.x end return ImMax(wrap_pos_x - pos.x, 1.0) end --- @param text ImString --- @param text_end int? --- @return int # Exclusive upper bound function ImGui.FindRenderedTextEnd(text, text_end) local text_display_end = 1 local text_len = #text if not text_end then text_end = text_len + 1 end text_display_end = ImMemchr(text, "##", 1) or text_end text_display_end = ImMin(text_display_end, text_end) return text_display_end end --- @param pos ImVec2 --- @param text string --- @param text_begin int? --- @param text_end int? --- @param hide_text_after_hash bool? # true by default function ImGui.RenderText(pos, text, text_begin, text_end, hide_text_after_hash) if text_begin == nil then text_begin = 1 end if hide_text_after_hash == nil then hide_text_after_hash = true end local g = GImGui local window = g.CurrentWindow -- Hide anything after a '##' string local text_display_end if hide_text_after_hash then text_display_end = ImGui.FindRenderedTextEnd(text, text_end) else if text_end == nil then text_end = #text + 1 end text_display_end = text_end end if text ~= "" and text_display_end > 1 then window.DrawList:AddText(g.Font, g.FontSize, pos, ImGui.GetColorU32(ImGuiCol.Text), text, text_begin, text_display_end, 0.0) if g.LogEnabled then -- ImGui.LogRenderedText(&pos, text, text_display_end); end end end --- @param pos ImVec2 --- @param text string --- @param text_end int? --- @param wrap_width float function ImGui.RenderTextWrapped(pos, text, text_end, wrap_width) local g = GImGui local window = g.CurrentWindow if text_end == nil then text_end = #text + 1 end if text ~= "" then window.DrawList:AddText(g.Font, g.FontSize, pos, ImGui.GetColorU32(ImGuiCol.Text), text, 1, text_end, wrap_width) end end --- @param draw_list ImDrawList --- @param pos_min ImVec2 --- @param pos_max ImVec2 --- @param text string --- @param text_begin int --- @param text_display_end int --- @param text_size_if_known? ImVec2 --- @param align? ImVec2 --- @param clip_rect? ImRect function ImGui.RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_begin, text_display_end, text_size_if_known, align, clip_rect) if not align then align = ImVec2(0, 0) end local pos = ImVec2() ImVec2_Copy(pos, pos_min) local text_size = text_size_if_known or ImGui.CalcTextSize(text, text_display_end, false, 0.0) local clip_min = clip_rect and clip_rect.Min or pos_min local clip_max = clip_rect and clip_rect.Max or pos_max local need_clipping = (pos.x + text_size.x >= clip_max.x) or (pos.y + text_size.y >= clip_max.y) if (clip_rect) then need_clipping = need_clipping or ((pos.x < clip_min.x) or (pos.y < clip_min.y)) end if (align.x > 0.0) then pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x) end if (align.y > 0.0) then pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y) end local g = GImGui if (need_clipping) then local fine_clip_rect = ImVec4(clip_min.x, clip_min.y, clip_max.x, clip_max.y) draw_list:AddText(nil, 0.0, pos, ImGui.GetColorU32(ImGuiCol.Text), text, text_begin, text_display_end, 0.0, fine_clip_rect) else draw_list:AddText(nil, 0.0, pos, ImGui.GetColorU32(ImGuiCol.Text), text, text_begin, text_display_end, 0.0, nil) end end --- @param pos_min ImVec2 --- @param pos_max ImVec2 --- @param text string --- @param text_end? int --- @param text_size_if_known? ImVec2 --- @param align? ImVec2 --- @param clip_rect? ImRect function ImGui.RenderTextClipped(pos_min, pos_max, text, text_end, text_size_if_known, align, clip_rect) if not align then align = ImVec2(0, 0) end local text_display_end = ImGui.FindRenderedTextEnd(text, text_end) local text_len = text_display_end - 1 if text_len == 0 then return end local g = GImGui local window = g.CurrentWindow ImGui.RenderTextClippedEx(window.DrawList, pos_min, pos_max, text, 1, text_display_end, text_size_if_known, align, clip_rect) -- if (g.LogEnabled) -- ImGui.LogRenderedText(&pos_min, text, text_display_end); end --- @param bb ImRect --- @param id ImGuiID --- @param flags? ImGuiNavRenderCursorFlags --- @param rounding? float function ImGui.RenderNavCursor(bb, id, flags, rounding) if flags == nil then flags = ImGuiNavRenderCursorFlags.None end if rounding == nil then rounding = -1.0 end local g = GImGui if id ~= g.NavId then return end if not g.NavCursorVisible and bit32.band(flags, ImGuiNavRenderCursorFlags.AlwaysDraw) == 0 then return end if id == g.LastItemData.ID and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.NoNav) ~= 0 then return end local window = g.CurrentWindow if window.DC.NavHideHighlightOneFrame then return end if rounding < 0.0 then rounding = g.Style.FrameRounding end local display_rect = ImRect() ImRect_Copy(display_rect, bb) display_rect:ClipWith(window.ClipRect) local scale_factor = ImGui.GetScale() local thickness = ImTrunc(ImMax(2.0, 1.5 * scale_factor)) if bit32.band(flags, ImGuiNavRenderCursorFlags.Compact) ~= 0 then window.DrawList:AddRect(display_rect.Min, display_rect.Max, ImGui.GetColorU32(ImGuiCol.NavCursor), rounding, thickness) else local distance = ImTrunc(3.0 + thickness * 0.5) display_rect:Expand(ImVec2(distance, distance)) local fully_visible = window.ClipRect:Contains(display_rect) if not fully_visible then window.DrawList:PushClipRect(display_rect.Min, display_rect.Max) end window.DrawList:AddRect(display_rect.Min, display_rect.Max, ImGui.GetColorU32(ImGuiCol.NavCursor), rounding, thickness) if not fully_visible then window.DrawList:PopClipRect() end end end do --[[ImGui.RenderMouseCursor]] local offset = ImVec2() local size = ImVec2() local uv_border = {ImVec2(), ImVec2()} local uv_fill = {ImVec2(), ImVec2()} --- @param base_pos ImVec2 --- @param base_scale float --- @param mouse_cursor ImGuiMouseCursor --- @param col_fill ImU32 --- @param col_border ImU32 --- @param col_shadow ImU32 function ImGui.RenderMouseCursor(base_pos, base_scale, mouse_cursor, col_fill, col_border, col_shadow) local g = GImGui if mouse_cursor <= ImGuiMouseCursor.None or mouse_cursor >= ImGuiMouseCursor.COUNT then -- We intentionally accept out of bound values mouse_cursor = ImGuiMouseCursor.Arrow end local font_atlas = g.DrawListSharedData.FontAtlas for _, viewport in g.Viewports:iter() do repeat if not ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, offset, size, uv_border, uv_fill) then break end local pos = base_pos - offset local scale = base_scale * viewport.DpiScale if not viewport:GetMainRect():Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)) then break end local draw_list = ImGui.GetForegroundDrawList(viewport) local tex_ref = font_atlas.TexRef draw_list:PushTexture(tex_ref); draw_list:AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv_fill[1], uv_fill[2], col_shadow) draw_list:AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv_fill[1], uv_fill[2], col_shadow) draw_list:AddImage(tex_ref, pos, pos + size * scale, uv_fill[1], uv_fill[2], col_border) draw_list:AddImage(tex_ref, pos, pos + size * scale, uv_border[1], uv_border[2], col_fill) if mouse_cursor == ImGuiMouseCursor.Wait or mouse_cursor == ImGuiMouseCursor.Progress then local a_min = ImFmod(g.Time * 5.0, 2.0 * IM_PI) local a_max = a_min + IM_PI * 1.65 draw_list:PathArcTo(pos + ImVec2(14, -1) * scale, 6.0 * scale, a_min, a_max) draw_list:PathStroke(col_fill, 3.0 * scale) end draw_list:PopTexture() until true end end end --- Another overly complex function until we reorganize everything into a nice all-in-one helper. --- This is made more complex because we have dissociated the layout rectangle (pos_min .. pos_max) from 'ellipsis_max_x' which may be beyond it. --- This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. --- @param draw_list ImDrawList --- @param pos_min ImVec2 --- @param pos_max ImVec2 --- @param ellipsis_max_x float --- @param text string --- @param text_end_full? int --- @param text_size_if_known? ImVec2 function ImGui.RenderTextEllipsis(draw_list, pos_min, pos_max, ellipsis_max_x, text, text_end_full, text_size_if_known) local g = GImGui if text_end_full == nil then text_end_full = ImGui.FindRenderedTextEnd(text) end local text_size if text_size_if_known then text_size = ImVec2() ImVec2_Copy(text_size, text_size_if_known) else text_size = ImGui.CalcTextSize(text, text_end_full, false, 0.0) end -- draw_list:AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255)) -- draw_list:AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255)) -- FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. if text_size.x > pos_max.x - pos_min.x then -- Hello wo... -- | | | -- min max ellipsis_max -- <-> this is generally some padding value local font = draw_list._Data.Font local font_size = draw_list._Data.FontSize local font_scale = draw_list._Data.FontScale local text_end_ellipsis = nil local baked = font:GetFontBaked(font_size) local ellipsis_width = baked:GetCharAdvance(font.EllipsisChar) * font_scale -- We can now claim the space between pos_max.x and ellipsis_max.x local text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0) local text_size_clipped text_size_clipped, text_end_ellipsis = font:CalcTextSizeA(font_size, text_avail_width, 0.0, text, 1, text_end_full) local text_size_clipped_x = text_size_clipped.x -- Render text, render ellipsis ImGui.RenderTextClippedEx(draw_list, pos_min, pos_max, text, 1, text_end_ellipsis, text_size, ImVec2(0.0, 0.0)) local cpu_fine_clip_rect = ImVec4(pos_min.x, pos_min.y, pos_max.x, pos_max.y) local ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)) font:RenderChar(draw_list, font_size, ellipsis_pos, ImGui.GetColorU32(ImGuiCol.Text), font.EllipsisChar, cpu_fine_clip_rect) else ImGui.RenderTextClippedEx(draw_list, pos_min, pos_max, text, 1, text_end_full, text_size, ImVec2(0.0, 0.0)) end if g.LogEnabled then ImGui.LogRenderedText(pos_min, text, text_end_full) end end --- @param p_min ImVec2 --- @param p_max ImVec2 --- @param fill_col ImU32 --- @param borders? bool --- @param rounding? float function ImGui.RenderFrame(p_min, p_max, fill_col, borders, rounding) if borders == nil then borders = true end if rounding == nil then rounding = 0.0 end local g = GImGui local window = g.CurrentWindow window.DrawList:AddRectFilled(p_min, p_max, fill_col, rounding) local border_size = g.Style.FrameBorderSize if borders and border_size > 0 then window.DrawList:AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), ImGui.GetColorU32(ImGuiCol.BorderShadow), rounding, border_size, 0) window.DrawList:AddRect(p_min, p_max, ImGui.GetColorU32(ImGuiCol.Border), rounding, border_size, 0) end end --- @param p_min ImVec2 --- @param p_max ImVec2 --- @param rounding float function ImGui.RenderFrameBorder(p_min, p_max, rounding) local g = GImGui local window = g.CurrentWindow local border_size = g.Style.FrameBorderSize if border_size > 0.0 then window.DrawList:AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), ImGui.GetColorU32(ImGuiCol.BorderShadow), rounding, border_size, 0) window.DrawList:AddRect(p_min, p_max, ImGui.GetColorU32(ImGuiCol.Border), rounding, border_size, 0) end end --- @param bb ImRect --- @param col ImU32 --- @param rounding float function ImGui.RenderColorComponentMarker(bb, col, rounding) if bb.Min.x + 1 >= bb.Max.x then return end local g = GImGui local window = g.CurrentWindow ImGui.RenderRectFilledInRangeH(window.DrawList, bb, col, bb.Min.x, ImMin(bb.Min.x + g.Style.ColorMarkerSize, bb.Max.x), rounding) end --- @param window ImGuiWindow --- @param border_n int --- @param border_col ImU32 --- @param border_size float local function RenderWindowOuterSingleBorder(window, border_n, border_col, border_size) local def = ImGuiResizeBorderDef[border_n + 1] local rounding = window.WindowRounding local border_r = GetResizeBorderRect(window, border_n, rounding, 0.0) window.DrawList:PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5, 0.5) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25, def.OuterAngle) window.DrawList:PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5, 0.5) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25) window.DrawList:PathStroke(border_col, border_size) end local function RenderWindowOuterBorders(window) local g = GImGui local border_size = window.WindowBorderSize local border_col = ImGui.GetColorU32(ImGuiCol.Border) if border_size > 0.0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoBackground) == 0) then window.DrawList:AddRect(window.Pos, window.Pos + window.Size, border_col, window.WindowRounding, window.WindowBorderSize, 0) elseif border_size > 0.0 then if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0 then RenderWindowOuterSingleBorder(window, 1, border_col, border_size) end if bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0 then RenderWindowOuterSingleBorder(window, 3, border_col, border_size) end end if window.ResizeBorderHovered ~= -1 or window.ResizeBorderHeld ~= -1 then local border_n = (window.ResizeBorderHeld ~= -1) and window.ResizeBorderHeld or window.ResizeBorderHovered local border_col_resizing = ImGui.GetColorU32((window.ResizeBorderHeld ~= -1) and ImGuiCol.SeparatorActive or ImGuiCol.SeparatorHovered) RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0, window.WindowBorderSize)) end if g.Style.FrameBorderSize > 0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) and not window.DockIsActive then local y = window.Pos.y + window.TitleBarHeight - 1 window.DrawList:AddLineH(window.Pos.x + border_size * 0.5, window.Pos.x + window.Size.x - border_size * 0.5, y, border_col, g.Style.FrameBorderSize) end end --- @param window ImGuiWindow --- @param title_bar_rect ImRect --- @param title_bar_is_highlight bool --- @param handle_borders_and_resize_grips bool --- @param resize_grip_col ImU32[] --- @param resize_grip_draw_size float local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_col, resize_grip_draw_size) local g = GImGui local style = g.Style local flags = window.Flags local window_rounding = window.WindowRounding local window_border_size = window.WindowBorderSize if window.Collapsed then local backup_border_size = style.FrameBorderSize g.Style.FrameBorderSize = window.WindowBorderSize local title_bar_col = ImGui.GetColorU32((title_bar_is_highlight and g.NavCursorVisible) and ImGuiCol.TitleBgActive or ImGuiCol.TitleBgCollapsed) ImGui.RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding) g.Style.FrameBorderSize = backup_border_size else -- Window background if bit32.band(flags, ImGuiWindowFlags.NoBackground) == 0 then local bg_col = ImGui.GetColorU32(GetWindowBgColorIdx(window)) local override_alpha = false local alpha = 1.0 if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasBgAlpha) ~= 0 then alpha = g.NextWindowData.BgAlphaVal override_alpha = true end if override_alpha then bg_col = bit32.band(bg_col, bit32.bnot(IM_COL32_A_MASK)) or bit32.lshift(IM_F32_TO_INT8_SAT(alpha), IM_COL32_A_SHIFT) end if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then local bg_rect = ImRect(window.Pos + ImVec2(0, window.TitleBarHeight), window.Pos + window.Size) local bg_rounding_flags if window.DockIsActive then bg_rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(bg_rect, window.DockNode.HostWindow:Rect(), 0.0) else bg_rounding_flags = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersBottom end local bg_draw_list = window.DockIsActive and window.DockNode.HostWindow.DrawList or window.DrawList if window.DockIsActive then bg_draw_list:ChannelsSetCurrent(0) end bg_draw_list:AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags) if window.DockIsActive then bg_draw_list:ChannelsSetCurrent(1) end end end if window.DockIsActive then window.DockNode.IsBgDrawnThisFrame = true end -- Title bar if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and not window.DockIsActive then local title_bar_col = ImGui.GetColorU32(title_bar_is_highlight and ImGuiCol.TitleBgActive or ImGuiCol.TitleBg) window.DrawList:AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags.RoundCornersTop) end -- Menu bar if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then local menu_bar_rect = window:MenuBarRect() menu_bar_rect:ClipWith(window:Rect()) window.DrawList:AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, ImGui.GetColorU32(ImGuiCol.MenuBarBg), (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and window_rounding or 0.0, ImDrawFlags.RoundCornersTop) if style.FrameBorderSize > 0.0 and menu_bar_rect.Max.y < window.Pos.y + window.Size.y then window.DrawList:AddLineH(menu_bar_rect.Min.x + window_border_size * 0.5, menu_bar_rect.Max.x - window_border_size * 0.5, menu_bar_rect.Max.y, ImGui.GetColorU32(ImGuiCol.Border), style.FrameBorderSize) end end -- Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock local node = window.DockNode if window.DockIsActive and node:IsHiddenTabBar() and not node:IsNoTabBar() then local unhide_sz_draw = ImTrunc(g.FontSize * 0.70) local unhide_sz_hit = ImTrunc(g.FontSize * 0.55) local p = node.Pos local r = ImRect(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)) local unhide_id = window:GetID("#UNHIDE") ImGui.KeepAliveID(unhide_id) local pressed, hovered, held = ImGui.ButtonBehavior(r, unhide_id, ImGuiButtonFlags.FlattenChildren) if pressed then node.WantHiddenTabBarToggle = true elseif held and ImGui.IsMouseDragging(0) then ImGui.StartMouseMovingWindowOrNode(window, node, true) end local col = ImGui.GetColorU32(((held and hovered) or (node.IsFocused and not hovered)) and ImGuiCol.ButtonActive or (hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button)) window.DrawList:AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0), p + ImVec2(0.0, unhide_sz_draw), col) end if window.ScrollbarX then ImGui.Scrollbar(ImGuiAxis.X) end if window.ScrollbarY then ImGui.Scrollbar(ImGuiAxis.Y) end -- Resize grip(s) if handle_borders_and_resize_grips and (bit32.band(flags, ImGuiWindowFlags.NoResize) == 0) then for resize_grip_n = 1, #ImGuiResizeGripDef do repeat local col = resize_grip_col[resize_grip_n] if bit32.band(col, IM_COL32_A_MASK) == 0 then break end local grip = ImGuiResizeGripDef[resize_grip_n] local corner = ImLerp(window.Pos, window.Pos + window.Size, grip.CornerPosN) local border_inner = IM_ROUND(window_border_size * 0.5) window.DrawList:PathLineTo(corner + grip.InnerDir * ((resize_grip_n % 2 == 0) and ImVec2(border_inner, resize_grip_draw_size) or ImVec2(resize_grip_draw_size, border_inner))) window.DrawList:PathLineTo(corner + grip.InnerDir * ((resize_grip_n % 2 == 0) and ImVec2(resize_grip_draw_size, border_inner) or ImVec2(border_inner, resize_grip_draw_size))) window.DrawList:PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12) window.DrawList:PathFillConvex(col) until true end end if handle_borders_and_resize_grips and not window.DockNodeAsHost then RenderWindowOuterBorders(window) end end window.DC.NavLayerCurrent = ImGuiNavLayer.Main end ImGui.RenderWindowOuterBorders = RenderWindowOuterBorders --- @param window ImGuiWindow --- @param title_bar_rect ImRect --- @param name string --- @param open bool? --- @return bool? local function RenderWindowTitleBarContents(window, title_bar_rect, name, open) local g = GImGui local style = g.Style local flags = window.Flags local has_close_button = (open ~= nil) local has_collapse_button = bit32.band(flags, ImGuiWindowFlags.NoCollapse) == 0 and (style.WindowMenuButtonPosition ~= ImGuiDir.None) local item_flags_backup = g.CurrentItemFlags g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, ImGuiItemFlags.NoNavDefaultFocus) window.DC.NavLayerCurrent = ImGuiNavLayer.Menu local pad_l = g.Style.FramePadding.x local pad_r = g.Style.FramePadding.x local button_sz = g.FontSize local close_button_pos local collapse_button_pos if has_close_button then close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y) pad_r = pad_r + button_sz + style.ItemInnerSpacing.x end if has_collapse_button and style.WindowMenuButtonPosition == ImGuiDir.Right then collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y) pad_r = pad_r + button_sz + style.ItemInnerSpacing.x end if has_collapse_button and style.WindowMenuButtonPosition == ImGuiDir.Left then collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y) pad_l = pad_l + button_sz + style.ItemInnerSpacing.x end if has_collapse_button then if ImGui.CollapseButton(window:GetID("#COLLAPSE"), collapse_button_pos) then window.WantCollapseToggle = true -- Defer actual collapsing to next frame as we are too far in the Begin() function end end if has_close_button then local backup_item_flags = g.CurrentItemFlags g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, ImGuiItemFlags.NoFocus) if ImGui.CloseButton(window:GetID("#CLOSE"), close_button_pos) then open = false end g.CurrentItemFlags = backup_item_flags end window.DC.NavLayerCurrent = ImGuiNavLayer.Main g.CurrentItemFlags = item_flags_backup local marker_size_x = (bit32.band(flags, ImGuiWindowFlags.UnsavedDocument) ~= 0) and (button_sz * 0.80) or 0.0 local text_size = ImGui.CalcTextSize(name, nil, true) + ImVec2(marker_size_x, 0.0) if (pad_l > style.FramePadding.x) then pad_l = pad_l + g.Style.ItemInnerSpacing.x end if (pad_r > style.FramePadding.x) then pad_r = pad_r + g.Style.ItemInnerSpacing.x end if (style.WindowTitleAlign.x > 0.0 and style.WindowTitleAlign.x < 1.0) then local centerness = ImSaturate(1.0 - ImFabs(style.WindowTitleAlign.x - 0.5) * 2.0) local pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect:GetWidth() - pad_l - pad_r - text_size.x) pad_l = ImMax(pad_l, pad_extend * centerness) pad_r = ImMax(pad_r, pad_extend * centerness) end local layout_r = ImRect(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y) local clip_r = ImRect(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y) if bit32.band(flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 then local marker_pos = ImVec2() marker_pos.x = ImClamp(layout_r.Min.x + (layout_r:GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x) marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5 if marker_pos.x > layout_r.Min.x then ImGui.RenderBullet(window.DrawList, marker_pos, ImGui.GetColorU32(ImGuiCol.UnsavedMarker)) clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - math.floor(marker_size_x * 0.5)) end end ImGui.RenderTextClipped(layout_r.Min, layout_r.Max, name, nil, text_size, style.WindowTitleAlign, clip_r) return open end --- @param window ImGuiWindow --- @param flags ImGuiWindowFlags --- @param parent_window? ImGuiWindow function ImGui.UpdateWindowParentAndRootLinks(window, flags, parent_window) window.ParentWindow = parent_window window.RootWindow = window window.RootWindowPopupTree = window window.RootWindowDockTree = window window.RootWindowForTitleBarHighlight = window window.RootWindowForNav = window if parent_window and (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Tooltip) == 0) then window.RootWindowDockTree = parent_window.RootWindowDockTree if not window.DockIsActive and (bit32.band(parent_window.Flags, ImGuiWindowFlags.DockNodeHost) == 0) then window.RootWindow = parent_window.RootWindow end end if parent_window and (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0) then window.RootWindowPopupTree = parent_window.RootWindowPopupTree end if parent_window and (bit32.band(flags, ImGuiWindowFlags.Modal) == 0) and (bit32.band(flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0) then window.RootWindowForTitleBarHighlight = parent_window.RootWindowForTitleBarHighlight end while bit32.band(window.RootWindowForNav.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0 do IM_ASSERT(window.RootWindowForNav.ParentWindow ~= nil) window.RootWindowForNav = window.RootWindowForNav.ParentWindow end end -- [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. -- This is designed as a toy/test-bed for --- @param window ImGuiWindow function ImGui.UpdateWindowSkipRefresh(window) local g = GImGui window.SkipRefresh = false if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasRefreshPolicy) == 0 then return end if bit32.band(g.NextWindowData.RefreshFlagsVal, ImGuiWindowRefreshFlags.TryToAvoidRefresh) ~= 0 then -- FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. if window.Appearing then -- If currently appearing return end if window.Hidden then -- If was hidden (previous frame) return end if bit32.band(g.NextWindowData.RefreshFlagsVal, ImGuiWindowRefreshFlags.RefreshOnHover) ~= 0 and g.HoveredWindow then if window.RootWindow == g.HoveredWindow.RootWindow or ImGui.IsWindowWithinBeginStackOf(g.HoveredWindow.RootWindow, window) then return end end if bit32.band(g.NextWindowData.RefreshFlagsVal, ImGuiWindowRefreshFlags.RefreshOnFocus) ~= 0 and g.NavWindow then if window.RootWindow == g.NavWindow.RootWindow or ImGui.IsWindowWithinBeginStackOf(g.NavWindow.RootWindow, window) then return end end window.DrawList = nil window.SkipRefresh = true end end --- @param window ImGuiWindow local function SetWindowActiveForSkipRefresh(window) window.Active = true for _, child in window.DC.ChildWindows:iter() do if not child.Hidden then child.Active = true child.SkipRefresh = true SetWindowActiveForSkipRefresh(child) end end end --- @param window ImGuiWindow? local function SetCurrentWindow(window) local g = GImGui --- @diagnostic disable-next-line g.CurrentWindow = window g.CurrentTable = (window and window.DC.CurrentTableIdx ~= -1) and g.Tables:GetByIndex(window.DC.CurrentTableIdx) or nil if window then if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 then local viewport = window.Viewport g.FontRasterizerDensity = (viewport.FramebufferScale.x ~= 0.0) and viewport.FramebufferScale.x or g.IO.DisplayFramebufferScale.x end local backup_skip_items = window.SkipItems window.SkipItems = false ImGui.UpdateCurrentFontSize(0.0) window.SkipItems = backup_skip_items ImGui.NavUpdateCurrentWindowIsScrollPushableX() end end -- TODO: function ImGui.GcCompactTransientMiscBuffers() local g = GImGui g.ItemFlagsStack:clear() g.GroupStack:clear() g.InputTextLineIndex:clear() ImGui.TableGcCompactSettings() for _, atlas in g.FontAtlases:iter() do atlas:CompactCache() end end --- @param window ImGuiWindow function ImGui.GcCompactTransientWindowBuffers(window) window.MemoryCompacted = true window.MemoryDrawListIdxCapacity = ImMin(math.floor(window.DrawList.IdxBuffer.Size * 1.05), window.DrawList.IdxBuffer.Capacity) window.MemoryDrawListVtxCapacity = ImMin(math.floor(window.DrawList.VtxBuffer.Size * 1.05), window.DrawList.VtxBuffer.Capacity) window.IDStack:clear() window.DrawList:_ClearFreeMemory() window.DC.ChildWindows:clear() window.DC.ItemWidthStack:clear() window.DC.TextWrapPosStack:clear() end --- @param window ImGuiWindow function ImGui.GcAwakeTransientWindowBuffers(window) window.MemoryCompacted = false window.DrawList.IdxBuffer:reserve(window.MemoryDrawListIdxCapacity) window.DrawList.VtxBuffer:reserve(window.MemoryDrawListVtxCapacity) window.MemoryDrawListIdxCapacity = 0 window.MemoryDrawListVtxCapacity = 0 end function ImGui.GetWindowWidth() local window = GImGui.CurrentWindow return window.Size.x end --- @param window ImGuiWindow --- @param pos ImVec2 --- @param cond? ImGuiCond function ImGui.SetWindowPos(window, pos, cond) -- Overloads: SetWindowPos(pos, cond) / SetWindowPos(name, pos, cond) / SetWindowPos(window, pos, cond) if type(window) == "string" then window = ImGui.FindWindowByName(window) if window == nil then return end elseif window.SetWindowPosAllowFlags == nil then window, pos, cond = ImGui.GetCurrentWindowRead(), window, pos end if cond == nil then cond = 0 end if (cond ~= 0) and (bit32.band(window.SetWindowPosAllowFlags, cond) == 0) then return end IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) ImVec2_Copy(window.SetWindowPosVal, ImVec2(FLT_MAX, FLT_MAX)) local old_pos = ImVec2() ImVec2_Copy(old_pos, window.Pos) window.Pos.x = ImTrunc(pos.x) window.Pos.y = ImTrunc(pos.y) local offset = window.Pos - old_pos if offset.x == 0 and offset.y == 0 then return end ImGui.MarkIniSettingsDirty(window) ImVec2_Copy(window.DC.CursorPos, window.DC.CursorPos + offset) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorMaxPos + offset) ImVec2_Copy(window.DC.IdealMaxPos, window.DC.IdealMaxPos + offset) ImVec2_Copy(window.DC.CursorStartPos, window.DC.CursorStartPos + offset) end --- @param window ImGuiWindow --- @param size ImVec2 --- @param cond? ImGuiCond function ImGui.SetWindowSize(window, size, cond) -- Overloads: SetWindowSize(size, cond) / SetWindowSize(name, size, cond) / SetWindowSize(window, size, cond) if type(window) == "string" then window = ImGui.FindWindowByName(window) if window == nil then return end elseif window.SetWindowSizeAllowFlags == nil then window, size, cond = GImGui.CurrentWindow, window, size end if cond == nil then cond = 0 end if ((cond ~= 0) and bit32.band(window.SetWindowSizeAllowFlags, cond) == 0) then return end IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) window.SetWindowSizeAllowFlags = bit32.band(window.SetWindowSizeAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 or window.Appearing or bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysAutoResize) ~= 0 then window.AutoFitFramesX = (size.x <= 0.0) and 2 or 0 end if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 or window.Appearing or bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysAutoResize) ~= 0 then window.AutoFitFramesY = (size.y <= 0.0) and 2 or 0 end local old_size_x, old_size_y = window.SizeFull.x, window.SizeFull.y if size.x <= 0.0 then window.AutoFitOnlyGrows = false else window.SizeFull.x = IM_TRUNC(size.x) end if size.y <= 0.0 then window.AutoFitOnlyGrows = false else window.SizeFull.y = IM_TRUNC(size.y) end if old_size_x ~= window.SizeFull.x or old_size_y ~= window.SizeFull.y then ImGui.MarkIniSettingsDirty(window) end end --- Overloads: SetWindowCollapsed(collapsed, cond) / SetWindowCollapsed(name, collapsed, cond) / SetWindowCollapsed(window, collapsed, cond) function ImGui.SetWindowCollapsed(window, collapsed, cond) if type(window) == "string" then window = ImGui.FindWindowByName(window) if window == nil then return end elseif type(window) == "boolean" then window, collapsed, cond = GImGui.CurrentWindow, window, collapsed end if cond == nil then cond = 0 end if cond ~= 0 and bit32.band(window.SetWindowCollapsedAllowFlags, cond) == 0 then return end window.SetWindowCollapsedAllowFlags = bit32.band(window.SetWindowCollapsedAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) -- Queue applying in Begin() if window.WantCollapseToggle then window.Collapsed = not window.Collapsed end window.WantCollapseToggle = (window.Collapsed ~= collapsed) end --- @param window ImGuiWindow --- @param pos ImVec2 --- @param size ImVec2 function ImGui.SetWindowHitTestHole(window, pos, size) IM_ASSERT(window.HitTestHoleSize.x == 0) -- We don't support multiple holes/hit test filters window.HitTestHoleSize = ImVec2(math.floor(size.x), math.floor(size.y)) window.HitTestHoleOffset = ImVec2(math.floor(pos.x - window.Pos.x), math.floor(pos.y - window.Pos.y)) end function ImGui.IsWindowCollapsed() return ImGui.GetCurrentWindowRead().Collapsed end function ImGui.IsWindowAppearing() return ImGui.GetCurrentWindowRead().Appearing end function ImGui.GetWindowHeight() return GImGui.CurrentWindow.Size.y end --- @return ImVec2 # Ref, do not modify function ImGui.GetWindowPos() return GImGui.CurrentWindow.Pos end --- @return ImVec2 # Ref, do not modify function ImGui.GetWindowSize() return ImGui.GetCurrentWindowRead().Size end -- Overloads: SetWindowFocus() / SetWindowFocus(name). Passing nil name removes focus. --- @param name? string function ImGui.SetWindowFocus(...) if select("#", ...) == 0 then ImGui.FocusWindow(GImGui.CurrentWindow) return end local name = ... if name then local window = ImGui.FindWindowByName(name) if window then ImGui.FocusWindow(window) end else ImGui.FocusWindow(nil) end end --- @param window ImGuiWindow function ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(window) window.Hidden = true window.SkipItems = true window.HiddenFramesCanSkipItems = 1 end --- @param pos ImVec2 --- @param cond? ImGuiCond --- @param pivot? ImVec2 function ImGui.SetNextWindowPos(pos, cond, pivot) if cond == nil then cond = 0 end if pivot == nil then pivot = ImVec2(0, 0) end local g = GImGui IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) ImVec2_Copy(g.NextWindowData.PosVal, pos) ImVec2_Copy(g.NextWindowData.PosPivotVal, pivot) g.NextWindowData.PosCond = (cond ~= 0) and cond or ImGuiCond.Always g.NextWindowData.PosUndock = true end --- @param size ImVec2 --- @param cond? ImGuiCond function ImGui.SetNextWindowSize(size, cond) if cond == nil then cond = 0 end local g = GImGui IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) ImVec2_Copy(g.NextWindowData.SizeVal, size) g.NextWindowData.SizeCond = (cond ~= 0) and cond or ImGuiCond.Always end -- For each axis: -- - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. -- - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. -- - See "Demo->Examples->Constrained-resizing window" for examples. --- @param size_min ImVec2 --- @param size_max ImVec2 --- @param custom_callback? function --- @param custom_callback_user_data? any function ImGui.SetNextWindowSizeConstraints(size_min, size_max, custom_callback, custom_callback_user_data) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max) g.NextWindowData.SizeCallback = custom_callback g.NextWindowData.SizeCallbackUserData = custom_callback_user_data end --- @param alpha float function ImGui.SetNextWindowBgAlpha(alpha) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasBgAlpha) g.NextWindowData.BgAlphaVal = alpha end function ImGui.GetWindowDrawList() local window = ImGui.GetCurrentWindow() return window.DrawList end function ImGui.GetFont() return GImGui.Font end function ImGui.GetFontSize() return GImGui.FontSize end --- @return ImVec2 function ImGui.GetFontTexUvWhitePixel() return GImGui.DrawListSharedData.TexUvWhitePixel end -- This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. -- FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? function ImGui.SetActiveIdUsingAllKeyboardKeys() local g = GImGui IM_ASSERT(g.ActiveId ~= 0) g.ActiveIdUsingNavDirMask = (bit32.lshift(1, ImGuiDir.COUNT) - 1) g.ActiveIdUsingAllKeyboardKeys = true ImGui.NavMoveRequestCancel() end --- @return ImVec2 # Ref function ImGui.GetItemRectMin() local g = GImGui return g.LastItemData.Rect.Min end --- @return ImVec2 # Ref function ImGui.GetItemRectMax() local g = GImGui return g.LastItemData.Rect.Max end --- @param name string --- @param id ImGuiID --- @param size_arg ImVec2 --- @param child_flags ImGuiChildFlags --- @param window_flags ImGuiWindowFlags function ImGui.BeginChildEx(name, id, size_arg, child_flags, window_flags) local g = GImGui local parent_window = g.CurrentWindow IM_ASSERT(id ~= 0) if child_flags == nil then child_flags = 0 end if window_flags == nil then window_flags = 0 end if size_arg == nil then size_arg = ImVec2(0, 0) end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0 then child_flags = bit32.band(bit32.bor(child_flags, g.NextWindowData.ChildFlagsSet), bit32.bnot(g.NextWindowData.ChildFlagsClear)) end -- Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument local ImGuiChildFlags_SupportedMask_ = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AlwaysUseWindowPadding, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY, ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize, ImGuiChildFlags.FrameStyle, ImGuiChildFlags.NavFlattened) -- IM_UNUSED(ImGuiChildFlags_SupportedMask_) IM_ASSERT(bit32.band(child_flags, bit32.bnot(ImGuiChildFlags_SupportedMask_)) == 0, "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?") IM_ASSERT(bit32.band(window_flags, ImGuiWindowFlags.AlwaysAutoResize) == 0, "Cannot specify ImGuiWindowFlags.AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags.AlwaysAutoResize!") if bit32.band(child_flags, ImGuiChildFlags.AlwaysAutoResize) ~= 0 then IM_ASSERT(bit32.band(child_flags, bit32.bor(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY)) == 0, "Cannot use ImGuiChildFlags.ResizeX or ImGuiChildFlags.ResizeY with ImGuiChildFlags.AlwaysAutoResize!") IM_ASSERT(bit32.band(child_flags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY)) ~= 0, "Must use ImGuiChildFlags.AutoResizeX or ImGuiChildFlags.AutoResizeY with ImGuiChildFlags.AlwaysAutoResize!") end if bit32.band(child_flags, ImGuiChildFlags.AutoResizeX) ~= 0 then child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeX)) end if bit32.band(child_flags, ImGuiChildFlags.AutoResizeY) ~= 0 then child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeY)) end -- Set window flags window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoDocking) window_flags = bit32.bor(window_flags, bit32.band(parent_window.Flags, ImGuiWindowFlags.NoMove)) -- Inherit the NoMove flag if bit32.band(child_flags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AutoResizeY, ImGuiChildFlags.AlwaysAutoResize)) ~= 0 then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.AlwaysAutoResize) end if bit32.band(child_flags, bit32.bor(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY)) == 0 then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings) end -- Special framed style if bit32.band(child_flags, ImGuiChildFlags.FrameStyle) ~= 0 then ImGui.PushStyleColor(ImGuiCol.ChildBg, g.Style.Colors[ImGuiCol.FrameBg]) ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, g.Style.FrameRounding) ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, g.Style.FrameBorderSize) ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, g.Style.FramePadding) child_flags = bit32.bor(child_flags, ImGuiChildFlags.Borders, ImGuiChildFlags.AlwaysUseWindowPadding) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoMove) end -- Forward size -- Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags.ResizeXXX is set. -- (the alternative would to store conditional flags per axis, which is possible but more code) local size_avail = ImGui.GetContentRegionAvail() local size_default = ImVec2((bit32.band(child_flags, ImGuiChildFlags.AutoResizeX) ~= 0) and 0.0 or size_avail.x, (bit32.band(child_flags, ImGuiChildFlags.AutoResizeY) ~= 0) and 0.0 or size_avail.y) local size = ImGui.CalcItemSize(size_arg, size_default.x, size_default.y) -- A SetNextWindowSize() call always has priority (#8020) -- (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) -- FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) ~= 0 and bit32.band(g.NextWindowData.SizeCond, ImGuiCond.Always) ~= 0 then if g.NextWindowData.SizeVal.x > 0.0 then size.x = g.NextWindowData.SizeVal.x child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeX)) end if g.NextWindowData.SizeVal.y > 0.0 then size.y = g.NextWindowData.SizeVal.y child_flags = bit32.band(child_flags, bit32.bnot(ImGuiChildFlags.ResizeY)) end end ImGui.SetNextWindowSize(size) ImGui.SetNextWindowChildFlags(child_flags, true) -- Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. -- FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. -- e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. local temp_window_name if name then temp_window_name = ImFormatString("%s/%s_%08X", parent_window.Name, name, id) else temp_window_name = ImFormatString("%s/%08X", parent_window.Name, id) end -- Set style local backup_border_size = g.Style.ChildBorderSize if bit32.band(child_flags, ImGuiChildFlags.Borders) == 0 then g.Style.ChildBorderSize = 0.0 end -- Begin into window local _, ret = ImGui.Begin(temp_window_name, nil, window_flags) -- Restore style g.Style.ChildBorderSize = backup_border_size if bit32.band(child_flags, ImGuiChildFlags.FrameStyle) ~= 0 then ImGui.PopStyleVar(3) ImGui.PopStyleColor() end local child_window = g.CurrentWindow child_window.ChildId = id -- Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. -- While this is not really documented/defined, it seems that the expected thing to do. if child_window.BeginCount == 1 then ImVec2_Copy(parent_window.DC.CursorPos, child_window.Pos) end -- Process navigation-in immediately so NavInit can run on first frame -- Can enter a child if (A) it has navigable items or (B) it can be scrolled. local temp_id_for_activation = ImHashStr("##Child", nil, id) if g.ActiveId == temp_id_for_activation then ImGui.ClearActiveID() end if g.NavActivateId == id and bit32.band(child_flags, ImGuiChildFlags.NavFlattened) == 0 and (child_window.DC.NavLayersActiveMask ~= 0 or child_window.DC.NavWindowHasScrollY) then ImGui.FocusWindow(child_window) ImGui.NavInitWindow(child_window, false) ImGui.SetActiveID(temp_id_for_activation, child_window) -- Steal ActiveId with another arbitrary id so that key-press won't activate child item g.ActiveIdSource = g.NavInputSource end return ret end -- Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. -- `true` is accepted as ImGuiChildFlags.Borders for legacy code. --- @param str_id_or_id string|ImGuiID --- @param size_arg? ImVec2 --- @param child_flags? ImGuiChildFlags|bool --- @param window_flags? ImGuiWindowFlags --- @return bool # visible (always call EndChild()!) function ImGui.BeginChild(str_id_or_id, size_arg, child_flags, window_flags) if child_flags == true then child_flags = ImGuiChildFlags.Borders elseif not child_flags then child_flags = 0 end if type(str_id_or_id) == "number" then return ImGui.BeginChildEx(nil, str_id_or_id, size_arg, child_flags, window_flags) end local id = ImGui.GetCurrentWindow():GetID(str_id_or_id) return ImGui.BeginChildEx(str_id_or_id, id, size_arg, child_flags, window_flags) end --- @param window ImGuiWindow --- @param rect ImRect function ImGui.SetLastItemDataForChildWindowItem(window, rect) local g = GImGui ImGui.SetLastItemData(window.ChildId, g.CurrentItemFlags, window.DC.ChildItemStatusFlags or 0, rect) end function ImGui.EndChild() local g = GImGui local child_window = g.CurrentWindow local backup_within_end_child_id = g.WithinEndChildID IM_ASSERT(bit32.band(child_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0) -- Mismatched BeginChild()/EndChild() calls g.WithinEndChildID = child_window.ID local child_size = ImVec2(child_window.Size.x, child_window.Size.y) ImGui.End() if child_window.BeginCount == 1 then local parent_window = g.CurrentWindow local bb = ImRect(parent_window.DC.CursorPos, parent_window.DC.CursorPos + child_size) ImGui.ItemSize(child_size) local nav_flattened = bit32.band(child_window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0 if (child_window.DC.NavLayersActiveMask ~= 0 or child_window.DC.NavWindowHasScrollY) and not nav_flattened then ImGui.ItemAdd(bb, child_window.ChildId) ImGui.RenderNavCursor(bb, child_window.ChildId) -- When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if child_window.DC.NavLayersActiveMask == 0 and child_window == g.NavWindow then ImGui.RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags.Compact) end else -- Not navigable into ImGui.ItemAdd(bb, child_window.ChildId, nil, ImGuiItemFlags.NoNav) -- But when flattened we directly reach items, adjust active layer mask accordingly if nav_flattened then parent_window.DC.NavLayersActiveMaskNext = bit32.bor(parent_window.DC.NavLayersActiveMaskNext, child_window.DC.NavLayersActiveMaskNext) end end if g.HoveredWindow == child_window then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) end child_window.DC.ChildItemStatusFlags = g.LastItemData.StatusFlags else ImGui.SetLastItemDataForChildWindowItem(child_window, child_window:Rect()) end g.WithinEndChildID = backup_within_end_child_id g.LogLinePosY = -FLT_MAX -- To enforce a carriage return end --- @param flags ImGuiChildFlags --- @param enabled bool function ImGui.SetNextWindowChildFlags(flags, enabled) local g = GImGui local nwd = g.NextWindowData if bit32.band(nwd.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) == 0 then nwd.ChildFlagsSet = 0; nwd.ChildFlagsClear = 0 end if enabled then nwd.ChildFlagsSet = bit32.bor(nwd.ChildFlagsSet, flags) nwd.ChildFlagsClear = bit32.band(nwd.ChildFlagsClear, bit32.bnot(flags)) else nwd.ChildFlagsSet = bit32.band(nwd.ChildFlagsSet, bit32.bnot(flags)) nwd.ChildFlagsClear = bit32.bor(nwd.ChildFlagsClear, flags) end nwd.HasFlags = bit32.bor(nwd.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) end --- @param flags ImGuiWindowFlags --- @param enabled bool function ImGui.SetNextWindowFlags(flags, enabled) local g = GImGui local nwd = g.NextWindowData if bit32.band(nwd.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) == 0 then nwd.WindowFlagsSet = 0; nwd.WindowFlagsClear = 0 end if enabled then nwd.WindowFlagsSet = bit32.bor(nwd.WindowFlagsSet, flags) nwd.WindowFlagsClear = bit32.band(nwd.WindowFlagsClear, bit32.bnot(flags)) else nwd.WindowFlagsSet = bit32.band(nwd.WindowFlagsSet, bit32.bnot(flags)) nwd.WindowFlagsClear = bit32.bor(nwd.WindowFlagsClear, flags) end nwd.HasFlags = bit32.bor(nwd.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) end -- Content size = inner scrollable rectangle, padded with WindowPadding. --- @param size ImVec2 function ImGui.SetNextWindowContentSize(size) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasContentSize) ImVec2_CopyV(g.NextWindowData.ContentSizeVal, ImTrunc(size.x), ImTrunc(size.y)) end --- @param scroll ImVec2 function ImGui.SetNextWindowScroll(scroll) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasScroll) ImVec2_Copy(g.NextWindowData.ScrollVal, scroll) end --- @param collapsed bool --- @param cond? ImGuiCond function ImGui.SetNextWindowCollapsed(collapsed, cond) if cond == nil then cond = 0 end local g = GImGui IM_ASSERT(cond == 0 or ImIsPowerOfTwo(cond)) g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasCollapsed) g.NextWindowData.CollapsedVal = collapsed g.NextWindowData.CollapsedCond = (cond ~= 0) and cond or ImGuiCond.Always end function ImGui.SetNextWindowFocus() local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasFocus) end --- @param id ImGuiID function ImGui.SetNextWindowViewport(id) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasViewport) g.NextWindowData.ViewportId = id end --- @param window_class ImGuiWindowClass function ImGui.SetNextWindowClass(window_class) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowClass) local wc = ImGuiWindowClass() for k, v in pairs(window_class) do wc[k] = v end -- C++ copies the struct g.NextWindowData.WindowClass = wc end -- This is experimental and meant to be a toy for exploring a future/wider range of features. --- @param flags ImGuiWindowRefreshFlags function ImGui.SetNextWindowRefreshPolicy(flags) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasRefreshPolicy) g.NextWindowData.RefreshFlagsVal = flags end function ImGui.GetWindowDpiScale() return 1.0 -- Roblox: single viewport, no DPI scaling end function ImGui.GetWindowViewport() local g = GImGui return g.CurrentViewport or ImGui.GetMainViewport() end -- Prefer using PushFont(nil, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. --- @param scale float function ImGui.SetWindowFontScale(scale) IM_ASSERT(scale > 0.0) local window = ImGui.GetCurrentWindow() window.FontWindowScale = scale ImGui.UpdateCurrentFontSize(0.0) end --- @param window ImGuiWindow function ImGui.StartMouseMovingWindow(window) local g = GImGui ImGui.FocusWindow(window) ImGui.SetActiveID(window.MoveId, window) if (g.IO.ConfigNavCursorVisibleAuto) then g.NavCursorVisible = false end g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window.RootWindowDockTree.Pos g.ActiveIdNoClearOnFocusLoss = true ImGui.SetActiveIdUsingAllKeyboardKeys() local can_move_window = true if bit32.band(window.Flags, ImGuiWindowFlags.NoMove) ~= 0 or bit32.band(window.RootWindowDockTree.Flags, ImGuiWindowFlags.NoMove) ~= 0 then can_move_window = false end local node = window.DockNodeAsHost if node and node.VisibleWindow and bit32.band(node.VisibleWindow.Flags, ImGuiWindowFlags.NoMove) ~= 0 then can_move_window = false end if can_move_window then g.MovingWindow = window end end function ImGui.UpdateMouseMovingWindowNewFrame() local g = GImGui if g.MovingWindow then ImGui.KeepAliveID(g.ActiveId) IM_ASSERT(g.MovingWindow and g.MovingWindow.RootWindowDockTree) local moving_window = g.MovingWindow.RootWindowDockTree local window_disappeared = (not moving_window.WasActive and not moving_window.Active) if g.IO.MouseDown[0] and ImGui.IsMousePosValid(g.IO.MousePos) and not window_disappeared then local pos = g.IO.MousePos - g.ActiveIdClickOffset if moving_window.Pos.x ~= pos.x or moving_window.Pos.y ~= pos.y then ImGui.SetWindowPos(moving_window, pos, ImGuiCond.Always) if moving_window.Viewport and moving_window.ViewportOwned then -- Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. ImVec2_Copy(moving_window.Viewport.Pos, pos) moving_window.Viewport:UpdateWorkRect() end end ImGui.FocusWindow(g.MovingWindow) else ImGui.StopMouseMovingWindow() ImGui.ClearActiveID() end else if (g.ActiveIdWindow and g.ActiveIdWindow.MoveId == g.ActiveId) then ImGui.KeepAliveID(g.ActiveId) if not g.IO.MouseDown[0] then ImGui.ClearActiveID() end end end end function ImGui.GetDrawListSharedData() return GImGui.DrawListSharedData end --- @param id ImGuiID --- @param popup_flags ImGuiPopupFlags function ImGui.IsPopupOpen(id, popup_flags) local g = GImGui if popup_flags == nil then popup_flags = 0 end if type(id) == "string" then -- str_id overload: with AnyPopupId the id must be 0, otherwise it is hashed with the current window's ID stack id = (bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupId) ~= 0) and 0 or g.CurrentWindow:GetID(id) end if bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupId) ~= 0 then -- Return true if any popup is open at the current BeginPopup() level of the popup stack -- This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. IM_ASSERT(id == 0) if bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupLevel) ~= 0 then return g.OpenPopupStack.Size > 0 else return g.OpenPopupStack.Size > g.BeginPopupStack.Size end else if bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupLevel) ~= 0 then -- Return true if the popup is open anywhere in the popup stack for n = 1, g.OpenPopupStack.Size do if g.OpenPopupStack.Data[n].PopupId == id then return true end end return false else -- Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) return g.OpenPopupStack.Size > g.BeginPopupStack.Size and g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1].PopupId == id end end end --- @return ImGuiWindow? function ImGui.GetTopMostPopupModal() local g = GImGui for n = g.OpenPopupStack.Size, 1, -1 do local popup = g.OpenPopupStack.Data[n].Window if popup then if bit32.band(popup.Flags, ImGuiWindowFlags.Modal) ~= 0 then return popup end end end return nil end function ImGui.UpdateMouseMovingWindowEndFrame() local g = GImGui if g.ActiveId ~= 0 or (g.HoveredId ~= 0 and not g.HoveredIdIsDisabled) then return end if g.NavWindow and g.NavWindow.Appearing then return end local hovered_window = g.HoveredWindow if ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) then local hovered_root if hovered_window then hovered_root = hovered_window.RootWindow else hovered_root = nil end local is_closed_popup = hovered_root and (bit32.band(hovered_root.Flags, ImGuiWindowFlags.Popup) ~= 0) and not ImGui.IsPopupOpen(hovered_root.PopupId, ImGuiPopupFlags.AnyPopupLevel) local is_queued_focus_request = g.NavMoveSubmitted and (bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0) if hovered_window ~= nil and not is_closed_popup and not is_queued_focus_request then ImGui.StartMouseMovingWindow(hovered_window) -- Cancel moving if clicked outside of title bar if bit32.band(hovered_window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0 then -- set by io.ConfigWindowsMoveFromTitleBarOnly if bit32.band(hovered_root.Flags, ImGuiWindowFlags.NoTitleBar) == 0 then if not hovered_root:TitleBarRect():Contains(g.IO.MouseClickedPos[0]) then g.MovingWindow = nil end end end -- Cancel moving if clicked over an item which was disabled or inhibited by popups -- (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item) if g.HoveredIdIsDisabled then g.MovingWindow = nil g.ActiveIdDisabledId = g.HoveredId end elseif hovered_window == nil and g.NavWindow ~= nil then ImGui.FocusWindow(nil, ImGuiFocusRequestFlags.UnlessBelowModal) end end -- With right mouse button we close popups without changing focus based on where the mouse is aimed -- Instead, focus will be restored to the window under the bottom-most closed popup. -- (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if g.HoveredId == 0 and ImGui.IsMouseClickedEx(1, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) then -- Find the top-most window between HoveredWindow and the top-most Modal Window. -- This is where we can trim the popup stack. local modal = ImGui.GetTopMostPopupModal() local hovered_window_above_modal = hovered_window and (modal == nil or ImGui.IsWindowAbove(hovered_window, modal)) ImGui.ClosePopupsOverWindow(hovered_window_above_modal and hovered_window or modal, true) end end --- @param window ImGuiWindow --- @param delta ImVec2 function ImGui.TranslateWindow(window, delta) ImVec2_Copy(window.Pos, window.Pos + delta) window.ClipRect:Translate(delta) window.OuterRectClipped:Translate(delta) window.InnerRect:Translate(delta) ImVec2_Copy(window.DC.CursorPos, window.DC.CursorPos + delta) ImVec2_Copy(window.DC.CursorStartPos, window.DC.CursorStartPos + delta) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorMaxPos + delta) ImVec2_Copy(window.DC.IdealMaxPos, window.DC.IdealMaxPos + delta) end --- ImGui::FindWindowByID function ImGui.FindWindowByID(id) local g = GImGui if not g then return end return g.WindowsById[id] end --- @param name string --- @return ImGuiWindow? function ImGui.FindWindowByName(name) local id = ImHashStr(name) return ImGui.FindWindowByID(id) end --- Push a new Dear ImGui window to add widgets to. --- - Passing a non-nil `open` displays a close button on the upper-right corner of the window --- @param name string --- @param open? bool --- @param flags? ImGuiWindowFlags --- @return bool is_open # The updated `open` passed in --- @return bool no_skip_items # You always need to call `ImGui.End()` even if false is returned function ImGui.Begin(name, open, flags) if flags == nil then flags = 0 end local g = GImGui local style = g.Style IM_ASSERT(name ~= nil and name ~= "") IM_ASSERT(g.WithinFrameScope) IM_ASSERT(g.FrameCountEnded ~= g.FrameCount) local window = ImGui.FindWindowByName(name) local window_just_created = (window == nil) if window_just_created then window = CreateNewWindow(name, flags) --- @cast window ImGuiWindow end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowFlags) ~= 0 then flags = bit32.band(bit32.bor(flags, g.NextWindowData.WindowFlagsSet), bit32.bnot(g.NextWindowData.WindowFlagsClear)) end -- Automatically disable manual moving/resizing when NoInputs is set if bit32.band(flags, ImGuiWindowFlags.NoInputs) == ImGuiWindowFlags.NoInputs then flags = bit32.bor(flags, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize) end local current_frame = g.FrameCount local first_begin_of_the_frame = (window.LastFrameActive ~= current_frame) window.IsFallbackWindow = (g.CurrentWindowStack.Size == 0 and g.WithinFrameScopeWithImplicitWindow) local window_just_activated_by_user = (window.LastFrameActive < (current_frame - 1)) if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then local popup_ref = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1] window_just_activated_by_user = window_just_activated_by_user or (window.PopupId ~= popup_ref.PopupId) -- We recycle popups so treat window as activated if popup id changed window_just_activated_by_user = window_just_activated_by_user or (window ~= popup_ref.Window) end -- Update Flags, LastFrameActive, BeginOrderXXX fields local window_was_appearing = window.Appearing if first_begin_of_the_frame then ImGui.UpdateWindowInFocusOrderList(window, window_just_created, flags) window.Appearing = window_just_activated_by_user if (window.Appearing) then SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) end window.FlagsPreviousFrame = window.Flags window.Flags = flags window.ChildFlags = (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasChildFlags) ~= 0) and g.NextWindowData.ChildFlagsSet or 0 window.LastFrameActive = current_frame window.LastTimeActive = g.Time window.BeginOrderWithinParent = 0 window.BeginOrderWithinContext = g.WindowsActiveCount g.WindowsActiveCount = g.WindowsActiveCount + 1 else flags = window.Flags end -- Docking -- (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) IM_ASSERT(window.DockNode == nil or window.DockNodeAsHost == nil) -- Cannot be both if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasDock) ~= 0 then ImGui.SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond) end if first_begin_of_the_frame then local has_dock_node = (window.DockId ~= 0 or window.DockNode ~= nil) local new_auto_dock_node = not has_dock_node and ImGui.GetWindowAlwaysWantOwnTabBar(window) local dock_node_was_visible = window.DockNodeIsVisible local dock_tab_was_visible = window.DockTabIsVisible window.DockIsActive = false window.DockNodeIsVisible = false window.DockTabIsVisible = false if has_dock_node or new_auto_dock_node then open = ImGui.BeginDocked(window, open) flags = window.Flags if window.DockIsActive then IM_ASSERT(window.DockNode ~= nil) g.NextWindowData.HasFlags = bit32.band(g.NextWindowData.HasFlags, bit32.bnot(ImGuiNextWindowDataFlags.HasSizeConstraint)) end -- Amend the Appearing flag if window.DockTabIsVisible and not dock_tab_was_visible and dock_node_was_visible and not window.Appearing and not window_was_appearing then window.Appearing = true SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, true) end end end local parent_window_in_stack if window.DockIsActive and window.DockNode.HostWindow then parent_window_in_stack = window.DockNode.HostWindow elseif g.CurrentWindowStack:empty() then parent_window_in_stack = nil else parent_window_in_stack = g.CurrentWindowStack:back().Window end local parent_window if first_begin_of_the_frame then if (bit32.band(flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0) then parent_window = parent_window_in_stack else parent_window = nil end else parent_window = window.ParentWindow end if window.IDStack.Size == 0 then window.IDStack:push_back(window.ID) end -- Add to stack g.CurrentWindow = window g.CurrentWindowStack:resize(g.CurrentWindowStack.Size + 1) g.CurrentWindowStack.Data[g.CurrentWindowStack.Size] = ImGuiWindowStackData() local window_stack_data = g.CurrentWindowStack.Data[g.CurrentWindowStack.Size] window_stack_data.Window = window ImGuiLastItemData_Copy(window_stack_data.ParentLastItemDataBackup, g.LastItemData) window_stack_data.DisabledOverrideReenable = (bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) and (bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0) window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0 window_stack_data.StackSizesInBegin = ImGuiErrorRecoveryState() ImGui.ErrorRecoveryStoreState(window_stack_data.StackSizesInBegin) g.StackSizesInBeginForCurrentWindow = window_stack_data.StackSizesInBegin if bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0 then g.BeginMenuDepth = g.BeginMenuDepth + 1 end if first_begin_of_the_frame then ImGui.UpdateWindowParentAndRootLinks(window, flags, parent_window) window.ParentWindowInBeginStack = parent_window_in_stack if window.RootWindow ~= window then window.ParentWindowForFocusRoute = parent_window_in_stack else window.ParentWindowForFocusRoute = nil end if window.ParentWindowForFocusRoute == nil and window.DockNode ~= nil then if bit32.band(window.DockNode.MergedFlags, ImGuiDockNodeFlags.DockedWindowsInFocusRoute) ~= 0 then window.ParentWindowForFocusRoute = window.DockNode.HostWindow end end if window.WindowClass and window.WindowClass.FocusRouteParentWindowId ~= nil and window.WindowClass.FocusRouteParentWindowId ~= 0 then window.ParentWindowForFocusRoute = ImGui.FindWindowByID(window.WindowClass.FocusRouteParentWindowId) end if parent_window then window.FontWindowScaleParents = parent_window.FontWindowScaleParents * parent_window.FontWindowScale else window.FontWindowScaleParents = 1.0 end end ImGui.PushFocusScope((bit32.band(window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0) and g.CurrentFocusScopeId or window.ID) window.NavRootFocusScopeId = g.CurrentFocusScopeId -- Add to popup stacks: update OpenPopupStack data, push to BeginPopupStack if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then local popup_ref = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1] popup_ref.Window = window popup_ref.ParentNavLayer = parent_window_in_stack.DC.NavLayerCurrent g.BeginPopupStack:push_back(popup_ref) window.PopupId = popup_ref.PopupId end local window_pos_set_by_api = false local window_size_x_set_by_api = false local window_size_y_set_by_api = false if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) ~= 0 then window_pos_set_by_api = (bit32.band(window.SetWindowPosAllowFlags, g.NextWindowData.PosCond) ~= 0) if window_pos_set_by_api and ImLengthSqr(g.NextWindowData.PosPivotVal) > 1e-5 then -- FIXME: Look into removing the branch so everything can go through this same code path for consistency. ImVec2_Copy(window.SetWindowPosVal, g.NextWindowData.PosVal) ImVec2_Copy(window.SetWindowPosPivot, g.NextWindowData.PosPivotVal) window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) else ImGui.SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond) end end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) ~= 0 then window_size_x_set_by_api = (bit32.band(window.SetWindowSizeAllowFlags, g.NextWindowData.SizeCond) ~= 0) and (g.NextWindowData.SizeVal.x > 0.0) window_size_y_set_by_api = (bit32.band(window.SetWindowSizeAllowFlags, g.NextWindowData.SizeCond) ~= 0) and (g.NextWindowData.SizeVal.y > 0.0) if (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0 and bit32.band(window.SetWindowSizeAllowFlags, ImGuiCond.FirstUseEver) == 0) then g.NextWindowData.SizeVal.x = window.SizeFull.x end if (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0 and bit32.band(window.SetWindowSizeAllowFlags, ImGuiCond.FirstUseEver) == 0) then g.NextWindowData.SizeVal.y = window.SizeFull.y end ImGui.SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasScroll) ~= 0 then if g.NextWindowData.ScrollVal.x >= 0.0 then window.ScrollTarget.x = g.NextWindowData.ScrollVal.x window.ScrollTargetCenterRatio.x = 0.0 end if g.NextWindowData.ScrollVal.y >= 0.0 then window.ScrollTarget.y = g.NextWindowData.ScrollVal.y window.ScrollTargetCenterRatio.y = 0.0 end end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasContentSize) ~= 0 then ImVec2_Copy(window.ContentSizeExplicit, g.NextWindowData.ContentSizeVal) elseif first_begin_of_the_frame then window.ContentSizeExplicit = ImVec2(0.0, 0.0) end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasWindowClass) ~= 0 then window.WindowClass = g.NextWindowData.WindowClass end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasCollapsed) ~= 0 then ImGui.SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond) end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasFocus) ~= 0 then ImGui.FocusWindow(window) end if window.Appearing then SetWindowConditionAllowFlags(window, ImGuiCond.Appearing, false) end -- [EXPERIMENTAL] Skip Refresh mode ImGui.UpdateWindowSkipRefresh(window) if window_stack_data.DisabledOverrideReenable and window.RootWindow == window then ImGui.BeginDisabledOverrideReenable() end g.CurrentWindow = nil if first_begin_of_the_frame and not window.SkipRefresh then local window_is_child_tooltip = (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) local window_just_appearing_after_hidden_for_resize = (window.HiddenFramesCannotSkipItems > 0) window.Active = true window.HasCloseButton = (open ~= nil) ImRect_CopyFromV4(window.ClipRect, ImVec4(-FLT_MAX, -FLT_MAX, FLT_MAX, FLT_MAX)) window.IDStack:resize(1) window.DrawList:_ResetForNewFrame() window.DC.CurrentTableIdx = -1 if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) ~= 0 then window.DrawList:ChannelsSplit(2) window.DrawList:ChannelsSetCurrent(1) -- DOCKING_HOST_DRAW_CHANNEL_FG: render decorations on channel 1, backgrounds rendered manually later end if window.MemoryCompacted then ImGui.GcAwakeTransientWindowBuffers(window) end -- UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS -- Update contents size from last frame for auto-fitting (or use explicit size) CalcWindowContentSizes(window, window.ContentSize, window.ContentSizeIdeal) if window.HiddenFramesCanSkipItems > 0 then window.HiddenFramesCanSkipItems = window.HiddenFramesCanSkipItems - 1 end if window.HiddenFramesCannotSkipItems > 0 then window.HiddenFramesCannotSkipItems = window.HiddenFramesCannotSkipItems - 1 end if window.HiddenFramesForRenderOnly > 0 then window.HiddenFramesForRenderOnly = window.HiddenFramesForRenderOnly - 1 end -- Hide new windows for one frame until they calculate their size if window_just_created and (not window_size_x_set_by_api or not window_size_y_set_by_api) then window.HiddenFramesCannotSkipItems = 1 end -- Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) -- We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if window_just_activated_by_user and bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 then window.HiddenFramesCannotSkipItems = 1 if bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 then if not window_size_x_set_by_api then window.SizeFull.x = 0.0 window.Size.x = 0.0 end if not window_size_y_set_by_api then window.SizeFull.y = 0.0 window.Size.y = 0.0 end ImVec2_Copy(window.ContentSize, ImVec2(0.0, 0.0)) ImVec2_Copy(window.ContentSizeIdeal, ImVec2(0.0, 0.0)) end end -- SELECT VIEWPORT ImGui.WindowSelectViewport(window) ImGui.SetCurrentViewport(window, window.Viewport) SetCurrentWindow(window) flags = window.Flags if not window.DockIsActive and bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then window.WindowBorderSize = style.ChildBorderSize else window.WindowBorderSize = (bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) and style.PopupBorderSize or style.WindowBorderSize end window.WindowPadding = style.WindowPadding if not window.DockIsActive and (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) == 0) and window.WindowBorderSize == 0.0 then if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then window.WindowPadding = ImVec2(0.0, style.WindowPadding.y) else window.WindowPadding = ImVec2(0.0, 0.0) end end -- Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. window.DC.MenuBarOffset.x = ImMax(ImMax(window.WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x) window.DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0 then window.TitleBarHeight = 0.0 else window.TitleBarHeight = g.FontSize + g.Style.FramePadding.y * 2.0 end if bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 then window.MenuBarHeight = window.DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0 else window.MenuBarHeight = 0.0 end window.TitleBarHeight = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and 0 or g.FontSize + g.Style.FramePadding.y * 2 window.FontRefSize = g.FontSize -- Lock this to discourage calling window:CalcFontSize() outside of current window. local use_current_size_for_scrollbar_x = window_just_created local use_current_size_for_scrollbar_y = window_just_created if window_size_x_set_by_api and window.ContentSizeExplicit.x ~= 0.0 then use_current_size_for_scrollbar_x = true end if window_size_y_set_by_api and window.ContentSizeExplicit.y ~= 0.0 then use_current_size_for_scrollbar_y = true end -- Collapse window by double-clicking on title bar -- At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and bit32.band(flags, ImGuiWindowFlags.NoCollapse) == 0 and not window.DockIsActive then local title_bar_rect = window:TitleBarRect() if g.HoveredWindow == window and g.HoveredId == 0 and g.HoveredIdPreviousFrame == 0 and g.ActiveId == 0 and ImGui.IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) then if g.IO.MouseClickedCount[0] == 2 and ImGui.GetKeyOwner(ImGuiKey.MouseLeft) == ImGuiKeyOwner_NoOwner then window.WantCollapseToggle = true ImGui.SetKeyOwner(ImGuiKey.MouseLeft, window.MoveId) end end if window.WantCollapseToggle then window.Collapsed = not window.Collapsed if not window.Collapsed then use_current_size_for_scrollbar_y = true end ImGui.MarkIniSettingsDirty(window) end else window.Collapsed = false end window.WantCollapseToggle = false local scrollbar_sizes_from_last_frame = ImVec2() ImVec2_Copy(scrollbar_sizes_from_last_frame, window.ScrollbarSizes) window.DecoOuterSizeX1 = 0.0 window.DecoOuterSizeX2 = 0.0 window.DecoOuterSizeY1 = window.TitleBarHeight + window.MenuBarHeight window.DecoOuterSizeY2 = 0.0 window.ScrollbarSizes = ImVec2(0.0, 0.0) -- Calculate auto-fit size, handle automatic resize -- - Using SetNextWindowSize() overrides ImGuiWindowFlags.AlwaysAutoResize, so it can be used on tooltips/popups, etc. -- - We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags.AlwaysAutoResize when collapsed. -- - Auto-fit may only grow window during the first few frames. do local size_auto_fit_x_always = not window_size_x_set_by_api and (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0) and not window.Collapsed local size_auto_fit_y_always = not window_size_y_set_by_api and (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0) and not window.Collapsed local size_auto_fit_x_current = not window_size_x_set_by_api and (window.AutoFitFramesX > 0) local size_auto_fit_y_current = not window_size_y_set_by_api and (window.AutoFitFramesY > 0) local size_auto_fit_mask = 0 if size_auto_fit_x_always or size_auto_fit_x_current then size_auto_fit_mask = bit32.bor(size_auto_fit_mask, bit32.lshift(1, ImGuiAxis.X - 1)) end if size_auto_fit_y_always or size_auto_fit_y_current then size_auto_fit_mask = bit32.bor(size_auto_fit_mask, bit32.lshift(1, ImGuiAxis.Y - 1)) end local size_auto_fit = CalcWindowAutoFitSize(window, window.ContentSizeIdeal, size_auto_fit_mask) local old_size = ImVec2(window.SizeFull.x, window.SizeFull.y) if size_auto_fit_x_always or size_auto_fit_x_current then if size_auto_fit_x_always then window.SizeFull.x = size_auto_fit.x else if window.AutoFitOnlyGrows then window.SizeFull.x = ImMax(window.SizeFull.x, size_auto_fit.x) else window.SizeFull.x = size_auto_fit.x end end use_current_size_for_scrollbar_x = true end if size_auto_fit_y_always or size_auto_fit_y_current then if size_auto_fit_y_always then window.SizeFull.y = size_auto_fit.y else if window.AutoFitOnlyGrows then window.SizeFull.y = ImMax(window.SizeFull.y, size_auto_fit.y) else window.SizeFull.y = size_auto_fit.y end end use_current_size_for_scrollbar_y = true end if old_size.x ~= window.SizeFull.x or old_size.y ~= window.SizeFull.y then ImGui.MarkIniSettingsDirty(window) end end ImVec2_Copy(window.SizeFull, CalcWindowSizeAfterConstraint(window, window.SizeFull)) ImVec2_Copy(window.Size, (window.Collapsed and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0) and window:TitleBarRect():GetSize() or window.SizeFull) -- POSITION -- Popup latch its initial position, will position itself when it appears next frame if window_just_activated_by_user then window.AutoPosLastDirection = ImGuiDir.None if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0 and not window_pos_set_by_api then -- FIXME: BeginPopup() could use SetNextWindowPos() ImVec2_Copy(window.Pos, g.BeginPopupStack:back().OpenPopupPos) end end if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then IM_ASSERT(parent_window and parent_window.Active) window.BeginOrderWithinParent = parent_window.DC.ChildWindows.Size parent_window.DC.ChildWindows:push_back(window) if (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and not window_pos_set_by_api and not window_is_child_tooltip then ImVec2_Copy(window.Pos, parent_window.DC.CursorPos) end end local window_pos_with_pivot = (window.SetWindowPosVal.x ~= FLT_MAX and window.HiddenFramesCannotSkipItems == 0) if window_pos_with_pivot then ImGui.SetWindowPos(window, window.SetWindowPosVal - window.Size * window.SetWindowPosPivot, 0) -- Position given a pivot (e.g. for centering) elseif (bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0) then ImVec2_Copy(window.Pos, ImGui.FindBestWindowPosForPopup(window)) elseif (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0) and not window_pos_set_by_api and window_just_appearing_after_hidden_for_resize then ImVec2_Copy(window.Pos, ImGui.FindBestWindowPosForPopup(window)) elseif (bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0) and not window_pos_set_by_api and not window_is_child_tooltip then ImVec2_Copy(window.Pos, ImGui.FindBestWindowPosForPopup(window)) end -- Late create viewport if we don't fit within our current host viewport. if window.ViewportAllowPlatformMonitorExtend >= 0 and not window.ViewportOwned and bit32.band(window.Viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0 then if not window.Viewport:GetMainRect():Contains(window:Rect()) then -- This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) -- local old_viewport = window.Viewport window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.NoFocusOnAppearing) -- FIXME-DPI -- IM_ASSERT(old_viewport.DpiScale == window.Viewport.DpiScale) -- FIXME-DPI: Something went wrong ImGui.SetCurrentViewport(window, window.Viewport) SetCurrentWindow(window) end end if window.ViewportOwned then ImGui.WindowSyncOwnedViewport(window, parent_window_in_stack) end local viewport_rect = window.Viewport:GetMainRect() local viewport_work_rect = window.Viewport:GetWorkRect() local visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding) local visibility_rect = ImRect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding) -- Clamp position/size so window stays visible within its viewport or monitor if not window_pos_set_by_api and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0 then if not window.ViewportOwned and viewport_rect:GetWidth() > 0 and viewport_rect:GetHeight() > 0.0 then local size_for_clamping_y = window.Size.y if bit32.band(window.BgClickFlags, ImGuiWindowBgClickFlags.Move) == 0 and bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0 then size_for_clamping_y = window.TitleBarHeight end window.Pos.x = ImClamp(window.Pos.x, visibility_rect.Min.x - window.Size.x, visibility_rect.Max.x) window.Pos.y = ImClamp(window.Pos.y, visibility_rect.Min.y - size_for_clamping_y, visibility_rect.Max.y) end end window.Pos.x = ImTrunc(window.Pos.x) window.Pos.y = ImTrunc(window.Pos.y) local want_focus = false if (window_just_activated_by_user and bit32.band(flags, ImGuiWindowFlags.NoFocusOnAppearing) == 0) then if bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 then want_focus = true elseif (window.DockIsActive or bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0) and bit32.band(flags, ImGuiWindowFlags.Tooltip) == 0 then want_focus = true end end if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and not window.DockIsActive then window.WindowRounding = style.ChildRounding elseif window.RootWindowDockTree.ViewportOwned then window.WindowRounding = 0.0 else if (bit32.band(flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Modal) == 0) then window.WindowRounding = style.PopupRounding else window.WindowRounding = style.WindowRounding end end local handle_borders_and_resize_grips = (window.DockNodeAsHost ~= nil or not window.DockIsActive) if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and window.ParentWindow.SkipItems then handle_borders_and_resize_grips = false end local border_hovered, border_held = -1, -1 local resize_grip_col = {0, 0, 0, 0} local resize_grip_count if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) then if (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeX) ~= 0) and (bit32.band(window.ChildFlags, ImGuiChildFlags.ResizeY) ~= 0) then resize_grip_count = 1 else resize_grip_count = 0 end else resize_grip_count = g.IO.ConfigWindowsResizeFromEdges and 2 or 1 -- Allow resize from lower-left if we have the mouse cursor feedback for it. end local resize_grip_draw_size = ImTrunc(ImMax(g.FontSize * 1.10, g.Style.WindowRounding + 1.0 + g.FontSize * 0.2)) if handle_borders_and_resize_grips and not window.Collapsed then local auto_fit_mask auto_fit_mask, border_hovered, border_held = UpdateWindowManualResize(window, resize_grip_count, resize_grip_col, visibility_rect) if auto_fit_mask ~= 0 then if bit32.band(auto_fit_mask, bit32.lshift(1, ImGuiAxis.X - 1)) ~= 0 then use_current_size_for_scrollbar_x = true end if bit32.band(auto_fit_mask, bit32.lshift(1, ImGuiAxis.Y - 1)) ~= 0 then use_current_size_for_scrollbar_y = true end end end window.ResizeBorderHovered = border_hovered window.ResizeBorderHeld = border_held -- Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) if window.ViewportOwned then if not window.Viewport.PlatformRequestMove then ImVec2_Copy(window.Viewport.Pos, window.Pos) end if not window.Viewport.PlatformRequestResize then ImVec2_Copy(window.Viewport.Size, window.Size) end window.Viewport:UpdateWorkRect() viewport_rect = window.Viewport:GetMainRect() end -- Save last known viewport position within the window itself (so it can be saved in .ini file and restored) ImVec2_Copy(window.ViewportPos, window.Viewport.Pos) --- SCROLLBAR VISIBILITY -- Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size) if not window.Collapsed then -- When reading the current size we need to read it after size constraints have been applied. -- Intentionally use previous frame values for InnerRect and ScrollbarSizes. -- And when we use window.DecoOuterSizeY1 here it doesn't have ScrollbarSizes.y applied yet. local avail_size_from_current_frame = ImVec2(window.SizeFull.x, window.SizeFull.y - (window.DecoOuterSizeY1 + window.DecoOuterSizeY2)) local avail_size_from_last_frame = window.InnerRect:GetSize() + scrollbar_sizes_from_last_frame local needed_size_from_last_frame = window_just_created and ImVec2(0, 0) or window.ContentSize + window.WindowPadding * 2.0 local size_for_scrollbars_x = use_current_size_for_scrollbar_x and avail_size_from_current_frame.x or avail_size_from_last_frame.x local size_for_scrollbars_y = use_current_size_for_scrollbar_y and avail_size_from_current_frame.y or avail_size_from_last_frame.y local scrollbar_x_prev = window.ScrollbarX -- local scrollbar_y_from_last_frame = window.ScrollbarY -- FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? window.ScrollbarY = (bit32.band(flags, ImGuiWindowFlags.AlwaysVerticalScrollbar) ~= 0) or ((needed_size_from_last_frame.y > size_for_scrollbars_y) and not (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) ~= 0)) window.ScrollbarX = (bit32.band(flags, ImGuiWindowFlags.AlwaysHorizontalScrollbar) ~= 0) or ((needed_size_from_last_frame.x > size_for_scrollbars_x - (window.ScrollbarY and style.ScrollbarSize or 0.0)) and not (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.HorizontalScrollbar) ~= 0)) -- Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) -- (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. -- The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags.AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) window.ScrollbarXStabilizeToggledHistory = bit32.lshift(window.ScrollbarXStabilizeToggledHistory, 1) if scrollbar_x_prev ~= window.ScrollbarX then window.ScrollbarXStabilizeToggledHistory = bit32.bor(window.ScrollbarXStabilizeToggledHistory, 0x01) end local scrollbar_x_stabilize = (window.ScrollbarXStabilizeToggledHistory ~= 0) and ImCountSetBits(window.ScrollbarXStabilizeToggledHistory) >= 4 -- 4 == half of bits in our U8 history. if scrollbar_x_stabilize then window.ScrollbarX = true end -- if scrollbar_x_stabilize and not window.ScrollbarXStabilizeEnabled then -- IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window.Name) -- end window.ScrollbarXStabilizeEnabled = scrollbar_x_stabilize if window.ScrollbarX and not window.ScrollbarY then window.ScrollbarY = (needed_size_from_last_frame.y > size_for_scrollbars_y - style.ScrollbarSize) and not (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) ~= 0) end window.ScrollbarSizes = ImVec2(window.ScrollbarY and style.ScrollbarSize or 0.0, window.ScrollbarX and style.ScrollbarSize or 0.0) -- Amend the partially filled window.DecoOuterSizeX2 values. window.DecoOuterSizeX2 = window.DecoOuterSizeX2 + window.ScrollbarSizes.x window.DecoOuterSizeY2 = window.DecoOuterSizeY2 + window.ScrollbarSizes.y end local host_rect if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(flags, ImGuiWindowFlags.Popup) == 0 and not window_is_child_tooltip) then host_rect = parent_window.ClipRect else host_rect = viewport_rect end local outer_rect = window:Rect() local title_bar_rect = window:TitleBarRect() ImRect_Copy(window.OuterRectClipped, outer_rect) if window.DockIsActive then window.OuterRectClipped.Min.y = window.OuterRectClipped.Min.y + window.TitleBarHeight end window.OuterRectClipped:ClipWith(host_rect) window.InnerRect.Min.x = window.Pos.x + window.DecoOuterSizeX1 window.InnerRect.Min.y = window.Pos.y + window.DecoOuterSizeY1 window.InnerRect.Max.x = window.Pos.x + window.Size.x - window.DecoOuterSizeX2 window.InnerRect.Max.y = window.Pos.y + window.Size.y - window.DecoOuterSizeY2 local top_border_size = ((bit32.band(flags, ImGuiWindowFlags.MenuBar) ~= 0 or bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0) and style.FrameBorderSize or window.WindowBorderSize) window.InnerClipRect.Min.x = ImFloor(0.5 + window.InnerRect.Min.x + window.WindowBorderSize * 0.5) window.InnerClipRect.Min.y = ImFloor(0.5 + window.InnerRect.Min.y + top_border_size * 0.5) window.InnerClipRect.Max.x = ImFloor(window.InnerRect.Max.x - window.WindowBorderSize * 0.5) window.InnerClipRect.Max.y = ImFloor(window.InnerRect.Max.y - window.WindowBorderSize * 0.5) window.InnerClipRect:ClipWithFull(host_rect) --- Scrolling -- Lock down maximum scrolling -- The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate -- for right/bottom aligned items without creating a scrollbar. window.ScrollMax.x = ImMax(0.0, window.ContentSize.x + window.WindowPadding.x * 2.0 - window.InnerRect:GetWidth()) window.ScrollMax.y = ImMax(0.0, window.ContentSize.y + window.WindowPadding.y * 2.0 - window.InnerRect:GetHeight()) -- Apply scrolling ImVec2_Copy(window.Scroll, CalcNextScrollFromScrollTargetAndClamp(window)) ImVec2_CopyV(window.ScrollTarget, FLT_MAX, FLT_MAX) window.DecoInnerSizeX1 = 0.0; window.DecoInnerSizeY1 = 0.0 IM_ASSERT(window.DrawList.CmdBuffer.Size == 1 and window.DrawList.CmdBuffer.Data[1].ElemCount == 0) window.DrawList:PushTexture(g.Font.OwnerAtlas.TexRef) ImGui.PushClipRect(host_rect.Min, host_rect.Max, false) local is_undocked_or_docked_visible = not window.DockIsActive or window.DockTabIsVisible if is_undocked_or_docked_visible then local render_decorations_in_parent = false if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.Popup) == 0) and not window_is_child_tooltip then -- - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) -- - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs local previous_child if parent_window.DC.ChildWindows.Size >= 2 then previous_child = parent_window.DC.ChildWindows.Data[parent_window.DC.ChildWindows.Size - 1] else previous_child = nil end local previous_child_overlapping if previous_child ~= nil then previous_child_overlapping = previous_child:Rect():Overlaps(window:Rect()) else previous_child_overlapping = false end local parent_is_empty = (parent_window.DrawList.VtxBuffer.Size == 0) if (window.DrawList.CmdBuffer:back().ElemCount == 0 and not parent_is_empty and not previous_child_overlapping) then render_decorations_in_parent = true end end if render_decorations_in_parent then window.DrawList = parent_window.DrawList end local window_to_highlight = g.NavWindowingTarget or g.NavWindow local title_bar_is_highlight = want_focus or (window_to_highlight ~= nil and (window.RootWindowForTitleBarHighlight == window_to_highlight.RootWindowForTitleBarHighlight or (window.DockNode ~= nil and window.DockNode == window_to_highlight.DockNode))) RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_col, resize_grip_draw_size) if render_decorations_in_parent then window.DrawList = window.DrawListInst end end local allow_scrollbar_x = (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) == 0) and (bit32.band(flags, ImGuiWindowFlags.HorizontalScrollbar) ~= 0) local allow_scrollbar_y = (bit32.band(flags, ImGuiWindowFlags.NoScrollbar) == 0) local work_rect_size_x if window.ContentSizeExplicit.x ~= 0.0 then work_rect_size_x = window.ContentSizeExplicit.x else local content_size_x = allow_scrollbar_x and (window.ContentSize and window.ContentSize.x or 0.0) or 0.0 local window_size_x = window.Size.x - window.WindowPadding.x * 2.0 - (window.DecoOuterSizeX1 + window.DecoOuterSizeX2) work_rect_size_x = ImMax(content_size_x, window_size_x) end local work_rect_size_y if window.ContentSizeExplicit.y ~= 0.0 then work_rect_size_y = window.ContentSizeExplicit.y else local content_size_y = allow_scrollbar_y and (window.ContentSize and window.ContentSize.y or 0.0) or 0.0 local window_size_y = window.Size.y - window.WindowPadding.y * 2.0 - (window.DecoOuterSizeY1 + window.DecoOuterSizeY2) work_rect_size_y = ImMax(content_size_y, window_size_y) end window.WorkRect.Min.x = ImTrunc(window.InnerRect.Min.x - window.Scroll.x + ImMax(window.WindowPadding.x, window.WindowBorderSize)) window.WorkRect.Min.y = ImTrunc(window.InnerRect.Min.y - window.Scroll.y + ImMax(window.WindowPadding.y, window.WindowBorderSize)) window.WorkRect.Max.x = window.WorkRect.Min.x + work_rect_size_x window.WorkRect.Max.y = window.WorkRect.Min.y + work_rect_size_y window.ParentWorkRect = window.WorkRect -- [LEGACY] Content Region -- FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. -- Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. -- Used by: -- - Mouse wheel scrolling + many other things window.ContentRegionRect.Min.x = window.Pos.x - window.Scroll.x + window.WindowPadding.x + window.DecoOuterSizeX1 window.ContentRegionRect.Min.y = window.Pos.y - window.Scroll.y + window.WindowPadding.y + window.DecoOuterSizeY1 window.ContentRegionRect.Max.x = window.ContentRegionRect.Min.x + (window.ContentSizeExplicit.x ~= 0.0 and window.ContentSizeExplicit.x or (window.Size.x - window.WindowPadding.x * 2.0 - (window.DecoOuterSizeX1 + window.DecoOuterSizeX2))) window.ContentRegionRect.Max.y = window.ContentRegionRect.Min.y + (window.ContentSizeExplicit.y ~= 0.0 and window.ContentSizeExplicit.y or (window.Size.y - window.WindowPadding.y * 2.0 - (window.DecoOuterSizeY1 + window.DecoOuterSizeY2))) -- Setup drawing context -- (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window.DC.Indent.x = window.DecoOuterSizeX1 + window.WindowPadding.x - window.Scroll.x window.DC.GroupOffset.x = 0.0 window.DC.ColumnsOffset.x = 0.0 -- Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. -- This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. local start_pos_highp_x = window.Pos.x + window.WindowPadding.x - window.Scroll.x + window.DecoOuterSizeX1 + window.DC.ColumnsOffset.x local start_pos_highp_y = window.Pos.y + window.WindowPadding.y - window.Scroll.y + window.DecoOuterSizeY1 ImVec2_CopyV(window.DC.CursorStartPos, start_pos_highp_x, start_pos_highp_y) ImVec2_CopyV(window.DC.CursorStartPosLossyness, start_pos_highp_x - window.DC.CursorStartPos.x, start_pos_highp_y - window.DC.CursorStartPos.y) ImVec2_Copy(window.DC.CursorPos, window.DC.CursorStartPos) ImVec2_Copy(window.DC.CursorPosPrevLine, window.DC.CursorPos) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorStartPos) ImVec2_Copy(window.DC.IdealMaxPos, window.DC.CursorStartPos) ImVec2_CopyV(window.DC.CurrLineSize, 0.0, 0.0) ImVec2_CopyV(window.DC.PrevLineSize, 0.0, 0.0) window.DC.CurrLineTextBaseOffset = 0.0 window.DC.PrevLineTextBaseOffset = 0.0 window.DC.IsSameLine = false window.DC.IsSetPos = false window.DC.NavLayerCurrent = ImGuiNavLayer.Main window.DC.NavLayersActiveMask = window.DC.NavLayersActiveMaskNext window.DC.NavLayersActiveMaskNext = 0x00 window.DC.NavIsScrollPushableX = true window.DC.NavHideHighlightOneFrame = false window.DC.NavWindowHasScrollY = window.ScrollMax.y > 0.0 window.DC.MenuBarAppending = false window.DC.MenuColumns:Update(style.ItemSpacing.x, window_just_activated_by_user) window.DC.TreeDepth = 0 window.DC.TreeHasStackDataDepthMask = 0x00 window.DC.TreeRecordsClippedNodesY2Mask = 0x00 window.DC.ChildWindows:resize(0) window.DC.StateStorage = window.StateStorage window.DC.CurrentColumns = nil window.DC.LayoutType = ImGuiLayoutType.Vertical window.DC.ParentLayoutType = (parent_window ~= nil) and parent_window.DC.LayoutType or ImGuiLayoutType.Vertical -- Default item width. Make it proportional to window size if window can be manually resized. -- (we cannot use AutoFitFramesX/AutoFitFramesY which is a temporary state) local is_resizable_width if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 and not window.DockIsActive then is_resizable_width = (window.Size.x > 0.0) and (bit32.band(window.ChildFlags, bit32.bor(ImGuiChildFlags.AutoResizeX, ImGuiChildFlags.AlwaysAutoResize)) == 0) else is_resizable_width = (window.Size.x > 0.0) and (bit32.band(flags, ImGuiWindowFlags.AlwaysAutoResize) == 0) end if is_resizable_width then window.DC.ItemWidthDefault = ImTrunc(window.Size.x * 0.65) else window.DC.ItemWidthDefault = ImTrunc(g.FontSize * 16.0) end window.DC.ItemWidth = window.DC.ItemWidthDefault window.DC.ItemWidthStack:resize(0) window.DC.TextWrapPos = -1.0 window.DC.TextWrapPosStack:resize(0) if bit32.band(flags, ImGuiWindowFlags.Modal) ~= 0 then window.DC.ModalDimBgColor = ImGui.ColorConvertFloat4ToU32(ImGui.GetStyleColorVec4(ImGuiCol.ModalWindowDimBg)) end if window.AutoFitFramesX > 0 then window.AutoFitFramesX = window.AutoFitFramesX - 1 end if window.AutoFitFramesY > 0 then window.AutoFitFramesY = window.AutoFitFramesY - 1 end g.NextWindowData:ClearFlags() if want_focus then ImGui.FocusWindow(window, ImGuiFocusRequestFlags.UnlessBelowModal) end if want_focus and window == g.NavWindow then ImGui.NavInitWindow(window, false) end -- Pressing Ctrl+C copy window content into the clipboard if g.IO.ConfigWindowsCopyContentsWithCtrlC then if g.NavWindow and g.NavWindow.RootWindow == window and g.ActiveId == 0 and ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.C)) then ImGui.LogToClipboard(0) end end if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and not window.DockIsActive then open = RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window.WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window.WindowBorderSize, title_bar_rect.Max.y), name, open) elseif bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and window.DockIsActive then ImGui.LogText("%s\n", string.sub(window.Name, 1, ImGui.FindRenderedTextEnd(window.Name) - 1)) end -- Clear hit test shape every frame window.HitTestHoleSize.x = 0; window.HitTestHoleSize.y = 0 if bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 then g.TooltipPreviousWindow = window end if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) ~= 0 then -- Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. -- We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. if g.MovingWindow == window and bit32.band(window.RootWindowDockTree.Flags, ImGuiWindowFlags.NoDocking) == 0 then ImGui.BeginDockableDragDropSource(window) end -- Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. if g.DragDropActive and bit32.band(flags, ImGuiWindowFlags.NoDocking) == 0 then if g.MovingWindow == nil or g.MovingWindow.RootWindowDockTree ~= window then if window == window.RootWindowDockTree and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 then ImGui.BeginDockableDragDropTarget(window) end end end end if bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 then window.BgClickFlags = parent_window.BgClickFlags else window.BgClickFlags = g.IO.ConfigWindowsMoveFromTitleBarOnly and ImGuiWindowBgClickFlags.None or ImGuiWindowBgClickFlags.Move end window.DC.WindowItemStatusFlags = ImGuiItemStatusFlags.None if ImGui.IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) then window.DC.WindowItemStatusFlags = bit32.bor(window.DC.WindowItemStatusFlags, ImGuiItemStatusFlags.HoveredRect) end ImGui.SetLastItemDataForWindow(window, title_bar_rect) else if (window.SkipRefresh) then SetWindowActiveForSkipRefresh(window) end ImGui.SetCurrentViewport(window, window.Viewport) SetCurrentWindow(window) g.NextWindowData:ClearFlags() ImGui.SetLastItemDataForWindow(window, window:TitleBarRect()) end if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.SkipRefresh then ImGui.PushClipRect(window.InnerClipRect.Min, window.InnerClipRect.Max, true) end window.WriteAccessed = false window.BeginCount = window.BeginCount + 1 g.NextWindowData:ClearFlags() if first_begin_of_the_frame and not window.SkipRefresh then -- When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. if window.DockIsActive and not window.DockTabIsVisible then if window.LastFrameJustFocused == g.FrameCount then window.HiddenFramesCannotSkipItems = 1 else window.HiddenFramesCanSkipItems = 1 end end if (bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0) and (bit32.band(flags, ImGuiWindowFlags.ChildMenu) == 0) then -- Child window can be out of sight and have "negative" clip windows. -- Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). IM_ASSERT((bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) or window.DockIsActive) local nav_request = (bit32.band(window.ChildFlags, ImGuiChildFlags.NavFlattened) ~= 0) and (g.NavAnyRequest and g.NavWindow and g.NavWindow.RootWindowForNav == window.RootWindowForNav) if not g.LogEnabled and not nav_request then if window.OuterRectClipped.Min.x >= window.OuterRectClipped.Max.x or window.OuterRectClipped.Min.y >= window.OuterRectClipped.Max.y then if window.AutoFitFramesX > 0 or window.AutoFitFramesY > 0 then window.HiddenFramesCannotSkipItems = 1 else window.HiddenFramesCanSkipItems = 1 end end end -- Hide along with parent or if parent is collapsed if parent_window and (parent_window.Collapsed or parent_window.HiddenFramesCanSkipItems > 0) then window.HiddenFramesCanSkipItems = 1 end if parent_window and parent_window.HiddenFramesCannotSkipItems > 0 then window.HiddenFramesCannotSkipItems = 1 end end if style.Alpha <= 0.0 then window.HiddenFramesCanSkipItems = 1 end local hidden_regular = (window.HiddenFramesCanSkipItems > 0) or (window.HiddenFramesCannotSkipItems > 0) window.Hidden = hidden_regular or (window.HiddenFramesForRenderOnly > 0) -- Disable inputs for requested number of frames if window.DisableInputsFrames > 0 then window.DisableInputsFrames = window.DisableInputsFrames - 1 window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoInputs) end -- Update the SkipItems flag, used to early out of all items functions (no layout required) local skip_items = false if window.Collapsed or not window.Active or hidden_regular then if window.AutoFitFramesX <= 0 and window.AutoFitFramesY <= 0 and window.HiddenFramesCannotSkipItems <= 0 then skip_items = true end end window.SkipItems = skip_items -- Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. if window.SkipItems then window.DC.NavLayersActiveMaskNext = window.DC.NavLayersActiveMask end elseif first_begin_of_the_frame then window.SkipItems = true end if open == nil then open = true end return open, not window.SkipItems end function ImGui.End() local g = GImGui local window = g.CurrentWindow if (g.CurrentWindowStack.Size <= 1 and g.WithinFrameScopeWithImplicitWindow) then IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!") return end local window_stack_data = g.CurrentWindowStack:back() if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window.ID, "Must call EndPopup() and not End()!") end if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.DockIsActive then IM_ASSERT_USER_ERROR(g.WithinEndChildID == window.ID, "Must call EndChild() and not End()!") end if window.DC.CurrentColumns then ImGui.EndColumns() end if bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 and not window.SkipRefresh then ImGui.PopClipRect() end ImGui.PopFocusScope() if window_stack_data.DisabledOverrideReenable and window.RootWindow == window then ImGui.EndDisabledOverrideReenable() end if (window.SkipRefresh) then IM_ASSERT(window.DrawList == nil) window.DrawList = window.DrawListInst end -- Stop logging if g.LogWindow == window then -- FIXME: add more options for scope of logging ImGui.LogFinish() end if window.DC.IsSetPos then ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() end -- Docking: report contents sizes to parent to allow for auto-resize if window.DockNode and window.DockTabIsVisible then local host_window = window.DockNode.HostWindow if host_window then ImVec2_Copy(host_window.DC.CursorMaxPos, window.DC.CursorMaxPos + window.WindowPadding - host_window.WindowPadding) end end -- Pop from window stack ImGuiLastItemData_Copy(g.LastItemData, window_stack_data.ParentLastItemDataBackup) if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then g.BeginMenuDepth = g.BeginMenuDepth - 1 end if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then g.BeginPopupStack:pop_back() end -- Error handling, state recovery if g.IO.ConfigErrorRecovery and window_stack_data.StackSizesInBegin then ImGui.ErrorRecoveryTryToRecoverWindowState(window_stack_data.StackSizesInBegin) end g.CurrentWindowStack:pop_back() -- LUA: No "Ternary Operator", since lua (... and (1) or (2)) will eval (1) and (2) no matter what -- so something like `SetCurrentWindow((g.CurrentWindowStack.Size == 0) and nil or g.CurrentWindowStack:back().Window)` will error if (g.CurrentWindowStack.Size == 0) then SetCurrentWindow(nil) else SetCurrentWindow(g.CurrentWindowStack:back().Window) end if g.CurrentWindow then ImGui.SetCurrentViewport(g.CurrentWindow, g.CurrentWindow.Viewport) end end --- @param option ImGuiItemFlags --- @param enabled bool function ImGui.PushItemFlag(option, enabled) local g = GImGui local item_flags = g.CurrentItemFlags IM_ASSERT(item_flags == g.ItemFlagsStack:back()) if enabled then item_flags = bit32.bor(item_flags, option) else item_flags = bit32.band(item_flags, bit32.bnot(option)) end g.CurrentItemFlags = item_flags g.ItemFlagsStack:push_back(item_flags) end function ImGui.PopItemFlag() local g = GImGui IM_ASSERT_USER_ERROR_RET(g.ItemFlagsStack.Size > 1, "Calling PopItemFlag() too many times!") g.ItemFlagsStack:pop_back() g.CurrentItemFlags = g.ItemFlagsStack:back() end --- @param disabled? bool function ImGui.BeginDisabled(disabled) if disabled == nil then disabled = true end local g = GImGui local was_disabled = bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 if not was_disabled and disabled then g.DisabledAlphaBackup = g.Style.Alpha g.Style.Alpha = g.Style.Alpha * g.Style.DisabledAlpha end if was_disabled or disabled then g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, ImGuiItemFlags.Disabled) end g.ItemFlagsStack:push_back(g.CurrentItemFlags) g.DisabledStackSize = g.DisabledStackSize + 1 end function ImGui.EndDisabled() local g = GImGui IM_ASSERT_USER_ERROR_RET(g.DisabledStackSize > 0, "Calling EndDisabled() too many times!") g.DisabledStackSize = g.DisabledStackSize - 1 local was_disabled = bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 g.ItemFlagsStack:pop_back() g.CurrentItemFlags = g.ItemFlagsStack:back() if was_disabled and bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) == 0 then g.Style.Alpha = g.DisabledAlphaBackup end end function ImGui.BeginDisabledOverrideReenable() local g = GImGui IM_ASSERT(bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0) g.CurrentWindowStack.Data[g.CurrentWindowStack.Size].DisabledOverrideReenableAlphaBackup = g.Style.Alpha g.Style.Alpha = g.DisabledAlphaBackup g.CurrentItemFlags = bit32.band(g.CurrentItemFlags, bit32.bnot(ImGuiItemFlags.Disabled)) g.ItemFlagsStack:push_back(g.CurrentItemFlags) g.DisabledStackSize = g.DisabledStackSize + 1 end function ImGui.EndDisabledOverrideReenable() local g = GImGui IM_ASSERT(g.DisabledStackSize > 0) g.DisabledStackSize = g.DisabledStackSize - 1 g.ItemFlagsStack:pop_back() g.CurrentItemFlags = g.ItemFlagsStack:back() g.Style.Alpha = g.CurrentWindowStack:back().DisabledOverrideReenableAlphaBackup end --- @param pos ImVec2 --- @param find_first_and_in_any_viewport bool --- @return ImGuiWindow, ImGuiWindow? local function FindHoveredWindowEx(pos, find_first_and_in_any_viewport) local g = GImGui local hovered_window = nil local hovered_window_under_moving_window = nil -- Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) hovered_window = g.MovingWindow local backup_moving_window_viewport = nil if (find_first_and_in_any_viewport == false and g.MovingWindow) then backup_moving_window_viewport = g.MovingWindow.Viewport g.MovingWindow.Viewport = g.MouseViewport if (bit32.band(g.MovingWindow.Flags, ImGuiWindowFlags.NoMouseInputs) == 0) then hovered_window = g.MovingWindow end end local padding_regular = g.Style.TouchExtraPadding local padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)) local window local stop_6075 = false for i = g.Windows.Size, 1, -1 do repeat window = g.Windows.Data[i] if not window.WasActive or window.Hidden then break end if bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) ~= 0 then break end IM_ASSERT(window.Viewport) if (window.Viewport ~= g.MouseViewport) then break end local hit_padding if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.NoResize, ImGuiWindowFlags.AlwaysAutoResize)) ~= 0 then hit_padding = padding_regular else hit_padding = padding_for_resize end if not window.OuterRectClipped:ContainsWithPad(pos, hit_padding) then break end if window.HitTestHoleSize.x ~= 0 then -- TODO: hit test hole end if find_first_and_in_any_viewport then hovered_window = window stop_6075 = true; break else if hovered_window == nil then hovered_window = window end if hovered_window_under_moving_window == nil and (not g.MovingWindow or window.RootWindowDockTree ~= g.MovingWindow.RootWindowDockTree) then hovered_window_under_moving_window = window end if hovered_window and hovered_window_under_moving_window then stop_6075 = true; break end end until true if stop_6075 then break end end if (find_first_and_in_any_viewport == false and g.MovingWindow) then g.MovingWindow.Viewport = backup_moving_window_viewport end return hovered_window, hovered_window_under_moving_window end -- TODO: function ImGui.UpdateHoveredWindowAndCaptureFlags(mouse_pos) local g = GImGui local io = g.IO g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding) local clear_hovered_windows = false g.HoveredWindow, g.HoveredWindowUnderMovingWindow = FindHoveredWindowEx(mouse_pos, false) IM_ASSERT(g.HoveredWindow == nil or g.HoveredWindow == g.MovingWindow or g.HoveredWindow.Viewport == g.MouseViewport) g.HoveredWindowBeforeClear = g.HoveredWindow local modal_window = ImGui.GetTopMostPopupModal() if modal_window and g.HoveredWindow and not ImGui.IsWindowWithinBeginStackOf(g.HoveredWindow.RootWindow, modal_window) then clear_hovered_windows = true end if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoMouse) ~= 0 then clear_hovered_windows = true end local has_open_popup = (g.OpenPopupStack.Size > 0) local has_open_modal = (modal_window ~= nil) local mouse_earliest_down = -1 local mouse_any_down = false for i = 0, 2 do -- IM_COUNTOF(io.MouseDown) if io.MouseClicked[i] then io.MouseDownOwned[i] = (g.HoveredWindow ~= nil) or has_open_popup io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow ~= nil) or has_open_modal end mouse_any_down = mouse_any_down or io.MouseDown[i] if (io.MouseDown[i] or io.MouseReleased[i]) then if (mouse_earliest_down == -1 or (io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])) then mouse_earliest_down = i end end end local mouse_avail = (mouse_earliest_down == -1) or io.MouseDownOwned[mouse_earliest_down] local mouse_avail_unless_popup_close = (mouse_earliest_down == -1) or io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down] local mouse_dragging_extern_payload = g.DragDropActive and bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceExtern) ~= 0 if not mouse_avail and not mouse_dragging_extern_payload then clear_hovered_windows = true end if clear_hovered_windows then g.HoveredWindow = nil g.HoveredWindowUnderMovingWindow = nil end if (g.WantCaptureMouseNextFrame ~= -1) then io.WantCaptureMouse = (g.WantCaptureMouseNextFrame ~= 0) io.WantCaptureMouseUnlessPopupClose = io.WantCaptureMouse else io.WantCaptureMouse = (mouse_avail and (g.HoveredWindow ~= nil or mouse_any_down)) or has_open_popup io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close and (g.HoveredWindow ~= nil or mouse_any_down)) or has_open_modal end io.WantCaptureKeyboard = false if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) == 0 then if (g.ActiveId ~= 0) or (modal_window ~= nil) then io.WantCaptureKeyboard = true elseif io.NavActive and bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 and io.ConfigNavCaptureKeyboard then io.WantCaptureKeyboard = true end end if g.WantCaptureKeyboardNextFrame ~= -1 then io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame ~= 0) end io.WantTextInput = (g.WantTextInputNextFrame ~= -1) and (g.WantTextInputNextFrame ~= 0) or false end --- @param key ImGuiKey --- @param v bool --- @param analog_value float function ImGui.UpdateAliasKey(key, v, analog_value) IM_ASSERT(ImGui.IsAliasKey(key)) local key_data = ImGui.GetKeyData(nil, key) key_data.Down = v key_data.AnalogValue = analog_value end function ImGui.GetMergedModsFromKeys() local g = GImGui local mods = 0 if ImGui.GetKeyData(g, ImGuiMod_Ctrl).Down then mods = bit32.bor(mods, ImGuiMod_Ctrl) end if ImGui.GetKeyData(g, ImGuiMod_Shift).Down then mods = bit32.bor(mods, ImGuiMod_Shift) end if ImGui.GetKeyData(g, ImGuiMod_Alt).Down then mods = bit32.bor(mods, ImGuiMod_Alt) end if ImGui.GetKeyData(g, ImGuiMod_Super).Down then mods = bit32.bor(mods, ImGuiMod_Super) end return mods end function ImGui.UpdateKeyboardInputs() local g = GImGui local io = g.IO if bit32.band(io.ConfigFlags, ImGuiConfigFlags.NoKeyboard) ~= 0 then io:ClearInputKeys() end for n = 0, 2 do -- TODO: ImGuiMouseButton.COUNT - 1 ImGui.UpdateAliasKey(ImGui.MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] and 1.0 or 0.0) end ImGui.UpdateAliasKey(ImGuiKey.MouseWheelX, io.MouseWheelH ~= 0.0, io.MouseWheelH) ImGui.UpdateAliasKey(ImGuiKey.MouseWheelY, io.MouseWheel ~= 0.0, io.MouseWheel) -- Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values local prev_key_mods = io.KeyMods io.KeyMods = ImGui.GetMergedModsFromKeys() io.KeyCtrl = bit32.band(io.KeyMods, ImGuiMod_Ctrl) ~= 0 io.KeyShift = bit32.band(io.KeyMods, ImGuiMod_Shift) ~= 0 io.KeyAlt = bit32.band(io.KeyMods, ImGuiMod_Alt) ~= 0 io.KeySuper = bit32.band(io.KeyMods, ImGuiMod_Super) ~= 0 if prev_key_mods ~= io.KeyMods then g.LastKeyModsChangeTime = g.Time end if prev_key_mods ~= io.KeyMods and prev_key_mods == 0 then g.LastKeyModsChangeFromNoneTime = g.Time end -- Clear gamepad data if disabled if bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) == 0 then for key = ImGuiKey_Gamepad_BEGIN, ImGuiKey_Gamepad_END - 1 do io.KeysData[key - ImGuiKey.NamedKey_BEGIN].Down = false io.KeysData[key - ImGuiKey.NamedKey_BEGIN].AnalogValue = 0.0 end end -- Update keys for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do local key_data = io.KeysData[key - ImGuiKey.NamedKey_BEGIN] key_data.DownDurationPrev = key_data.DownDuration if key_data.Down then if key_data.DownDuration < 0.0 then key_data.DownDuration = 0.0 else key_data.DownDuration = key_data.DownDuration + io.DeltaTime end else key_data.DownDuration = -1.0 end if key_data.DownDuration == 0.0 then if ImGui.IsKeyboardKey(key) then g.LastKeyboardKeyPressTime = g.Time elseif key == ImGuiKey.ReservedForModCtrl or key == ImGuiKey.ReservedForModShift or key == ImGuiKey.ReservedForModAlt or key == ImGuiKey.ReservedForModSuper then g.LastKeyboardKeyPressTime = g.Time end end end -- Update keys/input owner (named keys only): one entry per key for key = ImGuiKey.NamedKey_BEGIN, ImGuiKey.NamedKey_END - 1 do local key_data = io.KeysData[key - ImGuiKey.NamedKey_BEGIN] local owner_data = g.KeysOwnerData[key - ImGuiKey.NamedKey_BEGIN] owner_data.OwnerCurr = owner_data.OwnerNext if not key_data.Down then -- Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. owner_data.OwnerNext = ImGuiKeyOwner_NoOwner end owner_data.LockThisFrame = owner_data.LockUntilRelease and key_data.Down owner_data.LockUntilRelease = owner_data.LockUntilRelease and key_data.Down -- Clear LockUntilRelease when key is not Down anymore end ImGui.UpdateKeyRoutingTable(g.KeysRoutingTable) end function ImGui.UpdateMouseInputs() local g = GImGui local io = g.IO -- Mouse Wheel swapping flag -- As a standard behavior holding Shift while using Vertical Mouse Wheel triggers Horizontal scroll instead -- - We avoid doing it on OSX as it the OS input layer handles this already io.MouseWheelRequestAxisSwap = io.KeyShift and not io.ConfigMacOSXBehaviors -- Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) if (ImGui.IsMousePosValid(io.MousePos)) then local x_val = ImFloor(io.MousePos.x) local y_val = ImFloor(io.MousePos.y) io.MousePos = ImVec2(x_val, y_val) g.MouseLastValidPos = ImVec2(x_val, y_val) end -- If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta if (ImGui.IsMousePosValid(io.MousePos) and ImGui.IsMousePosValid(io.MousePosPrev)) then io.MouseDelta = io.MousePos - io.MousePosPrev else io.MouseDelta = ImVec2(0.0, 0.0) end -- Update stationary timer -- FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates local mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource.Mouse) and 2.0 or 3.0 local mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold) g.MouseStationaryTimer = mouse_stationary and (g.MouseStationaryTimer + io.DeltaTime) or 0.0 -- If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0 threshold but would need to reset in everywhere we set this to true. if io.MouseDelta.x ~= 0.0 or io.MouseDelta.y ~= 0.0 then g.NavHighlightItemUnderNav = false end for i = 0, 2 do -- IM_COUNTOF(io.MouseDown) io.MouseClicked[i] = io.MouseDown[i] and (io.MouseDownDuration[i] < 0.0) io.MouseClickedCount[i] = 0 -- Will be filled below io.MouseReleased[i] = not io.MouseDown[i] and (io.MouseDownDuration[i] >= 0.0) if (io.MouseReleased[i]) then io.MouseReleasedTime[i] = g.Time end io.MouseDownDurationPrev[i] = io.MouseDownDuration[i] if io.MouseDown[i] then if io.MouseDownDuration[i] < 0.0 then io.MouseDownDuration[i] = 0.0 else io.MouseDownDuration[i] = io.MouseDownDuration[i] + io.DeltaTime end else io.MouseDownDuration[i] = -1.0 end if io.MouseClicked[i] then local is_repeated_click = false if (g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime then local delta_from_click_pos if ImGui.IsMousePosValid(io.MousePos) then delta_from_click_pos = io.MousePos - io.MouseClickedPos[i] else delta_from_click_pos = ImVec2(0.0, 0.0) end if ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist then is_repeated_click = true end end if is_repeated_click then io.MouseClickedLastCount[i] = io.MouseClickedLastCount[i] + 1 else io.MouseClickedLastCount[i] = 1 end io.MouseClickedTime[i] = g.Time io.MouseClickedPos[i] = io.MousePos io.MouseClickedCount[i] = io.MouseClickedLastCount[i] ImVec2_Copy(io.MouseDragMaxDistanceAbs[i], ImVec2(0.0, 0.0)) io.MouseDragMaxDistanceSqr[i] = 0.0 elseif io.MouseDown[i] then -- Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold local delta_from_click_pos if ImGui.IsMousePosValid(io.MousePos) then delta_from_click_pos = (io.MousePos - io.MouseClickedPos[i]) else delta_from_click_pos = ImVec2(0.0, 0.0) end io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)) io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, (delta_from_click_pos.x < 0.0) and -delta_from_click_pos.x or delta_from_click_pos.x) io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, (delta_from_click_pos.y < 0.0) and -delta_from_click_pos.y or delta_from_click_pos.y) end io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2) if (io.MouseClicked[i]) then g.NavHighlightItemUnderNav = false end end end --- @param window? ImGuiWindow --- @param wheel_amount float local function LockWheelingWindow(window, wheel_amount) local g = GImGui if window then g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER) else g.WheelingWindowReleaseTimer = 0.0 end if (g.WheelingWindow == window) then return end -- IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL") g.WheelingWindow = window ImVec2_Copy(g.WheelingWindowRefMousePos, g.IO.MousePos) if window == nil then g.WheelingWindowStartFrame = -1 g.WheelingAxisAvg = ImVec2(0.0, 0.0) end end --- @param wheel ImVec2 --- @return ImGuiWindow? local function FindBestWheelingWindow(wheel) local g = GImGui local windows = {nil, nil} for axis = ImGuiAxis.X, ImGuiAxis.Y do if wheel[axis] ~= 0.0 then windows[axis] = g.HoveredWindow local window = g.HoveredWindow while bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 do local has_scrolling = (window.ScrollMax[axis] ~= 0.0) local inputs_disabled = (bit32.band(window.Flags, ImGuiWindowFlags.NoScrollWithMouse) ~= 0) and not (bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) ~= 0) if has_scrolling and not inputs_disabled then break -- select this window end windows[axis] = window.ParentWindow window = window.ParentWindow end end end if windows[1] == nil and windows[2] == nil then return nil end if (windows[1] == windows[2] or windows[1] == nil or windows[2] == nil) then return windows[2] and windows[2] or windows[1] end if (g.WheelingWindowStartFrame == -1) then g.WheelingWindowStartFrame = g.FrameCount end if ((g.WheelingWindowStartFrame == g.FrameCount and wheel.x ~= 0.0 and wheel.y ~= 0.0) or (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) then ImVec2_Copy(g.WheelingWindowWheelRemainder, wheel) return nil end return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) and windows[1] or windows[2] end function ImGui.UpdateMouseWheel() local g = GImGui if g.WheelingWindow ~= nil then g.WheelingWindowReleaseTimer = g.WheelingWindowReleaseTimer - g.IO.DeltaTime if ImGui.IsMousePosValid() and ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold then g.WheelingWindowReleaseTimer = 0.0 end if g.WheelingWindowReleaseTimer <= 0.0 then LockWheelingWindow(nil, 0.0) end end local mouse_window = g.WheelingWindow and g.WheelingWindow or g.HoveredWindow if not mouse_window or mouse_window.Collapsed then return end local owner_id = mouse_window.ID local wheel = ImVec2() wheel.x = ImGui.TestKeyOwner(ImGuiKey.MouseWheelX, owner_id) and g.IO.MouseWheelH or 0.0 wheel.y = ImGui.TestKeyOwner(ImGuiKey.MouseWheelY, owner_id) and g.IO.MouseWheel or 0.0 if g.WheelingWindow ~= nil then ImGui.SetKeyOwner(ImGuiKey.MouseWheelX, owner_id) ImGui.SetKeyOwner(ImGuiKey.MouseWheelY, owner_id) end -- Zoom / Scale window -- FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned if wheel.y ~= 0.0 and g.IO.KeyCtrl and g.IO.FontAllowUserScaling then LockWheelingWindow(mouse_window, wheel.y) local window = mouse_window local new_font_scale = ImClamp(window.FontWindowScale + g.IO.MouseWheel * 0.10, 0.50, 2.50) local scale = new_font_scale / window.FontWindowScale window.FontWindowScale = new_font_scale if window == window.RootWindow then local offset = window.Size * (1.0 - scale) * (g.IO.MousePos - window.Pos) / window.Size ImGui.SetWindowPos(window, window.Pos + offset, 0) -- MarkIniSettingsDirty(window) end return end if g.IO.KeyCtrl then return end -- Mouse wheel scrolling if (g.IO.MouseWheelRequestAxisSwap) then wheel = ImVec2(wheel.y, 0.0) end -- Maintain a rough average of moving magnitude on both axes -- FIXME: should by based on wall clock time rather than frame-counter g.WheelingAxisAvg.x = ImStd.ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30) g.WheelingAxisAvg.y = ImStd.ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30) -- In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now wheel = wheel + g.WheelingWindowWheelRemainder g.WheelingWindowWheelRemainder = ImVec2(0.0, 0.0) if (wheel.x == 0.0 and wheel.y == 0.0) then return end -- Mouse wheel scrolling: find target and apply -- - don't renew lock if axis doesn't apply on the window. -- - select a main axis when both axes are being moved. local window if g.WheelingWindow then window = g.WheelingWindow else window = FindBestWheelingWindow(wheel) end if window then if not (bit32.band(window.Flags, ImGuiWindowFlags.NoScrollWithMouse) ~= 0) and not (bit32.band(window.Flags, ImGuiWindowFlags.NoMouseInputs) ~= 0) then local do_scroll = { wheel.x ~= 0.0 and window.ScrollMax.x ~= 0.0, wheel.y ~= 0.0 and window.ScrollMax.y ~= 0.0 } if do_scroll[ImGuiAxis.X] and do_scroll[ImGuiAxis.Y] then do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) and ImGuiAxis.Y or ImGuiAxis.X] = false end if do_scroll[ImGuiAxis.X] then LockWheelingWindow(window, wheel.x) local max_step = window.InnerRect:GetWidth() * 0.67 local scroll_step = ImTrunc(ImMin(2 * window.FontRefSize, max_step)) ImGui.SetScrollX(window, window.Scroll.x - wheel.x * scroll_step) g.WheelingWindowScrolledFrame = g.FrameCount end if do_scroll[ImGuiAxis.Y] then LockWheelingWindow(window, wheel.y) local max_step = window.InnerRect:GetHeight() * 0.67 local scroll_step = ImTrunc(ImMin(5 * window.FontRefSize, max_step)) ImGui.SetScrollY(window, window.Scroll.y - wheel.y * scroll_step) g.WheelingWindowScrolledFrame = g.FrameCount end end end end local function SetupDrawListSharedData() local g = GImGui local virtual_space = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) for _, viewport in g.Viewports:iter() do virtual_space:Add(viewport:GetMainRect()) end g.DrawListSharedData.ClipRectFullscreen = virtual_space:ToVec4() g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol g.DrawListSharedData:SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError) g.DrawListSharedData.InitialFlags = ImDrawListFlags.None if g.Style.AntiAliasedLines then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AntiAliasedLines) end if g.Style.AntiAliasedLinesUseTex and not bit32.band(g.IO.Fonts.Flags, ImFontAtlasFlags.NoBakedLines) then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AntiAliasedLinesUseTex) end if g.Style.AntiAliasedFill then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AntiAliasedFill) end if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.RendererHasVtxOffset) then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, ImDrawListFlags.AllowVtxOffset) end g.DrawListSharedData.InitialFringeScale = 1.0 end --- @param viewport ImGuiViewportP local function InitViewportDrawData(viewport) local g = GImGui local draw_data = viewport.DrawDataP viewport.DrawData = draw_data viewport.DrawDataBuilder.Layers[1] = draw_data.CmdLists viewport.DrawDataBuilder.Layers[2] = viewport.DrawDataBuilder.LayerData1 viewport.DrawDataBuilder.Layers[1]:resize(0) viewport.DrawDataBuilder.Layers[2]:resize(0) -- When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, -- and to allow applications/backends to easily skip rendering. -- FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. -- This is because the work has been done already, and its wasted! We should fix that and add optimizations for -- it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. local is_minimized = bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) ~= 0 draw_data.Valid = true draw_data.FrameCount = g.FrameCount draw_data.TotalVtxCount = 0 draw_data.TotalIdxCount = 0 draw_data.DisplayPos = viewport.Pos if is_minimized then draw_data.DisplaySize = ImVec2(0.0, 0.0) else ImVec2_Copy(draw_data.DisplaySize, viewport.Size) end if viewport.FramebufferScale.x ~= 0.0 then draw_data.FramebufferScale = viewport.FramebufferScale else draw_data.FramebufferScale = g.IO.DisplayFramebufferScale end draw_data.OwnerViewport = viewport draw_data.Textures = g.PlatformIO.Textures end -- FIXME-DPI: function ImGui.GetScale() local g = GImGui return g.Style._MainScale end --- @return ImGuiWindow function ImGui.GetCurrentWindowRead() local g = GImGui return g.CurrentWindow end --- @return ImGuiWindow function ImGui.GetCurrentWindow() local g = GImGui g.CurrentWindow.WriteAccessed = true return g.CurrentWindow end --- @param clip_rect_min ImVec2 --- @param clip_rect_max ImVec2 --- @param intersect_with_current_clip_rect? bool function ImGui.PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect) local window = ImGui.GetCurrentWindow() window.DrawList:PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect) ImRect_CopyFromV4(window.ClipRect, window.DrawList._ClipRectStack:back()) end function ImGui.PopClipRect() local window = ImGui.GetCurrentWindow() window.DrawList:PopClipRect() ImRect_CopyFromV4(window.ClipRect, window.DrawList._ClipRectStack:back()) end --- @param viewport ImGuiViewportP --- @param drawlist_no size_t # background(1), foreground(2) --- @param drawlist_name string --- @return ImDrawList local function GetViewportBgFgDrawList(viewport, drawlist_no, drawlist_name) local g = GImGui IM_ASSERT(drawlist_no <= 2) -- IM_COUNTOF(viewport->BgFgDrawLists) local draw_list = viewport.BgFgDrawLists[drawlist_no] if draw_list == nil then draw_list = ImDrawList(g.DrawListSharedData) draw_list._OwnerName = drawlist_name viewport.BgFgDrawLists[drawlist_no] = draw_list end if viewport.BgFgDrawListsLastTimeActive[drawlist_no] ~= g.Time then draw_list:_ResetForNewFrame() draw_list:PushTexture(g.IO.Fonts.TexRef) draw_list:PushClipRect(viewport.Pos, viewport.Pos + viewport.Size, false) viewport.BgFgDrawListsLastTimeActive[drawlist_no] = g.Time end return draw_list end --- @param viewport? ImGuiViewport function ImGui.GetBackgroundDrawList(viewport) local g = GImGui if (viewport == nil) then viewport = g.CurrentWindow.Viewport end --- @cast viewport ImGuiViewportP return GetViewportBgFgDrawList(viewport, 1, "##Background") end --- @param viewport? ImGuiViewport function ImGui.GetForegroundDrawList(viewport) local g = GImGui if (viewport == nil) then viewport = g.CurrentWindow.Viewport end --- @cast viewport ImGuiViewportP return GetViewportBgFgDrawList(viewport, 2, "##Foreground") end -- FIXME: Add a more explicit sort order in the window structure --- @param lhs ImGuiWindow --- @param rhs ImGuiWindow local function ChildWindowComparer(lhs, rhs) local a, b = lhs, rhs local d = (bit32.band(a.Flags, ImGuiWindowFlags.Popup) ~= 0 and 1 or 0) - (bit32.band(b.Flags, ImGuiWindowFlags.Popup) ~= 0 and 1 or 0) if d ~= 0 then return (d < 0) end d = (bit32.band(a.Flags, ImGuiWindowFlags.Tooltip) ~= 0 and 1 or 0) - (bit32.band(b.Flags, ImGuiWindowFlags.Tooltip) ~= 0 and 1 or 0) if d ~= 0 then return (d < 0) end return (a.BeginOrderWithinParent - b.BeginOrderWithinParent < 0) end --- @param out_sorted_windows ImVector --- @param window ImGuiWindow local function AddWindowToSortBuffer(out_sorted_windows, window) out_sorted_windows:push_back(window) if window.Active then local count = window.DC.ChildWindows.Size ImStd.ImQsort(window.DC.ChildWindows.Data, count, ChildWindowComparer) for i = 1, count do local child = window.DC.ChildWindows[i] if child.Active then AddWindowToSortBuffer(out_sorted_windows, child) end end end end local function AddWindowToDrawData(window, layer) local g = GImGui local viewport = window.Viewport g.IO.MetricsRenderWindows = g.IO.MetricsRenderWindows + 1 if window.DrawList._Splitter._Count > 1 then window.DrawList:ChannelsMerge() -- Merge if user forgot to merge back. Also required for DockNodeHost windows. end ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[layer], window.DrawList) for _, child in window.DC.ChildWindows:iter() do if (ImGui.IsWindowActiveAndVisible(child)) then -- Clipped children may have been marked not active AddWindowToDrawData(child, layer) end end end --- @param window ImGuiWindow local function GetWindowDisplayLayer(window) return (bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0) and 2 or 1 end --- @param window ImGuiWindow local function AddRootWindowToDrawData(window) AddWindowToDrawData(window, GetWindowDisplayLayer(window)) end --- @param builder ImDrawDataBuilder local function FlattenDrawDataIntoSingleLayer(builder) local n = builder.Layers[1].Size local full_size = n for i = 2, #builder.Layers do full_size = full_size + builder.Layers[i].Size end builder.Layers[1]:resize(full_size) for layer_n = 2, #builder.Layers do local layer = builder.Layers[layer_n] if not layer:empty() then for i = 1, layer.Size do builder.Layers[1].Data[n + i] = layer.Data[i] end n = n + layer.Size layer:resize(0) end end end function ImGui.NewFrame() IM_ASSERT(GImGui ~= nil, "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?") local g = GImGui g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame g.ConfigFlagsCurrFrame = g.IO.ConfigFlags -- Load settings on first frame, save settings when modified (after a delay) ImGui.UpdateSettings() g.Time = g.Time + g.IO.DeltaTime g.FrameCount = g.FrameCount + 1 g.TooltipOverrideCount = 0 g.WindowsActiveCount = 0 g.MenusIdSubmittedThisFrame:resize(0) -- FIXME: are lines below correct and necessary g.FramerateSecPerFrameAccum = g.FramerateSecPerFrameAccum + (g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]) g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % 60 g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, 60) if g.FramerateSecPerFrameAccum > 0 then g.IO.Framerate = (1.0 / (g.FramerateSecPerFrameAccum / g.FramerateSecPerFrameCount)) else g.IO.Framerate = FLT_MAX end ImGui.UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue) ImGui.UpdateViewportsNewFrame() ImGui.UpdateTexturesNewFrame() SetupDrawListSharedData() ImGui.UpdateFontsNewFrame() g.WithinFrameScope = true -- Mark rendering data as invalid to prevent user who may have a handle on it to use it. for _, viewport in g.Viewports:iter() do viewport.DrawData = nil viewport.DrawDataP.Valid = false end if g.DragDropActive and g.DragDropPayload.SourceId == g.ActiveId then ImGui.KeepAliveID(g.DragDropPayload.SourceId) end if not g.IO.ConfigDebugHighlightIdConflicts or not g.IO.KeyCtrl then g.DebugDrawIdConflictsId = 0 end if g.IO.ConfigDebugHighlightIdConflicts and g.HoveredIdPreviousFrameItemCount > 1 then g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame end -- Update HoveredId data if not g.HoveredIdPreviousFrame then g.HoveredIdTimer = 0.0 end if not g.HoveredIdPreviousFrame or (g.HoveredId and g.ActiveId == g.HoveredId) then g.HoveredIdNotActiveTimer = 0.0 end if g.HoveredId then g.HoveredIdTimer = g.HoveredIdTimer + g.IO.DeltaTime end if g.HoveredId and g.ActiveId ~= g.HoveredId then g.HoveredIdNotActiveTimer = g.HoveredIdNotActiveTimer + g.IO.DeltaTime end g.HoveredIdPreviousFrame = g.HoveredId g.HoveredIdPreviousFrameItemCount = 0 g.HoveredId = 0 g.HoveredIdAllowOverlap = false g.HoveredIdIsDisabled = false if (g.ActiveId ~= 0 and g.ActiveIdIsAlive ~= g.ActiveId and g.ActiveIdPreviousFrame == g.ActiveId) then IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() 0x%08X because it isn't marked alive anymore!", g.ActiveId) ImGui.ClearActiveID() end -- Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if g.ActiveId then g.ActiveIdTimer = g.ActiveIdTimer + g.IO.DeltaTime end if g.ActiveId and g.ActiveId == g.LastActiveId then g.LastActiveIdWasSelected = g.ActiveIdWasSelected g.LastActiveIdWasSoleSelected = g.ActiveIdWasSoleSelected end g.LastActiveIdTimer = g.LastActiveIdTimer + g.IO.DeltaTime g.ActiveIdPreviousFrame = g.ActiveId g.ActiveIdIsAlive = 0 g.AnyIdHasBeenEditedThisFrame = false g.ActiveIdHasBeenEditedThisFrame = false g.ActiveIdIsJustActivated = false if g.TempInputId ~= 0 and g.ActiveId ~= g.TempInputId then g.TempInputId = 0 end if g.InputTextReactivateId ~= 0 and g.InputTextReactivateId ~= g.DeactivatedItemData.ID then g.InputTextReactivateId = 0 end if g.ActiveId == 0 then g.ActiveIdUsingNavDirMask = 0x00 g.ActiveIdUsingAllKeyboardKeys = false end if g.DeactivatedItemData.ElapseFrame < g.FrameCount then g.DeactivatedItemData.ID = 0 end g.DeactivatedItemData.IsAlive = false if g.InputTextDeactivatedState.ElapseFrame < g.FrameCount then g.InputTextDeactivatedState.ID = 0 end -- Record when we have been stationary as this state is preserved while over same item. -- FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. -- To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. if g.HoverItemDelayId ~= 0 and g.MouseStationaryTimer >= g.Style.HoverStationaryDelay then g.HoverItemUnlockedStationaryId = g.HoverItemDelayId elseif g.HoverItemDelayId == 0 then g.HoverItemUnlockedStationaryId = 0 end if g.HoveredWindow ~= nil and g.MouseStationaryTimer >= g.Style.HoverStationaryDelay then g.HoverWindowUnlockedStationaryId = g.HoveredWindow.ID elseif g.HoveredWindow == nil then g.HoverWindowUnlockedStationaryId = 0 end -- Update hover delay for IsItemHovered() with delays and tooltips g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId if g.HoverItemDelayId ~= 0 then g.HoverItemDelayTimer = g.HoverItemDelayTimer + g.IO.DeltaTime g.HoverItemDelayClearTimer = 0.0 g.HoverItemDelayId = 0 elseif g.HoverItemDelayTimer > 0.0 then -- This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps -- We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. g.HoverItemDelayClearTimer = g.HoverItemDelayClearTimer + g.IO.DeltaTime if g.HoverItemDelayClearTimer >= ImMax(0.25, g.IO.DeltaTime * 2.0) then -- ~7 frames at 30 Hz + allow for low framerate g.HoverItemDelayTimer = 0.0 g.HoverItemDelayClearTimer = 0.0 -- May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. end end ImGui.UpdateKeyboardInputs() -- Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr g.DragDropAcceptIdCurr = 0 g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags.None g.DragDropAcceptIdCurrRectSurface = FLT_MAX g.DragDropWithinSource = false g.DragDropWithinTarget = false g.DragDropHoldJustPressedId = 0 if g.DragDropActive then local owner_id = (g.ActiveId ~= 0) and g.ActiveId or ImHashStr("##DragDropCancelHandler") if ImGui.Shortcut(ImGuiKey.Escape, ImGuiInputFlags.RouteGlobal, owner_id) then ImGui.ClearActiveID() ImGui.ClearDragDrop() end end g.TooltipPreviousWindow = nil ImGui.NavUpdate() ImGui.UpdateMouseInputs() -- Undocking -- (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) ImGui.DockContextNewFrameUpdateUndocking(g) IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size) local gc_all = g.GcCompactAll or g.IO.ConfigMemoryCompactTimer < 0.0 local memory_compact_start_time = gc_all and FLT_MAX or (g.Time - g.IO.ConfigMemoryCompactTimer) for _, window in g.Windows:iter() do window.WasActive = window.Active window.Active = false window.WriteAccessed = false window.BeginCountPreviousFrame = window.BeginCount window.BeginCount = 0 if (not window.WasActive or gc_all) and not window.MemoryCompacted and window.LastTimeActive < memory_compact_start_time then ImGui.GcCompactTransientWindowBuffers(window) end end ImGui.UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos) ImGui.UpdateMouseMovingWindowNewFrame() -- Background darkening/whitening if ImGui.GetTopMostPopupModal() ~= nil or (g.NavWindowingTarget ~= nil and g.NavWindowingHighlightAlpha > 0.0) then g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0, 1.0) else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0, 0.0) end g.MouseCursor = ImGuiMouseCursor.Arrow g.WantCaptureMouseNextFrame = -1 g.WantCaptureKeyboardNextFrame = -1 g.WantTextInputNextFrame = -1 -- Platform IME data: reset for the frame ImGuiPlatformImeData_Copy(g.PlatformImeDataPrev, g.PlatformImeData) g.PlatformImeData.WantVisible = false g.PlatformImeData.WantTextInput = false ImGui.UpdateMouseWheel() -- Garbage collect transient buffers of recently unused tables for i = 1, g.TablesLastTimeActive.Size do if g.TablesLastTimeActive.Data[i] >= 0.0 and g.TablesLastTimeActive.Data[i] < memory_compact_start_time then ImGui.TableGcCompactTransientBuffers(g.Tables:GetByIndex(i - 1)) end end for _, table_temp_data in g.TablesTempData:iter() do table_temp_data.ReconcileColumnsRequests:clear() -- Unusual: clear every frame because this is rarely used. if table_temp_data.LastTimeActive >= 0.0 and table_temp_data.LastTimeActive < memory_compact_start_time then ImGui.TableGcCompactTransientBuffers(table_temp_data) end end if g.GcCompactAll then ImGui.GcCompactTransientMiscBuffers() end g.GcCompactAll = false if (g.NavWindow and not g.NavWindow.WasActive) then ImGui.FocusTopMostWindowUnderOne(nil, nil, nil, ImGuiFocusRequestFlags.RestoreFocusedChild) end g.CurrentWindowStack:resize(0) g.BeginPopupStack:resize(0) g.ItemFlagsStack:resize(0) g.ItemFlagsStack:push_back(ImGuiItemFlags.Default_) g.CurrentItemFlags = g.ItemFlagsStack:back() g.GroupStack:resize(0) -- Docking ImGui.DockContextNewFrameUpdateDocking(g) g.WithinFrameScopeWithImplicitWindow = true ImGui.SetNextWindowSize(ImVec2(400, 400), ImGuiCond.FirstUseEver) ImGui.Begin("Debug##Default") IM_ASSERT(g.CurrentWindow.IsFallbackWindow == true) end function ImGui.EndFrame() local g = GImGui IM_ASSERT(g.Initialized) if g.FrameCountEnded == g.FrameCount then return end IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?") -- Notify Platform when our Input Method Editor cursor has moved local ime_data = g.PlatformImeData if g.PlatformIO.Platform_SetImeDataFn ~= nil and not ImGuiPlatformImeData_Compare(ime_data, g.PlatformImeDataPrev) then local viewport = ImGui.FindViewportByID(ime_data.ViewportId) if viewport == nil then viewport = ImGui.GetMainViewport() end -- IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f) for Viewport 0x%08X", ime_data.WantVisible, ime_data.InputPos.x, ime_data.InputPos.y, viewport.ID) g.PlatformIO.Platform_SetImeDataFn(g, viewport, ime_data) end g.WantTextInputNextFrame = ime_data.WantTextInput g.WithinFrameScopeWithImplicitWindow = false if (g.CurrentWindow and g.CurrentWindow.IsFallbackWindow and g.CurrentWindow.WriteAccessed == false) then g.CurrentWindow.Active = false end ImGui.End() -- Update navigation: Ctrl+Tab, wrap-around requests if ImGui.NavEndFrame then ImGui.NavEndFrame() end -- Update docking ImGui.DockContextEndFrame(g) ImGui.SetCurrentViewport(nil, nil) -- Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if g.DragDropActive then local is_delivered = g.DragDropPayload.Delivery local is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.PayloadAutoExpire) ~= 0 or g.DragDropMouseButton == -1 or not ImGui.IsMouseDown(g.DragDropMouseButton)) if is_delivered or is_elapsed then ImGui.ClearDragDrop() end end -- Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. -- If you want to handle source item disappearing: instead of submitting your description tooltip -- in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot -- (e.g. end of your item loop, or before EndFrame) by reading payload data. -- In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. if g.DragDropActive and g.DragDropSourceFrameCount + 1 < g.FrameCount and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0) then g.DragDropWithinSource = true ImGui.SetTooltip("...") g.DragDropWithinSource = false end g.WithinFrameScope = false g.FrameCountEnded = g.FrameCount ImGui.UpdateFontsEndFrame() ImGui.UpdateMouseMovingWindowEndFrame() ImGui.UpdateViewportsEndFrame() g.WindowsTempSortBuffer:resize(0) g.WindowsTempSortBuffer:reserve(g.Windows.Size) for _, window in g.Windows:iter() do repeat if window.Active and bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then -- if a child is active its parent will add it break end AddWindowToSortBuffer(g.WindowsTempSortBuffer, window) until true end IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size) g.Windows:swap(g.WindowsTempSortBuffer) g.IO.MetricsActiveWindows = g.WindowsActiveCount ImGui.UpdateTexturesEndFrame() for _, atlas in g.FontAtlases:iter() do atlas.Locked = false end ImVec2_Copy(g.IO.MousePosPrev, g.IO.MousePos) g.IO.AppFocusLost = false g.IO.MouseWheel = 0.0 g.IO.MouseWheelH = 0.0 g.IO.InputQueueCharacters:resize(0) end -- TODO: function ImGui.Render() local g = GImGui IM_ASSERT(g.Initialized) if g.FrameCountEnded ~= g.FrameCount then ImGui.EndFrame() end if g.FrameCountRendered == g.FrameCount then return end g.FrameCountRendered = g.FrameCount g.IO.MetricsRenderWindows = 0 for _, viewport in g.Viewports:iter() do InitViewportDrawData(viewport) if viewport.BgFgDrawLists[1] ~= nil and viewport.BgFgDrawListsLastTimeActive[1] == g.Time then ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[1], ImGui.GetBackgroundDrawList(viewport)) end end ImGui.RenderDimmedBackgrounds() local windows_to_render_top_most = {nil, nil} windows_to_render_top_most[1] = (g.NavWindowingTarget and (bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0)) and g.NavWindowingTarget.RootWindowDockTree or nil windows_to_render_top_most[2] = g.NavWindowingTarget and g.NavWindowingListWindow or nil for _, window in g.Windows:iter() do if ImGui.IsWindowActiveAndVisible(window) and (bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0) and window ~= windows_to_render_top_most[1] and window ~= windows_to_render_top_most[2] then AddRootWindowToDrawData(window) end end for n = 1, 2 do if windows_to_render_top_most[n] and ImGui.IsWindowActiveAndVisible(windows_to_render_top_most[n]) then -- NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]) end end -- Draw software mouse cursor if requested by io.MouseDrawCursor flag if g.IO.MouseDrawCursor and g.MouseCursor ~= ImGuiMouseCursor.None then ImGui.RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)) end g.IO.MetricsRenderVertices = 0 g.IO.MetricsRenderIndices = 0 for _, viewport in g.Viewports:iter() do FlattenDrawDataIntoSingleLayer(viewport.DrawDataBuilder) if viewport.BgFgDrawLists[2] ~= nil and viewport.BgFgDrawListsLastTimeActive[2] == g.Time then ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[1], ImGui.GetForegroundDrawList(viewport)) end local draw_data = viewport.DrawDataP for _, draw_list in draw_data.CmdLists:iter() do draw_list:_PopUnusedDrawCmd() end g.IO.MetricsRenderVertices = g.IO.MetricsRenderVertices + draw_data.TotalVtxCount g.IO.MetricsRenderIndices = g.IO.MetricsRenderIndices + draw_data.TotalIdxCount end end --- @param text ImString --- @param text_end? int # Exclusive upper bound --- @param hide_text_after_double_hash? bool --- @param wrap_width? float --- @return ImVec2 function ImGui.CalcTextSize(text, text_end, hide_text_after_double_hash, wrap_width) return ImGui.CalcTextSizeEx(text, 1, text_end, hide_text_after_double_hash, wrap_width) end --- @param text ImString --- @param text_begin int --- @param text_end? int # Exclusive upper bound --- @param hide_text_after_double_hash? bool --- @param wrap_width? float --- @return ImVec2 function ImGui.CalcTextSizeEx(text, text_begin, text_end, hide_text_after_double_hash, wrap_width) if hide_text_after_double_hash == nil then hide_text_after_double_hash = false end if wrap_width == nil then wrap_width = -1.0 end local g = GImGui local text_display_end if hide_text_after_double_hash then text_display_end = ImGui.FindRenderedTextEnd(text, text_end) else text_display_end = text_end end local font = g.Font local font_size = g.FontSize if text == "" or (text_end and text_end <= text_begin) then return ImVec2(0.0, font_size) end local text_size = font:CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_begin, text_display_end, nil) text_size.x = ImCeilFast(text_size.x) return text_size end function ImGui.GetDrawData() local g = GImGui local viewport = g.Viewports[1] return viewport.DrawDataP.Valid and viewport.DrawDataP or nil end function ImGui.GetTime() return GImGui.Time end function ImGui.Shutdown() local g = GImGui IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == nil, "Forgot to shutdown Platform backend?") IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == nil, "Forgot to shutdown Renderer backend?") for _, viewport in g.Viewports:iter() do -- IM_UNUSED(viewport) IM_ASSERT_USER_ERROR(viewport.RendererUserData == nil and viewport.PlatformUserData == nil and viewport.PlatformHandle == nil, "Backend or app forgot to call DestroyPlatformWindows()?") end for _, atlas in g.FontAtlases:iter() do ImGui.UnregisterFontAtlas(atlas) if atlas.OwnerContext == g then IM_ASSERT(atlas.RefCount == 0, "Destroying context owning a ImFontAtlas which is still used elsewhere!") if atlas.RefCount == 0 then atlas.Locked = false end end end g.DrawListSharedData.TempBuffer:clear() ImGui.DockContextShutdown(g) if not g.Initialized then return end -- TODO: g.MenusIdSubmittedThisFrame:clear() end --- @return string? function ImGui.GetClipboardText() local g = GImGui return g.PlatformIO.Platform_GetClipboardTextFn and g.PlatformIO.Platform_GetClipboardTextFn(g) or nil end --- @param text string function ImGui.SetClipboardText(text) local g = GImGui if g.PlatformIO.Platform_SetClipboardTextFn ~= nil then g.PlatformIO.Platform_SetClipboardTextFn(g, text) end end function ImGui.GetIO() return GImGui.IO end --- @return ImGuiPlatformIO function ImGui.GetPlatformIO() IM_ASSERT(GImGui ~= nil, "No current context. Did you call ImGui.CreateContext() and ImGui.SetCurrentContext()?") return GImGui.PlatformIO end function ImGui.GetMouseCursor() local g = GImGui return g.MouseCursor end --- @param cursor_type ImGuiMouseCursor function ImGui.SetMouseCursor(cursor_type) local g = GImGui g.MouseCursor = cursor_type end --- @param col_a ImU32 --- @param col_b ImU32 --- @return ImU32 function ImStd.ImAlphaBlendColors(col_a, col_b) local t = bit32.band(bit32.rshift(col_b, IM_COL32_A_SHIFT), 0xFF) / 255.0 local r = ImLerp(bit32.band(bit32.rshift(col_a, IM_COL32_R_SHIFT), 0xFF), bit32.band(bit32.rshift(col_b, IM_COL32_R_SHIFT), 0xFF), t) local g = ImLerp(bit32.band(bit32.rshift(col_a, IM_COL32_G_SHIFT), 0xFF), bit32.band(bit32.rshift(col_b, IM_COL32_G_SHIFT), 0xFF), t) local b = ImLerp(bit32.band(bit32.rshift(col_a, IM_COL32_B_SHIFT), 0xFF), bit32.band(bit32.rshift(col_b, IM_COL32_B_SHIFT), 0xFF), t) return IM_COL32(r, g, b, 0xFF) end --- @param in_col ImU32 --- @param out_col ImVec4? --- @return ImVec4? function ImGui.ColorConvertU32ToFloat4(in_col, out_col) local s = 1.0 / 255.0 local r = bit32.band(bit32.rshift(in_col, IM_COL32_R_SHIFT), 0xFF) * s local g = bit32.band(bit32.rshift(in_col, IM_COL32_G_SHIFT), 0xFF) * s local b = bit32.band(bit32.rshift(in_col, IM_COL32_B_SHIFT), 0xFF) * s local a = bit32.band(bit32.rshift(in_col, IM_COL32_A_SHIFT), 0xFF) * s if out_col then out_col[1] = r; out_col[2] = g; out_col[3] = b; out_col[4] = a else return ImVec4(r, g, b, a) end end --- @param in_col ImVec4 --- @return ImU32 function ImGui.ColorConvertFloat4ToU32(in_col) local out_col = 0 out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.x), IM_COL32_R_SHIFT)) out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.y), IM_COL32_G_SHIFT)) out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.z), IM_COL32_B_SHIFT)) out_col = bit32.bor(out_col, bit32.lshift(IM_F32_TO_INT8_SAT(in_col.w), IM_COL32_A_SHIFT)) return out_col end --- @param r float --- @param g float --- @param b float --- @return float, float, float function ImGui.ColorConvertRGBtoHSV(r, g, b) local K = 0.0 if g < b then g, b = b, g K = -1.0 end if r < g then r, g = g, r K = -2.0 / 6.0 - K end local chroma = r - (g < b and g or b) local out_h = ImFabs(K + (g - b) / (6.0 * chroma + 1e-20)) local out_s = chroma / (r + 1e-20) local out_v = r return out_h, out_s, out_v end --- @param h float --- @param s float --- @param v float --- @return float, float, float function ImGui.ColorConvertHSVtoRGB(h, s, v) if s == 0.0 then -- gray return v, v, v end h = ImFmod(h, 1.0) / (60.0 / 360.0) local i = math.floor(h) local f = h - i local p = v * (1.0 - s) local q = v * (1.0 - s * f) local t = v * (1.0 - s * (1.0 - f)) if i == 0 then return v, t, p elseif i == 1 then return q, v, p elseif i == 2 then return p, v, t elseif i == 3 then return p, q, v elseif i == 4 then return t, p, v else -- i == 5 or default return v, p, q end end --- @param clip_rect ImRect --- @param pos ImVec2 --- @param items_height float function ImGui.CalcClipRectVisibleItemsY(clip_rect, pos, items_height) local visible_start = ImMax(ImTrunc((clip_rect.Min.y - pos.y) / items_height), 0) local visible_end = ImMax(ImTrunc(ImCeil((clip_rect.Max.y - pos.y) / items_height)), visible_start) return visible_start + 1, visible_end + 1 end --------------------------------------------------------------------------------------- -- [SECTION] STYLING --------------------------------------------------------------------------------------- function ImGui.GetStyle() IM_ASSERT(GImGui ~= nil, "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?") return GImGui.Style end do local c = ImVec4() --- @param col ImGuiCol|ImVec4|ImU32 --- @param alpha_mul? float --- @param col_is_u32? bool # must be truthy if `col` is `ImU32` --- @return ImU32 function ImGui.GetColorU32(col, alpha_mul, col_is_u32) if alpha_mul == nil then alpha_mul = 1.0 end local style = GImGui.Style if not col_is_u32 then --- @cast col ImVec4|ImGuiCol if type(col) == "number" then ImVec4_Copy(c, style.Colors[col]) c.w = c.w * style.Alpha * alpha_mul else --- @cast col ImVec4 ImVec4_Copy(c, col) c.w = c.w * style.Alpha end return ImGui.ColorConvertFloat4ToU32(c) else --- @cast col ImU32 alpha_mul = alpha_mul * style.Alpha if alpha_mul >= 1.0 then return col end local a = bit32.rshift(bit32.band(col, IM_COL32_A_MASK), IM_COL32_A_SHIFT) a = math.floor(a * alpha_mul) -- We don't need to clamp 0..255 because alpha is in 0..1 range. return bit32.bor(bit32.band(col, bit32.bnot(IM_COL32_A_MASK)), bit32.lshift(a, IM_COL32_A_SHIFT)) end end end --- @param idx ImGuiCol --- @param col ImU32|ImVec4 function ImGui.PushStyleColor(idx, col) local g = GImGui local backup = ImGuiColorMod(idx, g.Style.Colors[idx]) g.ColorStack:push_back(backup) if g.DebugFlashStyleColorIdx ~= idx then if type(col) == "number" then ImGui.ColorConvertU32ToFloat4(col, g.Style.Colors[idx]) else --- @cast col ImVec4 ImVec4_Copy(g.Style.Colors[idx], col) end end end --- @param count? int function ImGui.PopStyleColor(count) if count == nil then count = 1 end local g = GImGui if g.ColorStack.Size < count then IM_ASSERT_USER_ERROR(false, "Calling PopStyleColor() too many times!") count = g.ColorStack.Size end while count > 0 do local backup = g.ColorStack:back() ImVec4_Copy(g.Style.Colors[backup.Col], backup.BackupValue) g.ColorStack:pop_back() count = count - 1 end end local GStyleVarsInfo = { ImGuiStyleVarInfo(1, ImGuiDataType.Float, "Alpha"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "DisabledAlpha"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowPadding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "WindowRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "WindowBorderSize"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowMinSize"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowTitleAlign"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ChildRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ChildBorderSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "PopupRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "PopupBorderSize"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "FramePadding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "FrameRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "FrameBorderSize"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ItemSpacing"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ItemInnerSpacing"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "IndentSpacing"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "CellPadding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarPadding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "GrabMinSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "GrabRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ImageRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ImageBorderSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBorderSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabMinWidthBase"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabMinWidthShrink"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBarBorderSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBarOverlineSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TableAngledHeadersAngle"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "TableAngledHeadersTextAlign"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TreeLinesSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TreeLinesRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "MenuItemRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SelectableRounding"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "DragDropTargetRounding"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ButtonTextAlign"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SelectableTextAlign"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SeparatorSize"), ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SeparatorTextBorderSize"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SeparatorTextAlign"), ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SeparatorTextPadding") } --- @param idx ImGuiStyleVar --- @return ImGuiStyleVarInfo function ImGui.GetStyleVarInfo(idx) IM_ASSERT(idx >= 0 and idx < ImGuiStyleVar.COUNT) -- IM_STATIC_ASSERT(IM_COUNTOF(GStyleVarsInfo) == ImGuiStyleVar_COUNT) return GStyleVarsInfo[idx + 1] end --- @param idx ImGuiStyleVar --- @param val float|ImVec2 function ImGui.PushStyleVar(idx, val) local g = GImGui local var_info = ImGui.GetStyleVarInfo(idx) if type(val) == "number" then IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 1, "Calling PushStyleVar() with wrong type!") else -- ImVec2 IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 2, "Calling PushStyleVar() with wrong type!") end local var = g.Style[var_info.Key] g.StyleVarStack:push_back(ImGuiStyleMod(idx, var)) g.Style[var_info.Key] = val end --- @param idx ImGuiStyleVar --- @param val_x float function ImGui.PushStyleVarX(idx, val_x) local g = GImGui local var_info = ImGui.GetStyleVarInfo(idx) IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 2, "Calling PushStyleVarX() with wrong type!") local pvar = g.Style[var_info.Key] g.StyleVarStack:push_back(ImGuiStyleMod(idx, pvar)) pvar.x = val_x end --- @param idx ImGuiStyleVar --- @param val_y float function ImGui.PushStyleVarY(idx, val_y) local g = GImGui local var_info = ImGui.GetStyleVarInfo(idx) IM_ASSERT_USER_ERROR_RET(var_info.DataType == ImGuiDataType.Float and var_info.Count == 2, "Calling PushStyleVarY() with wrong type!") local pvar = g.Style[var_info.Key] g.StyleVarStack:push_back(ImGuiStyleMod(idx, pvar)) pvar.y = val_y end --- @param count? int function ImGui.PopStyleVar(count) if count == nil then count = 1 end local g = GImGui if g.StyleVarStack.Size < count then IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!") count = g.StyleVarStack.Size end while count > 0 do local backup = g.StyleVarStack:back() local var_info = ImGui.GetStyleVarInfo(backup.VarIdx) local data = g.Style[var_info.Key] if (var_info.DataType == ImGuiDataType.Float and var_info.Count == 1) then g.Style[var_info.Key] = backup.BackupVal[1] elseif (var_info.DataType == ImGuiDataType.Float and var_info.Count == 2) then data.x = backup.BackupVal[1]; data.y = backup.BackupVal[2] end g.StyleVarStack:pop_back() count = count - 1 end end --- @param wrap_local_pos_x float function ImGui.PushTextWrapPos(wrap_local_pos_x) -- ATTENTION: THIS IS IN LEGACY LOCAL SPACE. local g = GImGui local window = g.CurrentWindow window.DC.TextWrapPosStack:push_back(window.DC.TextWrapPos) window.DC.TextWrapPos = wrap_local_pos_x end function ImGui.PopTextWrapPos() local g = GImGui local window = g.CurrentWindow IM_ASSERT_USER_ERROR_RET(window.DC.TextWrapPosStack.Size > 0, "Calling PopTextWrapPos() too many times!") window.DC.TextWrapPos = window.DC.TextWrapPosStack:back() window.DC.TextWrapPosStack:pop_back() end --- @param window ImGuiWindow --- @param popup_hierarchy bool --- @param dock_hierarchy bool local function GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy) local last_window = nil while last_window ~= window do last_window = window window = window.RootWindow if popup_hierarchy then window = window.RootWindowPopupTree end if dock_hierarchy then window = window.RootWindowDockTree end end return window end --- @param window ImGuiWindow --- @param potential_parent ImGuiWindow --- @param popup_hierarchy bool --- @param dock_hierarchy bool function ImGui.IsWindowChildOf(window, potential_parent, popup_hierarchy, dock_hierarchy) local window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy) if window_root == potential_parent then return true end while window ~= nil do if window == potential_parent then return true end if window == window_root then -- end of chain return false end window = window.ParentWindow end return false end --- @param window ImGuiWindow function ImGui.IsWindowInBeginStack(window) local g = GImGui for n = g.CurrentWindowStack.Size, 1, -1 do if g.CurrentWindowStack.Data[n].Window == window then return true end end return false end --- @param window ImGuiWindow --- @param potential_parent ImGuiWindow function ImGui.IsWindowWithinBeginStackOf(window, potential_parent) if window.RootWindow == potential_parent then return true end while window ~= nil do if window == potential_parent then return true end window = window.ParentWindowInBeginStack end return false end --- @param potential_above ImGuiWindow --- @param potential_below ImGuiWindow --- @return bool function ImGui.IsWindowAbove(potential_above, potential_below) local g = GImGui -- It would be saner to ensure that display layer is always reflected in the g.Windows order, which would likely requires altering all manipulations of that array local display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below) if display_layer_delta ~= 0 then return display_layer_delta > 0 end for i = g.Windows.Size, 1, -1 do local candidate_window = g.Windows.Data[i] if candidate_window == potential_above then return true end if candidate_window == potential_below then return false end end return false end -- Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags for options. --- @param flags? ImGuiHoveredFlags function ImGui.IsWindowHovered(flags) if flags == nil then flags = 0 end local g = GImGui IM_ASSERT_USER_ERROR(bit32.band(flags, bit32.bnot(ImGuiHoveredFlags.AllowedMaskForIsWindowHovered)) == 0, "Invalid flags for IsWindowHovered()!") local ref_window = g.HoveredWindow local cur_window = g.CurrentWindow if ref_window == nil then return false end if bit32.band(flags, ImGuiHoveredFlags.AnyWindow) == 0 then IM_ASSERT(cur_window) -- Not inside a Begin()/End() local popup_hierarchy = bit32.band(flags, ImGuiHoveredFlags.NoPopupHierarchy) == 0 local dock_hierarchy = bit32.band(flags, ImGuiHoveredFlags.DockHierarchy) ~= 0 if bit32.band(flags, ImGuiHoveredFlags.RootWindow) ~= 0 then cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) end local result if bit32.band(flags, ImGuiHoveredFlags.ChildWindows) ~= 0 then result = ImGui.IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy) else result = (ref_window == cur_window) end if not result then return false end end if not ImGui.IsWindowContentHoverable(ref_window, flags) then return false end if bit32.band(flags, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) == 0 then if g.ActiveId ~= 0 and not g.ActiveIdAllowOverlap and g.ActiveId ~= ref_window.MoveId then return false end end if bit32.band(flags, ImGuiHoveredFlags.ForTooltip) ~= 0 then flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse) end if bit32.band(flags, ImGuiHoveredFlags.Stationary) ~= 0 and g.HoverWindowUnlockedStationaryId ~= ref_window.ID then return false end return true end -- Similar to IsWindowHovered() --- @param flags? ImGuiFocusedFlags function ImGui.IsWindowFocused(flags) if flags == nil then flags = 0 end local g = GImGui local ref_window = g.NavWindow local cur_window = g.CurrentWindow if ref_window == nil then return false end if bit32.band(flags, ImGuiFocusedFlags.AnyWindow) ~= 0 then return true end IM_ASSERT(cur_window) -- Not inside a Begin()/End() local popup_hierarchy = bit32.band(flags, ImGuiFocusedFlags.NoPopupHierarchy) == 0 local dock_hierarchy = bit32.band(flags, ImGuiFocusedFlags.DockHierarchy) ~= 0 if bit32.band(flags, ImGuiFocusedFlags.RootWindow) ~= 0 then cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) end if bit32.band(flags, ImGuiFocusedFlags.ChildWindows) ~= 0 then return ImGui.IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy) else return ref_window == cur_window end end --- @param window ImGuiWindow --- @param scale float local function ScaleWindow(window, scale) local origin = window.Viewport.Pos ImVec2_Copy(window.Pos, ImFloor((window.Pos - origin) * scale + origin)) ImVec2_Copy(window.Size, ImTrunc(window.Size * scale)) ImVec2_Copy(window.SizeFull, ImTrunc(window.SizeFull * scale)) ImVec2_Copy(window.ContentSize, ImTrunc(window.ContentSize * scale)) end --- @param viewport ImGuiViewportP --- @param scale float function ImGui.ScaleWindowsInViewport(viewport, scale) local g = GImGui -- IMGUI_DEBUG_LOG_VIEWPORT("[viewport] ScaleWindowsInViewport 0x%08X", viewport.ID) if viewport.Window then ScaleWindow(viewport.Window, scale) else for _, window in g.Windows:iter() do if window.Viewport == viewport then ScaleWindow(window, scale) end end end end --------------------------------------------------------------------------------------- -- [SECTION] SCROLLING --------------------------------------------------------------------------------------- --- @param target float --- @param snap_min float --- @param snap_max float --- @param snap_threshold float --- @param center_ratio float local function CalcScrollEdgeSnap(target, snap_min, snap_max, snap_threshold, center_ratio) if target <= snap_min + snap_threshold then return ImLerp(snap_min, target, center_ratio) end if target >= snap_max - snap_threshold then return ImLerp(target, snap_max, center_ratio) end return target end --- @param window ImGuiWindow function CalcNextScrollFromScrollTargetAndClamp(window) local scroll = ImVec2() ImVec2_Copy(scroll, window.Scroll) local decoration_size = ImVec2(window.DecoOuterSizeX1 + window.DecoInnerSizeX1 + window.DecoOuterSizeX2, window.DecoOuterSizeY1 + window.DecoInnerSizeY1 + window.DecoOuterSizeY2) for axis = ImGuiAxis.X, ImGuiAxis.Y do if window.ScrollTarget[axis] < FLT_MAX then local center_ratio = window.ScrollTargetCenterRatio[axis] local scroll_target = window.ScrollTarget[axis] if window.ScrollTargetEdgeSnapDist[axis] > 0.0 then local snap_min = 0.0 local snap_max = window.ScrollMax[axis] + window.SizeFull[axis] - decoration_size[axis] scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window.ScrollTargetEdgeSnapDist[axis], center_ratio) end scroll[axis] = scroll_target - center_ratio * (window.SizeFull[axis] - decoration_size[axis]) end scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0)) if not window.Collapsed and not window.SkipItems then scroll[axis] = ImMin(scroll[axis], window.ScrollMax[axis]) end end return scroll end --- @param window ImGuiWindow --- @param item_rect ImRect --- @param flags? ImGuiScrollFlags function ImGui.ScrollToRectEx(window, item_rect, flags) if flags == nil then flags = 0 end local g = GImGui local scroll_rect = ImRect(window.InnerRect.Min - ImVec2(1, 1), window.InnerRect.Max + ImVec2(1, 1)) scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window.DecoInnerSizeX1, scroll_rect.Max.x) scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window.DecoInnerSizeY1, scroll_rect.Max.y) IM_ASSERT(bit32.band(flags, ImGuiScrollFlags.MaskX_) == 0 or ImIsPowerOfTwo(bit32.band(flags, ImGuiScrollFlags.MaskX_))) IM_ASSERT(bit32.band(flags, ImGuiScrollFlags.MaskY_) == 0 or ImIsPowerOfTwo(bit32.band(flags, ImGuiScrollFlags.MaskY_))) local in_flags = flags if bit32.band(flags, ImGuiScrollFlags.MaskX_) == 0 and window.ScrollbarX then flags = bit32.bor(flags, ImGuiScrollFlags.KeepVisibleEdgeX) end if bit32.band(flags, ImGuiScrollFlags.MaskY_) == 0 then flags = bit32.bor(flags, window.Appearing and ImGuiScrollFlags.AlwaysCenterY or ImGuiScrollFlags.KeepVisibleEdgeY) end local fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x and item_rect.Max.x <= scroll_rect.Max.x local fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y and item_rect.Max.y <= scroll_rect.Max.y local can_be_fully_visible_x = (item_rect:GetWidth() + g.Style.ItemSpacing.x * 2.0) <= scroll_rect:GetWidth() or (window.AutoFitFramesX > 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 local can_be_fully_visible_y = (item_rect:GetHeight() + g.Style.ItemSpacing.y * 2.0) <= scroll_rect:GetHeight() or (window.AutoFitFramesY > 0) or bit32.band(window.Flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 if bit32.band(flags, ImGuiScrollFlags.KeepVisibleEdgeX) ~= 0 and not fully_visible_x then if item_rect.Min.x < scroll_rect.Min.x or not can_be_fully_visible_x then ImGui.SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window.Pos.x, 0.0) elseif item_rect.Max.x >= scroll_rect.Max.x then ImGui.SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window.Pos.x, 1.0) end elseif (bit32.band(flags, ImGuiScrollFlags.KeepVisibleCenterX) ~= 0 and not fully_visible_x) or bit32.band(flags, ImGuiScrollFlags.AlwaysCenterX) ~= 0 then if can_be_fully_visible_x then ImGui.SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5) - window.Pos.x, 0.5) else ImGui.SetScrollFromPosX(window, item_rect.Min.x - window.Pos.x, 0.0) end end if bit32.band(flags, ImGuiScrollFlags.KeepVisibleEdgeY) ~= 0 and not fully_visible_y then if item_rect.Min.y < scroll_rect.Min.y or not can_be_fully_visible_y then ImGui.SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window.Pos.y, 0.0) elseif item_rect.Max.y >= scroll_rect.Max.y then ImGui.SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window.Pos.y, 1.0) end elseif (bit32.band(flags, ImGuiScrollFlags.KeepVisibleCenterY) ~= 0 and not fully_visible_y) or bit32.band(flags, ImGuiScrollFlags.AlwaysCenterY) ~= 0 then if can_be_fully_visible_y then ImGui.SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5) - window.Pos.y, 0.5) else ImGui.SetScrollFromPosY(window, item_rect.Min.y - window.Pos.y, 0.0) end end local next_scroll = CalcNextScrollFromScrollTargetAndClamp(window) local delta_scroll = next_scroll - window.Scroll if bit32.band(flags, ImGuiScrollFlags.NoScrollParent) == 0 and bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then if bit32.band(in_flags, bit32.bor(ImGuiScrollFlags.AlwaysCenterX, ImGuiScrollFlags.KeepVisibleCenterX)) ~= 0 then in_flags = bit32.bor(bit32.band(in_flags, bit32.bnot(ImGuiScrollFlags.MaskX_)), ImGuiScrollFlags.KeepVisibleEdgeX) end if bit32.band(in_flags, bit32.bor(ImGuiScrollFlags.AlwaysCenterY, ImGuiScrollFlags.KeepVisibleCenterY)) ~= 0 then in_flags = bit32.bor(bit32.band(in_flags, bit32.bnot(ImGuiScrollFlags.MaskY_)), ImGuiScrollFlags.KeepVisibleEdgeY) end local parent_delta = ImGui.ScrollToRectEx(window.ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags) delta_scroll = delta_scroll + parent_delta end return delta_scroll end --- @return float function ImGui.GetScrollMaxY() local window = GImGui.CurrentWindow return window.ScrollMax.y end function ImGui.GetScrollMaxX() return GImGui.CurrentWindow.ScrollMax.x end function ImGui.GetScrollX() return GImGui.CurrentWindow.Scroll.x end function ImGui.GetScrollY() return GImGui.CurrentWindow.Scroll.y end --- @param flags? ImGuiScrollFlags function ImGui.ScrollToItem(flags) local g = GImGui ImGui.ScrollToRectEx(g.CurrentWindow, g.LastItemData.NavRect, flags or 0) end --- @param window ImGuiWindow --- @param item_rect ImRect --- @param flags? ImGuiScrollFlags function ImGui.ScrollToRect(window, item_rect, flags) ImGui.ScrollToRectEx(window, item_rect, flags or 0) end --- @param center_x_ratio? float function ImGui.SetScrollHereX(center_x_ratio) if center_x_ratio == nil then center_x_ratio = 0.5 end local g = GImGui local window = g.CurrentWindow local spacing_x = ImMax(window.WindowPadding.x, g.Style.ItemSpacing.x) local target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio) ImGui.SetScrollFromPosX(window, target_pos_x - window.Pos.x, center_x_ratio) window.ScrollTargetEdgeSnapDist.x = ImMax(0.0, window.WindowPadding.x - spacing_x) end --- @param center_y_ratio? float function ImGui.SetScrollHereY(center_y_ratio) if center_y_ratio == nil then center_y_ratio = 0.5 end local g = GImGui local window = g.CurrentWindow local spacing_y = ImMax(window.WindowPadding.y, g.Style.ItemSpacing.y) local target_pos_y = ImLerp(window.DC.CursorPosPrevLine.y - spacing_y, window.DC.CursorPosPrevLine.y + window.DC.PrevLineSize.y + spacing_y, center_y_ratio) ImGui.SetScrollFromPosY(window, target_pos_y - window.Pos.y, center_y_ratio) window.ScrollTargetEdgeSnapDist.y = ImMax(0.0, window.WindowPadding.y - spacing_y) end -- Overloads: SetScrollX(scroll_x) / SetScrollX(window, scroll_x) --- @param window ImGuiWindow|float --- @param scroll_x float? function ImGui.SetScrollX(window, scroll_x) if type(window) == "number" then window, scroll_x = GImGui.CurrentWindow, window end window.ScrollTarget.x = scroll_x window.ScrollTargetCenterRatio.x = 0.0 window.ScrollTargetEdgeSnapDist.x = 0.0 end --- @param window ImGuiWindow --- @param scroll_y float function ImGui.SetScrollY(window, scroll_y) if type(window) == "number" then window, scroll_y = GImGui.CurrentWindow, window end window.ScrollTarget.y = scroll_y window.ScrollTargetCenterRatio.y = 0.0 window.ScrollTargetEdgeSnapDist.y = 0.0 end --- @param window ImGuiWindow --- @param local_x float --- @param center_x_ratio float function ImGui.SetScrollFromPosX(window, local_x, center_x_ratio) if type(window) == "number" then window, local_x, center_x_ratio = GImGui.CurrentWindow, window, local_x end if center_x_ratio == nil then center_x_ratio = 0.5 end IM_ASSERT(center_x_ratio >= 0.0 and center_x_ratio <= 1.0) window.ScrollTarget.x = IM_TRUNC(local_x - window.DecoOuterSizeX1 - window.DecoInnerSizeX1 + window.Scroll.x) window.ScrollTargetCenterRatio.x = center_x_ratio window.ScrollTargetEdgeSnapDist.x = 0.0 end --- @param window ImGuiWindow --- @param local_y float --- @param center_y_ratio float function ImGui.SetScrollFromPosY(window, local_y, center_y_ratio) if type(window) == "number" then window, local_y, center_y_ratio = GImGui.CurrentWindow, window, local_y end if center_y_ratio == nil then center_y_ratio = 0.5 end IM_ASSERT(center_y_ratio >= 0.0 and center_y_ratio <= 1.0) window.ScrollTarget.y = IM_TRUNC(local_y - window.DecoOuterSizeY1 - window.DecoInnerSizeY1 + window.Scroll.y) window.ScrollTargetCenterRatio.y = center_y_ratio window.ScrollTargetEdgeSnapDist.y = 0.0 end --------------------------------------------------------------------------------------- -- [SECTION] TOOLTIPS --------------------------------------------------------------------------------------- --- @param tooltip_flags ImGuiTooltipFlags --- @param extra_window_flags ImGuiWindowFlags function ImGui.BeginTooltipEx(tooltip_flags, extra_window_flags) local g = GImGui local is_dragdrop_tooltip = g.DragDropWithinSource or g.DragDropWithinTarget if is_dragdrop_tooltip then local is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource.TouchScreen) if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) == 0 then local tooltip_pos if is_touchscreen then tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale else tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale end local tooltip_pivot = is_touchscreen and TOOLTIP_DEFAULT_PIVOT_TOUCH or ImVec2(0.0, 0.0) ImGui.SetNextWindowPos(tooltip_pos, ImGuiCond.None, tooltip_pivot) end local bg_alpha = g.Style.Colors[ImGuiCol.PopupBg].w * 0.60 ImGui.SetNextWindowBgAlpha(bg_alpha) tooltip_flags = bit32.bor(tooltip_flags, ImGuiTooltipFlags.OverridePrevious) end if (bit32.band(tooltip_flags, ImGuiTooltipFlags.OverridePrevious) ~= 0) and g.TooltipPreviousWindow ~= nil and g.TooltipPreviousWindow.Active and not ImGui.IsWindowInBeginStack(g.TooltipPreviousWindow) then -- IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name) ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow) g.TooltipOverrideCount = g.TooltipOverrideCount + 1 end local window_name_template = is_dragdrop_tooltip and "##Tooltip_DragDrop_%02d" or "##Tooltip_%02d" local window_name = ImFormatString(window_name_template, g.TooltipOverrideCount) local flags = bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.NoInputs, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.AlwaysAutoResize) ImGui.Begin(window_name, nil, bit32.bor(flags, extra_window_flags)) return true end function ImGui.BeginTooltip() return ImGui.BeginTooltipEx(ImGuiTooltipFlags.None, ImGuiWindowFlags.None) end function ImGui.BeginItemTooltip() if not ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then return false end return ImGui.BeginTooltipEx(ImGuiTooltipFlags.None, ImGuiWindowFlags.None) end function ImGui.EndTooltip() IM_ASSERT(bit32.band(ImGui.GetCurrentWindowRead().Flags, ImGuiWindowFlags.Tooltip) ~= 0) -- Mismatched BeginTooltip()/EndTooltip() calls ImGui.End() end --- @param fmt string --- @param ... any function ImGui.SetTooltip(fmt, ...) if not ImGui.BeginTooltipEx(ImGuiTooltipFlags.OverridePrevious, ImGuiWindowFlags.None) then return end ImGui.TextV(fmt, ...) ImGui.EndTooltip() end --- @param fmt string --- @param ... any function ImGui.SetItemTooltip(fmt, ...) if ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then ImGui.SetTooltip(fmt, ...) end end --------------------------------------------------------------------------------------- -- [SECTION] POPUPS --------------------------------------------------------------------------------------- --- @param window? ImGuiWindow function ImGui.FindBlockingModal(window) local g = GImGui if g.OpenPopupStack.Size <= 0 then return nil end for i = 1, g.OpenPopupStack.Size do repeat local popup_data = g.OpenPopupStack.Data[i] local popup_window = popup_data.Window if popup_window == nil or bit32.band(popup_window.Flags, ImGuiWindowFlags.Modal) == 0 then break end if not popup_window.Active and not popup_window.WasActive then break end if window == nil then return popup_window end if ImGui.IsWindowWithinBeginStackOf(window, popup_window) then break end do return popup_window end until true end return nil end --- @param id ImGuiID|string --- @param popup_flags? ImGuiPopupFlags function ImGui.OpenPopup(id, popup_flags) if popup_flags == nil then popup_flags = 0 end if type(id) == "number" then return ImGui.OpenPopupEx(id, popup_flags) else --- @cast id string local g = GImGui local _id = g.CurrentWindow:GetID(id) IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)", id, _id) return ImGui.OpenPopupEx(_id, popup_flags) end end --- @param id ImGuiID --- @param popup_flags ImGuiPopupFlags function ImGui.OpenPopupEx(id, popup_flags) local g = GImGui local parent_window = g.CurrentWindow local current_stack_size = g.BeginPopupStack.Size if bit32.band(popup_flags, ImGuiPopupFlags.NoOpenOverExistingPopup) ~= 0 then if ImGui.IsPopupOpen(0, ImGuiPopupFlags.AnyPopupId) then return false end end local popup_ref = ImGuiPopupData() popup_ref.PopupId = id popup_ref.Window = nil popup_ref.RestoreNavWindow = g.NavWindow -- When popup closes focus may be restored to NavWindow (depend on window type). popup_ref.OpenFrameCount = g.FrameCount popup_ref.OpenParentId = parent_window.IDStack:back() ImVec2_Copy(popup_ref.OpenPopupPos, ImGui.NavCalcPreferredRefPos(ImGuiWindowFlags.Popup)) if ImGui.IsMousePosValid(g.IO.MousePos) then ImVec2_Copy(popup_ref.OpenMousePos, g.IO.MousePos) else ImVec2_Copy(popup_ref.OpenMousePos, popup_ref.OpenPopupPos) end -- IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)", id) if g.OpenPopupStack.Size < current_stack_size + 1 then g.OpenPopupStack:push_back(popup_ref) return true else -- Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! -- However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be -- in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. -- Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags.NoReopen is not specified. local keep_existing = false if g.OpenPopupStack.Data[current_stack_size + 1].PopupId == id then if (g.OpenPopupStack.Data[current_stack_size + 1].OpenFrameCount == g.FrameCount - 1) or (bit32.band(popup_flags, ImGuiPopupFlags.NoReopen) ~= 0) then keep_existing = true end end if keep_existing then -- No reopen g.OpenPopupStack.Data[current_stack_size + 1].OpenFrameCount = popup_ref.OpenFrameCount else -- Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) ImGui.ClosePopupToLevel(current_stack_size, true) g.OpenPopupStack:push_back(popup_ref) end -- When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). -- This is equivalent to what ClosePopupToLevel() does. -- if (g.OpenPopupStack[current_stack_size + 1].PopupId == id) -- FocusWindow(parent_window); return not keep_existing end end -- When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. -- This function closes any popups that are over 'ref_window'. --- @param ref_window? ImGuiWindow --- @param restore_focus_to_window_under_popup bool function ImGui.ClosePopupsOverWindow(ref_window, restore_focus_to_window_under_popup) local g = GImGui if g.OpenPopupStack.Size == 0 then return end -- Don't close our own child popup windows. -- IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d", ref_window and ref_window.Name or "", restore_focus_to_window_under_popup) local popup_count_to_keep = 0 if ref_window then -- Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) local ref_window_is_descendent_of_popup local stop_8041 = false while popup_count_to_keep < g.OpenPopupStack.Size do repeat local popup = g.OpenPopupStack.Data[popup_count_to_keep + 1] if not popup.Window then break end IM_ASSERT(bit32.band(popup.Window.Flags, ImGuiWindowFlags.Popup) ~= 0) -- Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) -- - Clicking/Focusing Window2 won't close Popup1: -- Window -> Popup1 -> Window2(Ref) -- - Clicking/focusing Popup1 will close Popup2 and Popup3: -- Window -> Popup1(Ref) -> Popup2 -> Popup3 -- - Each popups may contain child windows, which is why we compare ->RootWindow! -- Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child -- We step through every popup from bottom to top to validate their position relative to reference window. ref_window_is_descendent_of_popup = false for n = popup_count_to_keep, g.OpenPopupStack.Size - 1 do local popup_window = g.OpenPopupStack.Data[n + 1].Window if popup_window and ImGui.IsWindowWithinBeginStackOf(ref_window, popup_window) then ref_window_is_descendent_of_popup = true break end end if not ref_window_is_descendent_of_popup then stop_8041 = true; break end until true if stop_8041 then break end popup_count_to_keep = popup_count_to_keep + 1 end end if popup_count_to_keep < g.OpenPopupStack.Size then -- This test is not required but it allows to set a convenient breakpoint on the statement below -- IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")", ref_window and ref_window.Name or "") ImGui.ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup) end end --- @param remaining int # 0-based --- @param restore_focus_to_window_under_popup bool function ImGui.ClosePopupToLevel(remaining, restore_focus_to_window_under_popup) local g = GImGui -- IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d", remaining, restore_focus_to_window_under_popup) IM_ASSERT(remaining >= 0 and remaining < g.OpenPopupStack.Size) -- if bit32.band(g.DebugLogFlags, ImGuiDebugLogFlags.EventPopup) ~= 0 then -- for n = remaining + 1, g.OpenPopupStack.Size do -- local popup = g.OpenPopupStack.Data[n] -- IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"", popup.PopupId, popup.Window and popup.Window.Name or nil) -- end -- end -- Trim open popup stack -- FIXME: is it safer to full copy here? local prev_popup = g.OpenPopupStack.Data[remaining + 1] g.OpenPopupStack:resize(remaining) -- Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) if restore_focus_to_window_under_popup and prev_popup.Window then local popup_window = prev_popup.Window local focus_window if bit32.band(popup_window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then focus_window = popup_window.ParentWindow else focus_window = prev_popup.RestoreNavWindow end if focus_window and not focus_window.WasActive then ImGui.FocusTopMostWindowUnderOne(popup_window, nil, nil, ImGuiFocusRequestFlags.RestoreFocusedChild) -- Fallback else local focus_flags = (g.NavLayer == ImGuiNavLayer.Main) and ImGuiFocusRequestFlags.RestoreFocusedChild or ImGuiFocusRequestFlags.None ImGui.FocusWindow(focus_window, focus_flags) end end end -- Close the popup we have Begin-ed into function ImGui.CloseCurrentPopup() local g = GImGui local popup_idx = g.BeginPopupStack.Size if popup_idx < 1 or popup_idx > g.OpenPopupStack.Size or g.BeginPopupStack.Data[popup_idx].PopupId ~= g.OpenPopupStack.Data[popup_idx].PopupId then return end -- Closing a menu closes its top-most parent popup (unless a modal) while popup_idx > 1 do local popup_window = g.OpenPopupStack.Data[popup_idx].Window local parent_popup_window = g.OpenPopupStack.Data[popup_idx - 1].Window local close_parent = false if popup_window and bit32.band(popup_window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then if parent_popup_window and not (bit32.band(parent_popup_window.Flags, ImGuiWindowFlags.MenuBar) ~= 0) then close_parent = true end end if not close_parent then break end popup_idx = popup_idx - 1 end -- IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size, popup_idx) ImGui.ClosePopupToLevel(popup_idx - 1, true) -- A common pattern is to close a popup when selecting a menu item/selectable that will open another window. -- To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. -- Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. local window = g.NavWindow if window then window.DC.NavHideHighlightOneFrame = true end end --- @param id ImGuiID --- @param extra_window_flags ImGuiWindowFlags function ImGui.BeginPopupEx(id, extra_window_flags) local g = GImGui if not ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then g.NextWindowData:ClearFlags() return false end IM_ASSERT(bit32.band(extra_window_flags, ImGuiWindowFlags.ChildMenu) == 0) -- Use BeginPopupMenuEx() local name = ImFormatString("##Popup_%08x", id) -- No recycling, so we can close/open during the same frame local is_open _, is_open = ImGui.Begin(name, nil, bit32.bor(extra_window_flags, ImGuiWindowFlags.Popup, ImGuiWindowFlags.NoDocking)) if not is_open then -- NB: Begin can return false when the popup is completely clipped (e.g. zero size display) ImGui.EndPopup() end -- g.CurrentWindow.FocusRouteParentWindow = g.CurrentWindow.ParentWindowInBeginStack return is_open end --- @param id ImGuiID --- @param label any --- @param extra_window_flags ImGuiWindowFlags function ImGui.BeginPopupMenuEx(id, label, extra_window_flags) local g = GImGui if not ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then g.NextWindowData:ClearFlags() return false end if bit32.band(extra_window_flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(extra_window_flags, ImGuiWindowFlags.AlwaysAutoResize) ~= 0 then ImGui.SetNextWindowChildFlags(ImGuiChildFlags.AlwaysAutoResize, true) end IM_ASSERT(bit32.band(extra_window_flags, ImGuiWindowFlags.ChildMenu) ~= 0) local name = ImFormatString("%s###Menu_%02d", label, g.BeginMenuDepth) local is_open _, is_open = ImGui.Begin(name, nil, bit32.bor(extra_window_flags, ImGuiWindowFlags.Popup)) if not is_open then ImGui.EndPopup() end return is_open end --- @param str_id string --- @param flags? ImGuiWindowFlags function ImGui.BeginPopup(str_id, flags) if flags == nil then flags = 0 end local g = GImGui if g.OpenPopupStack.Size <= g.BeginPopupStack.Size then -- Early out for performance g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values return false end flags = bit32.bor(flags, ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings) local id = g.CurrentWindow:GetID(str_id) return ImGui.BeginPopupEx(id, flags) end function ImGui.EndPopup() local g = GImGui local window = g.CurrentWindow IM_ASSERT_USER_ERROR_RET((bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0) and (g.BeginPopupStack.Size > 0), "Calling EndPopup() in wrong window!") -- Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) if g.NavWindow == window then ImGui.NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags.LoopY) end -- Child-popups don't need to be laid out local backup_within_end_popup_id = g.WithinEndPopupID local backup_within_end_child_id = g.WithinEndChildID g.WithinEndPopupID = window.ID if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then g.WithinEndChildID = window.ID end ImGui.End() g.WithinEndPopupID = backup_within_end_popup_id g.WithinEndChildID = backup_within_end_child_id end --- @param ref_pos ImVec2 --- @param size ImVec2 --- @param last_dir ImGuiDir --- @param r_outer ImRect --- @param r_avoid ImRect --- @param policy ImGuiPopupPositionPolicy --- @return ImVec2 # Best Window Pos For Popup --- @return int # Updated last_dir --- @nodiscard function ImGui.FindBestWindowPosForPopupEx(ref_pos, size, last_dir, r_outer, r_avoid, policy) local base_pos_clamped -- Combo Box policy (we want a connecting edge) if policy == ImGuiPopupPositionPolicy.ComboBox then local dir_preferred_order = {ImGuiDir.Down, ImGuiDir.Right, ImGuiDir.Left, ImGuiDir.Up} for n = (last_dir ~= ImGuiDir.None) and 0 or 1, ImGuiDir.COUNT do repeat local dir = (n == 0) and last_dir or dir_preferred_order[n] if n ~= 0 and dir == last_dir then -- Already tried this direction? break end local pos if dir == ImGuiDir.Down then pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y) -- Below, Toward Right (default) elseif dir == ImGuiDir.Right then pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y) -- Above, Toward Right elseif dir == ImGuiDir.Left then pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y) -- Below, Toward Left elseif dir == ImGuiDir.Up then pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y) -- Above, Toward Left end if not r_outer:Contains(ImRect(pos, pos + size)) then break end last_dir = dir do return pos, last_dir end until true end end -- Tooltip and Default popup policy -- (Always first try the direction we used on the last frame, if any) if policy == ImGuiPopupPositionPolicy.Tooltip or policy == ImGuiPopupPositionPolicy.Default then local dir_preferred_order = {ImGuiDir.Right, ImGuiDir.Down, ImGuiDir.Up, ImGuiDir.Left} for n = (last_dir ~= ImGuiDir.None) and 0 or 1, ImGuiDir.COUNT do repeat local dir = (n == 0) and last_dir or dir_preferred_order[n] if n ~= 0 and dir == last_dir then break end local avail_w = ((dir == ImGuiDir.Left) and r_avoid.Min.x or r_outer.Max.x) - ((dir == ImGuiDir.Right) and r_avoid.Max.x or r_outer.Min.x) local avail_h = ((dir == ImGuiDir.Up) and r_avoid.Min.y or r_outer.Max.y) - ((dir == ImGuiDir.Down) and r_avoid.Max.y or r_outer.Min.y) -- If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) if avail_w < size.x and (dir == ImGuiDir.Left or dir == ImGuiDir.Right) then break end if avail_h < size.y and (dir == ImGuiDir.Up or dir == ImGuiDir.Down) then break end base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size) local pos = ImVec2() pos.x = (dir == ImGuiDir.Left) and (r_avoid.Min.x - size.x) or ((dir == ImGuiDir.Right) and r_avoid.Max.x or base_pos_clamped.x) pos.y = (dir == ImGuiDir.Up) and (r_avoid.Min.y - size.y) or ((dir == ImGuiDir.Down) and r_avoid.Max.y or base_pos_clamped.y) -- Clamp top-left corner of popup pos.x = ImMax(pos.x, r_outer.Min.x) pos.y = ImMax(pos.y, r_outer.Min.y) last_dir = dir do return pos, last_dir end until true end end -- Fallback when not enough room: last_dir = ImGuiDir.None -- For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. if policy == ImGuiPopupPositionPolicy.Tooltip then return ref_pos + ImVec2(2, 2), last_dir end -- Otherwise try to keep within display local pos = ImVec2(ref_pos.x, ref_pos.y) pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x) pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y) return pos, last_dir end --- @param window ImGuiWindow --- @return ImRect --- @nodiscard function ImGui.GetPopupAllowedExtentRect(window) local g = GImGui local r_screen = ImRect() if window.ViewportAllowPlatformMonitorExtend >= 1 then -- Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) local monitor = g.PlatformIO.Monitors.Data[window.ViewportAllowPlatformMonitorExtend] ImVec2_Copy(r_screen.Min, monitor.WorkPos) ImVec2_Copy(r_screen.Max, monitor.WorkPos + monitor.WorkSize) else -- Use the full viewport area (not work area) for popups r_screen = window.Viewport:GetMainRect() end local padding = g.Style.DisplaySafeAreaPadding r_screen:Expand(ImVec2((r_screen:GetWidth() > padding.x * 2) and -padding.x or 0.0, (r_screen:GetHeight() > padding.y * 2) and -padding.y or 0.0)) return r_screen end --- @param window ImGuiWindow --- @return ImVec2 --- @nodiscard function ImGui.FindBestWindowPosForPopup(window) local g = GImGui local r_outer = ImGui.GetPopupAllowedExtentRect(window) if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then -- Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. -- This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. local parent_window = window.ParentWindow local horizontal_overlap = g.Style.ItemInnerSpacing.x -- We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). local r_avoid if parent_window.DC.MenuBarAppending then r_avoid = ImRect(-FLT_MAX, parent_window.ClipRect.Min.y, FLT_MAX, parent_window.ClipRect.Max.y) -- Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field else r_avoid = ImRect(parent_window.Pos.x + horizontal_overlap, -FLT_MAX, parent_window.Pos.x + parent_window.Size.x - horizontal_overlap - parent_window.ScrollbarSizes.x, FLT_MAX) end local pos pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(window.Pos, window.Size, window.AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy.Default) return pos end if bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 then local pos pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(window.Pos, window.Size, window.AutoPosLastDirection, r_outer, ImRect(window.Pos, window.Pos), ImGuiPopupPositionPolicy.Default) -- Ideally we'd disable r_avoid here return pos end if bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0 then -- Position tooltip (always follows mouse + clamp within outer boundaries) -- FIXME: -- - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). -- - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. -- - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling -- as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). IM_ASSERT(g.CurrentWindow == window) local scale = g.Style.MouseCursorScale local ref_pos = ImGui.NavCalcPreferredRefPos(ImGuiWindowFlags.Tooltip) if g.IO.MouseSource == ImGuiMouseSource.TouchScreen and ImGui.NavCalcPreferredRefPosSource(ImGuiWindowFlags.Tooltip) == ImGuiInputSource.Mouse then local tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - TOOLTIP_DEFAULT_PIVOT_TOUCH * window.Size if r_outer:Contains(ImRect(tooltip_pos, tooltip_pos + window.Size)) then return tooltip_pos end end local tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale local r_avoid if g.NavCursorVisible and g.NavHighlightItemUnderNav and not g.IO.ConfigNavMoveSetMousePos then r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8) else r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale) -- FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. end local pos pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(tooltip_pos, window.Size, window.AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy.Tooltip) return pos end IM_ASSERT(false) return window.Pos end --- @param flags ImGuiPopupFlags --- @return ImGuiMouseButton function ImGui.GetMouseButtonFromPopupFlags(flags) IM_ASSERT(bit32.band(flags, ImGuiPopupFlags.InvalidMask_) == 0) if bit32.band(flags, ImGuiPopupFlags.MouseButtonMask_) ~= 0 then return bit32.rshift(bit32.band(flags, ImGuiPopupFlags.MouseButtonMask_), ImGuiPopupFlags.MouseButtonShift_) - 1 end return ImGuiMouseButton.Right -- Default == 1 end --- @param popup_flags ImGuiPopupFlags --- @param id ImGuiID function ImGui.IsPopupOpenRequestForItem(popup_flags, id) local g = GImGui local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) if ImGui.IsMouseReleased(mouse_button) and ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) then return true end if g.NavOpenContextMenuItemId == id and (ImGui.IsItemFocused() or id == g.CurrentWindow.MoveId) then return true end return false end --- @param str_id? string --- @param popup_flags? ImGuiPopupFlags function ImGui.OpenPopupOnItemClick(str_id, popup_flags) if popup_flags == nil then popup_flags = 0 end local g = GImGui if ImGui.IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID) then local window = g.CurrentWindow local id if str_id then id = window:GetID(str_id) else id = g.LastItemData.ID end IM_ASSERT(id ~= 0) return ImGui.OpenPopupEx(id, popup_flags) end return false end --- @param str_id? string --- @param popup_flags? ImGuiPopupFlags --- @return bool function ImGui.BeginPopupContextItem(str_id, popup_flags) if popup_flags == nil then popup_flags = 0 end local g = GImGui local window = g.CurrentWindow if window.SkipItems then return false end local id if str_id then id = window:GetID(str_id) else id = g.LastItemData.ID end IM_ASSERT(id ~= 0) if ImGui.IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID) then ImGui.OpenPopupEx(id, popup_flags) end return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) end --------------------------------------------------------------------------------------- -- [SECTION] NAVIGATION --------------------------------------------------------------------------------------- --- @param id ImGuiID function ImGui.PushFocusScope(id) local g = GImGui local data = ImGuiFocusScopeData() data.ID = id data.WindowID = g.CurrentWindow.ID g.FocusScopeStack:push_back(data) g.CurrentFocusScopeId = id end function ImGui.PopFocusScope() local g = GImGui -- TODO: IM_ASSERT_USER_ERROR_RET(g.FocusScopeStack.Size > g.StackSizesInBeginForCurrentWindow.SizeOfFocusScopeStack, "Calling PopFocusScope() too many times!") g.FocusScopeStack:pop_back() if g.FocusScopeStack.Size > 0 then g.CurrentFocusScopeId = g.FocusScopeStack:back().ID else g.CurrentFocusScopeId = 0 end end --- @param focus_scope_id ImGuiID function ImGui.IsInNavFocusRoute(focus_scope_id) local g = GImGui if g.NavFocusScopeId == focus_scope_id then return true end for _, focus_scope in g.NavFocusRoute:iter() do if focus_scope.ID == focus_scope_id then return true end end return false end --- @param focus_scope_id ImGuiID function ImGui.SetNavFocusScope(focus_scope_id) local g = GImGui g.NavFocusScopeId = focus_scope_id g.NavFocusRoute:resize(0) if focus_scope_id == 0 then return end IM_ASSERT(g.NavWindow ~= nil) if focus_scope_id == g.CurrentFocusScopeId then for n = g.FocusScopeStack.Size, 1, -1 do local data = g.FocusScopeStack.Data[n] if data.WindowID ~= g.CurrentWindow.ID then break end g.NavFocusRoute:push_back(data) end elseif focus_scope_id == g.NavWindow.NavRootFocusScopeId then local data = ImGuiFocusScopeData() data.ID = focus_scope_id data.WindowID = g.NavWindow.ID g.NavFocusRoute:push_back(data) else return end local window = g.NavWindow.ParentWindowForFocusRoute while window ~= nil do local data = ImGuiFocusScopeData() data.ID = window.NavRootFocusScopeId data.WindowID = window.ID g.NavFocusRoute:push_back(data) window = window.ParentWindowForFocusRoute end IM_ASSERT(g.NavFocusRoute.Size < 100) end function ImGui.SetItemDefaultFocus() local g = GImGui local window = g.CurrentWindow if not window.Appearing then return end if g.NavWindow ~= window.RootWindowForNav or (not g.NavInitRequest and g.NavInitResult.ID == 0) or g.NavLayer ~= window.DC.NavLayerCurrent then return end g.NavInitRequest = false ImGui.NavApplyItemToResult(g.NavInitResult) ImGui.NavUpdateAnyRequestFlag() if not window.ClipRect:Contains(g.LastItemData.Rect) then ImGui.ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags.None) end end function ImGui.SetNavCursorVisibleAfterMove() local g = GImGui if g.NavWindow and (bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0) then g.NavCursorVisible = false elseif g.NavInputSource == ImGuiInputSource.Keyboard and (bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) == 0) then g.NavCursorVisible = false elseif g.NavInputSource == ImGuiInputSource.Gamepad and (bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) == 0) then g.NavCursorVisible = false elseif g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = true end g.NavHighlightItemUnderNav = true g.NavMousePosDirty = true end --- @param window? ImGuiWindow function ImGui.SetNavWindow(window) local g = GImGui if g.NavWindow ~= window then -- IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")", window and window.Name or "") g.NavWindow = window g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid end g.NavInitRequest = false g.NavMoveSubmitted = false g.NavMoveScoringItems = false ImGui.NavUpdateAnyRequestFlag() end --- @param axis ImGuiAxis function ImGui.NavClearPreferredPosForAxis(axis) local g = GImGui g.NavWindow.RootWindowForNav.NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX end --- @param id ImGuiID --- @param nav_layer ImGuiNavLayer --- @param focus_scope_id ImGuiID --- @param rect_rel ImRect function ImGui.SetNavID(id, nav_layer, focus_scope_id, rect_rel) local g = GImGui IM_ASSERT(g.NavWindow ~= nil) IM_ASSERT(nav_layer == ImGuiNavLayer.Main or nav_layer == ImGuiNavLayer.Menu) g.NavId = id g.NavLayer = nav_layer ImGui.SetNavFocusScope(focus_scope_id) g.NavWindow.NavLastIds[nav_layer] = id ImRect_Copy(g.NavWindow.NavRectRel[nav_layer], rect_rel) ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) ImGui.NavClearPreferredPosForAxis(ImGuiAxis.Y) end --- @param nav_window ImGuiWindow function ImGui.NavSaveLastChildNavWindowIntoParent(nav_window) local parent = nav_window while parent and parent.RootWindow ~= parent and bit32.band(parent.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == 0 do parent = parent.ParentWindow end if parent and parent ~= nav_window then parent.NavLastChildNavWindow = nav_window end end --- @param window ImGuiWindow function ImGui.NavRestoreLastChildNavWindow(window) if window.NavLastChildNavWindow and window.NavLastChildNavWindow.WasActive then return window.NavLastChildNavWindow end return window end --- @param layer ImGuiNavLayer function ImGui.NavRestoreLayer(layer) local g = GImGui if layer == ImGuiNavLayer.Main then local prev_nav_window = g.NavWindow g.NavWindow = ImGui.NavRestoreLastChildNavWindow(g.NavWindow) g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid end local window = g.NavWindow if window.NavLastIds[layer] ~= 0 then ImGui.SetNavID(window.NavLastIds[layer], layer, 0, window.NavRectRel[layer]) else g.NavLayer = layer ImGui.NavInitWindow(window, true) end end --- @param id ImGuiID function ImGui.NavHighlightActivated(id) local g = GImGui g.NavHighlightActivatedId = id g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER end function ImGui.NavUpdateAnyRequestFlag() local g = GImGui g.NavAnyRequest = g.NavMoveScoringItems or g.NavInitRequest or (IMGUI_DEBUG_NAV_SCORING and g.NavWindow ~= nil) if g.NavAnyRequest then IM_ASSERT(g.NavWindow ~= nil) end end --- @param window ImGuiWindow --- @param force_reinit bool function ImGui.NavInitWindow(window, force_reinit) local g = GImGui IM_ASSERT(window == g.NavWindow) if bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 then g.NavId = 0 ImGui.SetNavFocusScope(window.NavRootFocusScopeId) return end local init_for_nav = false if window == window.RootWindow or bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 or window.NavLastIds[0] == 0 or force_reinit then init_for_nav = true end -- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d", init_for_nav, window->Name, g.NavLayer) if init_for_nav then ImGui.SetNavID(0, g.NavLayer, window.NavRootFocusScopeId, ImRect()) g.NavInitRequest = true g.NavInitRequestFromMove = false g.NavInitResult.ID = 0 ImGui.NavUpdateAnyRequestFlag() else g.NavId = window.NavLastIds[0] ImGui.SetNavFocusScope(window.NavRootFocusScopeId) end end --- @param window_type ImGuiWindowFlags --- @return ImGuiInputSource function ImGui.NavCalcPreferredRefPosSource(window_type) local g = GImGui local window = g.NavWindow local activated_shortcut = g.ActiveId ~= 0 and g.ActiveIdFromShortcut and g.ActiveId == g.LastItemData.ID if (bit32.band(window_type, ImGuiWindowFlags.Popup) ~= 0) and activated_shortcut then return ImGuiInputSource.Keyboard end if not g.NavCursorVisible or not g.NavHighlightItemUnderNav or not window then return ImGuiInputSource.Mouse else return ImGuiInputSource.Keyboard -- or Nav in general end end --- @param window_type ImGuiWindowFlags --- @return ImVec2 --- @nodiscard function ImGui.NavCalcPreferredRefPos(window_type) local g = GImGui local window = g.NavWindow local source = ImGui.NavCalcPreferredRefPosSource(window_type) if source == ImGuiInputSource.Mouse then -- Mouse (we need a fallback in case the mouse becomes invalid after being used) -- The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. -- In theory we could move that +1.0f offset in OpenPopupEx() local p = ImGui.IsMousePosValid(g.IO.MousePos) and g.IO.MousePos or g.MouseLastValidPos return ImVec2(p.x + 1.0, p.y) else -- When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item local activated_shortcut = g.ActiveId ~= 0 and g.ActiveIdFromShortcut and g.ActiveId == g.LastItemData.ID local ref_rect = ImRect() if activated_shortcut and (bit32.band(window_type, ImGuiWindowFlags.Popup) ~= 0) then ImRect_Copy(ref_rect, g.LastItemData.NavRect) elseif window ~= nil then ImRect_Copy(ref_rect, ImGui.WindowRectRelToAbs(window, window.NavRectRel[g.NavLayer])) end -- Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) if window ~= nil and window.LastFrameActive ~= g.FrameCount and (window.ScrollTarget.x ~= FLT_MAX or window.ScrollTarget.y ~= FLT_MAX) then local next_scroll = CalcNextScrollFromScrollTargetAndClamp(window) ref_rect:Translate(window.Scroll - next_scroll) end local pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect:GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect:GetHeight())) if window ~= nil then local viewport = window.Viewport if viewport then pos = ImClamp(pos, viewport.Pos, viewport.Pos + viewport.Size) end end return ImTrunc(pos) -- ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. end end --- @param axis ImGuiAxis --- @return float function ImGui.GetNavTweakPressedAmount(axis) local g = GImGui local repeat_delay, repeat_rate = ImGui.GetTypematicRepeatRate(ImGuiInputFlags.RepeatRateNavTweak) local key_less, key_more if g.NavInputSource == ImGuiInputSource.Gamepad then key_less = (axis == ImGuiAxis.X) and ImGuiKey.GamepadDpadLeft or ImGuiKey.GamepadDpadUp key_more = (axis == ImGuiAxis.X) and ImGuiKey.GamepadDpadRight or ImGuiKey.GamepadDpadDown else key_less = (axis == ImGuiAxis.X) and ImGuiKey.LeftArrow or ImGuiKey.UpArrow key_more = (axis == ImGuiAxis.X) and ImGuiKey.RightArrow or ImGuiKey.DownArrow end local amount = ImGui.GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - ImGui.GetKeyPressedAmount(key_less, repeat_delay, repeat_rate) if amount ~= 0.0 and ImGui.IsKeyDown(key_less) and ImGui.IsKeyDown(key_more) then -- Cancel when opposite directions are held, regardless of repeat phase amount = 0.0 end return amount end do local nav_gamepad_keys_to_change_source = { ImGuiKey.GamepadFaceRight, ImGuiKey.GamepadFaceLeft, ImGuiKey.GamepadFaceUp, ImGuiKey.GamepadFaceDown, ImGuiKey.GamepadDpadRight, ImGuiKey.GamepadDpadLeft, ImGuiKey.GamepadDpadUp, ImGuiKey.GamepadDpadDown } local nav_keyboard_keys_to_change_source = { ImGuiKey.Space, ImGuiKey.Enter, ImGuiKey.Escape, ImGuiKey.RightArrow, ImGuiKey.LeftArrow, ImGuiKey.UpArrow, ImGuiKey.DownArrow } --- @param focus_change_dir int function ImGui.NavUpdateWindowingTarget(focus_change_dir) local g = GImGui IM_ASSERT(g.NavWindowingTarget) if bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.Modal) ~= 0 then return end local i_current = ImGui.FindWindowFocusIndex(g.NavWindowingTarget) local window_target = ImGui.FindWindowNavFocusable(i_current + focus_change_dir, 0, focus_change_dir) if window_target == nil then window_target = ImGui.FindWindowNavFocusable((focus_change_dir < 0) and g.WindowsFocusOrder.Size or 1, i_current, focus_change_dir) end if window_target then g.NavWindowingTarget = window_target g.NavWindowingTargetAnim = window_target ImVec2_CopyV(g.NavWindowingAccumDeltaPos, 0.0, 0.0) ImVec2_CopyV(g.NavWindowingAccumDeltaSize, 0.0, 0.0) end g.NavWindowingToggleLayer = false end --- @param apply_focus_window ImGuiWindow function ImGui.NavUpdateWindowingApplyFocus(apply_focus_window) local g = GImGui if g.NavWindow == nil or apply_focus_window ~= g.NavWindow.RootWindow then local previous_viewport = g.NavWindow and g.NavWindow.Viewport or nil ImGui.ClearActiveID() ImGui.SetNavCursorVisibleAfterMove() ImGui.ClosePopupsOverWindow(apply_focus_window, false) ImGui.FocusWindow(apply_focus_window, ImGuiFocusRequestFlags.RestoreFocusedChild) IM_ASSERT(g.NavWindow ~= nil) apply_focus_window = g.NavWindow if apply_focus_window.NavLastIds[ImGuiNavLayer.Main] == 0 then ImGui.NavInitWindow(apply_focus_window, false) end if apply_focus_window.DC.NavLayersActiveMaskNext == bit32.lshift(1, ImGuiNavLayer.Menu) then g.NavLayer = ImGuiNavLayer.Menu end if apply_focus_window.Viewport ~= previous_viewport and g.PlatformIO.Platform_SetWindowFocus then g.PlatformIO.Platform_SetWindowFocus(apply_focus_window.Viewport) end end g.NavWindowingTarget = nil end function ImGui.NavUpdateWindowing() local g = GImGui local io = g.IO local apply_focus_window = nil local apply_toggle_layer = false local modal_window = ImGui.GetTopMostPopupModal() local allow_windowing = (modal_window == nil) if not allow_windowing then g.NavWindowingTarget = nil end if g.NavWindowingTargetAnim and g.NavWindowingTarget == nil then g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0, 0.0) if g.DimBgRatio <= 0.0 and g.NavWindowingHighlightAlpha <= 0.0 then g.NavWindowingTargetAnim = nil end end local owner_id = ImHashStr("##NavUpdateWindowing") local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 local keyboard_next_window = allow_windowing and g.ConfigNavWindowingKeyNext ~= 0 and ImGui.Shortcut(g.ConfigNavWindowingKeyNext, bit32.bor(ImGuiInputFlags.Repeat, ImGuiInputFlags.RouteAlways), owner_id) local keyboard_prev_window = allow_windowing and g.ConfigNavWindowingKeyPrev ~= 0 and ImGui.Shortcut(g.ConfigNavWindowingKeyPrev, bit32.bor(ImGuiInputFlags.Repeat, ImGuiInputFlags.RouteAlways), owner_id) local start_toggling_with_gamepad = nav_gamepad_active and g.NavWindowingTarget == nil and ImGui.Shortcut(ImGuiKey.NavGamepadMenu, ImGuiInputFlags.RouteAlways, owner_id) local start_windowing_with_gamepad = allow_windowing and start_toggling_with_gamepad local start_windowing_with_keyboard = allow_windowing and g.NavWindowingTarget == nil and (keyboard_next_window or keyboard_prev_window) local just_started_windowing_from_null_focus = false if start_toggling_with_gamepad then g.NavWindowingToggleLayer = true g.NavWindowingToggleKey = ImGuiKey.NavGamepadMenu g.NavWindowingInputSource = ImGuiInputSource.Gamepad g.NavInputSource = ImGuiInputSource.Gamepad end if start_windowing_with_gamepad or start_windowing_with_keyboard then local window = (g.NavWindow and ImGui.IsWindowNavFocusable(g.NavWindow)) and g.NavWindow or ImGui.FindWindowNavFocusable(g.WindowsFocusOrder.Size, 0, -1) if window then if start_windowing_with_keyboard or g.ConfigNavWindowingWithGamepad then g.NavWindowingTarget = window.RootWindow g.NavWindowingTargetAnim = window.RootWindow end g.NavWindowingTimer = 0.0 g.NavWindowingHighlightAlpha = 0.0 ImVec2_CopyV(g.NavWindowingAccumDeltaPos, 0.0, 0.0) ImVec2_CopyV(g.NavWindowingAccumDeltaSize, 0.0, 0.0) g.NavWindowingInputSource = start_windowing_with_keyboard and ImGuiInputSource.Keyboard or ImGuiInputSource.Gamepad g.NavInputSource = g.NavWindowingInputSource if g.NavWindow == nil then just_started_windowing_from_null_focus = true end if keyboard_next_window or keyboard_prev_window then ImGui.SetKeyOwnersForKeyChord(bit32.band(bit32.bor(g.ConfigNavWindowingKeyNext, g.ConfigNavWindowingKeyPrev), ImGuiMod_Mask_), owner_id) end end end if (g.NavWindowingTarget or g.NavWindowingToggleLayer) and g.NavWindowingInputSource == ImGuiInputSource.Gamepad then if g.NavWindowingTarget ~= nil then g.NavWindowingTimer = g.NavWindowingTimer + io.DeltaTime g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05)) local focus_change_dir = (ImGui.IsKeyPressedEx(ImGuiKey.GamepadL1, ImGuiInputFlags.None, ImGuiKeyOwner_Any) and 1 or 0) - (ImGui.IsKeyPressedEx(ImGuiKey.GamepadR1, ImGuiInputFlags.None, ImGuiKeyOwner_Any) and 1 or 0) if focus_change_dir ~= 0 and not just_started_windowing_from_null_focus then ImGui.NavUpdateWindowingTarget(focus_change_dir) g.NavWindowingHighlightAlpha = 1.0 end end if not ImGui.IsKeyDown(ImGuiKey.NavGamepadMenu) then g.NavWindowingToggleLayer = g.NavWindowingToggleLayer and (g.NavWindowingHighlightAlpha < 1.0) if g.NavWindowingToggleLayer and g.NavWindow then apply_toggle_layer = true elseif not g.NavWindowingToggleLayer then apply_focus_window = g.NavWindowingTarget end g.NavWindowingTarget = nil g.NavWindowingToggleLayer = false end end if g.NavWindowingTarget and g.NavWindowingInputSource == ImGuiInputSource.Keyboard then local shared_mods = bit32.band( bit32.band((g.ConfigNavWindowingKeyNext ~= 0) and g.ConfigNavWindowingKeyNext or ImGuiMod_Mask_, (g.ConfigNavWindowingKeyPrev ~= 0) and g.ConfigNavWindowingKeyPrev or ImGuiMod_Mask_), ImGuiMod_Mask_) IM_ASSERT(shared_mods ~= 0) g.NavWindowingTimer = g.NavWindowingTimer + io.DeltaTime g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05)) if (keyboard_next_window or keyboard_prev_window) and not just_started_windowing_from_null_focus then ImGui.NavUpdateWindowingTarget(keyboard_next_window and -1 or 1) elseif bit32.band(io.KeyMods, shared_mods) ~= shared_mods then apply_focus_window = g.NavWindowingTarget end end local windowing_toggle_keys = { ImGuiKey.LeftAlt, ImGuiKey.RightAlt } local windowing_toggle_layer_start = false if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then for _, windowing_toggle_key in ipairs(windowing_toggle_keys) do if nav_keyboard_active and ImGui.IsKeyPressedEx(windowing_toggle_key, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) then windowing_toggle_layer_start = true g.NavWindowingToggleLayer = true g.NavWindowingToggleKey = windowing_toggle_key g.NavWindowingInputSource = ImGuiInputSource.Keyboard g.NavInputSource = ImGuiInputSource.Keyboard break end end end if g.NavWindowingToggleLayer and g.NavWindowingInputSource == ImGuiInputSource.Keyboard then if io.InputQueueCharacters.Size > 0 or io.KeyCtrl or io.KeyShift or io.KeySuper then g.NavWindowingToggleLayer = false elseif windowing_toggle_layer_start == false and g.LastKeyboardKeyPressTime == g.Time then g.NavWindowingToggleLayer = false elseif ImGui.TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false or ImGui.TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false then g.NavWindowingToggleLayer = false end if ImGui.IsKeyReleased(g.NavWindowingToggleKey) and g.NavWindowingToggleLayer then if g.ActiveId == 0 or g.ActiveIdAllowOverlap then if ImGui.IsMousePosValid(io.MousePos) == ImGui.IsMousePosValid(io.MousePosPrev) then apply_toggle_layer = true end end end if not ImGui.IsKeyDown(g.NavWindowingToggleKey) then g.NavWindowingToggleLayer = false end end if g.NavWindowingTarget and bit32.band(g.NavWindowingTarget.Flags, ImGuiWindowFlags.NoMove) == 0 then local nav_move_dir if g.NavInputSource == ImGuiInputSource.Keyboard and not io.KeyShift then nav_move_dir = ImGui.GetKeyMagnitude2d(ImGuiKey.LeftArrow, ImGuiKey.RightArrow, ImGuiKey.UpArrow, ImGuiKey.DownArrow) end if g.NavInputSource == ImGuiInputSource.Gamepad then nav_move_dir = ImGui.GetKeyMagnitude2d(ImGuiKey.GamepadLStickLeft, ImGuiKey.GamepadLStickRight, ImGuiKey.GamepadLStickUp, ImGuiKey.GamepadLStickDown) end if nav_move_dir and (nav_move_dir.x ~= 0.0 or nav_move_dir.y ~= 0.0) then local NAV_MOVE_SPEED = 800.0 local move_step = NAV_MOVE_SPEED * io.DeltaTime * ImGui.GetScale() ImVec2_Copy(g.NavWindowingAccumDeltaPos, g.NavWindowingAccumDeltaPos + nav_move_dir * move_step) g.NavHighlightItemUnderNav = true local accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos) if accum_floored.x ~= 0.0 or accum_floored.y ~= 0.0 then local moving_window = g.NavWindowingTarget.RootWindowDockTree ImGui.SetWindowPos(moving_window, moving_window.Pos + accum_floored, ImGuiCond.Always) ImVec2_Copy(g.NavWindowingAccumDeltaPos, g.NavWindowingAccumDeltaPos - accum_floored) end end end if apply_focus_window then ImGui.NavUpdateWindowingApplyFocus(apply_focus_window) end if apply_toggle_layer and g.NavWindow then ImGui.ClearActiveID() local new_nav_window = g.NavWindow while new_nav_window.ParentWindow and bit32.band(new_nav_window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Menu)) == 0 and bit32.band(new_nav_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 and bit32.band(new_nav_window.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == 0 do new_nav_window = new_nav_window.ParentWindow end if new_nav_window ~= g.NavWindow then local old_nav_window = g.NavWindow ImGui.FocusWindow(new_nav_window) new_nav_window.NavLastChildNavWindow = old_nav_window end local new_nav_layer = (bit32.band(g.NavWindow.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Menu)) ~= 0) and bit32.bxor(g.NavLayer, 1) or ImGuiNavLayer.Main if new_nav_layer ~= g.NavLayer then local preserve_layer_1_nav_id = (new_nav_window.DockNodeAsHost ~= nil) if new_nav_layer == ImGuiNavLayer.Menu and not preserve_layer_1_nav_id then g.NavWindow.NavLastIds[new_nav_layer] = 0 end ImGui.NavRestoreLayer(new_nav_layer) ImGui.SetNavCursorVisibleAfterMove() end end end function ImGui.NavUpdateContextMenuRequest() local g = GImGui local io = g.IO g.NavOpenContextMenuItemId = 0 g.NavOpenContextMenuWindowId = 0 local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 if (not nav_keyboard_active and not nav_gamepad_active) or g.NavWindow == nil then return end local request = false request = request or (nav_keyboard_active and (ImGui.IsKeyReleased(ImGuiKey.Menu, ImGuiKeyOwner_NoOwner) or (ImGui.IsKeyPressedEx(ImGuiKey.F10, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) and io.KeyMods == ImGuiMod_Shift))) request = request or (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadContextMenu, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner)) if not request then return end g.NavOpenContextMenuItemId = g.NavId g.NavOpenContextMenuWindowId = g.NavWindow.ID if g.NavId == g.NavWindow:GetID("#CLOSE") or g.NavId == g.NavWindow:GetID("#COLLAPSE") then g.NavOpenContextMenuItemId = g.NavWindow.MoveId end g.NavInputSource = ImGuiInputSource.Keyboard ImGui.SetNavCursorVisibleAfterMove() end --- @param move_dir ImGuiDir --- @param clip_dir ImGuiDir --- @param move_flags ImGuiNavMoveFlags --- @param scroll_flags ImGuiScrollFlags function ImGui.NavMoveRequestSubmit(move_dir, clip_dir, move_flags, scroll_flags) local g = GImGui IM_ASSERT(g.NavWindow ~= nil) if bit32.band(move_flags, ImGuiNavMoveFlags.IsTabbing) ~= 0 then move_flags = bit32.bor(move_flags, ImGuiNavMoveFlags.AllowCurrentNavId) end g.NavMoveSubmitted = true; g.NavMoveScoringItems = true g.NavMoveDir = move_dir g.NavMoveDirForDebug = move_dir g.NavMoveClipDir = clip_dir g.NavMoveFlags = move_flags g.NavMoveScrollFlags = scroll_flags g.NavMoveForwardToNextFrame = false g.NavMoveKeyMods = (bit32.band(move_flags, ImGuiNavMoveFlags.FocusApi) ~= 0) and 0 or g.IO.KeyMods g.NavMoveResultLocal:Clear() g.NavMoveResultLocalVisible:Clear() g.NavMoveResultOther:Clear() g.NavTabbingCounter = 0 g.NavTabbingResultFirst:Clear() ImGui.NavUpdateAnyRequestFlag() end --- @param r ImRect --- @param preferred_pos_rel ImVec2 --- @param move_dir ImGuiDir --- @param move_flags ImGuiNavMoveFlags function ImGui.NavBiasScoringRect(r, preferred_pos_rel, move_dir, move_flags) local g = GImGui local rel_to_abs_offset = g.NavWindow.DC.CursorStartPos if bit32.band(move_flags, ImGuiNavMoveFlags.Forwarded) == 0 then if preferred_pos_rel.x == FLT_MAX then preferred_pos_rel.x = ImMin(r.Min.x + 1.0, r.Max.x) - rel_to_abs_offset.x end if preferred_pos_rel.y == FLT_MAX then preferred_pos_rel.y = r:GetCenter().y - rel_to_abs_offset.y end end if (move_dir == ImGuiDir.Up or move_dir == ImGuiDir.Down) and preferred_pos_rel.x ~= FLT_MAX then local new_x = preferred_pos_rel.x + rel_to_abs_offset.x r.Min.x = new_x; r.Max.x = new_x elseif (move_dir == ImGuiDir.Left or move_dir == ImGuiDir.Right) and preferred_pos_rel.y ~= FLT_MAX then local new_y = preferred_pos_rel.y + rel_to_abs_offset.y r.Min.y = new_y; r.Max.y = new_y end end --- @return float function ImGui.NavUpdatePageUpPageDown() local g = GImGui local window = g.NavWindow if bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 or g.NavWindowingTarget ~= nil then return 0.0 end local page_up_held = ImGui.IsKeyDown(ImGuiKey.PageUp, ImGuiKeyOwner_NoOwner) local page_down_held = ImGui.IsKeyDown(ImGuiKey.PageDown, ImGuiKeyOwner_NoOwner) local home_pressed = ImGui.IsKeyPressedEx(ImGuiKey.Home, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) local end_pressed = ImGui.IsKeyPressedEx(ImGuiKey.End, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) if page_up_held == page_down_held and home_pressed == end_pressed then return 0.0 end if g.NavLayer ~= ImGuiNavLayer.Main then ImGui.NavRestoreLayer(ImGuiNavLayer.Main) end if bit32.band(window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Main)) == 0 and window.DC.NavWindowHasScrollY then if ImGui.IsKeyPressedEx(ImGuiKey.PageUp, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then ImGui.SetScrollY(window, window.Scroll.y - window.InnerRect:GetHeight()) elseif ImGui.IsKeyPressedEx(ImGuiKey.PageDown, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then ImGui.SetScrollY(window, window.Scroll.y + window.InnerRect:GetHeight()) elseif home_pressed then ImGui.SetScrollY(window, 0.0) elseif end_pressed then ImGui.SetScrollY(window, window.ScrollMax.y) end else local nav_rect_rel = window.NavRectRel[g.NavLayer] local page_offset_y = ImMax(0.0, window.InnerRect:GetHeight() - window.FontRefSize * 1.0 + nav_rect_rel:GetHeight()) local nav_scoring_rect_offset_y = 0.0 if ImGui.IsKeyPressedEx(ImGuiKey.PageUp, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then nav_scoring_rect_offset_y = -page_offset_y g.NavMoveDir = ImGuiDir.Down g.NavMoveClipDir = ImGuiDir.Up g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.IsPageMove) elseif ImGui.IsKeyPressedEx(ImGuiKey.PageDown, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) then nav_scoring_rect_offset_y = page_offset_y g.NavMoveDir = ImGuiDir.Up g.NavMoveClipDir = ImGuiDir.Down g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.IsPageMove) elseif home_pressed then nav_rect_rel.Min.y = 0.0; nav_rect_rel.Max.y = 0.0 if nav_rect_rel:IsInverted() then nav_rect_rel.Min.x = 0.0; nav_rect_rel.Max.x = 0.0 end g.NavMoveDir = ImGuiDir.Down g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.ScrollToEdgeY) elseif end_pressed then nav_rect_rel.Min.y = window.ContentSize.y; nav_rect_rel.Max.y = window.ContentSize.y if nav_rect_rel:IsInverted() then nav_rect_rel.Min.x = 0.0; nav_rect_rel.Max.x = 0.0 end g.NavMoveDir = ImGuiDir.Up g.NavMoveFlags = bit32.bor(ImGuiNavMoveFlags.AllowCurrentNavId, ImGuiNavMoveFlags.ScrollToEdgeY) end return nav_scoring_rect_offset_y end return 0.0 end function ImGui.NavUpdateCreateMoveRequest() local g = GImGui local io = g.IO local window = g.NavWindow local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 if g.NavMoveForwardToNextFrame and window ~= nil then IM_ASSERT(g.NavMoveDir ~= ImGuiDir.None and g.NavMoveClipDir ~= ImGuiDir.None) IM_ASSERT(bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.Forwarded) ~= 0) else g.NavMoveDir = ImGuiDir.None g.NavMoveFlags = ImGuiNavMoveFlags.None g.NavMoveScrollFlags = ImGuiScrollFlags.None if window and not g.NavWindowingTarget and bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then local repeat_mode = bit32.bor(ImGuiInputFlags.Repeat, ImGuiInputFlags.RepeatRateNavMove) if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Left) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Left end if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Right) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Right end if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Up) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Up end if not ImGui.IsActiveIdUsingNavDir(ImGuiDir.Down) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) or (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner))) then g.NavMoveDir = ImGuiDir.Down end end g.NavMoveClipDir = g.NavMoveDir ImRect_Copy(g.NavScoringNoClipRect, ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX)) end local scoring_page_offset_y = 0.0 if window and g.NavMoveDir == ImGuiDir.None and nav_keyboard_active then scoring_page_offset_y = ImGui.NavUpdatePageUpPageDown() end g.NavMoveForwardToNextFrame = false if g.NavMoveDir ~= ImGuiDir.None then ImGui.NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags) end if g.NavMoveSubmitted and g.NavId == 0 then g.NavInitRequest = true; g.NavInitRequestFromMove = true g.NavInitResult.ID = 0 if g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = true end end if g.NavMoveSubmitted and g.NavInputSource == ImGuiInputSource.Gamepad and g.NavLayer == ImGuiNavLayer.Main and window ~= nil then local clamp_x = bit32.band(g.NavMoveFlags, bit32.bor(ImGuiNavMoveFlags.LoopX, ImGuiNavMoveFlags.WrapX)) == 0 local clamp_y = bit32.band(g.NavMoveFlags, bit32.bor(ImGuiNavMoveFlags.LoopY, ImGuiNavMoveFlags.WrapY)) == 0 local inner_rect_rel = ImGui.WindowRectAbsToRel(window, ImRect(ImVec2(window.InnerRect.Min.x - 1, window.InnerRect.Min.y - 1), ImVec2(window.InnerRect.Max.x + 1, window.InnerRect.Max.y + 1))) local next_scroll = CalcNextScrollFromScrollTargetAndClamp(window) inner_rect_rel:Translate(ImVec2(next_scroll.x - window.Scroll.x, next_scroll.y - window.Scroll.y)) if (clamp_x or clamp_y) and not inner_rect_rel:Contains(window.NavRectRel[g.NavLayer]) then local pad_x = ImMin(inner_rect_rel:GetWidth(), window.FontRefSize * 0.5) local pad_y = ImMin(inner_rect_rel:GetHeight(), window.FontRefSize * 0.5) inner_rect_rel.Min.x = clamp_x and (inner_rect_rel.Min.x + pad_x) or -FLT_MAX inner_rect_rel.Max.x = clamp_x and (inner_rect_rel.Max.x - pad_x) or FLT_MAX inner_rect_rel.Min.y = clamp_y and (inner_rect_rel.Min.y + pad_y) or -FLT_MAX inner_rect_rel.Max.y = clamp_y and (inner_rect_rel.Max.y - pad_y) or FLT_MAX window.NavRectRel[g.NavLayer]:ClipWithFull(inner_rect_rel) g.NavId = 0 end end local scoring_rect = ImRect() if window ~= nil then local nav_rect_rel = ImRect() if not window.NavRectRel[g.NavLayer]:IsInverted() then ImRect_Copy(nav_rect_rel, window.NavRectRel[g.NavLayer]) end scoring_rect = ImGui.WindowRectRelToAbs(window, nav_rect_rel) if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsPageMove) ~= 0 then if window.InnerRect:Contains(scoring_rect) then g.NavMoveFlags = bit32.bor(g.NavMoveFlags, ImGuiNavMoveFlags.AlsoScoreVisibleSet) end ImRect_Copy(g.NavScoringNoClipRect, scoring_rect) scoring_rect:TranslateY(scoring_page_offset_y) g.NavScoringNoClipRect:Add(scoring_rect) end if g.NavMoveSubmitted then ImGui.NavBiasScoringRect(scoring_rect, window.RootWindowForNav.NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags) end IM_ASSERT(not scoring_rect:IsInverted()) end ImRect_Copy(g.NavScoringRect, scoring_rect) end function ImGui.NavUpdateCreateTabbingRequest() local g = GImGui local window = g.NavWindow IM_ASSERT(g.NavMoveDir == ImGuiDir.None) if window == nil or g.NavWindowingTarget ~= nil or bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 or not g.ConfigNavEnableTabbing then return end local tab_pressed = ImGui.IsKeyPressedEx(ImGuiKey.Tab, ImGuiInputFlags.Repeat, ImGuiKeyOwner_NoOwner) and not g.IO.KeyCtrl and not g.IO.KeyAlt if not tab_pressed then return end local nav_keyboard_active = bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 if nav_keyboard_active then g.NavTabbingDir = g.IO.KeyShift and -1 or ((g.NavCursorVisible == false and g.ActiveId == 0) and 0 or 1) else g.NavTabbingDir = g.IO.KeyShift and -1 or ((g.ActiveId == 0) and 0 or 1) end local move_flags = bit32.bor(ImGuiNavMoveFlags.IsTabbing, ImGuiNavMoveFlags.Activate) local scroll_flags = window.Appearing and bit32.bor(ImGuiScrollFlags.KeepVisibleEdgeX, ImGuiScrollFlags.AlwaysCenterY) or bit32.bor(ImGuiScrollFlags.KeepVisibleEdgeX, ImGuiScrollFlags.KeepVisibleEdgeY) local clip_dir = (g.NavTabbingDir < 0) and ImGuiDir.Up or ImGuiDir.Down ImGui.NavMoveRequestSubmit(ImGuiDir.None, clip_dir, move_flags, scroll_flags) g.NavTabbingCounter = -1 end function ImGui.NavUpdate() local g = GImGui local io = g.IO io.WantSetMousePos = false local nav_gamepad_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 if nav_gamepad_active and g.NavInputSource ~= ImGuiInputSource.Gamepad then for _, key in ipairs(nav_gamepad_keys_to_change_source) do if ImGui.IsKeyDown(key) then g.NavInputSource = ImGuiInputSource.Gamepad end end end local nav_keyboard_active = bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 if nav_keyboard_active and g.NavInputSource ~= ImGuiInputSource.Keyboard then for _, key in ipairs(nav_keyboard_keys_to_change_source) do if ImGui.IsKeyDown(key) then g.NavInputSource = ImGuiInputSource.Keyboard end end end g.NavJustMovedToId = 0 g.NavJustMovedToFocusScopeId = 0 g.NavJustMovedFromFocusScopeId = 0 if g.NavInitResult.ID ~= 0 then ImGui.NavInitRequestApplyResult() end g.NavInitRequest = false g.NavInitRequestFromMove = false g.NavInitResult.ID = 0 if g.NavMoveSubmitted then ImGui.NavMoveRequestApplyResult() end g.NavTabbingCounter = 0 g.NavMoveSubmitted = false g.NavMoveScoringItems = false if g.NavCursorHideFrames > 0 then g.NavCursorHideFrames = g.NavCursorHideFrames - 1 if g.NavCursorHideFrames == 0 then g.NavCursorVisible = true end end local set_mouse_pos = false if g.NavMousePosDirty and g.NavIdIsAlive then if g.NavCursorVisible and g.NavHighlightItemUnderNav and g.NavWindow then set_mouse_pos = true end end g.NavMousePosDirty = false IM_ASSERT(g.NavLayer == ImGuiNavLayer.Main or g.NavLayer == ImGuiNavLayer.Menu) if g.NavWindow then ImGui.NavSaveLastChildNavWindowIntoParent(g.NavWindow) end if g.NavWindow and g.NavWindow.NavLastChildNavWindow ~= nil and g.NavLayer == ImGuiNavLayer.Main then g.NavWindow.NavLastChildNavWindow = nil end ImGui.NavUpdateWindowing() io.NavActive = (nav_keyboard_active or nav_gamepad_active) and g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 io.NavVisible = (io.NavActive and g.NavId ~= 0 and g.NavCursorVisible) or (g.NavWindowingTarget ~= nil) ImGui.NavUpdateCancelRequest() ImGui.NavUpdateContextMenuRequest() g.NavActivateId = 0 g.NavActivateDownId = 0 g.NavActivatePressedId = 0 g.NavActivateFlags = ImGuiActivateFlags.None if g.NavId ~= 0 and g.NavCursorVisible and not g.NavWindowingTarget and g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then local activate_down = (nav_keyboard_active and ImGui.IsKeyDown(ImGuiKey.Space, ImGuiKeyOwner_NoOwner)) or (nav_gamepad_active and ImGui.IsKeyDown(ImGuiKey.NavGamepadActivate, ImGuiKeyOwner_NoOwner)) local activate_pressed = activate_down and ((nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.Space, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner)) or (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadActivate, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner))) local input_pressed_keyboard = nav_keyboard_active and (ImGui.IsKeyPressedEx(ImGuiKey.Enter, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner) or ImGui.IsKeyPressedEx(ImGuiKey.KeypadEnter, ImGuiInputFlags.None, ImGuiKeyOwner_NoOwner)) local input_pressed_gamepad = false if activate_down and nav_gamepad_active and ImGui.IsKeyDown(ImGuiKey.NavGamepadActivate, ImGuiKeyOwner_NoOwner) and bit32.band(g.NavIdItemFlags, ImGuiItemFlags.Inputable) ~= 0 then if ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate).DownDurationPrev < NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY and ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate).DownDuration >= NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY then input_pressed_gamepad = true end end if g.ActiveId == 0 and activate_pressed then g.NavActivateId = g.NavId g.NavActivateFlags = ImGuiActivateFlags.PreferTweak end if (g.ActiveId == 0 or g.ActiveId == g.NavId) and (input_pressed_keyboard or input_pressed_gamepad) then g.NavActivateId = g.NavId g.NavActivateFlags = ImGuiActivateFlags.PreferInput end if (g.ActiveId == 0 or g.ActiveId == g.NavId) and (activate_down or input_pressed_keyboard or input_pressed_gamepad) then g.NavActivateDownId = g.NavId end if (g.ActiveId == 0 or g.ActiveId == g.NavId) and (activate_pressed or input_pressed_keyboard or input_pressed_gamepad) then g.NavActivatePressedId = g.NavId ImGui.NavHighlightActivated(g.NavId) end end if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) ~= 0 then g.NavCursorVisible = false elseif g.IO.ConfigNavCursorVisibleAlways and g.NavCursorHideFrames == 0 then g.NavCursorVisible = true end if g.NavActivateId ~= 0 then IM_ASSERT(g.NavActivateDownId == g.NavActivateId) end if g.NavHighlightActivatedTimer > 0.0 then g.NavHighlightActivatedTimer = ImMax(0.0, g.NavHighlightActivatedTimer - io.DeltaTime) end if g.NavHighlightActivatedTimer == 0.0 then g.NavHighlightActivatedId = 0 end if g.NavNextActivateId ~= 0 then g.NavActivateId = g.NavNextActivateId g.NavActivateDownId = g.NavNextActivateId g.NavActivatePressedId = g.NavNextActivateId g.NavActivateFlags = g.NavNextActivateFlags end g.NavNextActivateId = 0 ImGui.NavUpdateCreateMoveRequest() if g.NavMoveDir == ImGuiDir.None then ImGui.NavUpdateCreateTabbingRequest() end ImGui.NavUpdateAnyRequestFlag() g.NavIdIsAlive = false if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.NoNavInputs) == 0 and not g.NavWindowingTarget then local window = g.NavWindow local scroll_speed = IM_ROUND(window.FontRefSize * 100 * io.DeltaTime) local move_dir = g.NavMoveDir if window.DC.NavLayersActiveMask == 0x00 and window.DC.NavWindowHasScrollY and move_dir ~= ImGuiDir.None then if move_dir == ImGuiDir.Left or move_dir == ImGuiDir.Right then local delta = (move_dir == ImGuiDir.Left) and -1.0 or 1.0 ImGui.SetScrollX(window, ImTrunc(window.Scroll.x + delta * scroll_speed)) end if move_dir == ImGuiDir.Up or move_dir == ImGuiDir.Down then local delta = (move_dir == ImGuiDir.Up) and -1.0 or 1.0 ImGui.SetScrollY(window, ImTrunc(window.Scroll.y + delta * scroll_speed)) end end if nav_gamepad_active then local scroll_dir = ImGui.GetKeyMagnitude2d(ImGuiKey.GamepadLStickLeft, ImGuiKey.GamepadLStickRight, ImGuiKey.GamepadLStickUp, ImGuiKey.GamepadLStickDown) local tweak_factor = 1.0 if ImGui.IsKeyDown(ImGuiKey.NavGamepadTweakSlow) then tweak_factor = 1.0 / 10.0 elseif ImGui.IsKeyDown(ImGuiKey.NavGamepadTweakFast) then tweak_factor = 10.0 end if scroll_dir.x ~= 0.0 and window.ScrollbarX then ImGui.SetScrollX(window, ImTrunc(window.Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)) end if scroll_dir.y ~= 0.0 then ImGui.SetScrollY(window, ImTrunc(window.Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)) end end end if not nav_keyboard_active and not nav_gamepad_active then g.NavCursorVisible = false g.NavHighlightItemUnderNav = false set_mouse_pos = false end if set_mouse_pos and io.ConfigNavMoveSetMousePos and bit32.band(io.BackendFlags, ImGuiBackendFlags.HasSetMousePos) ~= 0 then ImGui.TeleportMousePos(ImGui.NavCalcPreferredRefPos(ImGuiWindowFlags.Popup)) end g.NavScoringDebugCount = 0 end end function ImGui.NavUpdateCancelRequest() local g = GImGui local nav_gamepad_active = bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0 and bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0 local nav_keyboard_active = bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 if not (nav_keyboard_active and ImGui.IsKeyPressedEx(ImGuiKey.Escape, 0, ImGuiKeyOwner_NoOwner)) and not (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner)) then return end -- IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()") if g.ActiveId ~= 0 then ImGui.ClearActiveID() elseif g.NavLayer ~= ImGuiNavLayer.Main then ImGui.NavRestoreLayer(ImGuiNavLayer.Main) ImGui.SetNavCursorVisibleAfterMove() elseif g.NavWindow and g.NavWindow ~= g.NavWindow.RootWindow and bit32.band(g.NavWindow.RootWindowForNav.Flags, ImGuiWindowFlags.Popup) == 0 and g.NavWindow.RootWindowForNav.ParentWindow then local child_window = g.NavWindow.RootWindowForNav local parent_window = child_window.ParentWindow IM_ASSERT(child_window.ChildId ~= 0) ImGui.FocusWindow(parent_window) ImGui.SetNavID(child_window.ChildId, ImGuiNavLayer.Main, 0, ImGui.WindowRectAbsToRel(parent_window, child_window:Rect())) ImGui.SetNavCursorVisibleAfterMove() elseif g.OpenPopupStack.Size > 0 and g.OpenPopupStack:back().Window ~= nil and bit32.band(g.OpenPopupStack:back().Window.Flags, ImGuiWindowFlags.Modal) == 0 then ImGui.ClosePopupToLevel(g.OpenPopupStack.Size - 1, true) else if g.IO.ConfigNavEscapeClearFocusItem or g.IO.ConfigNavEscapeClearFocusWindow then if g.NavWindow and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.Popup) ~= 0 then g.NavWindow.NavLastIds[0] = 0 end end if g.IO.ConfigNavEscapeClearFocusItem or g.IO.ConfigNavEscapeClearFocusWindow then g.NavId = 0 end if g.IO.ConfigNavEscapeClearFocusWindow then ImGui.FocusWindow(nil) end end end function ImGui.NavMoveRequestButNoResultYet() local g = GImGui return g.NavMoveScoringItems and g.NavMoveResultLocal.ID == 0 and g.NavMoveResultOther.ID == 0 end local function ImGetDirQuadrantFromDelta(dx, dy) if ImFabs(dx) > ImFabs(dy) then return (dx > 0.0) and ImGuiDir.Right or ImGuiDir.Left end return (dy > 0.0) and ImGuiDir.Down or ImGuiDir.Up end local function NavScoreItemDistInterval(cand_min, cand_max, curr_min, curr_max) if cand_max < curr_min then return cand_max - curr_min end if curr_max < cand_min then return cand_min - curr_max end return 0.0 end --- @param result ImGuiNavItemData --- @param nav_bb ImRect --- @return bool function ImGui.NavScoreItem(result, nav_bb) local g = GImGui local window = g.CurrentWindow if g.NavLayer ~= window.DC.NavLayerCurrent then return false end local cand = ImRect() ImRect_Copy(cand, nav_bb) local curr = g.NavScoringRect g.NavScoringDebugCount = g.NavScoringDebugCount + 1 if window.ParentWindow == g.NavWindow then IM_ASSERT(bit32.band(bit32.bor(window.ChildFlags, g.NavWindow.ChildFlags), ImGuiChildFlags.NavFlattened) ~= 0) if not window.ClipRect:Overlaps(cand) then return false end cand:ClipWithFull(window.ClipRect) end local dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x) local dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2), ImLerp(cand.Min.y, cand.Max.y, 0.8), ImLerp(curr.Min.y, curr.Max.y, 0.2), ImLerp(curr.Min.y, curr.Max.y, 0.8)) if dby ~= 0.0 and dbx ~= 0.0 then dbx = (dbx / 1000.0) + ((dbx > 0.0) and 1.0 or -1.0) end local dist_box = ImFabs(dbx) + ImFabs(dby) local dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x) local dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y) local dist_center = ImFabs(dcx) + ImFabs(dcy) local quadrant local dax = 0.0 local day = 0.0 local dist_axial = 0.0 if dbx ~= 0.0 or dby ~= 0.0 then dax = dbx day = dby dist_axial = dist_box quadrant = ImGetDirQuadrantFromDelta(dbx, dby) elseif dcx ~= 0.0 or dcy ~= 0.0 then dax = dcx day = dcy dist_axial = dist_center quadrant = ImGetDirQuadrantFromDelta(dcx, dcy) else quadrant = (g.LastItemData.ID < g.NavId) and ImGuiDir.Left or ImGuiDir.Right end local move_dir = g.NavMoveDir local new_best = false if quadrant == move_dir then if dist_box < result.DistBox then result.DistBox = dist_box result.DistCenter = dist_center return true end if dist_box == result.DistBox then if dist_center < result.DistCenter then result.DistCenter = dist_center new_best = true elseif dist_center == result.DistCenter then if (((move_dir == ImGuiDir.Up or move_dir == ImGuiDir.Down) and dby) or dbx) < 0.0 then new_best = true end end end end if result.DistBox == FLT_MAX and dist_axial < result.DistAxial then if g.NavLayer == ImGuiNavLayer.Menu and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.ChildMenu) == 0 then if (move_dir == ImGuiDir.Left and dax < 0.0) or (move_dir == ImGuiDir.Right and dax > 0.0) or (move_dir == ImGuiDir.Up and day < 0.0) or (move_dir == ImGuiDir.Down and day > 0.0) then result.DistAxial = dist_axial new_best = true end end end return new_best end --- @param result ImGuiNavItemData function ImGui.NavApplyItemToResult(result) local g = GImGui local window = g.CurrentWindow result.Window = window result.ID = g.LastItemData.ID result.FocusScopeId = g.CurrentFocusScopeId result.ItemFlags = g.LastItemData.ItemFlags ImRect_Copy(result.RectRel, ImGui.WindowRectAbsToRel(window, g.LastItemData.NavRect)) if bit32.band(result.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 then IM_ASSERT(g.NextItemData.SelectionUserData ~= ImGuiSelectionUserData_Invalid) result.SelectionUserData = g.NextItemData.SelectionUserData end end --- @param result ImGuiNavItemData function ImGui.NavMoveRequestResolveWithLastItem(result) local g = GImGui g.NavMoveScoringItems = false ImGui.NavApplyItemToResult(result) ImGui.NavUpdateAnyRequestFlag() end --- @param id ImGuiID --- @param item_flags ImGuiItemFlags --- @param move_flags ImGuiNavMoveFlags function ImGui.NavProcessItemForTabbingRequest(id, item_flags, move_flags) local g = GImGui if bit32.band(move_flags, ImGuiNavMoveFlags.FocusApi) == 0 then if g.NavLayer ~= g.CurrentWindow.DC.NavLayerCurrent then return end if g.NavFocusScopeId ~= g.CurrentFocusScopeId then return end end local can_stop if bit32.band(move_flags, ImGuiNavMoveFlags.FocusApi) ~= 0 then can_stop = true else can_stop = bit32.band(item_flags, ImGuiItemFlags.NoTabStop) == 0 and (bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) ~= 0 or bit32.band(item_flags, ImGuiItemFlags.Inputable) ~= 0) end local result = g.NavMoveResultLocal if g.NavTabbingDir == 1 then if can_stop and g.NavTabbingResultFirst.ID == 0 then ImGui.NavApplyItemToResult(g.NavTabbingResultFirst) end if can_stop and g.NavTabbingCounter > 0 then g.NavTabbingCounter = g.NavTabbingCounter - 1 if g.NavTabbingCounter == 0 then ImGui.NavMoveRequestResolveWithLastItem(result) end elseif g.NavId == id then g.NavTabbingCounter = 1 end elseif g.NavTabbingDir == -1 then if g.NavId == id then if result.ID ~= 0 then g.NavMoveScoringItems = false ImGui.NavUpdateAnyRequestFlag() end elseif can_stop then ImGui.NavApplyItemToResult(result) end elseif g.NavTabbingDir == 0 then if can_stop and g.NavId == id then ImGui.NavMoveRequestResolveWithLastItem(result) end if can_stop and g.NavTabbingResultFirst.ID == 0 then ImGui.NavApplyItemToResult(g.NavTabbingResultFirst) end end end function ImGui.NavProcessItem() local g = GImGui local window = g.CurrentWindow local id = g.LastItemData.ID local item_flags = g.LastItemData.ItemFlags local nav_bb = ImRect() ImRect_Copy(nav_bb, g.LastItemData.NavRect) if window.DC.NavIsScrollPushableX == false then nav_bb.Min.x = ImClamp(nav_bb.Min.x, window.ClipRect.Min.x, window.ClipRect.Max.x) nav_bb.Max.x = ImClamp(nav_bb.Max.x, window.ClipRect.Min.x, window.ClipRect.Max.x) end if g.NavInitRequest and g.NavLayer == window.DC.NavLayerCurrent and bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0 then local candidate_for_nav_default_focus = bit32.band(item_flags, ImGuiItemFlags.NoNavDefaultFocus) == 0 if candidate_for_nav_default_focus or g.NavInitResult.ID == 0 then ImGui.NavApplyItemToResult(g.NavInitResult) end if candidate_for_nav_default_focus then g.NavInitRequest = false ImGui.NavUpdateAnyRequestFlag() end end if g.NavMoveScoringItems and bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0 then if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0 or bit32.band(window.Flags, ImGuiWindowFlags.NoNavInputs) == 0 then local is_tabbing = bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 if is_tabbing then ImGui.NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags) elseif g.NavId ~= id or bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.AllowCurrentNavId) ~= 0 then local result = (window == g.NavWindow) and g.NavMoveResultLocal or g.NavMoveResultOther if ImGui.NavScoreItem(result, nav_bb) then ImGui.NavApplyItemToResult(result) end local VISIBLE_RATIO = 0.70 if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.AlsoScoreVisibleSet) ~= 0 then local r = window.InnerRect if r:Overlaps(nav_bb) then if ImClamp(nav_bb.Max.y, r.Min.y, r.Max.y) - ImClamp(nav_bb.Min.y, r.Min.y, r.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO then if ImGui.NavScoreItem(g.NavMoveResultLocalVisible, nav_bb) then ImGui.NavApplyItemToResult(g.NavMoveResultLocalVisible) end end end end end end end if g.NavId == id then if g.NavWindow ~= window then ImGui.SetNavWindow(window) end g.NavLayer = window.DC.NavLayerCurrent ImGui.SetNavFocusScope(g.CurrentFocusScopeId) g.NavFocusScopeId = g.CurrentFocusScopeId g.NavIdIsAlive = true g.NavIdItemFlags = item_flags if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 then IM_ASSERT(g.NextItemData.SelectionUserData ~= ImGuiSelectionUserData_Invalid) g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData end window.NavRectRel[window.DC.NavLayerCurrent] = ImGui.WindowRectAbsToRel(window, nav_bb) end end function ImGui.NavInitRequestApplyResult() local g = GImGui if not g.NavWindow then return end local result = g.NavInitResult if g.NavId ~= result.ID then g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId g.NavJustMovedToId = result.ID g.NavJustMovedToFocusScopeId = result.FocusScopeId g.NavJustMovedToKeyMods = 0 g.NavJustMovedToIsTabbing = false g.NavJustMovedToHasSelectionData = bit32.band(result.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 end ImGui.SetNavID(result.ID, g.NavLayer, result.FocusScopeId, result.RectRel) g.NavIdIsAlive = true if result.SelectionUserData ~= ImGuiSelectionUserData_Invalid then g.NavLastValidSelectionUserData = result.SelectionUserData end if g.NavInitRequestFromMove then ImGui.SetNavCursorVisibleAfterMove() end end function ImGui.NavMoveRequestApplyResult() local g = GImGui local result if g.NavMoveResultLocal.ID ~= 0 then result = g.NavMoveResultLocal elseif g.NavMoveResultOther.ID ~= 0 then result = g.NavMoveResultOther else result = nil end if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 and result == nil then if (g.NavTabbingCounter == 1 or g.NavTabbingDir == 0) and g.NavTabbingResultFirst.ID ~= 0 then result = g.NavTabbingResultFirst end end local axis = (g.NavMoveDir == ImGuiDir.Up or g.NavMoveDir == ImGuiDir.Down) and ImGuiAxis.Y or ImGuiAxis.X if result == nil then if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 then g.NavMoveFlags = bit32.bor(g.NavMoveFlags, ImGuiNavMoveFlags.NoSetNavCursorVisible) end if g.NavId ~= 0 and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoSetNavCursorVisible) == 0 then ImGui.SetNavCursorVisibleAfterMove() end ImGui.NavClearPreferredPosForAxis(axis) return end if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.AlsoScoreVisibleSet) ~= 0 and g.NavMoveResultLocalVisible.ID ~= 0 and g.NavMoveResultLocalVisible.ID ~= g.NavId then result = g.NavMoveResultLocalVisible end if result ~= g.NavMoveResultOther and g.NavMoveResultOther.ID ~= 0 and g.NavMoveResultOther.Window.ParentWindow == g.NavWindow then if g.NavMoveResultOther.DistBox < result.DistBox or (g.NavMoveResultOther.DistBox == result.DistBox and g.NavMoveResultOther.DistCenter < result.DistCenter) then result = g.NavMoveResultOther end end IM_ASSERT(g.NavWindow and result.Window) if g.NavLayer == ImGuiNavLayer.Main then local rect_abs = ImGui.WindowRectRelToAbs(result.Window, result.RectRel) ImGui.ScrollToRectEx(result.Window, rect_abs, g.NavMoveScrollFlags) if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.ScrollToEdgeY) ~= 0 then local scroll_target = (g.NavMoveDir == ImGuiDir.Up) and result.Window.ScrollMax.y or 0.0 ImGui.SetScrollY(result.Window, scroll_target) end end if g.NavWindow ~= result.Window then g.NavWindow = result.Window g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid end if g.ActiveId ~= result.ID and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoClearActiveId) == 0 then ImGui.ClearActiveID() end if (g.NavId ~= result.ID or bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsPageMove) ~= 0) and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoSelect) == 0 then g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId g.NavJustMovedToId = result.ID g.NavJustMovedToFocusScopeId = result.FocusScopeId g.NavJustMovedToKeyMods = g.NavMoveKeyMods g.NavJustMovedToIsTabbing = bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 g.NavJustMovedToHasSelectionData = bit32.band(result.ItemFlags, ImGuiItemFlags.HasSelectionUserData) ~= 0 end local root_for_nav = g.NavWindow.RootWindowForNav local preferred_scoring_pos_rel = ImVec2() ImVec2_Copy(preferred_scoring_pos_rel, root_for_nav.NavPreferredScoringPosRel[g.NavLayer]) ImGui.SetNavID(result.ID, g.NavLayer, result.FocusScopeId, result.RectRel) if result.SelectionUserData ~= ImGuiSelectionUserData_Invalid then g.NavLastValidSelectionUserData = result.SelectionUserData end if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) == 0 then preferred_scoring_pos_rel[axis] = result.RectRel:GetCenter()[axis] ImVec2_Copy(root_for_nav.NavPreferredScoringPosRel[g.NavLayer], preferred_scoring_pos_rel) end if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 and bit32.band(result.ItemFlags, ImGuiItemFlags.Inputable) == 0 then g.NavMoveFlags = bit32.band(g.NavMoveFlags, bit32.bnot(ImGuiNavMoveFlags.Activate)) end if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.Activate) ~= 0 then g.NavNextActivateId = result.ID g.NavNextActivateFlags = ImGuiActivateFlags.None if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.FocusApi) ~= 0 then g.NavNextActivateFlags = bit32.bor(g.NavNextActivateFlags, ImGuiActivateFlags.FromFocusApi) end if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.IsTabbing) ~= 0 then g.NavNextActivateFlags = bit32.bor(g.NavNextActivateFlags, ImGuiActivateFlags.PreferInput, ImGuiActivateFlags.TryToPreserveState, ImGuiActivateFlags.FromTabbing) end end if bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.NoSetNavCursorVisible) == 0 then ImGui.SetNavCursorVisibleAfterMove() end end function ImGui.NavUpdateCurrentWindowIsScrollPushableX() local g = GImGui local window = g.CurrentWindow window.DC.NavIsScrollPushableX = (g.CurrentTable == nil and window.DC.CurrentColumns == nil) end --- @param result ImGuiNavItemData --- @param tree_node_data ImGuiTreeNodeStackData function ImGui.NavMoveRequestResolveWithPastTreeNode(result, tree_node_data) local g = GImGui g.NavMoveScoringItems = false g.LastItemData.ID = tree_node_data.ID g.LastItemData.ItemFlags = bit32.band(tree_node_data.ItemFlags, bit32.bnot(ImGuiItemFlags.HasSelectionUserData)) ImRect_Copy(g.LastItemData.NavRect, tree_node_data.NavRect) ImGui.NavApplyItemToResult(result) ImGui.NavClearPreferredPosForAxis(ImGuiAxis.Y) ImGui.NavUpdateAnyRequestFlag() end function ImGui.NavMoveRequestCancel() local g = GImGui g.NavMoveSubmitted = false g.NavMoveScoringItems = false ImGui.NavUpdateAnyRequestFlag() end --- @param move_dir ImGuiDir --- @param clip_dir ImGuiDir --- @param move_flags ImGuiNavMoveFlags --- @param scroll_flags ImGuiScrollFlags function ImGui.NavMoveRequestForward(move_dir, clip_dir, move_flags, scroll_flags) local g = GImGui IM_ASSERT(g.NavMoveForwardToNextFrame == false) ImGui.NavMoveRequestCancel() g.NavMoveForwardToNextFrame = true g.NavMoveDir = move_dir g.NavMoveClipDir = clip_dir g.NavMoveFlags = bit32.bor(move_flags, ImGuiNavMoveFlags.Forwarded) g.NavMoveScrollFlags = scroll_flags end --- @param window ImGuiWindow --- @param wrap_flags ImGuiNavMoveFlags function ImGui.NavMoveRequestTryWrapping(window, wrap_flags) local g = GImGui IM_ASSERT(bit32.band(wrap_flags, ImGuiNavMoveFlags.WrapMask_) ~= 0 and bit32.band(wrap_flags, bit32.bnot(ImGuiNavMoveFlags.WrapMask_)) == 0) if g.NavWindow == window and g.NavMoveScoringItems and g.NavLayer == window.DC.NavLayerCurrent then g.NavMoveFlags = bit32.bor(bit32.band(g.NavMoveFlags, bit32.bnot(ImGuiNavMoveFlags.WrapMask_)), wrap_flags) end end --------------------------------------------------------------------------------------- -- [SECTION] DRAG AND DROP --------------------------------------------------------------------------------------- function ImGui.IsDragDropPayloadBeingAccepted() local g = GImGui return g.DragDropActive and g.DragDropAcceptIdPrev ~= 0 end --------------------------------------------------------------------------------------- -- [SECTION] LOCALIZATION --------------------------------------------------------------------------------------- --- @param entries ImGuiLocEntry[] --- @param count int function ImGui.LocalizeRegisterEntries(entries, count) local g = GImGui for n = 1, count do g.LocalizationTable[entries[n].Key] = entries[n].Text end end --------------------------------------------------------------------------------------- -- [SECTION] VIEWPORTS, PLATFORM WINDOWS --------------------------------------------------------------------------------------- function MT.ImGuiViewport:GetDebugName() local viewport = self return viewport.Window and viewport.Window.Name or "n/a" end function MT.ImGuiPlatformIO:ClearPlatformHandlers() self.Platform_GetClipboardTextFn = nil; self.Platform_SetClipboardTextFn = nil self.Platform_ClipboardUserData = nil self.Platform_OpenInShellFn = nil; self.Platform_OpenInShellUserData = nil self.Platform_SetImeDataFn = nil; self.Platform_ImeUserData = nil self.Platform_CreateWindow = nil; self.Platform_DestroyWindow = nil; self.Platform_ShowWindow = nil self.Platform_SetWindowPos = nil; self.Platform_SetWindowSize = nil self.Platform_GetWindowPos = nil; self.Platform_GetWindowSize = nil; self.Platform_GetWindowFramebufferScale = nil self.Platform_SetWindowFocus = nil; self.Platform_GetWindowFocus = nil; self.Platform_GetWindowMinimized = nil self.Platform_SetWindowTitle = nil; self.Platform_SetWindowAlpha = nil; self.Platform_UpdateWindow = nil self.Platform_RenderWindow = nil; self.Platform_SwapBuffers = nil; self.Platform_GetWindowDpiScale = nil self.Platform_OnChangedViewport = nil; self.Platform_GetWindowWorkAreaInsets = nil; self.Platform_CreateVkSurface = nil end function MT.ImGuiPlatformIO:ClearRendererHandlers() self.Renderer_TextureMaxWidth = 0; self.Renderer_TextureMaxHeight = 0 self.Renderer_RenderState = nil self.Renderer_CreateWindow = nil; self.Renderer_DestroyWindow = nil self.Renderer_SetWindowSize = nil self.Renderer_RenderWindow = nil; self.Renderer_SwapBuffers = nil end --- @return ImGuiViewport function ImGui.GetMainViewport() local g = GImGui return g.Viewports[1] end --- @param viewport_id ImGuiID --- @return ImGuiViewport? function ImGui.FindViewportByID(viewport_id) local g = GImGui for _, viewport in g.Viewports:iter() do if viewport.ID == viewport_id then return viewport end end return nil end --- @param current_window? ImGuiWindow --- @param viewport? ImGuiViewportP function ImGui.SetCurrentViewport(current_window, viewport) local g = GImGui if viewport then viewport.LastFrameActive = g.FrameCount end if g.CurrentViewport == viewport then return end g.CurrentDpiScale = viewport and viewport.DpiScale or 1.0 g.CurrentViewport = viewport IM_ASSERT(g.CurrentDpiScale > 0.0 and g.CurrentDpiScale < 99.0) -- Typical correct values would be between 1.0f and 4.0f -- IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X", current_window and current_window.Name or "NULL", viewport and viewport.ID or 0) if g.IO.ConfigDpiScaleFonts then g.Style.FontScaleDpi = g.CurrentDpiScale end -- Notify platform layer of viewport changes -- FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI if g.CurrentViewport and g.PlatformIO.Platform_OnChangedViewport then g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport) end end --- @param window ImGuiWindow --- @param viewport ImGuiViewportP function ImGui.SetWindowViewport(window, viewport) -- Abandon viewport if window.ViewportOwned and window.Viewport.Window == window then window.Viewport.Size = ImVec2(0.0, 0.0) end window.Viewport = viewport window.ViewportId = viewport.ID window.ViewportOwned = (viewport.Window == window) end --- @param window ImGuiWindow --- @return bool function ImGui.GetWindowAlwaysWantOwnViewport(window) -- Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. local g = GImGui if g.IO.ConfigViewportsNoAutoMerge or (bit32.band(window.WindowClass.ViewportFlagsOverrideSet, ImGuiViewportFlags.NoAutoMerge) ~= 0) then if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= 0 then if not window.DockIsActive then if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.ChildMenu, ImGuiWindowFlags.Tooltip)) == 0 then if bit32.band(window.Flags, ImGuiWindowFlags.Popup) == 0 or bit32.band(window.Flags, ImGuiWindowFlags.Modal) ~= 0 then return true end end end end end return false end --- Heuristic, see #8948: depends on how backends handle OS-level parenting. --- Due to how parent viewport stack is layed out, note that IsViewportAbove(a,b) isn't always the same as !IsViewportAbove(b,a). --- @param potential_above ImGuiViewportP --- @param potential_below ImGuiViewportP --- @return bool function ImGui.IsViewportAbove(potential_above, potential_below) -- If ImGuiBackendFlags.HasParentViewport if set, ->ParentViewport chain should be accurate. local g = GImGui if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasParentViewport) ~= 0 then local v = potential_above --[[@as ImGuiViewport]] while v ~= nil and v.ParentViewport do if v.ParentViewport == potential_below then return true end v = v.ParentViewport end else if potential_above.ParentViewport == potential_below then return true end end if potential_above.LastFocusedStampCount > potential_below.LastFocusedStampCount then return true end return false end --- @param window ImGuiWindow --- @param viewport_dst ImGuiViewportP function ImGui.UpdateTryMergeWindowIntoHostViewport(window, viewport_dst) local g = GImGui IM_ASSERT(window == window.RootWindowDockTree) local viewport_src = window.Viewport -- Current viewport if viewport_src == viewport_dst then return false end if bit32.band(viewport_dst.Flags, ImGuiViewportFlags.CanHostOtherWindows) == 0 then return false end if bit32.band(viewport_dst.Flags, ImGuiViewportFlags.IsMinimized) ~= 0 then return false end if not viewport_dst:GetMainRect():Contains(window:Rect()) then return false end if ImGui.GetWindowAlwaysWantOwnViewport(window) then return false end for _, viewport_obstructing in g.Viewports:iter() do repeat if viewport_obstructing == viewport_src or viewport_obstructing == viewport_dst or not viewport_obstructing.PlatformWindowCreated then break end if viewport_obstructing:GetMainRect():Overlaps(window:Rect()) then if ImGui.IsViewportAbove(viewport_obstructing, viewport_dst) then if viewport_src == nil or ImGui.IsViewportAbove(viewport_src, viewport_obstructing) then return false -- viewport_obstructing is between viewport_src and viewport_dst -> Cannot merge. end end end until true end -- Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' merge into Viewport 0X%08X", window.Name, viewport_dst.ID) if window.ViewportOwned then for n = 1, g.Windows.Size do if g.Windows.Data[n].Viewport == viewport_src then ImGui.SetWindowViewport(g.Windows.Data[n], viewport_dst) end end end ImGui.SetWindowViewport(window, viewport_dst) if bit32.band(window.Flags, ImGuiWindowFlags.NoBringToFrontOnFocus) == 0 then ImGui.BringWindowToDisplayFront(window) end return true end -- FIXME: handle 0 to N host viewports --- @param window ImGuiWindow --- @return bool function ImGui.UpdateTryMergeWindowIntoHostViewports(window) local g = GImGui return ImGui.UpdateTryMergeWindowIntoHostViewport(window, g.Viewports.Data[1]) end --- Translate Dear ImGui windows when a Host Viewport has been moved --- (This additionally keeps windows at the same place when ImGuiConfigFlags.ViewportsEnable is toggled!) --- @param viewport ImGuiViewportP --- @param old_pos ImVec2 --- @param new_pos ImVec2 --- @param old_size ImVec2 --- @param new_size ImVec2 function ImGui.TranslateWindowsInViewport(viewport, old_pos, new_pos, old_size, new_size) local g = GImGui -- IMGUI_DEBUG_LOG_VIEWPORT("[viewport] TranslateWindowsInViewport 0x%08X", viewport.ID) IM_ASSERT(viewport.Window == nil and (bit32.band(viewport.Flags, ImGuiViewportFlags.CanHostOtherWindows) ~= 0)) -- 1) We test if ImGuiConfigFlags.ViewportsEnable was just toggled, which allows us to conveniently -- translate imgui windows from OS-window-local to absolute coordinates or vice-versa. -- 2) If it's not going to fit into the new size, keep it at same absolute position. -- One problem with this is that most Win32 applications doesn't update their render while dragging, -- and so the window will appear to teleport when releasing the mouse. local translate_all_windows = (bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= bit32.band(g.ConfigFlagsLastFrame, ImGuiConfigFlags.ViewportsEnable)) local test_still_fit_rect = ImRect(old_pos, old_pos + old_size) local delta_pos = new_pos - old_pos for _, window in g.Windows:iter() do -- FIXME-OPT if translate_all_windows or (window.Viewport == viewport and (old_size == new_size or test_still_fit_rect:Contains(window:Rect()))) then ImGui.TranslateWindow(window, delta_pos) end end end -- If the backend doesn't support ImGuiBackendFlags_HasMouseHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs for it, we do a search ourselves. -- A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. -- B) It requires Platform_GetWindowFocus to be implemented by backend. --- @param mouse_platform_pos ImVec2 --- @return ImGuiViewportP? function ImGui.FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos) local g = GImGui local best_candidate = nil for _, viewport in g.Viewports:iter() do if bit32.band(viewport.Flags, bit32.bor(ImGuiViewportFlags.NoInputs, ImGuiViewportFlags.IsMinimized)) == 0 and viewport:GetMainRect():Contains(mouse_platform_pos) then if best_candidate == nil or best_candidate.LastFocusedStampCount < viewport.LastFocusedStampCount then if viewport.PlatformWindowCreated then best_candidate = viewport end end end end return best_candidate end function ImGui.UpdateViewportsNewFrame() local g = GImGui IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size) -- Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) -- Update Focused status local viewports_enabled = (bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) ~= 0) if viewports_enabled then local focused_viewport = nil for i = 1, g.Viewports.Size do local viewport = g.Viewports.Data[i] local platform_funcs_available = viewport.PlatformWindowCreated if g.PlatformIO.Platform_GetWindowMinimized and platform_funcs_available then local is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport) if is_minimized then viewport.Flags = bit32.bor(viewport.Flags, ImGuiViewportFlags.IsMinimized) else viewport.Flags = bit32.band(viewport.Flags, bit32.bnot(ImGuiViewportFlags.IsMinimized)) end end -- Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. -- When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. if g.PlatformIO.Platform_GetWindowFocus and platform_funcs_available then local is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport) if is_focused then viewport.Flags = bit32.bor(viewport.Flags, ImGuiViewportFlags.IsFocused) else viewport.Flags = bit32.band(viewport.Flags, bit32.bnot(ImGuiViewportFlags.IsFocused)) end if is_focused then focused_viewport = viewport end end end -- Focused viewport has changed? if focused_viewport and g.PlatformLastFocusedViewportId ~= focused_viewport.ID then IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X '%s', attempting to apply our focus.", g.PlatformLastFocusedViewportId, focused_viewport.ID, focused_viewport.Window and focused_viewport.Window.Name or "n/a") local prev_focused_viewport = ImGui.FindViewportByID(g.PlatformLastFocusedViewportId) local prev_focused_has_been_destroyed = (prev_focused_viewport == nil) or (not prev_focused_viewport.PlatformWindowCreated) -- Store a tag so we can infer z-order easily from all our windows -- We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag -- will keep the front most stamp instead of losing it back to their parent viewport. if focused_viewport.LastFocusedStampCount ~= g.ViewportFocusedStampCount then g.ViewportFocusedStampCount = g.ViewportFocusedStampCount + 1 focused_viewport.LastFocusedStampCount = g.ViewportFocusedStampCount end g.PlatformLastFocusedViewportId = focused_viewport.ID -- Focus associated dear imgui window -- - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) -- - if focus didn't happen because we destroyed another window (#6462) -- FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window.Window ~= nil' case as well. local apply_imgui_focus_on_focused_viewport = not ImGui.IsAnyMouseDown() and not prev_focused_has_been_destroyed if apply_imgui_focus_on_focused_viewport and g.IO.ConfigViewportsPlatformFocusSetsImGuiFocus then focused_viewport.LastFocusedHadNavWindow = focused_viewport.LastFocusedHadNavWindow or (g.NavWindow ~= nil and g.NavWindow.Viewport == focused_viewport) -- Update so a window changing viewport won't lose focus. local focus_request_flags = bit32.bor(ImGuiFocusRequestFlags.UnlessBelowModal, ImGuiFocusRequestFlags.RestoreFocusedChild) if focused_viewport.Window ~= nil then ImGui.FocusWindow(focused_viewport.Window, focus_request_flags) elseif focused_viewport.LastFocusedHadNavWindow then ImGui.FocusTopMostWindowUnderOne(nil, nil, focused_viewport, focus_request_flags) -- Focus top most in viewport else ImGui.FocusWindow(nil, focus_request_flags) -- No window had focus last time viewport was focused end end end if focused_viewport then focused_viewport.LastFocusedHadNavWindow = (g.NavWindow ~= nil) and (g.NavWindow.Viewport == focused_viewport) end end -- Create/update main viewport with current platform position. -- FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. local main_viewport = g.Viewports.Data[1] IM_ASSERT(main_viewport.ID == IMGUI_VIEWPORT_DEFAULT_ID) IM_ASSERT(main_viewport.Window == nil) local main_viewport_pos if viewports_enabled then main_viewport_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport) else main_viewport_pos = ImVec2(0.0, 0.0) end local main_viewport_size = g.IO.DisplaySize local main_viewport_framebuffer_scale = g.IO.DisplayFramebufferScale if viewports_enabled and (bit32.band(main_viewport.Flags, ImGuiViewportFlags.IsMinimized) ~= 0) then ImVec2_Copy(main_viewport_pos, main_viewport.Pos) -- Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) ImVec2_Copy(main_viewport_size, main_viewport.Size) main_viewport_framebuffer_scale = main_viewport.FramebufferScale end ImGui.AddUpdateViewport(nil, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, bit32.bor(ImGuiViewportFlags.OwnedByApp, ImGuiViewportFlags.CanHostOtherWindows)) local memory_compact_start_time = (g.GcCompactAll or g.IO.ConfigMemoryCompactTimer < 0.0) and FLT_MAX or (g.Time - g.IO.ConfigMemoryCompactTimer) g.CurrentDpiScale = 0.0 g.CurrentViewport = nil g.MouseViewport = nil local n = 1 while n <= g.Viewports.Size do local viewport = g.Viewports.Data[n] viewport.Idx = n -- Erase unused viewports if n > 1 and viewport.LastFrameActive < g.FrameCount - 2 then ImGui.DestroyViewport(viewport) -- n stays the same because we removed an element else local platform_funcs_available = viewport.PlatformWindowCreated if viewports_enabled then -- Update Position and Size (from Platform Window to ImGui) if requested. -- We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. if (bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0) and platform_funcs_available then -- Viewport->WorkPos and WorkSize will be updated below if viewport.PlatformRequestMove then ImVec2_Copy(viewport.Pos, g.PlatformIO.Platform_GetWindowPos(viewport)) ImVec2_Copy(viewport.LastPlatformPos, viewport.Pos) end if viewport.PlatformRequestResize then viewport.Size = g.PlatformIO.Platform_GetWindowSize(viewport) ImVec2_Copy(viewport.LastPlatformSize, viewport.Size) end if g.PlatformIO.Platform_GetWindowFramebufferScale ~= nil then viewport.FramebufferScale = g.PlatformIO.Platform_GetWindowFramebufferScale(viewport) end end end -- Update/copy monitor info ImGui.UpdateViewportPlatformMonitor(viewport) -- Lock down space taken by menu bars and status bars + query initial insets from backend -- Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. viewport.WorkInsetMin = viewport.BuildWorkInsetMin viewport.WorkInsetMax = viewport.BuildWorkInsetMax viewport.BuildWorkInsetMin = ImVec2(0.0, 0.0) viewport.BuildWorkInsetMax = ImVec2(0.0, 0.0) if g.PlatformIO.Platform_GetWindowWorkAreaInsets ~= nil and platform_funcs_available then local insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport) IM_ASSERT(insets.x >= 0.0 and insets.y >= 0.0 and insets.z >= 0.0 and insets.w >= 0.0) viewport.BuildWorkInsetMin = ImVec2(insets.x, insets.y) viewport.BuildWorkInsetMax = ImVec2(insets.z, insets.w) end viewport:UpdateWorkRect() for dl_n = 1, 2 do -- IM_COUNTOF(viewport->BgFgDrawLists) if viewport.BgFgDrawListsLastTimeActive[dl_n] < memory_compact_start_time and viewport.BgFgDrawLists[dl_n] ~= nil then IM_DELETE(viewport.BgFgDrawLists, dl_n) end end -- Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport.Alpha = 1.0 -- Translate Dear ImGui windows when a Host Viewport has been moved -- (This additionally keeps windows at the same place when ImGuiConfigFlags.ViewportsEnable is toggled!) local viewport_delta_pos = viewport.Pos - viewport.LastPos if (bit32.band(viewport.Flags, ImGuiViewportFlags.CanHostOtherWindows) ~= 0) and (viewport_delta_pos.x ~= 0.0 or viewport_delta_pos.y ~= 0.0) then ImGui.TranslateWindowsInViewport(viewport, viewport.LastPos, viewport.Pos, viewport.LastSize, viewport.Size) end -- Update DPI scale local new_dpi_scale if g.PlatformIO.Platform_GetWindowDpiScale and platform_funcs_available then new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport) elseif viewport.PlatformMonitor ~= -1 then new_dpi_scale = g.PlatformIO.Monitors.Data[viewport.PlatformMonitor].DpiScale else new_dpi_scale = (viewport.DpiScale ~= 0.0) and viewport.DpiScale or 1.0 end IM_ASSERT(new_dpi_scale > 0.0 and new_dpi_scale < 99.0) -- Typical correct values would be between 1.0f and 4.0f if viewport.DpiScale ~= 0.0 and new_dpi_scale ~= viewport.DpiScale then local scale_factor = new_dpi_scale / viewport.DpiScale if g.IO.ConfigDpiScaleViewports then ImGui.ScaleWindowsInViewport(viewport, scale_factor) end -- if viewport == ImGui.GetMainViewport() then -- g.PlatformInterface.SetWindowSize(viewport, viewport.Size * scale_factor) -- end -- Scale our window moving pivot so that the window will rescale roughly around the mouse position. -- FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. -- (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) -- if g.MovingWindow ~= nil and g.MovingWindow.Viewport == viewport then -- g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor) -- end end viewport.DpiScale = new_dpi_scale n = n + 1 end end -- Update fallback monitor g.PlatformMonitorsFullWorkRect = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) if g.PlatformIO.Monitors.Size == 0 then local monitor = g.FallbackMonitor ImVec2_Copy(monitor.MainPos, main_viewport.Pos) ImVec2_Copy(monitor.MainSize, main_viewport.Size) ImVec2_Copy(monitor.WorkPos, main_viewport.WorkPos) ImVec2_Copy(monitor.WorkSize, main_viewport.WorkSize) monitor.DpiScale = main_viewport.DpiScale g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos) g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos + monitor.WorkSize) else g.FallbackMonitor = g.PlatformIO.Monitors.Data[1] end for i = 1, g.PlatformIO.Monitors.Size do local monitor = g.PlatformIO.Monitors.Data[i] g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos) g.PlatformMonitorsFullWorkRect:Add(monitor.WorkPos + monitor.WorkSize) end if not viewports_enabled then g.MouseViewport = main_viewport return end -- Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. -- Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags.NoInputs flags set. local viewport_hovered = nil if bit32.band(g.IO.BackendFlags, ImGuiBackendFlags.HasMouseHoveredViewport) ~= 0 then viewport_hovered = g.IO.MouseHoveredViewport and ImGui.FindViewportByID(g.IO.MouseHoveredViewport) or nil if viewport_hovered and (bit32.band(viewport_hovered.Flags, ImGuiViewportFlags.NoInputs) ~= 0) then viewport_hovered = ImGui.FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos) -- Backend failed to handle _NoInputs viewport: revert to our fallback. end else -- If the backend doesn't know how to honor ImGuiViewportFlags.NoInputs, we do a search ourselves. Note that this search: -- A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. -- B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. -- C) uses LastFocusedStampCount as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) viewport_hovered = ImGui.FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos) end if viewport_hovered ~= nil then g.MouseLastHoveredViewport = viewport_hovered elseif g.MouseLastHoveredViewport == nil then g.MouseLastHoveredViewport = g.Viewports.Data[1] end -- Update mouse reference viewport -- (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) -- (MovingViewport->Viewport will be nil in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) if g.MovingWindow and g.MovingWindow.Viewport then g.MouseViewport = g.MovingWindow.Viewport else g.MouseViewport = g.MouseLastHoveredViewport end -- When dragging something, always refer to the last hovered viewport. -- - when releasing a moving window we will revert to aiming behind (at viewport_hovered) -- - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) -- - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. -- FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags.HasMouseHoveredViewport is set we want to trust when viewport_hovered==nil and use that. local is_mouse_dragging_with_an_expected_destination = g.DragDropActive if is_mouse_dragging_with_an_expected_destination and viewport_hovered == nil then viewport_hovered = g.MouseLastHoveredViewport end if is_mouse_dragging_with_an_expected_destination or g.ActiveId == 0 or not ImGui.IsAnyMouseDown() then if viewport_hovered ~= nil and viewport_hovered ~= g.MouseViewport and (bit32.band(viewport_hovered.Flags, ImGuiViewportFlags.NoInputs) == 0) then g.MouseViewport = viewport_hovered end end IM_ASSERT(g.MouseViewport ~= nil) end function ImGui.UpdateViewportsEndFrame() local g = GImGui g.PlatformIO.Viewports:resize(0) for i = 1, g.Viewports.Size do repeat local viewport = g.Viewports.Data[i] ImVec2_Copy(viewport.LastPos, ImVec2(viewport.Pos.x, viewport.Pos.y)) ImVec2_Copy(viewport.LastSize, ImVec2(viewport.Size.x, viewport.Size.y)) if (viewport.LastFrameActive < g.FrameCount or viewport.Size.x <= 0.0 or viewport.Size.y <= 0.0) and (i > 1) then break end if viewport.Window and not ImGui.IsWindowActiveAndVisible(viewport.Window) then break end if i > 1 then IM_ASSERT(viewport.Window ~= nil) end g.PlatformIO.Viewports:push_back(viewport) until true end g.Viewports.Data[1]:ClearRequestFlags() -- Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called end --- @param window? ImGuiWindow --- @param id ImGuiID --- @param pos ImVec2 --- @param size ImVec2 --- @param flags ImGuiViewportFlags --- @return ImGuiViewportP function ImGui.AddUpdateViewport(window, id, pos, size, flags) local g = GImGui IM_ASSERT(id ~= 0) flags = bit32.bor(flags, ImGuiViewportFlags.IsPlatformWindow) if window ~= nil then local window_can_use_inputs = (bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs)) == 0) if g.MovingWindow and g.MovingWindow.RootWindowDockTree == window then flags = bit32.bor(flags, ImGuiViewportFlags.NoInputs, ImGuiViewportFlags.NoFocusOnAppearing) end if not window_can_use_inputs then flags = bit32.bor(flags, ImGuiViewportFlags.NoInputs) end if bit32.band(window.Flags, ImGuiWindowFlags.NoFocusOnAppearing) ~= 0 then flags = bit32.bor(flags, ImGuiViewportFlags.NoFocusOnAppearing) end end local viewport = ImGui.FindViewportByID(id) if viewport then --- @cast viewport ImGuiViewportP -- Always update for main viewport as we are already pulling correct platform pos/size (see #4900) local prev_pos = ImVec2(viewport.Pos.x, viewport.Pos.y) local prev_size = ImVec2(viewport.Size.x, viewport.Size.y) if not viewport.PlatformRequestMove or viewport.ID == IMGUI_VIEWPORT_DEFAULT_ID then ImVec2_Copy(viewport.Pos, pos) end if not viewport.PlatformRequestResize or viewport.ID == IMGUI_VIEWPORT_DEFAULT_ID then ImVec2_Copy(viewport.Size, size) end -- Preserve existing flags viewport.Flags = bit32.bor(flags, bit32.band(viewport.Flags, bit32.bor(ImGuiViewportFlags.IsMinimized, ImGuiViewportFlags.IsFocused))) if prev_pos.x ~= viewport.Pos.x or prev_pos.y ~= viewport.Pos.y or prev_size.x ~= viewport.Size.x or prev_size.y ~= viewport.Size.y then ImGui.UpdateViewportPlatformMonitor(viewport) end else -- New viewport viewport = ImGuiViewportP() viewport.ID = id viewport.Idx = g.Viewports.Size ImVec2_Copy(viewport.Pos, pos) ImVec2_Copy(viewport.LastPos, pos) ImVec2_Copy(viewport.Size, size) ImVec2_Copy(viewport.LastSize, size) viewport.Flags = flags ImGui.UpdateViewportPlatformMonitor(viewport) g.Viewports:push_back(viewport) g.ViewportCreatedCount = g.ViewportCreatedCount + 1 IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'", id, window and window.Name or "") -- We assume the window becomes front-most (even when ImGuiViewportFlags.NoFocusOnAppearing is used). -- This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. g.ViewportFocusedStampCount = g.ViewportFocusedStampCount + 1 viewport.LastFocusedStampCount = g.ViewportFocusedStampCount -- We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. -- We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport.Pos.x) g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport.Pos.y) g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport.Pos.x + viewport.Size.x) g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport.Pos.y + viewport.Size.y) -- Store initial DpiScale before the OS platform window creation, based on expected monitor data. -- This is so we can select an appropriate font size on the first frame of our window lifetime viewport.DpiScale = ImGui.GetViewportPlatformMonitor(viewport).DpiScale end viewport.Window = window viewport.LastFrameActive = g.FrameCount viewport:UpdateWorkRect() IM_ASSERT(window == nil or viewport.ID == window.ID) if window ~= nil then window.ViewportOwned = true end return viewport end --- @param viewport ImGuiViewportP function ImGui.DestroyViewport(viewport) -- Clear references to this viewport in windows (window->ViewportId becomes the master data) local g = GImGui for i = 1, g.Windows.Size do local window = g.Windows.Data[i] if window.Viewport == viewport then window.Viewport = nil window.ViewportOwned = false end end if viewport == g.MouseLastHoveredViewport then g.MouseLastHoveredViewport = nil end -- Destroy IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'", viewport.ID, viewport.Window and viewport.Window.Name or "n/a") ImGui.DestroyPlatformWindow(viewport) -- In most circumstances the platform window will already be destroyed here. IM_ASSERT(not g.PlatformIO.Viewports:contains(viewport)) IM_ASSERT(g.Viewports.Data[viewport.Idx] == viewport) g.Viewports:erase(viewport.Idx) -- IM_DELETE(viewport) end --- @param window ImGuiWindow function ImGui.WindowSelectViewport(window) local g = GImGui local flags = window.Flags window.ViewportAllowPlatformMonitorExtend = -1 -- Restore main viewport if multi-viewport is not supported by the backend local main_viewport = ImGui.GetMainViewport() --[[@as ImGuiViewportP]] if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) == 0 then ImGui.SetWindowViewport(window, main_viewport) return end window.ViewportOwned = false -- Appearing popups reset their viewport so they can inherit again if bit32.band(flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and window.Appearing then window.Viewport = nil window.ViewportId = 0 end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasViewport) == 0 then -- By default inherit from parent window if window.Viewport == nil and window.ParentWindow and (not window.ParentWindow.IsFallbackWindow or window.ParentWindow.WasActive) then window.Viewport = window.ParentWindow.Viewport end -- Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file if window.Viewport == nil and window.ViewportId ~= 0 then window.Viewport = ImGui.FindViewportByID(window.ViewportId) --[[@as ImGuiViewportP]] if window.Viewport == nil and window.ViewportPos.x ~= FLT_MAX and window.ViewportPos.y ~= FLT_MAX then window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.ViewportPos, window.Size, ImGuiViewportFlags.None) end end end local lock_viewport = false if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasViewport) ~= 0 then -- Code explicitly request a viewport window.Viewport = ImGui.FindViewportByID(g.NextWindowData.ViewportId) --[[@as ImGuiViewportP]] window.ViewportId = g.NextWindowData.ViewportId -- Store ID even if Viewport isn't resolved yet. if window.Viewport and bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) ~= 0 and window.Viewport.Window ~= nil then window.Viewport.Window = window window.Viewport.ID = window.ID window.ViewportId = window.ID -- Overwrite ID (always owned by node) end lock_viewport = true elseif bit32.band(flags, ImGuiWindowFlags.ChildWindow) ~= 0 or bit32.band(flags, ImGuiWindowFlags.ChildMenu) ~= 0 then -- Always inherit viewport from parent window if window.DockNode and window.DockNode.HostWindow then IM_ASSERT(window.DockNode.HostWindow.Viewport == window.ParentWindow.Viewport) end window.Viewport = window.ParentWindow.Viewport elseif window.DockNode and window.DockNode.HostWindow then -- This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame window.Viewport = window.DockNode.HostWindow.Viewport elseif bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 then window.Viewport = g.MouseViewport elseif ImGui.GetWindowAlwaysWantOwnViewport(window) then window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.None) elseif g.MovingWindow and g.MovingWindow.RootWindowDockTree == window and ImGui.IsMousePosValid() then if window.Viewport ~= nil and window.Viewport.Window == window then window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.None) end else -- Merge into host viewport? -- We cannot test window->ViewportOwned as it set lower in the function. -- Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) local try_to_merge_into_host_viewport = (window.Viewport and window == window.Viewport.Window and (g.ActiveId == 0 or g.ActiveIdAllowOverlap)) if try_to_merge_into_host_viewport then ImGui.UpdateTryMergeWindowIntoHostViewports(window) end end -- Fallback: merge in default viewport if z-order matches, otherwise create a new viewport if window.Viewport == nil then --- @cast main_viewport ImGuiViewportP if not ImGui.UpdateTryMergeWindowIntoHostViewport(window, main_viewport) then window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.None) end end -- Mark window as allowed to protrude outside of its viewport and into the current monitor if not lock_viewport then if bit32.band(flags, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.Popup)) ~= 0 then -- We need to take account of the possibility that mouse may become invalid. -- Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. local mouse_ref = bit32.band(flags, ImGuiWindowFlags.Tooltip) ~= 0 and g.IO.MousePos or g.BeginPopupStack.Data[g.BeginPopupStack.Size].OpenMousePos local use_mouse_ref = not g.NavCursorVisible or not g.NavHighlightItemUnderNav or not g.NavWindow local mouse_valid = ImGui.IsMousePosValid(mouse_ref) if (window.Appearing or bit32.band(flags, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.ChildMenu)) ~= 0) and (not use_mouse_ref or mouse_valid) then local pos_to_use = (use_mouse_ref and mouse_valid) and mouse_ref or ImGui.NavCalcPreferredRefPos(window.Flags) window.ViewportAllowPlatformMonitorExtend = ImGui.FindPlatformMonitorForPos(pos_to_use) else window.ViewportAllowPlatformMonitorExtend = window.Viewport.PlatformMonitor end elseif window.Viewport and window ~= window.Viewport.Window and window.Viewport.Window and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0 and window.DockNode == nil then -- When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. local will_be_visible = (window.DockIsActive and not window.DockTabIsVisible) and false or true if bit32.band(window.Flags, ImGuiWindowFlags.DockNodeHost) ~= 0 and window.Viewport.LastFrameActive < g.FrameCount and will_be_visible then -- Steal/transfer ownership IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'", window.Name, window.Viewport.ID, window.Viewport.Window.Name) window.Viewport.Window = window window.Viewport.ID = window.ID window.Viewport.LastNameHash = 0 elseif not ImGui.UpdateTryMergeWindowIntoHostViewports(window) then -- Merge? -- New viewport window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, ImGuiViewportFlags.NoFocusOnAppearing) end elseif window.ViewportAllowPlatformMonitorExtend < 0 and bit32.band(flags, ImGuiWindowFlags.ChildWindow) == 0 then -- Regular (non-child, non-popup) windows by default are also allowed to protrude -- Child windows are kept contained within their parent. window.ViewportAllowPlatformMonitorExtend = window.Viewport.PlatformMonitor end end -- Update flags window.ViewportOwned = (window == window.Viewport.Window) window.ViewportId = window.Viewport.ID -- If the OS window has a title bar, hide our imgui title bar -- if window.ViewportOwned and bit32.band(window.Viewport.Flags, ImGuiViewportFlags.NoDecoration) == 0 then -- window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoTitleBar) -- end end --- @param window ImGuiWindow --- @param parent_window_in_stack? ImGuiWindow function ImGui.WindowSyncOwnedViewport(window, parent_window_in_stack) local g = GImGui local viewport_rect_changed = false -- Synchronize window --> viewport in most situations -- Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM if window.Viewport.PlatformRequestMove then ImVec2_Copy(window.Pos, window.Viewport.Pos) -- ImGui.MarkIniSettingsDirty(window) elseif window.Viewport.Pos.x ~= window.Pos.x or window.Viewport.Pos.y ~= window.Pos.y then viewport_rect_changed = true ImVec2_Copy(window.Viewport.Pos, window.Pos) end if window.Viewport.PlatformRequestResize then ImVec2_Copy(window.Size, window.Viewport.Size) ImVec2_Copy(window.SizeFull, window.Viewport.Size) -- ImGui.MarkIniSettingsDirty(window) elseif window.Viewport.Size.x ~= window.Size.x or window.Viewport.Size.y ~= window.Size.y then viewport_rect_changed = true ImVec2_Copy(window.Viewport.Size, window.Size) end window.Viewport:UpdateWorkRect() -- The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() -- Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. if viewport_rect_changed then ImGui.UpdateViewportPlatformMonitor(window.Viewport) end -- Update common viewport flags local viewport_flags_to_clear = bit32.bor(ImGuiViewportFlags.TopMost, ImGuiViewportFlags.NoTaskBarIcon, ImGuiViewportFlags.NoDecoration, ImGuiViewportFlags.NoRendererClear) local viewport_flags = bit32.band(window.Viewport.Flags, bit32.bnot(viewport_flags_to_clear)) local window_flags = window.Flags local is_modal = bit32.band(window_flags, ImGuiWindowFlags.Modal) ~= 0 local is_short_lived_floating_window = bit32.band(window_flags, bit32.bor(ImGuiWindowFlags.ChildMenu, ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.Popup)) ~= 0 if bit32.band(window_flags, ImGuiWindowFlags.Tooltip) ~= 0 then viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.TopMost) end if (g.IO.ConfigViewportsNoTaskBarIcon or is_short_lived_floating_window) and not is_modal then viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoTaskBarIcon) end if g.IO.ConfigViewportsNoDecoration or is_short_lived_floating_window then viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoDecoration) end -- Not correct to set modal as topmost because: -- - Because other popups can be stacked above a modal (e.g. combo box in a modal) -- - ImGuiViewportFlags.TopMost is currently handled different in backends -- if bit32.band(window_flags, ImGuiWindowFlags.Modal) ~= 0 then -- viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.TopMost) -- end -- For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them -- won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). -- Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, -- but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. if is_short_lived_floating_window and not is_modal then viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoFocusOnAppearing, ImGuiViewportFlags.NoFocusOnClick) end -- We can overwrite viewport flags using ImGuiWindowClass (advanced users) if window.WindowClass.ViewportFlagsOverrideSet ~= 0 then viewport_flags = bit32.bor(viewport_flags, window.WindowClass.ViewportFlagsOverrideSet) end if window.WindowClass.ViewportFlagsOverrideClear ~= 0 then viewport_flags = bit32.band(viewport_flags, bit32.bnot(window.WindowClass.ViewportFlagsOverrideClear)) end -- We can also tell the backend that clearing the platform window won't be necessary, -- as our window background is filling the viewport and we have disabled BgAlpha. -- FIXME: Work on support for per-viewport transparency (#2766) if bit32.band(window_flags, ImGuiWindowFlags.NoBackground) == 0 then viewport_flags = bit32.bor(viewport_flags, ImGuiViewportFlags.NoRendererClear) end window.Viewport.Flags = viewport_flags -- Update parent viewport ID -- (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) if window.WindowClass.ParentViewportId ~= 0xFFFFFFFF then local old_parent_viewport_id = window.Viewport.ParentViewportId window.Viewport.ParentViewportId = window.WindowClass.ParentViewportId if window.Viewport.ParentViewportId ~= old_parent_viewport_id then window.Viewport.ParentViewport = ImGui.FindViewportByID(window.Viewport.ParentViewportId) --[[@as ImGuiViewport]] end elseif bit32.band(window_flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.Tooltip)) ~= 0 and parent_window_in_stack and (not parent_window_in_stack.IsFallbackWindow or parent_window_in_stack.WasActive) then window.Viewport.ParentViewport = parent_window_in_stack.Viewport window.Viewport.ParentViewportId = parent_window_in_stack.Viewport.ID else if g.IO.ConfigViewportsNoDefaultParent then window.Viewport.ParentViewport = nil else window.Viewport.ParentViewport = ImGui.GetMainViewport() end window.Viewport.ParentViewportId = g.IO.ConfigViewportsNoDefaultParent and 0 or IMGUI_VIEWPORT_DEFAULT_ID end end function ImGui.UpdatePlatformWindows() local g = GImGui IM_ASSERT(g.FrameCountEnded == g.FrameCount, "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?") IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount) g.FrameCountPlatformEnded = g.FrameCount if bit32.band(g.ConfigFlagsCurrFrame, ImGuiConfigFlags.ViewportsEnable) == 0 then return end -- Create/resize/destroy platform windows to match each active viewport. -- Skip the main viewport (index 0), which is always fully handled by the application! for i = 2, g.Viewports.Size do repeat local viewport = g.Viewports.Data[i] -- Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window -- (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) local destroy_platform_window = false destroy_platform_window = destroy_platform_window or (viewport.LastFrameActive < g.FrameCount - 1) destroy_platform_window = destroy_platform_window or (viewport.Window and not ImGui.IsWindowActiveAndVisible(viewport.Window)) --[[@as bool]] if destroy_platform_window then ImGui.DestroyPlatformWindow(viewport) break end -- New windows that appears directly in a new viewport won't always have a size on their first frame if viewport.LastFrameActive < g.FrameCount or viewport.Size.x <= 0 or viewport.Size.y <= 0 then break end -- Create window local is_new_platform_window = not viewport.PlatformWindowCreated if is_new_platform_window then IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'", viewport.ID, viewport.Window and viewport.Window.Name or "n/a") g.PlatformIO.Platform_CreateWindow(viewport) if g.PlatformIO.Renderer_CreateWindow ~= nil then g.PlatformIO.Renderer_CreateWindow(viewport) end g.PlatformWindowsCreatedCount = g.PlatformWindowsCreatedCount + 1 viewport.LastNameHash = 0 ImVec2_CopyV(viewport.LastPlatformPos, FLT_MAX, FLT_MAX) ImVec2_CopyV(viewport.LastPlatformSize, FLT_MAX, FLT_MAX) -- By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) ImVec2_Copy(viewport.LastRendererSize, viewport.Size) -- We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. viewport.PlatformWindowCreated = true end -- Apply Position and Size (from ImGui to Platform/Renderer backends) if (viewport.LastPlatformPos.x ~= viewport.Pos.x or viewport.LastPlatformPos.y ~= viewport.Pos.y) and not viewport.PlatformRequestMove then g.PlatformIO.Platform_SetWindowPos(viewport, viewport.Pos) end if (viewport.LastPlatformSize.x ~= viewport.Size.x or viewport.LastPlatformSize.y ~= viewport.Size.y) and not viewport.PlatformRequestResize then g.PlatformIO.Platform_SetWindowSize(viewport, viewport.Size) end if (viewport.LastRendererSize.x ~= viewport.Size.x or viewport.LastRendererSize.y ~= viewport.Size.y) and g.PlatformIO.Renderer_SetWindowSize ~= nil then g.PlatformIO.Renderer_SetWindowSize(viewport, viewport.Size) end ImVec2_Copy(viewport.LastPlatformPos, viewport.Pos) ImVec2_Copy(viewport.LastPlatformSize, viewport.Size) ImVec2_Copy(viewport.LastRendererSize, viewport.Size) -- Update title bar (if it changed) local window_for_title = GetWindowForTitleDisplay(viewport.Window) if window_for_title ~= nil then local title = window_for_title.Name local title_begin = 1 local title_end = ImGui.FindRenderedTextEnd(title) local title_hash = ImHashStr(title, title_end - title_begin) if viewport.LastNameHash ~= title_hash then -- This still creates new strings g.PlatformIO.Platform_SetWindowTitle(viewport, string.sub(title, title_begin, title_end - 1)) viewport.LastNameHash = title_hash end end -- Update alpha (if it changed) if viewport.LastAlpha ~= viewport.Alpha and g.PlatformIO.Platform_SetWindowAlpha ~= nil then g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport.Alpha) end viewport.LastAlpha = viewport.Alpha -- Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. if g.PlatformIO.Platform_UpdateWindow ~= nil then g.PlatformIO.Platform_UpdateWindow(viewport) end if is_new_platform_window then -- On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) if g.FrameCount < 3 then viewport.Flags = bit32.bor(viewport.Flags, ImGuiViewportFlags.NoFocusOnAppearing) end -- Show window g.PlatformIO.Platform_ShowWindow(viewport) end -- Clear request flags viewport:ClearRequestFlags() until true end end -- This is a default/basic function for performing the rendering/swap of multiple Platform Windows. -- Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. -- The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: -- -- local platform_io = ImGui.GetPlatformIO() -- for i = 2, platform_io.Viewports.Size do -- if bit32.band(platform_io.Viewports.Data[i].Flags, ImGuiViewportFlags.IsMinimized) == 0 then -- MyRenderFunction(platform_io.Viewports.Data[i], my_args) -- end -- end -- for i = 2, platform_io.Viewports.Size do -- if bit32.band(platform_io.Viewports.Data[i].Flags, ImGuiViewportFlags.IsMinimized) == 0 then -- MySwapBufferFunction(platform_io.Viewports.Data[i], my_args) -- end -- end -- function ImGui.RenderPlatformWindowsDefault(platform_render_arg, renderer_render_arg) -- Skip the main viewport (index 1 in Lua), which is always fully handled by the application! local platform_io = ImGui.GetPlatformIO() -- First pass: render all windows for i = 2, platform_io.Viewports.Size do local viewport = platform_io.Viewports.Data[i] if bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0 then if platform_io.Platform_RenderWindow then platform_io.Platform_RenderWindow(viewport, platform_render_arg) end if platform_io.Renderer_RenderWindow then platform_io.Renderer_RenderWindow(viewport, renderer_render_arg) end end end -- Second pass: swap buffers for all windows for i = 2, platform_io.Viewports.Size do local viewport = platform_io.Viewports.Data[i] if bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) == 0 then if platform_io.Platform_SwapBuffers then platform_io.Platform_SwapBuffers(viewport, platform_render_arg) end if platform_io.Renderer_SwapBuffers then platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg) end end end end --- @param pos ImVec2 function ImGui.FindPlatformMonitorForPos(pos) local g = GImGui for monitor_n = 1, g.PlatformIO.Monitors.Size do local monitor = g.PlatformIO.Monitors.Data[monitor_n] if ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize):Contains(pos) then return monitor_n end end return -1 end --- @param rect ImRect --- @return int function ImGui.FindPlatformMonitorForRect(rect) local g = GImGui local monitor_count = g.PlatformIO.Monitors.Size if monitor_count <= 1 then return monitor_count end -- Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. -- This is necessary for tooltips which always resize down to zero at first. local surface_threshold = math.max(rect:GetWidth() * rect:GetHeight() * 0.5, 1.0) local best_monitor_n = 1 -- Default to the first monitor as fallback local best_monitor_surface = 0.001 for monitor_n = 1, g.PlatformIO.Monitors.Size do if best_monitor_surface >= surface_threshold then break end local monitor = g.PlatformIO.Monitors.Data[monitor_n] local monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize) if monitor_rect:Contains(rect) then return monitor_n end local overlapping_rect = ImRect(rect.Min.x, rect.Min.y, rect.Max.x, rect.Max.y) overlapping_rect:ClipWithFull(monitor_rect) local overlapping_surface = overlapping_rect:GetWidth() * overlapping_rect:GetHeight() if overlapping_surface > best_monitor_surface then best_monitor_surface = overlapping_surface best_monitor_n = monitor_n end end return best_monitor_n end --- @param viewport ImGuiViewportP function ImGui.UpdateViewportPlatformMonitor(viewport) viewport.PlatformMonitor = ImGui.FindPlatformMonitorForRect(viewport:GetMainRect()) end --- @param viewport_p ImGuiViewport --- @return ImGuiPlatformMonitor function ImGui.GetViewportPlatformMonitor(viewport_p) local g = GImGui local viewport = viewport_p --- @cast viewport ImGuiViewportP local monitor_idx = viewport.PlatformMonitor if monitor_idx >= 1 and monitor_idx <= g.PlatformIO.Monitors.Size then return g.PlatformIO.Monitors.Data[monitor_idx] end return g.FallbackMonitor end --- @param viewport ImGuiViewportP function ImGui.DestroyPlatformWindow(viewport) local g = GImGui if viewport.PlatformWindowCreated then IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'", viewport.ID, viewport.Window and viewport.Window.Name or "n/a") if g.PlatformIO.Renderer_DestroyWindow then g.PlatformIO.Renderer_DestroyWindow(viewport) end if g.PlatformIO.Platform_DestroyWindow then g.PlatformIO.Platform_DestroyWindow(viewport) end IM_ASSERT(viewport.RendererUserData == nil and viewport.PlatformUserData == nil) -- Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() -- The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. if viewport.ID ~= IMGUI_VIEWPORT_DEFAULT_ID then viewport.PlatformWindowCreated = false end else IM_ASSERT(viewport.RendererUserData == nil and viewport.PlatformUserData == nil and viewport.PlatformHandle == nil) end viewport.RendererUserData = nil viewport.PlatformUserData = nil viewport.PlatformHandle = nil viewport:ClearRequestFlags() end function ImGui.DestroyPlatformWindows() local g = GImGui for _, viewport in g.Viewports:iter() do ImGui.DestroyPlatformWindow(viewport) end end --------------------------------------------------------------------------------------- -- [SECTION] METRICS/DEBUGGER WINDOW --------------------------------------------------------------------------------------- --- @param draw_list ImDrawList --- @param viewport ImGuiViewport --- @param bb ImRect function ImGui.DebugRenderViewportThumbnail(draw_list, viewport, bb) local g = GImGui local window = g.CurrentWindow local scale = bb:GetSize() / viewport.Size local off = bb.Min - viewport.Pos * scale local alpha_mul = (bit32.band(viewport.Flags, ImGuiViewportFlags.IsMinimized) ~= 0) and 0.30 or 1.00 window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Border, alpha_mul * 0.40)) for _, thumb_window in g.Windows:iter() do repeat if not thumb_window.WasActive or bit32.band(thumb_window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0 then break end if thumb_window.Viewport ~= viewport then break end local thumb_r = thumb_window:Rect() local title_r = thumb_window:TitleBarRect() thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)) title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r:GetHeight() * 3.0) * scale)) thumb_r:ClipWithFull(bb) title_r:ClipWithFull(bb) local window_is_focused = g.NavWindow and thumb_window.RootWindowForTitleBarHighlight == g.NavWindow.RootWindowForTitleBarHighlight window.DrawList:AddRectFilled(thumb_r.Min, thumb_r.Max, ImGui.GetColorU32(ImGuiCol.WindowBg, alpha_mul)) window.DrawList:AddRectFilled(title_r.Min, title_r.Max, ImGui.GetColorU32(window_is_focused and ImGuiCol.TitleBgActive or ImGuiCol.TitleBg, alpha_mul)) window.DrawList:AddRect(thumb_r.Min, thumb_r.Max, ImGui.GetColorU32(ImGuiCol.Border, alpha_mul)) window.DrawList:AddText(g.Font, g.FontSize * 1.0, title_r.Min, ImGui.GetColorU32(ImGuiCol.Text, alpha_mul), thumb_window.Name, 1, ImGui.FindRenderedTextEnd(thumb_window.Name)) until true end draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Border, alpha_mul)) if viewport.ID == g.DebugMetricsConfig.HighlightViewportID then window.DrawList:AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)) end end local function RenderViewportsThumbnails() local g = GImGui local window = g.CurrentWindow local SCALE = 1.0 / 8.0 local bb_full = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) for _, monitor in g.PlatformIO.Monitors:iter() do bb_full:Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)) end local p = window.DC.CursorPos local off = p - bb_full.Min * SCALE for _, monitor in g.PlatformIO.Monitors:iter() do local monitor_draw_bb = ImRect(off + monitor.MainPos * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE) window.DrawList:AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors:index_from_ptr(monitor)) and IM_COL32(255, 255, 0, 255) or ImGui.GetColorU32(ImGuiCol.Border), 4.0) window.DrawList:AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui.GetColorU32(ImGuiCol.Border, 0.10), 4.0) end for _, viewport in g.Viewports:iter() do local viewport_draw_bb = ImRect(off + viewport.Pos * SCALE, off + (viewport.Pos + viewport.Size) * SCALE) ImGui.DebugRenderViewportThumbnail(window.DrawList, viewport, viewport_draw_bb) end ImGui.Dummy(bb_full:GetSize() * SCALE) end -- TODO: --- @param open bool? function ImGui.ShowMetricsWindow(open) local g = GImGui local ret open, ret = ImGui.Begin("ImGui Sincerely Metrics/Debugger", open) if not ret or ImGui.GetCurrentWindow().BeginCount > 1 then ImGui.End() return open end if ImGui.TreeNode(string.format("Viewports (%d)", g.Viewports.Size)) then -- ImGui.SetNextItemOpen(true, ImGuiCond.Once) if ImGui.TreeNode("Windows Minimap") then RenderViewportsThumbnails() ImGui.TreePop() end ImGui.TreePop() end if ImGui.TreeNode("Memory allocations") then local info = g.DebugAllocInfo ImGui.Text("%d current allocations", info.TotalAllocCount - info.TotalFreeCount) ImGui.Text("Releasing selected unused buffers after: %.2f secs", g.IO.ConfigMemoryCompactTimer) if ImGui.SmallButton("GC now") then g.GcCompactAll = true end ImGui.Text("Recent frames with allocations:") local buf_size = #info.LastEntriesBuf for n = buf_size, 1, -1 do local idx = (info.LastEntriesIdx - n + buf_size) % buf_size + 1 local entry = info.LastEntriesBuf[idx] ImGui.BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry.FrameCount, entry.AllocCount - entry.FreeCount, entry.AllocCount, entry.FreeCount) if n == 0 then ImGui.SameLine() ImGui.Text("<- %d frames ago", g.FrameCount - entry.FrameCount) end end ImGui.TreePop() end ImGui.End() return open end --- @param idx ImGuiCol --- @return ImVec4 # live reference to the style color (like upstream's const&) function ImGui.GetStyleColorVec4(idx) return GImGui.Style.Colors[idx] end function ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() local g = GImGui local window = g.CurrentWindow IM_ASSERT(window.DC.IsSetPos) window.DC.IsSetPos = false if window.DC.CursorPos.x <= window.DC.CursorMaxPos.x and window.DC.CursorPos.y <= window.DC.CursorMaxPos.y then return end if window.SkipItems then return end -- Upstream asserts (user error): "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. -- Please submit an item e.g. Dummy() afterwards". We keep the old, tolerant behavior instead of erroring. window.DC.CursorMaxPos = ImMax(window.DC.CursorMaxPos, window.DC.CursorPos) end --------------------------------------------------------------------------------------- -- [SECTION] POPUPS: modals, context popups, dimming --------------------------------------------------------------------------------------- local function GetWindowDisplayLayer(window) return (bit32.band(window.Flags, ImGuiWindowFlags.Tooltip) ~= 0) and 1 or 0 end --- @return int # 0-based display index (like upstream), -1 if not found function ImGui.FindWindowDisplayIndex(window) local g = GImGui local i = g.Windows:find_index(window) return i and (i - 1) or -1 end function ImGui.BringWindowToDisplayBack(window) local g = GImGui if g.Windows.Data[1] == window then return end local i = g.Windows:find_index(window) if i then table.remove(g.Windows.Data, i) table.insert(g.Windows.Data, 1, window) end end function ImGui.FindBottomMostVisibleWindowWithinBeginStack(parent_window) local g = GImGui local bottom_most_visible_window = parent_window for i = ImGui.FindWindowDisplayIndex(parent_window), 0, -1 do local window = g.Windows.Data[i + 1] if bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0 then if not ImGui.IsWindowWithinBeginStackOf(window, parent_window) then break end if ImGui.IsWindowActiveAndVisible(window) and GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window) then bottom_most_visible_window = window end end end return bottom_most_visible_window end function ImGui.GetTopMostAndVisiblePopupModal() local g = GImGui for n = g.OpenPopupStack.Size, 1, -1 do local popup = g.OpenPopupStack.Data[n].Window if popup and bit32.band(popup.Flags, ImGuiWindowFlags.Modal) ~= 0 and ImGui.IsWindowActiveAndVisible(popup) then return popup end end return nil end function ImGui.RenderDimmedBackgroundBehindWindow(window, col) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end local viewport = window.Viewport local viewport_rect = viewport:GetMainRect() -- Draw behind window by moving the draw command at the FRONT of the draw list local draw_list = (window.RootWindowDockTree or window.RootWindow).DrawList draw_list:ChannelsMerge() if draw_list.CmdBuffer.Size == 0 then draw_list:AddDrawCmd() end draw_list:PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false) draw_list:AddRectFilled(viewport_rect.Min, viewport_rect.Max, col) local cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] draw_list.CmdBuffer:pop_back() draw_list.CmdBuffer:push_front(cmd) draw_list:AddDrawCmd() draw_list:PopClipRect() end function ImGui.RenderDimmedBackgrounds() local g = GImGui local modal_window = ImGui.GetTopMostAndVisiblePopupModal() if g.DimBgRatio <= 0.0 and g.NavWindowingHighlightAlpha <= 0.0 then return end local dim_bg_for_modal = (modal_window ~= nil) local dim_bg_for_window_list = (g.NavWindowingTargetAnim ~= nil and g.NavWindowingTargetAnim.Active) if not dim_bg_for_modal and not dim_bg_for_window_list then return end if dim_bg_for_modal then local dim_behind_window = ImGui.FindBottomMostVisibleWindowWithinBeginStack(modal_window) ImGui.RenderDimmedBackgroundBehindWindow(dim_behind_window, ImGui.GetColorU32(modal_window.DC.ModalDimBgColor, g.DimBgRatio, true)) elseif dim_bg_for_window_list then ImGui.RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, ImGui.GetColorU32(ImGuiCol.NavWindowingDimBg, g.DimBgRatio)) if g.NavWindowingListWindow ~= nil and g.NavWindowingListWindow.Active and g.NavWindowingListWindow.Viewport and g.NavWindowingListWindow.Viewport ~= g.NavWindowingTargetAnim.Viewport then ImGui.RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, ImGui.GetColorU32(ImGuiCol.NavWindowingDimBg, g.DimBgRatio)) end -- Draw border around Ctrl+Tab target window local window = g.NavWindowingTargetAnim local viewport = window.Viewport local distance = g.FontSize local bb = window:Rect() bb:Expand(distance) if bb:GetWidth() >= viewport.Size.x and bb:GetHeight() >= viewport.Size.y then bb:Expand(-distance - 1.0) end window.DrawList:ChannelsMerge() if window.DrawList.CmdBuffer.Size == 0 then window.DrawList:AddDrawCmd() end window.DrawList:PushClipRect(viewport.Pos, viewport.Pos + viewport.Size) window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.NavWindowingHighlight, g.NavWindowingHighlightAlpha), window.WindowRounding, 0, 3.0) window.DrawList:PopClipRect() end end function ImGui.ClosePopupsExceptModals() local g = GImGui local popup_count_to_keep = g.OpenPopupStack.Size while popup_count_to_keep > 0 do local window = g.OpenPopupStack.Data[popup_count_to_keep].Window if not window or bit32.band(window.Flags, ImGuiWindowFlags.Modal) ~= 0 then break end popup_count_to_keep = popup_count_to_keep - 1 end if popup_count_to_keep < g.OpenPopupStack.Size then ImGui.ClosePopupToLevel(popup_count_to_keep, true) end end --- @return bool visible, bool? p_open # p_open is the updated value of the optional close button flag function ImGui.BeginPopupModal(name, p_open, flags) if flags == nil then flags = 0 end local g = GImGui local window = g.CurrentWindow local id = window:GetID(name) if not ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then g.NextWindowData:ClearFlags() if p_open then p_open = false end return false, p_open end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) == 0 then local viewport = window.WasActive and window.Viewport or ImGui.GetMainViewport() ImGui.SetNextWindowPos(viewport:GetCenter(), ImGuiCond.FirstUseEver, ImVec2(0.5, 0.5)) end flags = bit32.bor(flags, ImGuiWindowFlags.Popup, ImGuiWindowFlags.Modal, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoDocking) local is_open p_open, is_open = ImGui.Begin(name, p_open, flags) if not is_open or (p_open ~= nil and not p_open) then ImGui.EndPopup() if is_open then ImGui.ClosePopupToLevel(g.BeginPopupStack.Size, true) end return false, p_open end return is_open, p_open end function ImGui.IsPopupOpenRequestForWindow(popup_flags) local g = GImGui local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) if ImGui.IsMouseReleased(mouse_button, ImGuiKeyOwner_NoOwner) and ImGui.IsWindowHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) then if bit32.band(popup_flags, ImGuiPopupFlags.NoOpenOverItems) == 0 or not ImGui.IsAnyItemHovered() then return true end end if g.NavOpenContextMenuWindowId and g.NavOpenContextMenuWindowId ~= 0 and g.CurrentWindow.ID ~= 0 then if ImGui.IsWindowChildOf(g.NavWindow, g.CurrentWindow, false, false) then return true end end return false end function ImGui.BeginPopupContextWindow(str_id, popup_flags) if popup_flags == nil then popup_flags = 0 end local g = GImGui local window = g.CurrentWindow if not str_id then str_id = "window_context" end local id = window:GetID(str_id) if ImGui.IsPopupOpenRequestForWindow(popup_flags) then ImGui.OpenPopupEx(id, popup_flags) end return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) end function ImGui.BeginPopupContextVoid(str_id, popup_flags) if popup_flags == nil then popup_flags = 0 end local g = GImGui local window = g.CurrentWindow if not str_id then str_id = "void_context" end local id = window:GetID(str_id) local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) if ImGui.IsMouseReleased(mouse_button, id) and not ImGui.IsWindowHovered(ImGuiHoveredFlags.AnyWindow) then if ImGui.GetTopMostPopupModal() == nil then ImGui.OpenPopupEx(id, popup_flags) end end return ImGui.BeginPopupEx(id, bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings)) end function ImGui.BeginTooltipHidden() local g = GImGui local _, ret = ImGui.Begin("##Tooltip_Hidden", nil, bit32.bor(ImGuiWindowFlags.Tooltip, ImGuiWindowFlags.NoInputs, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.AlwaysAutoResize)) ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow) return ret end -- Baseline fallbacks (the real ports, if defined earlier in this file, win) if not ImGuiErrorRecoveryState then function ImGuiErrorRecoveryState() return { SizeOfWindowStack = 0, SizeOfIDStack = 0, SizeOfTreeStack = 0, SizeOfColorStack = 0, SizeOfStyleVarStack = 0, SizeOfFontStack = 0, SizeOfFocusScopeStack = 0, SizeOfGroupStack = 0, SizeOfItemFlagsStack = 0, SizeOfBeginPopupStack = 0, SizeOfDisabledStack = 0 } end end if not ImGui.ErrorRecoveryStoreState then function ImGui.ErrorRecoveryStoreState(state_out) local g = GImGui state_out.SizeOfWindowStack = g.CurrentWindowStack.Size state_out.SizeOfIDStack = g.CurrentWindow.IDStack.Size state_out.SizeOfTreeStack = g.CurrentWindow.DC.TreeDepth state_out.SizeOfColorStack = g.ColorStack.Size state_out.SizeOfStyleVarStack = g.StyleVarStack.Size state_out.SizeOfFontStack = g.FontStack.Size state_out.SizeOfFocusScopeStack = g.FocusScopeStack.Size state_out.SizeOfGroupStack = g.GroupStack.Size state_out.SizeOfItemFlagsStack = g.ItemFlagsStack.Size state_out.SizeOfBeginPopupStack = g.BeginPopupStack.Size state_out.SizeOfDisabledStack = g.DisabledStackSize or 0 end end if not ImGui.ErrorRecoveryTryToRecoverWindowState then function ImGui.ErrorRecoveryTryToRecoverWindowState(state_in) end -- TODO(core agent) end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_demo.lua'] = function() --- ImGui Sincerely WIP -- (Demo Code) Port of imgui_demo.cpp (docking branch) -- This file: shared demo helpers, ShowDemoWindow(), DemoWindowMenuBar(), DemoWindowWidgets() dispatcher, example tree/image viewer helpers. -- Other parts (all global functions, loaded from the same bundle): -- imgui_demo_w1.lua : DemoWindowWidgets{Basic,Bullets,CollapsingHeaders,ColorAndPickers,ComboBoxes,DataTypes,...} -- imgui_demo_w2.lua : DemoWindowWidgets{QueryingStatuses,Selectables,SelectionAndMultiSelect} -- imgui_demo_w3.lua : DemoWindowWidgets{Tabs,Text,TextInput,Tooltips,TreeNodes,VerticalSliders} -- imgui_demo_style.lua : ShowAboutWindow, ShowStyleEditor, ShowUserGuide, ShowExampleMenuFile, ... -- imgui_demo_2.lua : Layout, Popups, Tables, Columns, Inputs + example apps local _ ---------------------------------------------------------------- -- Shared helpers (globals) ---------------------------------------------------------------- function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here --- Helper to display a little (?) mark which shows a tooltip when hovered. function HelpMarker(desc) ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) ImGui.TextUnformatted(desc) ImGui.PopTextWrapPos() ImGui.EndTooltip() end end function ShowDockingDisabledMessage() local io = ImGui.GetIO() ImGui.Text("ERROR: Docking is not enabled! See Demo > Configuration.") ImGui.Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ") ImGui.SameLine(0.0, 0.0) if ImGui.SmallButton("click here") then io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.DockingEnable) end end function DemoNotSupported() ImGui.TextDisabled("(not supported on Roblox)") end function DemoNotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end function DemoB2I(b) return b and 1 or 0 end function DemoHas(flags, f) return bit32.band(flags, f) ~= 0 end function DemoClamp(v, mn, mx) return (v < mn) and mn or (v > mx) and mx or v end --- `char buf[size] = "str"` -> zero-terminated byte table function DemoBuf(str, size) local t = {} for i = 1, #str do t[i] = string.byte(str, i) end t[#str + 1] = 0 if size then for i = #str + 2, size do t[i] = 0 end end return t end --- byte table -> Lua string (up to the zero terminator) function DemoBufStr(buf) local n = 0 while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end if n == 0 then return "" end return ImGui._ByteArrayToString(buf, 1, n + 1) end --- "a\0b\0c\0\0" -> { "a", "b", "c" } function DemoItems(s) if type(s) == "table" then return s end local t = {} for item in string.gmatch(s, "([^%z]+)") do t[#t + 1] = item end return t end --- Combo() one-liner. `idx` is 0-based; `items` is a table of strings (1-based) or a "\0"-separated string. --- Uses ImGui.Combo if it exists, falls back to BeginCombo/Selectable. --- @return int idx, bool changed function DemoCombo(label, idx, items, popup_max_height_in_items) items = DemoItems(items) if ImGui.Combo then return ImGui.Combo(label, idx, items, #items, popup_max_height_in_items or -1) end local changed = false local preview = (idx >= 0 and idx < #items) and items[idx + 1] or "" if ImGui.BeginCombo(label, preview) then for n = 0, #items - 1 do local is_selected = (idx == n) if ImGui.Selectable(items[n + 1], is_selected) then idx = n changed = true end if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndCombo() end return idx, changed end --- ListBox() one-liner (see DemoCombo) function DemoListBox(label, idx, items, height_in_items) items = DemoItems(items) if ImGui.ListBox then return ImGui.ListBox(label, idx, items, #items, height_in_items or -1) end local changed = false if height_in_items == nil or height_in_items < 0 then height_in_items = math.min(#items, 7) end local height_in_items_f = height_in_items + 0.25 local height_in_pixels = math.floor(ImGui.GetTextLineHeightWithSpacing() * height_in_items_f + ImGui.GetStyle().FramePadding.y * 2.0) if ImGui.BeginListBox and ImGui.BeginListBox(label, ImVec2(0.0, height_in_pixels)) then for n = 0, #items - 1 do local is_selected = (idx == n) if ImGui.Selectable(items[n + 1], is_selected) then idx = n changed = true end if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndListBox() elseif not ImGui.BeginListBox then DemoNotPorted("ListBox") end return idx, changed end --- Closable header: CollapsingHeader(label, &p_open). Returns visible, open. function DemoCollapsingHeaderClosable(label, open) if not open then return false, open end local visible = ImGui.CollapsingHeader(label, open) -- ponytail: until CollapsingHeader(label, p_open) lands, a boolean 2nd arg is treated as flags=None by the library if type(visible) == "table" then visible = visible[1] end return visible, open end --- ImColor::HSV() as ImVec4 function DemoHSV(h, s, v, a) local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) return ImVec4(r, g, b, a or 1.0) end --- Minimal ImGuiTextFilter when the library one isn't available (Draw/DrawWithHint/PassFilter/Clear/IsActive) function DemoTextFilter() if ImGuiTextFilter then return ImGuiTextFilter() end local f = { InputBuf = DemoBuf("", 256) } local function parse(self) local inc, exc = {}, {} for tok in string.gmatch(string.lower(DemoBufStr(self.InputBuf)), "[^,%s]+") do if string.sub(tok, 1, 1) == "-" then if #tok > 1 then exc[#exc + 1] = string.sub(tok, 2) end else inc[#inc + 1] = tok end end return inc, exc end function f:Draw(label, width) if width and width ~= 0 then ImGui.SetNextItemWidth(width) end return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) end function f:DrawWithHint(label, hint, width) if width and width ~= 0 then ImGui.SetNextItemWidth(width) end return ImGui.InputTextWithHint(label, hint, self.InputBuf, 256) end function f:Clear() self.InputBuf[1] = 0 end function f:IsActive() return self.InputBuf[1] ~= 0 and self.InputBuf[1] ~= nil end function f:PassFilter(text) local inc, exc = parse(self) text = string.lower(text) for _, e in ipairs(exc) do if string.find(text, e, 1, true) then return false end end if #inc == 0 then return true end for _, i in ipairs(inc) do if string.find(text, i, 1, true) then return true end end return false end return f end ---------------------------------------------------------------- -- [SECTION] Demo Window data ---------------------------------------------------------------- --- Data to be shared across different functions of the demo. function ImGuiDemoWindowData() return { -- Examples Apps (accessible from the "Examples" menu) ShowMainMenuBar = false, ShowAppAssetsBrowser = false, ShowAppConsole = false, ShowAppCustomRendering = false, ShowAppDocuments = false, ShowAppDockSpace = false, ShowAppImageViewer = false, ShowAppLog = false, ShowAppLayout = false, ShowAppPropertyEditor = false, ShowAppSimpleOverlay = false, ShowAppAutoResize = false, ShowAppConstrainedResize = false, ShowAppFullscreen = false, ShowAppLongText = false, ShowAppWindowTitles = false, -- Dear ImGui Tools (accessible from the "Tools" menu) ShowMetrics = false, ShowDebugLog = false, ShowIDStackTool = false, ShowStyleEditor = false, ShowAbout = false, -- Other data DisableSections = false, LiveEditOverride = false, LiveEditFlags = ImGuiItemFlags.LiveEditOnInputText or 0, DemoTree = nil, } end ---------------------------------------------------------------- -- [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) ---------------------------------------------------------------- function ExampleTreeNode() return { -- Tree structure Name = "", UID = 0, Parent = nil, Childs = {}, -- 1-based IndexInParent = 0, -- 0-based -- Leaf Data HasData = false, -- All leaves have data DataMyBool = true, DataMyInt = 128, DataMyVec2 = ImVec2(0.0, 3.141592), } end function ExampleTree_CreateNode(name, uid, parent) local node = ExampleTreeNode() node.Name = string.sub(name, 1, 27) node.UID = uid node.Parent = parent node.IndexInParent = parent and #parent.Childs or 0 if parent then parent.Childs[#parent.Childs + 1] = node end return node end function ExampleTree_DestroyNode(node) end -- GC --- Create example tree data function ExampleTree_CreateDemoTree() local ROOT_ITEMS_COUNT = 20 local category_names = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" } local category_count = #category_names local uid = 0 uid = uid + 1 local node_L0 = ExampleTree_CreateNode("", uid, nil) for idx_L0 = 0, ROOT_ITEMS_COUNT - 1 do local name_buf = string.format("%s %d", category_names[idx_L0 // (ROOT_ITEMS_COUNT // category_count) + 1], idx_L0 % (ROOT_ITEMS_COUNT // category_count)) uid = uid + 1 local node_L1 = ExampleTree_CreateNode(name_buf, uid, node_L0) local number_of_childs = #node_L1.Name for idx_L1 = 0, number_of_childs - 1 do uid = uid + 1 local node_L2 = ExampleTree_CreateNode(string.format("Child %d", idx_L1), uid, node_L1) node_L2.HasData = true if idx_L1 == 0 then uid = uid + 1 local node_L3 = ExampleTree_CreateNode(string.format("Sub-child %d", 0), uid, node_L2) node_L3.HasData = true end end end return node_L0 end ---------------------------------------------------------------- -- [SECTION] Helpers: ExampleImageViewer ---------------------------------------------------------------- function ExampleImageViewerData() return { ImageBgColor = IM_COL32(100, 100, 100, 255), GridColor = IM_COL32(255, 255, 255, 100), GridEnabled = true, ViewReset = true, ViewOffset = ImVec2(0, 0), -- in image space Zoom = 10.0, ZoomMin = 1.0, ZoomMax = 10000.0, } end function ExampleImageViewer_DrawOptions(data) ImGui.SetNextItemShortcut(ImGuiKey.G, ImGuiInputFlags.Tooltip) _, data.GridEnabled = ImGui.Checkbox("Grid", data.GridEnabled) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFontSize() * 10.0) local zoom_100 = data.Zoom * 100.0 local changed zoom_100, changed = ImGui.DragFloat("##Zoom", zoom_100, 5.0, data.ZoomMin * 100.0, data.ZoomMax * 100.0, "%.0f%%", ImGuiSliderFlags.AlwaysClamp) if changed then data.Zoom = zoom_100 / 100.0 end end function ExampleImageViewer_DrawCanvas(data, canvas_size, image_tex_ref, image_w, image_h) local io = ImGui.GetIO() local platform_io = ImGui.GetPlatformIO() local draw_list = ImGui.GetWindowDrawList() IM_ASSERT(canvas_size.x >= 0.0 and canvas_size.y >= 0.0) -- Layout canvas ImGui.InvisibleButton("##Canvas", canvas_size) local canvas_min = ImGui.GetItemRectMin() local canvas_max = ImGui.GetItemRectMax() if data.ViewReset then data.ViewOffset = ImVec2((canvas_size.x * 0.5 / data.Zoom) - 0.5, (canvas_size.y * 0.5 / data.Zoom) - 0.5) -- Add half a pixel padding end data.ViewReset = false -- Handle inputs if ImGui.SetItemKeyOwner(ImGuiKey.MouseWheelY) then if io.MouseWheel ~= 0.0 then data.Zoom = DemoClamp(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) end end local zoom = data.Zoom if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then data.ViewOffset.x = data.ViewOffset.x - io.MouseDelta.x / zoom data.ViewOffset.y = data.ViewOffset.y - io.MouseDelta.y / zoom end -- Display image local image_min = ImVec2(); local image_max = ImVec2() image_min.x = math.floor((canvas_min.x - (data.ViewOffset.x * zoom)) + (canvas_size.x * 0.5)) image_min.y = math.floor((canvas_min.y - (data.ViewOffset.y * zoom)) + (canvas_size.y * 0.5)) image_max.x = math.floor(image_min.x + image_w * zoom) image_max.y = math.floor(image_min.y + image_h * zoom) draw_list:AddRect(ImVec2(canvas_min.x - 1.0, canvas_min.y - 1.0), ImVec2(canvas_max.x + 1.0, canvas_max.y + 1.0), IM_COL32(255, 255, 255, 255)) draw_list:PushClipRect(canvas_min, canvas_max, true) draw_list:AddRectFilled(image_min, image_max, data.ImageBgColor) if platform_io.DrawCallback_SetSamplerNearest ~= nil then draw_list:AddCallback(platform_io.DrawCallback_SetSamplerNearest) end draw_list:AddImage(image_tex_ref, image_min, image_max) if platform_io.DrawCallback_SetSamplerLinear ~= nil then draw_list:AddCallback(ImGui.GetPlatformIO().DrawCallback_SetSamplerLinear) end -- Display grid lines for visible pixels if data.GridEnabled and zoom > 6.0 then local step = zoom for px = math.floor((canvas_min.x - image_min.x) / step), math.floor((canvas_max.x - image_min.x) / step) do draw_list:AddLineV(image_min.x + px * step, canvas_min.y, canvas_max.y, data.GridColor, 1.0) end for py = math.floor((canvas_min.y - image_min.y) / step), math.floor((canvas_max.y - image_min.y) / step) do draw_list:AddLineH(canvas_min.x, canvas_max.x, image_min.y + py * step, data.GridColor, 1.0) end end draw_list:PopClipRect() end ---------------------------------------------------------------- -- [SECTION] Demo Window / ShowDemoWindow() ---------------------------------------------------------------- local demo_data = ImGuiDemoWindowData() local no_titlebar = false local no_scrollbar = false local no_menu = false local no_move = false local no_resize = false local no_collapse = false local no_close = false local no_nav = false local no_background = false local no_bring_to_front = false local no_docking = false local unsaved_document = false --- Shows an example app: `if X then X.open = X(open) end`. Example apps return the new p_open. local function RunApp(fn, key, ...) if fn then demo_data[key] = fn(demo_data[key], ...) if demo_data[key] == nil then demo_data[key] = false end else demo_data[key] = false end end local function DemoWindowMenuBar(data) if ImGui.BeginMenuBar() then if ImGui.BeginMenu("Menu") then IMGUI_DEMO_MARKER("Menu/File") ShowExampleMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Examples") then IMGUI_DEMO_MARKER("Menu/Examples") _, data.ShowMainMenuBar = ImGui.MenuItem("Main menu bar", nil, data.ShowMainMenuBar) ImGui.SeparatorText("Mini apps") _, data.ShowAppAssetsBrowser = ImGui.MenuItem("Assets Browser", nil, data.ShowAppAssetsBrowser) _, data.ShowAppConsole = ImGui.MenuItem("Console", nil, data.ShowAppConsole) _, data.ShowAppCustomRendering = ImGui.MenuItem("Custom rendering", nil, data.ShowAppCustomRendering) _, data.ShowAppDocuments = ImGui.MenuItem("Documents", nil, data.ShowAppDocuments) _, data.ShowAppDockSpace = ImGui.MenuItem("Dockspace", nil, data.ShowAppDockSpace) _, data.ShowAppImageViewer = ImGui.MenuItem("Image Viewer", nil, data.ShowAppImageViewer) _, data.ShowAppLog = ImGui.MenuItem("Log", nil, data.ShowAppLog) _, data.ShowAppPropertyEditor = ImGui.MenuItem("Property editor", nil, data.ShowAppPropertyEditor) _, data.ShowAppLayout = ImGui.MenuItem("Simple layout", nil, data.ShowAppLayout) _, data.ShowAppSimpleOverlay = ImGui.MenuItem("Simple overlay", nil, data.ShowAppSimpleOverlay) ImGui.SeparatorText("Concepts") _, data.ShowAppAutoResize = ImGui.MenuItem("Auto-resizing window", nil, data.ShowAppAutoResize) _, data.ShowAppConstrainedResize = ImGui.MenuItem("Constrained-resizing window", nil, data.ShowAppConstrainedResize) _, data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, data.ShowAppFullscreen) _, data.ShowAppLongText = ImGui.MenuItem("Long text display", nil, data.ShowAppLongText) _, data.ShowAppWindowTitles = ImGui.MenuItem("Manipulating window titles", nil, data.ShowAppWindowTitles) ImGui.EndMenu() end if ImGui.BeginMenu("Tools") then IMGUI_DEMO_MARKER("Menu/Tools") local io = ImGui.GetIO() local has_debug_tools = not IMGUI_DISABLE_DEBUG_TOOLS _, data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, data.ShowMetrics, has_debug_tools and ImGui.ShowMetricsWindow ~= nil) if ImGui.BeginMenu("Debug Options") then ImGui.BeginDisabled(not has_debug_tools) _, io.ConfigDebugHighlightIdConflicts = ImGui.Checkbox("Highlight ID Conflicts", io.ConfigDebugHighlightIdConflicts) ImGui.EndDisabled() _, io.ConfigErrorRecoveryEnableAssert = ImGui.Checkbox("Assert on error recovery", io.ConfigErrorRecoveryEnableAssert) ImGui.TextDisabled("(see Demo->Configuration for more)") ImGui.EndMenu() end _, data.ShowDebugLog = ImGui.MenuItem("Debug Log", nil, data.ShowDebugLog, has_debug_tools and ImGui.ShowDebugLogWindow ~= nil) _, data.ShowIDStackTool = ImGui.MenuItem("ID Stack Tool", nil, data.ShowIDStackTool, has_debug_tools and ImGui.ShowIDStackToolWindow ~= nil) local is_debugger_present = io.ConfigDebugIsDebuggerPresent if ImGui.MenuItem("Item Picker", nil, false, has_debug_tools and ImGui.DebugStartItemPicker ~= nil) then ImGui.DebugStartItemPicker() end if not is_debugger_present then ImGui.SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application.") end _, data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, data.ShowStyleEditor) _, data.ShowAbout = ImGui.MenuItem("About ImGui Sincerely", nil, data.ShowAbout) ImGui.EndMenu() end ImGui.EndMenuBar() end end --- Configuration header contents (split from ShowDemoWindow to keep the function small) local function DemoWindowConfiguration(io) local F = ImGuiConfigFlags local function CF(label, flag) local pressed pressed, io.ConfigFlags = ImGui.CheckboxFlags(label, io.ConfigFlags, flag) return pressed end local function CB(label, field) local pressed pressed, io[field] = ImGui.Checkbox(label, io[field]) return pressed end local function HM(desc) ImGui.SameLine(); HelpMarker(desc) end if ImGui.TreeNode("Configuration##2") then IMGUI_DEMO_MARKER("Configuration") ImGui.SeparatorText("General") CF("io.ConfigFlags: NavEnableKeyboard", F.NavEnableKeyboard) HM("Enable keyboard controls.") CF("io.ConfigFlags: NavEnableGamepad", F.NavEnableGamepad) HM("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.") CF("io.ConfigFlags: NoMouse", F.NoMouse) HM("Instruct dear imgui to disable mouse inputs and interactions.") -- The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if DemoHas(io.ConfigFlags, F.NoMouse) then if (ImGui.GetTime() % 0.40) < 0.20 then ImGui.SameLine() ImGui.Text("<>") end -- Prevent both being checked if ImGui.IsKeyPressed(ImGuiKey.Space) or DemoHas(io.ConfigFlags, F.NoKeyboard) then io.ConfigFlags = bit32.band(io.ConfigFlags, bit32.bnot(F.NoMouse)) end end CF("io.ConfigFlags: NoMouseCursorChange", F.NoMouseCursorChange) HM("Instruct backend to not alter mouse cursor shape and visibility.") CF("io.ConfigFlags: NoKeyboard", F.NoKeyboard) HM("Instruct dear imgui to disable keyboard inputs and interactions.") CB("io.ConfigInputTrickleEventQueue", "ConfigInputTrickleEventQueue") HM("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.") CB("io.MouseDrawCursor", "MouseDrawCursor") HM("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).") ImGui.SeparatorText("Keyboard/Gamepad Navigation") CB("io.ConfigNavSwapGamepadButtons", "ConfigNavSwapGamepadButtons") CB("io.ConfigNavMoveSetMousePos", "ConfigNavMoveSetMousePos") HM("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult") CB("io.ConfigNavCaptureKeyboard", "ConfigNavCaptureKeyboard") CB("io.ConfigNavEscapeClearFocusItem", "ConfigNavEscapeClearFocusItem") HM("Pressing Escape clears focused item.") CB("io.ConfigNavEscapeClearFocusWindow", "ConfigNavEscapeClearFocusWindow") HM("Pressing Escape clears focused window.") CB("io.ConfigNavCursorVisibleAuto", "ConfigNavCursorVisibleAuto") HM("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.") CB("io.ConfigNavCursorVisibleAlways", "ConfigNavCursorVisibleAlways") HM("Navigation cursor is always visible.") ImGui.SeparatorText("Docking") CF("io.ConfigFlags: DockingEnable", F.DockingEnable) ImGui.SameLine() if io.ConfigDockingWithShift then HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") else HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") end if DemoHas(io.ConfigFlags, F.DockingEnable) then ImGui.Indent() CB("io.ConfigDockingNoSplit", "ConfigDockingNoSplit") HM("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.") CB("io.ConfigDockingNoDockingOver", "ConfigDockingNoDockingOver") HM("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.") CB("io.ConfigDockingWithShift", "ConfigDockingWithShift") HM("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)") CB("io.ConfigDockingAlwaysTabBar", "ConfigDockingAlwaysTabBar") HM("Create a docking node and tab-bar on single floating windows.") CB("io.ConfigDockingTransparentPayload", "ConfigDockingTransparentPayload") HM("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.") ImGui.Unindent() end ImGui.SeparatorText("Multi-viewports") CF("io.ConfigFlags: ViewportsEnable", F.ViewportsEnable) HM("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.") if DemoHas(io.ConfigFlags, F.ViewportsEnable) then ImGui.Indent() DemoNotSupported() ImGui.Unindent() end ImGui.SeparatorText("Windows") CB("io.ConfigWindowsResizeFromEdges", "ConfigWindowsResizeFromEdges") HM("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.") CB("io.ConfigWindowsMoveFromTitleBarOnly", "ConfigWindowsMoveFromTitleBarOnly") CB("io.ConfigWindowsCopyContentsWithCtrlC", "ConfigWindowsCopyContentsWithCtrlC") -- [EXPERIMENTAL] HM("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.") CB("io.ConfigScrollbarScrollByPage", "ConfigScrollbarScrollByPage") HM("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.") ImGui.SeparatorText("Widgets") CB("io.ConfigInputTextCursorBlink", "ConfigInputTextCursorBlink") HM("Enable blinking cursor (optional as some users consider it to be distracting).") CB("io.ConfigInputTextEnterKeepActive", "ConfigInputTextEnterKeepActive") HM("Pressing Enter will reactivate item and select all text (single-line only).") CB("io.ConfigDragClickToInputText", "ConfigDragClickToInputText") HM("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).") CB("io.ConfigMacOSXBehaviors", "ConfigMacOSXBehaviors") HM("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.") ImGui.Text("Also see Style->Rendering for rendering options.") ImGui.SeparatorText("Settings") CB("io.ConfigIniSettingsSaveLastUsedDate", "ConfigIniSettingsSaveLastUsedDate") -- Also read: https://github.com/ocornut/imgui/wiki/Error-Handling ImGui.SeparatorText("Error Handling") CB("io.ConfigErrorRecovery", "ConfigErrorRecovery") HM( "Options to configure how we handle recoverable errors.\n" .. "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" .. "- You not are not supposed to rely on it in the course of a normal application run.\n" .. "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" .. "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " .. "Otherwise it would severely hinder your ability to catch and correct mistakes!") CB("io.ConfigErrorRecoveryEnableAssert", "ConfigErrorRecoveryEnableAssert") CB("io.ConfigErrorRecoveryEnableDebugLog", "ConfigErrorRecoveryEnableDebugLog") CB("io.ConfigErrorRecoveryEnableTooltip", "ConfigErrorRecoveryEnableTooltip") if not io.ConfigErrorRecoveryEnableAssert and not io.ConfigErrorRecoveryEnableDebugLog and not io.ConfigErrorRecoveryEnableTooltip then io.ConfigErrorRecoveryEnableAssert = true io.ConfigErrorRecoveryEnableDebugLog = true io.ConfigErrorRecoveryEnableTooltip = true end -- Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools ImGui.SeparatorText("Debug") CB("io.ConfigDebugIsDebuggerPresent", "ConfigDebugIsDebuggerPresent") HM("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.") CB("io.ConfigDebugHighlightIdConflicts", "ConfigDebugHighlightIdConflicts") HM("Highlight and show an error message when multiple items have conflicting identifiers.") ImGui.BeginDisabled() CB("io.ConfigDebugBeginReturnValueOnce", "ConfigDebugBeginReturnValueOnce") ImGui.EndDisabled() HM("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.") CB("io.ConfigDebugBeginReturnValueLoop", "ConfigDebugBeginReturnValueLoop") HM("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.") CB("io.ConfigDebugIgnoreFocusLoss", "ConfigDebugIgnoreFocusLoss") HM("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.") CB("io.ConfigDebugDrawListDefaultsToStrokeLegacy", "ConfigDebugDrawListDefaultsToStrokeLegacy") HM("Option to default all ImDrawList to ImDrawFlags_StrokeLegacy mode, mimicking pre-1.93.0 rendering.") CB("io.ConfigDebugIniSettings", "ConfigDebugIniSettings") HM("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).") ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Backend Flags") then IMGUI_DEMO_MARKER("Configuration/Backend Flags") HelpMarker( "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" .. "Here we expose them as read-only fields to avoid breaking interactions with your backend.") -- Make a local copy to avoid modifying actual backend flags. local B = ImGuiBackendFlags local backend_flags = io.BackendFlags ImGui.BeginDisabled() _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasGamepad", backend_flags, B.HasGamepad) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", backend_flags, B.HasMouseCursors) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasSetMousePos", backend_flags, B.HasSetMousePos) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: PlatformHasViewports", backend_flags, B.PlatformHasViewports) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", backend_flags, B.HasMouseHoveredViewport) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: HasParentViewport", backend_flags, B.HasParentViewport) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", backend_flags, B.RendererHasVtxOffset) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasTextures", backend_flags, B.RendererHasTextures) _, backend_flags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasViewports", backend_flags, B.RendererHasViewports) ImGui.EndDisabled() ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Style, Fonts") then IMGUI_DEMO_MARKER("Configuration/Style, Fonts") _, demo_data.ShowStyleEditor = ImGui.Checkbox("Style Editor", demo_data.ShowStyleEditor) ImGui.SameLine() HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.") ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Capture/Logging") then IMGUI_DEMO_MARKER("Configuration/Capture, Logging") HelpMarker( "The logging API redirects all text output so you can easily capture the content of " .. "a window or a block. Tree nodes can be automatically expanded.\n" .. "Try opening any of the contents below in this window and then click one of the \"Log To\" button.") if ImGui.LogButtons then ImGui.LogButtons() else DemoNotPorted("LogButtons") end HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.") if ImGui.Button("Copy \"Hello, world!\" to clipboard") then if ImGui.LogToClipboard then ImGui.LogToClipboard() ImGui.LogText("Hello, world!") ImGui.LogFinish() else ImGui.SetClipboardText("Hello, world!") -- internal clipboard only on Roblox end end ImGui.TreePop() end end --- Demonstrate most Dear ImGui features (this is big function!) --- @param p_open? bool --- @return bool? p_open function ImGui.ShowDemoWindow(p_open) IM_ASSERT(ImGui.GetCurrentContext() ~= nil, "Missing Dear ImGui context. Refer to examples app!") local data = demo_data -- Examples Apps (accessible from the "Examples" menu) if data.ShowMainMenuBar then if ShowExampleAppMainMenuBar then ShowExampleAppMainMenuBar() end end if data.ShowAppDockSpace then RunApp(ShowExampleAppDockSpace, "ShowAppDockSpace") end -- Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) if data.ShowAppDocuments then RunApp(ShowExampleAppDocuments, "ShowAppDocuments") end -- ...process the Document app next, as it may also use a DockSpace() if data.ShowAppAssetsBrowser then RunApp(ShowExampleAppAssetsBrowser, "ShowAppAssetsBrowser") end if data.ShowAppConsole then RunApp(ShowExampleAppConsole, "ShowAppConsole") end if data.ShowAppCustomRendering then RunApp(ShowExampleAppCustomRendering, "ShowAppCustomRendering") end if data.ShowAppImageViewer then RunApp(ShowExampleAppImageViewer, "ShowAppImageViewer") end if data.ShowAppLog then RunApp(ShowExampleAppLog, "ShowAppLog") end if data.ShowAppLayout then RunApp(ShowExampleAppLayout, "ShowAppLayout") end if data.ShowAppPropertyEditor then RunApp(ShowExampleAppPropertyEditor, "ShowAppPropertyEditor", data) end if data.ShowAppSimpleOverlay then RunApp(ShowExampleAppSimpleOverlay, "ShowAppSimpleOverlay") end if data.ShowAppAutoResize then RunApp(ShowExampleAppAutoResize, "ShowAppAutoResize") end if data.ShowAppConstrainedResize then RunApp(ShowExampleAppConstrainedResize, "ShowAppConstrainedResize") end if data.ShowAppFullscreen then RunApp(ShowExampleAppFullscreen, "ShowAppFullscreen") end if data.ShowAppLongText then RunApp(ShowExampleAppLongText, "ShowAppLongText") end if data.ShowAppWindowTitles then RunApp(ShowExampleAppWindowTitles, "ShowAppWindowTitles") end -- Dear ImGui Tools (accessible from the "Tools" menu) if data.ShowMetrics then RunApp(ImGui.ShowMetricsWindow, "ShowMetrics") end if data.ShowDebugLog then RunApp(ImGui.ShowDebugLogWindow, "ShowDebugLog") end if data.ShowIDStackTool then RunApp(ImGui.ShowIDStackToolWindow, "ShowIDStackTool") end if data.ShowAbout then RunApp(ImGui.ShowAboutWindow, "ShowAbout") end if data.ShowStyleEditor then local visible data.ShowStyleEditor, visible = ImGui.Begin("ImGui Sincerely Style Editor", data.ShowStyleEditor) if visible then ImGui.ShowStyleEditor() end ImGui.End() end -- Demonstrate the various window flags. Typically you would just use the default! local W = ImGuiWindowFlags local window_flags = 0 if no_titlebar then window_flags = bit32.bor(window_flags, W.NoTitleBar) end if no_scrollbar then window_flags = bit32.bor(window_flags, W.NoScrollbar) end if not no_menu then window_flags = bit32.bor(window_flags, W.MenuBar) end if no_move then window_flags = bit32.bor(window_flags, W.NoMove) end if no_resize then window_flags = bit32.bor(window_flags, W.NoResize) end if no_collapse then window_flags = bit32.bor(window_flags, W.NoCollapse) end if no_nav then window_flags = bit32.bor(window_flags, W.NoNav) end if no_background then window_flags = bit32.bor(window_flags, W.NoBackground) end if no_bring_to_front then window_flags = bit32.bor(window_flags, W.NoBringToFrontOnFocus) end if no_docking then window_flags = bit32.bor(window_flags, W.NoDocking) end if unsaved_document then window_flags = bit32.bor(window_flags, W.UnsavedDocument) end if no_close then p_open = nil end -- Don't pass our bool* to Begin -- We specify a default position/size in case there's no data in the .ini file. local main_viewport = ImGui.GetMainViewport() ImGui.SetNextWindowPos(ImVec2(main_viewport.WorkPos.x + 650, main_viewport.WorkPos.y + 20), ImGuiCond.FirstUseEver) ImGui.SetNextWindowSize(ImVec2(550, 680), ImGuiCond.FirstUseEver) -- Main body of the Demo window starts here. local visible p_open, visible = ImGui.Begin("ImGui Sincerely Demo", p_open, window_flags) if no_close then p_open = nil end if not visible then -- Early out if the window is collapsed, as an optimization. ImGui.End() return p_open end -- Most framed widgets share a common width settings. Remaining width is used for the label. local label_width_base = ImGui.GetFontSize() * 12 -- Some amount of width for label, based on font size. local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 -- ...but always leave some room for framed widgets. local label_width = math.min(label_width_base, label_width_max) ImGui.PushItemWidth(-label_width) -- Right-align: framed items will leave 'label_width' available for the label. -- Menu Bar DemoWindowMenuBar(data) ImGui.Text("ImGui Sincerely says hello! (%s) (%d)", IMGUI_VERSION or "WIP", IMGUI_VERSION_NUM or 0) ImGui.Spacing() if ImGui.CollapsingHeader("Help") then IMGUI_DEMO_MARKER("Help") ImGui.SeparatorText("ABOUT THIS DEMO:") ImGui.BulletText("Sections below are demonstrating many aspects of the library.") ImGui.BulletText("The \"Examples\" menu above leads to more demo contents.") ImGui.BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" .. "and Metrics/Debugger (general purpose Dear ImGui debugging tool).") ImGui.BulletText("Web demo (w/ source code browser): ") ImGui.SameLine(0, 0) ImGui.TextLinkOpenURL("https://pthom.github.io/imgui_explorer") ImGui.SeparatorText("PROGRAMMER GUIDE:") ImGui.BulletText("See the ShowDemoWindow() code in imgui_demo.lua. <- you are here!") ImGui.BulletText("See comments in imgui.lua.") ImGui.BulletText("See example applications in the examples/ folder.") ImGui.BulletText("Read the FAQ at ") ImGui.SameLine(0, 0) ImGui.TextLinkOpenURL("https://www.dearimgui.com/faq/") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.") ImGui.SeparatorText("USER GUIDE:") ImGui.ShowUserGuide() end if ImGui.CollapsingHeader("Configuration") then DemoWindowConfiguration(ImGui.GetIO()) end if ImGui.CollapsingHeader("Window options") then IMGUI_DEMO_MARKER("Window options") if ImGui.BeginTable("split", 3) then ImGui.TableNextColumn(); _, no_titlebar = ImGui.Checkbox("No titlebar", no_titlebar) ImGui.TableNextColumn(); _, no_scrollbar = ImGui.Checkbox("No scrollbar", no_scrollbar) ImGui.TableNextColumn(); _, no_menu = ImGui.Checkbox("No menu", no_menu) ImGui.TableNextColumn(); _, no_move = ImGui.Checkbox("No move", no_move) ImGui.TableNextColumn(); _, no_resize = ImGui.Checkbox("No resize", no_resize) ImGui.TableNextColumn(); _, no_collapse = ImGui.Checkbox("No collapse", no_collapse) ImGui.TableNextColumn(); _, no_close = ImGui.Checkbox("No close", no_close) ImGui.TableNextColumn(); _, no_nav = ImGui.Checkbox("No nav", no_nav) ImGui.TableNextColumn(); _, no_background = ImGui.Checkbox("No background", no_background) ImGui.TableNextColumn(); _, no_bring_to_front = ImGui.Checkbox("No bring to front", no_bring_to_front) ImGui.TableNextColumn(); _, no_docking = ImGui.Checkbox("No docking", no_docking) ImGui.TableNextColumn(); _, unsaved_document = ImGui.Checkbox("Unsaved document", unsaved_document) ImGui.EndTable() end end -- All demo contents DemoWindowWidgets(data) if DemoWindowLayout then DemoWindowLayout() end if DemoWindowPopups then DemoWindowPopups() end if DemoWindowTables then DemoWindowTables() end if DemoWindowInputs then DemoWindowInputs() end -- End of ShowDemoWindow() ImGui.PopItemWidth() ImGui.End() return p_open end ---------------------------------------------------------------- -- [SECTION] DemoWindowWidgets() ---------------------------------------------------------------- --- Calls a (global) demo section if it exists, otherwise shows a placeholder local function Sub(fn, title, ...) if fn then fn(...) else if ImGui.TreeNode(title) then DemoNotPorted(title) ImGui.TreePop() end end end function DemoWindowWidgets(data) if not ImGui.CollapsingHeader("Widgets") then return end -- IMGUI_DEMO_MARKER("Widgets") local disable_all = data.DisableSections -- The Checkbox for that is inside the "Disabled" section at the bottom local override_liveedit = data.LiveEditOverride if disable_all then ImGui.BeginDisabled() end if override_liveedit then ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputText, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputText)) ImGui.PushItemFlag(ImGuiItemFlags.LiveEditOnInputScalar, DemoHas(data.LiveEditFlags, ImGuiItemFlags.LiveEditOnInputScalar)) end Sub(DemoWindowWidgetsBasic, "Basic") Sub(DemoWindowWidgetsBullets, "Bullets") Sub(DemoWindowWidgetsCollapsingHeaders, "Collapsing Headers") Sub(DemoWindowWidgetsComboBoxes, "Combo") Sub(DemoWindowWidgetsColorAndPickers, "Color/Picker Widgets") Sub(DemoWindowWidgetsDataTypes, "Data Types") if disable_all then ImGui.EndDisabled() end Sub(DemoWindowWidgetsDisableBlocks, "Disable Blocks", data) if disable_all then ImGui.BeginDisabled() end Sub(DemoWindowWidgetsDragAndDrop, "Drag and Drop") Sub(DemoWindowWidgetsDragsAndSliders, "Drag/Slider Flags") Sub(DemoWindowWidgetsFonts, "Fonts") Sub(DemoWindowWidgetsImages, "Images") Sub(DemoWindowWidgetsListBoxes, "List Boxes") Sub(DemoWindowWidgetsLiveEdit, "Live Edit Flags", data) Sub(DemoWindowWidgetsMixedValues, "Mixed Values") Sub(DemoWindowWidgetsMultiComponents, "Multi-component Widgets") Sub(DemoWindowWidgetsPlotting, "Plotting") Sub(DemoWindowWidgetsProgressBars, "Progress Bars") Sub(DemoWindowWidgetsQueryingStatuses, "Querying Item Status (Edited/Active/Hovered etc.)") Sub(DemoWindowWidgetsSelectables, "Selectables") Sub(DemoWindowWidgetsSelectionAndMultiSelect, "Selection State & Multi-Select", data) Sub(DemoWindowWidgetsTabs, "Tabs") Sub(DemoWindowWidgetsText, "Text") Sub(DemoWindowWidgetsTextFilter, "Text Filter") Sub(DemoWindowWidgetsTextInput, "Text Input") Sub(DemoWindowWidgetsTooltips, "Tooltips") Sub(DemoWindowWidgetsTreeNodes, "Tree Nodes") Sub(DemoWindowWidgetsVerticalSliders, "Vertical Sliders") if override_liveedit then ImGui.PopItemFlag() ImGui.PopItemFlag() end if disable_all then ImGui.EndDisabled() end end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_demo_2.lua'] = function() --- ImGui Sincerely WIP -- (Demo Code, part 2): DemoWindowLayout(), DemoWindowPopups(), DemoWindowTables(), DemoWindowColumns(), -- DemoWindowInputs() and all ShowExampleAppXXX() example apps. -- Port of imgui_demo.cpp (docking branch). Globals are shared with imgui_demo.lua (HelpMarker, ShowExampleMenuFile, ...) local IM_MIN = math.min local IM_MAX = math.max local function IM_CLAMP(V, MN, MX) return (V < MN) and MN or (V > MX) and MX or V end local _ local function IMGUI_DEMO_MARKER(_) end -- upstream hook, no-op here --- `char buf[size] = "str"` -> zero-terminated byte table local function Buf(str, size) local t = {} for i = 1, #str do t[i] = string.byte(str, i) end t[#str + 1] = 0 if size then for i = #str + 2, size do t[i] = 0 end end return t end --- byte table -> Lua string (up to the zero terminator) local function BufStr(buf) local n = 0 while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end return ImGui._ByteArrayToString(buf, 1, n + 1) end local function BufSet(buf, str) for i = 1, #str do buf[i] = string.byte(str, i) end buf[#str + 1] = 0 end --- ImColor::HSV() as ImVec4 local function HSV(h, s, v, a) local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v) return ImVec4(r, g, b, a or 1.0) end local function B2I(b) return b and 1 or 0 end local function Has(flags, f) return bit32.band(flags, f) ~= 0 end local function NotSupported() ImGui.TextDisabled("(not supported on Roblox)") end local function NotPorted(what) ImGui.TextDisabled("(not ported yet%s)", what and (": " .. what) or "") end local function DemoHelpMarker(desc) if HelpMarker then HelpMarker(desc) return end ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) ImGui.TextUnformatted(desc) ImGui.PopTextWrapPos() ImGui.EndTooltip() end end local function DemoMenuFile() if ShowExampleMenuFile then ShowExampleMenuFile() end end --- Minimal ImGuiTextFilter stand-in when the library one isn't available local function MakeTextFilter() if ImGuiTextFilter then return ImGuiTextFilter() end local f = { InputBuf = Buf("", 256) } function f:Draw(label, width) if width and width ~= 0 then ImGui.SetNextItemWidth(width) end return ImGui.InputText(label or "Filter (inc,-exc)", self.InputBuf, 256) end function f:IsActive() return self.InputBuf[1] ~= 0 end function f:Clear() self.InputBuf[1] = 0 end function f:Build() end function f:PassFilter(text, text_end) if text_end then text = string.sub(text, 1, text_end - 1) end local s = BufStr(self.InputBuf) if s == "" then return true end local any_inc, pass_inc = false, false for tok in string.gmatch(s, "[^,]+") do tok = string.match(tok, "^%s*(.-)%s*$") if tok ~= "" then if string.sub(tok, 1, 1) == "-" then if #tok > 1 and string.find(string.lower(text), string.lower(string.sub(tok, 2)), 1, true) then return false end else any_inc = true if string.find(string.lower(text), string.lower(tok), 1, true) then pass_inc = true end end end end return (not any_inc) or pass_inc end return f end -- ImGuiInputTextCallbackData helpers (the port's callback data has no methods). Buf is a 1-based zero-terminated -- byte table, positions are 0-based like C++. local function CB_DeleteChars(data, pos, bytes_count) local buf = data.Buf local len = data.BufTextLen for i = pos + 1, len - bytes_count + 1 do buf[i] = buf[i + bytes_count] end for i = len - bytes_count + 2, len + 1 do buf[i] = 0 end if data.CursorPos >= pos + bytes_count then data.CursorPos = data.CursorPos - bytes_count elseif data.CursorPos >= pos then data.CursorPos = pos end data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos data.BufDirty = true data.BufTextLen = len - bytes_count end local function CB_InsertChars(data, pos, text) local n = #text if n == 0 then return end if data.BufTextLen + n >= data.BufSize then return end local buf = data.Buf for i = data.BufTextLen + 1, pos + 1, -1 do buf[i + n] = buf[i] end for i = 1, n do buf[pos + i] = string.byte(text, i) end if data.CursorPos >= pos then data.CursorPos = data.CursorPos + n end data.SelectionStart = data.CursorPos; data.SelectionEnd = data.CursorPos data.BufDirty = true data.BufTextLen = data.BufTextLen + n end local function CB_SelectAll(data) data.SelectionStart = 0; data.SelectionEnd = data.BufTextLen end --- ImGui::BeginChild() wrapper accepting upstream args local function BeginChild(id, size, child_flags, window_flags) return ImGui.BeginChild(id, size or ImVec2(0, 0), child_flags or 0, window_flags or 0) end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowLayout() ------------------------------------------------------------------------------- local SL = { disable_mouse_wheel = false, disable_menu = false, draw_lines = 3, max_height_in_lines = 10, offset_x = 0, override_bg_color = true, child_flags = nil, f = 0.0, show_indented_items = true, c1 = false, c2 = false, c3 = false, c4 = false, f0 = 1.0, f1 = 2.0, f2 = 3.0, item = -1, selection = { 0, 1, 2, 3 }, track_item = 50, enable_track = true, enable_extra_decorations = false, scroll_to_off_px = 0.0, scroll_to_pos_px = 200.0, lines = 7, show_horizontal_contents_size_demo_window = false, show_h_scrollbar = true, show_button = true, show_tree_nodes = true, show_text_wrapped = false, show_columns = true, show_tab_bar = true, show_child = false, explicit_content_size = false, contents_size_x = 300.0, clip_size = nil, clip_offset = nil, enable_allow_overlap = true, } local function DemoWindowLayout_ChildWindows() IMGUI_DEMO_MARKER("Layout/Child windows") ImGui.SeparatorText("Child windows") DemoHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.") _, SL.disable_mouse_wheel = ImGui.Checkbox("Disable Mouse Wheel", SL.disable_mouse_wheel) _, SL.disable_menu = ImGui.Checkbox("Disable Menu", SL.disable_menu) -- Child 1: no border, enable horizontal scrollbar do local window_flags = ImGuiWindowFlags.HorizontalScrollbar if SL.disable_mouse_wheel then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) end BeginChild("ChildL", ImVec2(ImGui.GetContentRegionAvail().x * 0.5, 260), ImGuiChildFlags.None, window_flags) for i = 0, 99 do ImGui.Text("%04d: scrollable region", i) end ImGui.EndChild() end ImGui.SameLine() -- Child 2: rounded border do local window_flags = ImGuiWindowFlags.None if SL.disable_mouse_wheel then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollWithMouse) end if not SL.disable_menu then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.MenuBar) end ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, 5.0) BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags.Borders, window_flags) if not SL.disable_menu and ImGui.BeginMenuBar() then if ImGui.BeginMenu("Menu") then DemoMenuFile() ImGui.EndMenu() end ImGui.EndMenuBar() end if ImGui.BeginTable("split", 2, bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.NoSavedSettings)) then for i = 0, 99 do local buf = string.format("%03d", i) ImGui.TableNextColumn() ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) end ImGui.EndTable() end ImGui.EndChild() ImGui.PopStyleVar() end -- Child 3: manual-resize ImGui.SeparatorText("Manual-resize") do DemoHelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.") ImGui.PushStyleColor(ImGuiCol.ChildBg, ImGui.GetStyleColorVec4(ImGuiCol.FrameBg)) if BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui.GetTextLineHeightWithSpacing() * 8), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeY)) then for n = 0, 9 do ImGui.Text("Line %04d", n) end end ImGui.PopStyleColor() ImGui.EndChild() end -- Child 4: auto-resizing height with a limit ImGui.SeparatorText("Auto-resize with constraints") do ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) SL.draw_lines = ImGui.DragInt("Lines Count", SL.draw_lines, 0.2) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) SL.max_height_in_lines = ImGui.DragInt("Max Height (in Lines)", SL.max_height_in_lines, 0.2) ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui.GetTextLineHeightWithSpacing() * SL.max_height_in_lines)) if BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0), bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.AutoResizeY)) then for n = 0, SL.draw_lines - 1 do ImGui.Text("Line %04d", n) end end ImGui.EndChild() end ImGui.SeparatorText("Misc/Advanced") do if SL.child_flags == nil then SL.child_flags = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY) end ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) SL.offset_x = ImGui.DragInt("Offset X", SL.offset_x, 1.0, -1000, 1000) _, SL.override_bg_color = ImGui.Checkbox("Override ChildBg color", SL.override_bg_color) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_Borders", SL.child_flags, ImGuiChildFlags.Borders) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", SL.child_flags, ImGuiChildFlags.AlwaysUseWindowPadding) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeX", SL.child_flags, ImGuiChildFlags.ResizeX) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeY", SL.child_flags, ImGuiChildFlags.ResizeY) _, SL.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_FrameStyle", SL.child_flags, ImGuiChildFlags.FrameStyle) ImGui.SameLine(); DemoHelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.") if Has(SL.child_flags, ImGuiChildFlags.FrameStyle) then SL.override_bg_color = false end ImGui.SetCursorPosX(ImGui.GetCursorPosX() + SL.offset_x) if SL.override_bg_color then ImGui.PushStyleColor(ImGuiCol.ChildBg, IM_COL32(255, 0, 0, 100)) end BeginChild("Red", ImVec2(200, 100), SL.child_flags, ImGuiWindowFlags.None) if SL.override_bg_color then ImGui.PopStyleColor() end for n = 0, 49 do ImGui.Text("Some test %d", n) end ImGui.EndChild() local child_is_hovered = ImGui.IsItemHovered() local child_rect_min = ImGui.GetItemRectMin() local child_rect_max = ImGui.GetItemRectMax() ImGui.Text("Hovered: %d", B2I(child_is_hovered)) ImGui.Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y) end end local function DemoWindowLayout_WidgetsWidth() IMGUI_DEMO_MARKER("Layout/Widgets Width") _, SL.show_indented_items = ImGui.Checkbox("Show indented items", SL.show_indented_items) local function block(text, help, width, l1, l2) ImGui.Text(text) if help then ImGui.SameLine(); DemoHelpMarker(help) end ImGui.PushItemWidth(width) SL.f = ImGui.DragFloat(l1, SL.f) if SL.show_indented_items then ImGui.Indent() SL.f = ImGui.DragFloat(l2, SL.f) ImGui.Unindent() end ImGui.PopItemWidth() end block("SetNextItemWidth/PushItemWidth(100)", "Fixed width.", 100, "float##1b", "float (indented)##1b") block("SetNextItemWidth/PushItemWidth(-100)", "Align to right edge minus 100", -100, "float##2a", "float (indented)##2b") block("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)", "Half of available width.\n(~ right-cursor_pos)\n(works within a column set)", ImGui.GetContentRegionAvail().x * 0.5, "float##3a", "float (indented)##3b") block("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)", "Align to right edge minus half", -ImGui.GetContentRegionAvail().x * 0.5, "float##4a", "float (indented)##4b") block("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))", nil, -IM_MIN(ImGui.GetFontSize() * 12, ImGui.GetContentRegionAvail().x * 0.40), "float##5a", "float (indented)##5b") -- Demonstrate using PushItemWidth to surround three items. block("SetNextItemWidth/PushItemWidth(-FLT_MIN)", "Align to right edge", -FLT_MIN, "##float6a", "float (indented)##6b") end local function DemoWindowLayout_BasicHorizontal() IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout") ImGui.TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)") -- Text IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine") ImGui.Text("Two items: Hello"); ImGui.SameLine() ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") -- Adjust spacing ImGui.Text("More spacing: Hello"); ImGui.SameLine(0, 20) ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") -- Button ImGui.AlignTextToFramePadding() ImGui.Text("Normal buttons"); ImGui.SameLine() ImGui.Button("Banana"); ImGui.SameLine() ImGui.Button("Apple"); ImGui.SameLine() ImGui.Button("Corniflower") -- Button ImGui.Text("Small buttons"); ImGui.SameLine() ImGui.SmallButton("Like this one"); ImGui.SameLine() ImGui.Text("can fit within a text block.") -- Aligned to arbitrary position. Easy/cheap column. IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)") ImGui.Text("Aligned") ImGui.SameLine(150); ImGui.Text("x=150") ImGui.SameLine(300); ImGui.Text("x=300") ImGui.Text("Aligned") ImGui.SameLine(150); ImGui.SmallButton("x=150") ImGui.SameLine(300); ImGui.SmallButton("x=300") -- Checkbox IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)") _, SL.c1 = ImGui.Checkbox("My", SL.c1); ImGui.SameLine() _, SL.c2 = ImGui.Checkbox("Tailor", SL.c2); ImGui.SameLine() _, SL.c3 = ImGui.Checkbox("Is", SL.c3); ImGui.SameLine() _, SL.c4 = ImGui.Checkbox("Rich", SL.c4) -- Various ImGui.PushItemWidth(ImGui.CalcTextSize("AAAAAAA").x) local items = { "AAAA", "BBBB", "CCCC", "DDDD" } if ImGui.Combo then SL.item = ImGui.Combo("Combo", SL.item, items, #items) else NotPorted("Combo") end ImGui.SameLine() SL.f0 = ImGui.SliderFloat("X", SL.f0, 0.0, 5.0); ImGui.SameLine() SL.f1 = ImGui.SliderFloat("Y", SL.f1, 0.0, 5.0); ImGui.SameLine() SL.f2 = ImGui.SliderFloat("Z", SL.f2, 0.0, 5.0) ImGui.Text("Lists:") for i = 1, 4 do if i > 1 then ImGui.SameLine() end ImGui.PushID(i - 1) if ImGui.ListBox then SL.selection[i] = ImGui.ListBox("", SL.selection[i], items, #items) else NotPorted("ListBox") end ImGui.PopID() end ImGui.PopItemWidth() -- Dummy IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy") local button_sz = ImVec2(40, 40) ImGui.Button("A", button_sz); ImGui.SameLine() ImGui.Dummy(button_sz); ImGui.SameLine() ImGui.Button("B", button_sz) -- Manually wrapping IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping") ImGui.Text("Manual wrapping:") local style = ImGui.GetStyle() local buttons_count = 20 local window_visible_x2 = ImGui.GetCursorScreenPos().x + ImGui.GetContentRegionAvail().x for n = 0, buttons_count - 1 do ImGui.PushID(n) ImGui.Button("Box", button_sz) local last_button_x2 = ImGui.GetItemRectMax().x local next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x -- Expected position if next button was on same line if n + 1 < buttons_count and next_button_x2 < window_visible_x2 then ImGui.SameLine() end ImGui.PopID() end end local function DemoWindowLayout_Groups() IMGUI_DEMO_MARKER("Layout/Groups") DemoHelpMarker( "BeginGroup() basically locks the horizontal position for new line. " .. "EndGroup() bundles the whole group so that you can use \"item\" functions such as " .. "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.") ImGui.BeginGroup() do ImGui.BeginGroup() ImGui.Button("AAA") ImGui.SameLine() ImGui.Button("BBB") ImGui.SameLine() ImGui.BeginGroup() ImGui.Button("CCC") ImGui.Button("DDD") ImGui.EndGroup() ImGui.SameLine() ImGui.Button("EEE") ImGui.EndGroup() ImGui.SetItemTooltip("First group hovered") end -- Capture the group size and create widgets using the same size local size = ImGui.GetItemRectSize() local values = { 0.5, 0.20, 0.80, 0.60, 0.25 } ImGui.PlotHistogram("##values", values, nil, #values, 0, nil, 0.0, 1.0, size) ImGui.Button("ACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) ImGui.SameLine() ImGui.Button("REACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) ImGui.EndGroup() ImGui.SameLine() ImGui.Button("LEVERAGE\nBUZZWORD", size) ImGui.SameLine() if ImGui.BeginListBox and ImGui.BeginListBox("List", size) then ImGui.Selectable("Selected", true) ImGui.Selectable("Not Selected", false) ImGui.EndListBox() end end local function DemoWindowLayout_TextBaseline() IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment") do ImGui.BulletText("Text baseline:") ImGui.SameLine(); DemoHelpMarker( "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " .. "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.") ImGui.Indent() ImGui.Text("KO Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item"); ImGui.SameLine() DemoHelpMarker("Baseline of button will look misaligned with text..") ImGui.AlignTextToFramePadding() ImGui.Text("OK Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item##2"); ImGui.SameLine() DemoHelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y") -- SmallButton() uses the same vertical padding as Text ImGui.Button("TEST##1"); ImGui.SameLine() ImGui.Text("TEST"); ImGui.SameLine() ImGui.SmallButton("TEST##2") ImGui.AlignTextToFramePadding() ImGui.Text("Text aligned to framed item"); ImGui.SameLine() ImGui.Button("Item##1"); ImGui.SameLine() ImGui.Text("Item"); ImGui.SameLine() ImGui.SmallButton("Item##2"); ImGui.SameLine() ImGui.Button("Item##3") ImGui.Unindent() end ImGui.Spacing() do ImGui.BulletText("Multi-line text:") ImGui.Indent() ImGui.Text("One\nTwo\nThree"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Text("Banana"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("One\nTwo\nThree") ImGui.Button("HOP##1"); ImGui.SameLine() ImGui.Text("Banana"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Button("HOP##2"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Unindent() end ImGui.Spacing() do ImGui.BulletText("Misc items:") ImGui.Indent() ImGui.Button("80x80", ImVec2(80, 80)) ImGui.SameLine() ImGui.Button("50x50", ImVec2(50, 50)) ImGui.SameLine() ImGui.Button("Button()") ImGui.SameLine() ImGui.SmallButton("SmallButton()") -- Tree local spacing = ImGui.GetStyle().ItemInnerSpacing.x ImGui.Button("Button##1") -- Will make line higher ImGui.SameLine(0.0, spacing) if ImGui.TreeNodeEx("Node##1", ImGuiTreeNodeFlags.DrawLinesNone) then for i = 0, 5 do ImGui.BulletText("Item %d..", i) end ImGui.TreePop() end local padding = math.floor(ImGui.GetFontSize() * 1.20) -- Large padding ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, padding) ImGui.Button("Button##2") ImGui.PopStyleVar() ImGui.SameLine(0.0, spacing) if ImGui.TreeNodeEx("Node##2", ImGuiTreeNodeFlags.DrawLinesNone) then ImGui.TreePop() end ImGui.AlignTextToFramePadding() local node_open = ImGui.TreeNode("Node##3") ImGui.SameLine(0.0, spacing); ImGui.Button("Button##3") if node_open then for i = 0, 5 do ImGui.BulletText("Item %d..", i) end ImGui.TreePop() end -- Bullet ImGui.Button("Button##4") ImGui.SameLine(0.0, spacing) ImGui.BulletText("Bullet text") ImGui.AlignTextToFramePadding() ImGui.BulletText("Node") ImGui.SameLine(0.0, spacing); ImGui.Button("Button##5") ImGui.Unindent() end end local function DemoWindowLayout_HorizontalContentsSizeWindow() if SL.explicit_content_size then ImGui.SetNextWindowContentSize(ImVec2(SL.contents_size_x, 0.0)) end SL.show_horizontal_contents_size_demo_window = ImGui.Begin("Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window, SL.show_h_scrollbar and ImGuiWindowFlags.HorizontalScrollbar or 0) IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window") ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2(2, 0)) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2, 0)) DemoHelpMarker( "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" .. "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.") _, SL.show_h_scrollbar = ImGui.Checkbox("H-scrollbar", SL.show_h_scrollbar) _, SL.show_button = ImGui.Checkbox("Button", SL.show_button) _, SL.show_tree_nodes = ImGui.Checkbox("Tree nodes", SL.show_tree_nodes) _, SL.show_text_wrapped = ImGui.Checkbox("Text wrapped", SL.show_text_wrapped) _, SL.show_columns = ImGui.Checkbox("Columns", SL.show_columns) _, SL.show_tab_bar = ImGui.Checkbox("Tab bar", SL.show_tab_bar) _, SL.show_child = ImGui.Checkbox("Child", SL.show_child) _, SL.explicit_content_size = ImGui.Checkbox("Explicit content size", SL.explicit_content_size) ImGui.Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui.GetScrollX(), ImGui.GetScrollMaxX(), ImGui.GetScrollY(), ImGui.GetScrollMaxY()) if SL.explicit_content_size then ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.CalcTextSize("123456").x) SL.contents_size_x = ImGui.DragFloat("##csx", SL.contents_size_x) local p = ImGui.GetCursorScreenPos() ImGui.GetWindowDrawList():AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE) ImGui.GetWindowDrawList():AddRectFilled(ImVec2(p.x + SL.contents_size_x - 10, p.y), ImVec2(p.x + SL.contents_size_x, p.y + 10), IM_COL32_WHITE) ImGui.Dummy(ImVec2(0, 10)) end ImGui.PopStyleVar(2) ImGui.Separator() if SL.show_button then ImGui.Button("this is a 300-wide button", ImVec2(300, 0)) end if SL.show_tree_nodes then local open = true if ImGui.TreeNode("this is a tree node") then if ImGui.TreeNode("another one of those tree node...") then ImGui.Text("Some tree contents") ImGui.TreePop() end ImGui.TreePop() end ImGui.CollapsingHeader("CollapsingHeader", open) end if SL.show_text_wrapped then ImGui.TextWrapped("This text should automatically wrap on the edge of the work rectangle.") end if SL.show_columns then ImGui.Text("Tables:") if ImGui.BeginTable("table", 4, ImGuiTableFlags.Borders) then for n = 0, 3 do ImGui.TableNextColumn() ImGui.Text("Width %.2f", ImGui.GetContentRegionAvail().x) end ImGui.EndTable() end ImGui.Text("Columns:") if ImGui.Columns then ImGui.Columns(4) for n = 0, 3 do ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) ImGui.NextColumn() end ImGui.Columns(1) else NotPorted("Columns") end end if SL.show_tab_bar and ImGui.BeginTabBar and ImGui.BeginTabBar("Hello") then if ImGui.BeginTabItem("OneOneOne") then ImGui.EndTabItem() end if ImGui.BeginTabItem("TwoTwoTwo") then ImGui.EndTabItem() end if ImGui.BeginTabItem("ThreeThreeThree") then ImGui.EndTabItem() end if ImGui.BeginTabItem("FourFourFour") then ImGui.EndTabItem() end ImGui.EndTabBar() end if SL.show_child then BeginChild("child", ImVec2(0, 0), ImGuiChildFlags.Borders) ImGui.EndChild() end ImGui.End() end local function DemoWindowLayout_Scrolling() IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical") DemoHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.") _, SL.enable_extra_decorations = ImGui.Checkbox("Decoration", SL.enable_extra_decorations) ImGui.PushItemWidth(ImGui.GetFontSize() * 10) local changed SL.track_item, changed = ImGui.DragInt("##item", SL.track_item, 0.25, 0, 99, "Item = %d") SL.enable_track = SL.enable_track or changed ImGui.SameLine() _, SL.enable_track = ImGui.Checkbox("Track", SL.enable_track) local scroll_to_off SL.scroll_to_off_px, scroll_to_off = ImGui.DragFloat("##off", SL.scroll_to_off_px, 1.00, 0, FLT_MAX, "+%.0f px") ImGui.SameLine() scroll_to_off = ImGui.Button("Scroll Offset") or scroll_to_off local scroll_to_pos SL.scroll_to_pos_px, scroll_to_pos = ImGui.DragFloat("##pos", SL.scroll_to_pos_px, 1.00, -10, FLT_MAX, "X/Y = %.0f px") ImGui.SameLine() scroll_to_pos = ImGui.Button("Scroll To Pos") or scroll_to_pos ImGui.PopItemWidth() if scroll_to_off or scroll_to_pos then SL.enable_track = false end local style = ImGui.GetStyle() local child_w = (ImGui.GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5 if child_w < 1.0 then child_w = 1.0 end ImGui.PushID("##VerticalScrolling") local vnames = { "Top", "25%", "Center", "75%", "Bottom" } for i = 0, 4 do if i > 0 then ImGui.SameLine() end ImGui.BeginGroup() ImGui.TextUnformatted(vnames[i + 1]) local child_flags = SL.enable_extra_decorations and ImGuiWindowFlags.MenuBar or 0 local child_id = ImGui.GetID(i) local child_is_visible = BeginChild(child_id, ImVec2(child_w, 200.0), ImGuiChildFlags.Borders, child_flags) if ImGui.BeginMenuBar() then ImGui.TextUnformatted("abc") ImGui.EndMenuBar() end if scroll_to_off then ImGui.SetScrollY(SL.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosY(ImGui.GetCursorStartPos().y + SL.scroll_to_pos_px, i * 0.25) end if child_is_visible then -- Avoid calling SetScrollHereY when running with culled items for item = 0, 99 do if SL.enable_track and item == SL.track_item then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) ImGui.SetScrollHereY(i * 0.25) -- 0.0f:top, 0.5f:center, 1.0f:bottom else ImGui.Text("Item %d", item) end end end local scroll_y = ImGui.GetScrollY() local scroll_max_y = ImGui.GetScrollMaxY() ImGui.EndChild() ImGui.Text("%.0f/%.0f", scroll_y, scroll_max_y) ImGui.EndGroup() end ImGui.PopID() -- Horizontal scroll functions IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal") ImGui.Spacing() DemoHelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" .. "Because the clipping rectangle of most window hides half worth of WindowPadding on the " .. "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " .. "equivalent SetScrollFromPosY(+1) wouldn't.") ImGui.PushID("##HorizontalScrolling") local hnames = { "Left", "25%", "Center", "75%", "Right" } for i = 0, 4 do local child_height = ImGui.GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0 local child_flags = bit32.bor(ImGuiWindowFlags.HorizontalScrollbar, SL.enable_extra_decorations and ImGuiWindowFlags.AlwaysVerticalScrollbar or 0) local child_id = ImGui.GetID(i) local child_is_visible = BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags.Borders, child_flags) if scroll_to_off then ImGui.SetScrollX(SL.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosX(ImGui.GetCursorStartPos().x + SL.scroll_to_pos_px, i * 0.25) end if child_is_visible then for item = 0, 99 do if item > 0 then ImGui.SameLine() end if SL.enable_track and item == SL.track_item then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) ImGui.SetScrollHereX(i * 0.25) -- 0.0f:left, 0.5f:center, 1.0f:right else ImGui.Text("Item %d", item) end end end local scroll_x = ImGui.GetScrollX() local scroll_max_x = ImGui.GetScrollMaxX() ImGui.EndChild() ImGui.SameLine() ImGui.Text("%s\n%.0f/%.0f", hnames[i + 1], scroll_x, scroll_max_x) ImGui.Spacing() end ImGui.PopID() -- Miscellaneous Horizontal Scrolling Demo IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)") DemoHelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" .. "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().") SL.lines = ImGui.SliderInt("Lines", SL.lines, 1, 15) ImGui.PushStyleVar(ImGuiStyleVar.FrameRounding, 3.0) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(2.0, 1.0)) local scrolling_child_size = ImVec2(0, ImGui.GetFrameHeightWithSpacing() * 7 + 30) BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags.Borders, ImGuiWindowFlags.HorizontalScrollbar) for line = 0, SL.lines - 1 do local num_buttons = 10 + ((line % 2 == 1) and line * 9 or line * 3) local base_w = ImGui.GetFontSize() * 3 for n = 0, num_buttons - 1 do if n > 0 then ImGui.SameLine() end ImGui.PushID(n + line * 1000) local label = (n % 15 == 0) and "FizzBuzz" or (n % 3 == 0) and "Fizz" or (n % 5 == 0) and "Buzz" or tostring(n) local hue = n * 0.05 ImGui.PushStyleColor(ImGuiCol.Button, HSV(hue, 0.6, 0.6)) ImGui.PushStyleColor(ImGuiCol.ButtonHovered, HSV(hue, 0.7, 0.7)) ImGui.PushStyleColor(ImGuiCol.ButtonActive, HSV(hue, 0.8, 0.8)) ImGui.Button(label, ImVec2(base_w + math.sin(line + n) * base_w * 0.5, 0.0)) ImGui.PopStyleColor(3) ImGui.PopID() end end local scroll_x = ImGui.GetScrollX() local scroll_max_x = ImGui.GetScrollMaxX() ImGui.EndChild() ImGui.PopStyleVar(2) local scroll_x_delta = 0.0 ImGui.SmallButton("<<") if ImGui.IsItemActive() then scroll_x_delta = -ImGui.GetIO().DeltaTime * 1000.0 end ImGui.SameLine() ImGui.Text("Scroll from code"); ImGui.SameLine() ImGui.SmallButton(">>") if ImGui.IsItemActive() then scroll_x_delta = ImGui.GetIO().DeltaTime * 1000.0 end ImGui.SameLine() ImGui.Text("%.0f/%.0f", scroll_x, scroll_max_x) if scroll_x_delta ~= 0.0 then -- Demonstrate a trick: you can use Begin to set yourself in the context of another window BeginChild("scrolling") ImGui.SetScrollX(ImGui.GetScrollX() + scroll_x_delta) ImGui.EndChild() end ImGui.Spacing() _, SL.show_horizontal_contents_size_demo_window = ImGui.Checkbox("Show Horizontal contents size demo window", SL.show_horizontal_contents_size_demo_window) if SL.show_horizontal_contents_size_demo_window then DemoWindowLayout_HorizontalContentsSizeWindow() end end local function DemoWindowLayout_TextClipping() IMGUI_DEMO_MARKER("Layout/Text Clipping") if SL.clip_size == nil then SL.clip_size = { 100.0, 100.0 }; SL.clip_offset = ImVec2(30.0, 30.0) end ImGui.DragFloat2("size", SL.clip_size, 0.5, 1.0, 200.0, "%.0f") ImGui.TextWrapped("(Click and drag to scroll)") DemoHelpMarker( "(Left) Using ImGui::PushClipRect():\n" .. "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" .. "(use this if you want your clipping rectangle to affect interactions)\n\n" .. "(Center) Using ImDrawList::PushClipRect():\n" .. "Will alter ImDrawList rendering only.\n" .. "(use this as a shortcut if you are only using ImDrawList calls)\n\n" .. "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" .. "Will alter only this specific ImDrawList::AddText() rendering.\n" .. "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.") local size = ImVec2(SL.clip_size[1], SL.clip_size[2]) local offset = SL.clip_offset for n = 0, 2 do repeat if n > 0 then ImGui.SameLine() end ImGui.PushID(n) ImGui.InvisibleButton("##canvas", size) if ImGui.IsItemActive() and ImGui.IsMouseDragging(ImGuiMouseButton.Left) then offset.x = offset.x + ImGui.GetIO().MouseDelta.x offset.y = offset.y + ImGui.GetIO().MouseDelta.y end ImGui.PopID() if not ImGui.IsItemVisible() then -- Skip rendering as ImDrawList elements are not clipped. break end local p0 = ImGui.GetItemRectMin() local p1 = ImGui.GetItemRectMax() local text_str = "Line 1 hello\nLine 2 clip me!" local text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y) local draw_list = ImGui.GetWindowDrawList() if n == 0 then ImGui.PushClipRect(p0, p1, true) draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) ImGui.PopClipRect() elseif n == 1 then draw_list:PushClipRect(p0, p1, true) draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(text_pos, IM_COL32_WHITE, text_str) draw_list:PopClipRect() else local clip_rect = ImVec4(p0.x, p0.y, p1.x, p1.y) draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(ImGui.GetFont(), ImGui.GetFontSize(), text_pos, IM_COL32_WHITE, text_str, nil, 0.0, clip_rect) end until true end end local function DemoWindowLayout_OverlapMode() IMGUI_DEMO_MARKER("Layout/Overlap Mode") DemoHelpMarker( "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" .. "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " .. "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.") _, SL.enable_allow_overlap = ImGui.Checkbox("Enable AllowOverlap", SL.enable_allow_overlap) local button1_pos = ImGui.GetCursorScreenPos() local button2_pos = ImVec2(button1_pos.x + 50.0, button1_pos.y + 50.0) if SL.enable_allow_overlap then ImGui.SetNextItemAllowOverlap() end ImGui.Button("Button 1", ImVec2(80, 80)) ImGui.SetCursorScreenPos(button2_pos) ImGui.Button("Button 2", ImVec2(80, 80)) if SL.enable_allow_overlap then ImGui.SetNextItemAllowOverlap() end ImGui.Selectable("Some Selectable", false) ImGui.SameLine() ImGui.SmallButton("++") end function DemoWindowLayout() if not ImGui.CollapsingHeader("Layout & Scrolling") then return end if ImGui.TreeNode("Child windows") then DemoWindowLayout_ChildWindows(); ImGui.TreePop() end if ImGui.TreeNode("Widgets Width") then DemoWindowLayout_WidgetsWidth(); ImGui.TreePop() end if ImGui.TreeNode("Basic Horizontal Layout") then DemoWindowLayout_BasicHorizontal(); ImGui.TreePop() end if ImGui.TreeNode("Groups") then DemoWindowLayout_Groups(); ImGui.TreePop() end if ImGui.TreeNode("Text Baseline Alignment") then DemoWindowLayout_TextBaseline(); ImGui.TreePop() end if ImGui.TreeNode("Scrolling") then DemoWindowLayout_Scrolling(); ImGui.TreePop() end if ImGui.TreeNode("Text Clipping") then DemoWindowLayout_TextClipping(); ImGui.TreePop() end if ImGui.TreeNode("Overlap Mode") then DemoWindowLayout_OverlapMode(); ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowPopups() ------------------------------------------------------------------------------- local SP = { selected_fish = -1, toggles = { true, false, false, false, false }, ctx_selected = -1, value = 0.5, name = nil, dont_ask_me_next_time = false, item = 1, color = { 0.4, 0.7, 0.0, 0.5 }, } local function DemoWindowPopups_Popups() IMGUI_DEMO_MARKER("Popups/Popups") ImGui.TextWrapped( "When a popup is active, it inhibits interacting with windows that are behind the popup. " .. "Clicking outside the popup closes it.") local names = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" } local toggles = SP.toggles if ImGui.Button("Select..") then ImGui.OpenPopup("my_select_popup") end ImGui.SameLine() ImGui.TextUnformatted(SP.selected_fish == -1 and "" or names[SP.selected_fish + 1]) if ImGui.BeginPopup("my_select_popup") then ImGui.SeparatorText("Aquarium") for i = 1, #names do if ImGui.Selectable(names[i]) then SP.selected_fish = i - 1 end end ImGui.EndPopup() end -- Showing a menu with toggles if ImGui.Button("Toggle..") then ImGui.OpenPopup("my_toggle_popup") end if ImGui.BeginPopup("my_toggle_popup") then for i = 1, #names do _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) end if ImGui.BeginMenu("Sub-menu") then ImGui.MenuItem("Click me") ImGui.EndMenu() end ImGui.Separator() ImGui.Text("Tooltip here") ImGui.SetItemTooltip("I am a tooltip over a popup") if ImGui.Button("Stacked Popup") then ImGui.OpenPopup("another popup") end if ImGui.BeginPopup("another popup") then for i = 1, #names do _, toggles[i] = ImGui.MenuItem(names[i], "", toggles[i]) end if ImGui.BeginMenu("Sub-menu") then ImGui.MenuItem("Click me") if ImGui.Button("Stacked Popup") then ImGui.OpenPopup("another popup") end if ImGui.BeginPopup("another popup") then ImGui.Text("I am the last one here.") ImGui.EndPopup() end ImGui.EndMenu() end ImGui.EndPopup() end ImGui.EndPopup() end -- Call the more complete ShowExampleMenuFile which we use in various places of this demo if ImGui.Button("With a menu..") then ImGui.OpenPopup("my_file_popup") end if ImGui.BeginPopup("my_file_popup", ImGuiWindowFlags.MenuBar) then if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then DemoMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then ImGui.MenuItem("Dummy") ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.Text("Hello from popup!") ImGui.Button("This is a dummy button..") ImGui.EndPopup() end end local function DemoWindowPopups_ContextMenus() IMGUI_DEMO_MARKER("Popups/Context menus") DemoHelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.") -- Example 1 do local names = { "Label1", "Label2", "Label3", "Label4", "Label5" } for n = 0, 4 do if ImGui.Selectable(names[n + 1], SP.ctx_selected == n) then SP.ctx_selected = n end if ImGui.BeginPopupContextItem() then -- <-- use last item id as popup id SP.ctx_selected = n ImGui.Text("This is a popup for \"%s\"!", names[n + 1]) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.SetItemTooltip("Right-click to open popup") end end -- Example 2 do DemoHelpMarker("Text() elements don't have stable identifiers so we need to provide one.") ImGui.Text("Value = %.3f <-- (1) right-click this text", SP.value) if ImGui.BeginPopupContextItem("my popup") then if ImGui.Selectable("Set to zero") then SP.value = 0.0 end if ImGui.Selectable("Set to PI") then SP.value = 3.1415 end ImGui.SetNextItemWidth(-FLT_MIN) SP.value = ImGui.DragFloat("##Value", SP.value, 0.1, 0.0, 0.0) ImGui.EndPopup() end ImGui.Text("(2) Or right-click this text") ImGui.OpenPopupOnItemClick("my popup", ImGuiPopupFlags.MouseButtonRight) if ImGui.Button("(3) Or click this button") then ImGui.OpenPopup("my popup") end end -- Example 3 do DemoHelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.") if SP.name == nil then SP.name = Buf("Label1", 32) end local buf = string.format("Button: %s###Button", BufStr(SP.name)) -- ### operator override ID ignoring the preceding label ImGui.Button(buf) if ImGui.BeginPopupContextItem() then ImGui.Text("Edit name:") ImGui.InputText("##edit", SP.name, 32) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.SameLine(); ImGui.Text("(<-- right-click here)") end end local function DemoWindowPopups_Modals() IMGUI_DEMO_MARKER("Popups/Modals") ImGui.TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.") if ImGui.Button("Delete..") then ImGui.OpenPopup("Delete?") end -- Always center this window when appearing local center = ImGui.GetMainViewport():GetCenter() ImGui.SetNextWindowPos(center, ImGuiCond.Appearing, ImVec2(0.5, 0.5)) if ImGui.BeginPopupModal("Delete?", nil, ImGuiWindowFlags.AlwaysAutoResize) then ImGui.Text("All those beautiful files will be deleted.\nThis operation cannot be undone!") ImGui.Separator() ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) _, SP.dont_ask_me_next_time = ImGui.Checkbox("Don't ask me next time", SP.dont_ask_me_next_time) ImGui.PopStyleVar() if ImGui.Button("OK", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end ImGui.SetItemDefaultFocus() ImGui.SameLine() if ImGui.Button("Cancel", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end if ImGui.Button("Stacked modals..") then ImGui.OpenPopup("Stacked 1") end if ImGui.BeginPopupModal("Stacked 1", nil, ImGuiWindowFlags.MenuBar) then if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then if ImGui.MenuItem("Some menu item") then end ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.") -- Testing behavior of widgets stacking their own regular popups over the modal. if ImGui.Combo then SP.item = ImGui.Combo("Combo", SP.item, { "aaaa", "bbbb", "cccc", "dddd", "eeee" }, 5) else NotPorted("Combo") end ImGui.ColorEdit4("Color", SP.color) if ImGui.Button("Add another modal..") then ImGui.OpenPopup("Stacked 2") end local unused_open = true if ImGui.BeginPopupModal("Stacked 2", unused_open) then ImGui.Text("Hello from Stacked The Second!") ImGui.ColorEdit4("Color", SP.color) -- Allow opening another nested popup if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end end function DemoWindowPopups() if not ImGui.CollapsingHeader("Popups & Modal windows") then return end if ImGui.TreeNode("Popups") then DemoWindowPopups_Popups(); ImGui.TreePop() end if ImGui.TreeNode("Context menus") then DemoWindowPopups_ContextMenus(); ImGui.TreePop() end if ImGui.TreeNode("Modals") then if ImGui.BeginPopupModal then DemoWindowPopups_Modals() else NotPorted("BeginPopupModal") end ImGui.TreePop() end if ImGui.TreeNode("Menus inside a regular window") then IMGUI_DEMO_MARKER("Popups/Menus inside a regular window") ImGui.TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!") ImGui.Separator() ImGui.MenuItem("Menu item", "Ctrl+M") if ImGui.BeginMenu("Menu inside a regular window") then DemoMenuFile() ImGui.EndMenu() end ImGui.Separator() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowTables() ------------------------------------------------------------------------------- -- MyItemColumnID local MyItemColumnID_ID, MyItemColumnID_Name, MyItemColumnID_Action, MyItemColumnID_Quantity, MyItemColumnID_Description = 0, 1, 2, 3, 4 local function MyItem(id, name, quantity) return { ID = id, Name = name, Quantity = quantity } end --- Sort a Lua array (1-based) of MyItem with ImGuiTableSortSpecs (Specs is 1-based array or ImVector) local function MyItem_SortWithSortSpecs(sort_specs, items, items_count) if items_count <= 1 then return end local specs = sort_specs.Specs local function get_spec(n) -- n: 0-based if specs.Data then return specs.Data[n + 1] end return specs[n + 1] end local function cmp(a, b) -- returns <0, 0, >0 for n = 0, sort_specs.SpecsCount - 1 do local sort_spec = get_spec(n) local delta = 0 local uid = sort_spec.ColumnUserID if uid == MyItemColumnID_ID then delta = a.ID - b.ID elseif uid == MyItemColumnID_Name then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 elseif uid == MyItemColumnID_Quantity then delta = a.Quantity - b.Quantity elseif uid == MyItemColumnID_Description then delta = (a.Name < b.Name) and -1 or (a.Name > b.Name) and 1 or 0 else IM_ASSERT(false) end if delta > 0 then return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and 1 or -1 end if delta < 0 then return (sort_spec.SortDirection == ImGuiSortDirection.Ascending) and -1 or 1 end end return a.ID - b.ID end local arr = items.Data or items if items.Data then -- ImVector: sort only the used range local tmp = {} for i = 1, items_count do tmp[i] = arr[i] end table.sort(tmp, function(a, b) return cmp(a, b) < 0 end) for i = 1, items_count do arr[i] = tmp[i] end else table.sort(arr, function(a, b) return cmp(a, b) < 0 end) end end -- Make the UI compact because there are so many fields local function PushStyleCompact() local style = ImGui.GetStyle() ImGui.PushStyleVarY(ImGuiStyleVar.FramePadding, math.floor(style.FramePadding.y * 0.60)) ImGui.PushStyleVarY(ImGuiStyleVar.ItemSpacing, math.floor(style.ItemSpacing.y * 0.60)) end local function PopStyleCompact() ImGui.PopStyleVar(2) end local table_sizing_policies = nil -- Show a combo box with a choice of sizing policies local function EditTableSizingFlags(flags) if table_sizing_policies == nil then table_sizing_policies = { { Value = ImGuiTableFlags.None, Name = "Default", Tooltip = "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, { Value = ImGuiTableFlags.SizingFixedFit, Name = "ImGuiTableFlags_SizingFixedFit", Tooltip = "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, { Value = ImGuiTableFlags.SizingFixedSame, Name = "ImGuiTableFlags_SizingFixedSame", Tooltip = "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, { Value = ImGuiTableFlags.SizingStretchProp, Name = "ImGuiTableFlags_SizingStretchProp", Tooltip = "Columns default to _WidthStretch with weights proportional to their widths." }, { Value = ImGuiTableFlags.SizingStretchSame, Name = "ImGuiTableFlags_SizingStretchSame", Tooltip = "Columns default to _WidthStretch with same weights." }, } end local policies = table_sizing_policies local idx = 1 while idx <= #policies do if policies[idx].Value == bit32.band(flags, ImGuiTableFlags.SizingMask_) then break end idx = idx + 1 end local preview_text = (idx <= #policies) and (idx > 1 and string.sub(policies[idx].Name, #"ImGuiTableFlags" + 1) or policies[idx].Name) or "" if ImGui.BeginCombo("Sizing Policy", preview_text) then for n = 1, #policies do if ImGui.Selectable(policies[n].Name, idx == n) then flags = bit32.bor(bit32.band(flags, bit32.bnot(ImGuiTableFlags.SizingMask_)), policies[n].Value) end end ImGui.EndCombo() end ImGui.SameLine() ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 50.0) for m = 1, #policies do ImGui.Separator() ImGui.Text("%s:", policies[m].Name) ImGui.Separator() ImGui.SetCursorPosX(ImGui.GetCursorPosX() + ImGui.GetStyle().IndentSpacing * 0.5) ImGui.TextUnformatted(policies[m].Tooltip) end ImGui.PopTextWrapPos() ImGui.EndTooltip() end return flags end local function EditTableColumnsFlags(f) local p local F = ImGuiTableColumnFlags _, f = ImGui.CheckboxFlags("_Disabled", f, F.Disabled); ImGui.SameLine(); DemoHelpMarker("Master disable flag (also hide from context menu)") _, f = ImGui.CheckboxFlags("_DefaultHide", f, F.DefaultHide) _, f = ImGui.CheckboxFlags("_DefaultSort", f, F.DefaultSort) p, f = ImGui.CheckboxFlags("_WidthStretch", f, F.WidthStretch) if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthStretch))) end p, f = ImGui.CheckboxFlags("_WidthFixed", f, F.WidthFixed) if p then f = bit32.band(f, bit32.bnot(bit32.bxor(F.WidthMask_, F.WidthFixed))) end _, f = ImGui.CheckboxFlags("_NoResize", f, F.NoResize) _, f = ImGui.CheckboxFlags("_NoReorder", f, F.NoReorder) _, f = ImGui.CheckboxFlags("_NoHide", f, F.NoHide) _, f = ImGui.CheckboxFlags("_NoClip", f, F.NoClip) _, f = ImGui.CheckboxFlags("_NoSort", f, F.NoSort) _, f = ImGui.CheckboxFlags("_NoSortAscending", f, F.NoSortAscending) _, f = ImGui.CheckboxFlags("_NoSortDescending", f, F.NoSortDescending) _, f = ImGui.CheckboxFlags("_NoHeaderLabel", f, F.NoHeaderLabel) _, f = ImGui.CheckboxFlags("_NoHeaderWidth", f, F.NoHeaderWidth) _, f = ImGui.CheckboxFlags("_PreferSortAscending", f, F.PreferSortAscending) _, f = ImGui.CheckboxFlags("_PreferSortDescending", f, F.PreferSortDescending) _, f = ImGui.CheckboxFlags("_IndentEnable", f, F.IndentEnable); ImGui.SameLine(); DemoHelpMarker("Default for column 0") _, f = ImGui.CheckboxFlags("_IndentDisable", f, F.IndentDisable); ImGui.SameLine(); DemoHelpMarker("Default for column >0") _, f = ImGui.CheckboxFlags("_AngledHeader", f, F.AngledHeader) return f end local function ShowTableColumnsStatusFlags(flags) ImGui.CheckboxFlags("_IsEnabled", flags, ImGuiTableColumnFlags.IsEnabled) ImGui.CheckboxFlags("_IsVisible", flags, ImGuiTableColumnFlags.IsVisible) ImGui.CheckboxFlags("_IsSorted", flags, ImGuiTableColumnFlags.IsSorted) ImGui.CheckboxFlags("_IsHovered", flags, ImGuiTableColumnFlags.IsHovered) end local function bor(...) return bit32.bor(...) end local TF = setmetatable({}, { __index = function(_, k) return ImGuiTableFlags[k] end }) local ST = {} -- statics for DemoWindowTables (one sub-table per section) local TEXT_BASE_WIDTH, TEXT_BASE_HEIGHT = 0, 0 local function Tables_Basic() IMGUI_DEMO_MARKER("Tables/Basic") -- [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. DemoHelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.") if ImGui.BeginTable("table1", 3) then for row = 0, 3 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Row %d Column %d", row, column) end end ImGui.EndTable() end -- [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). DemoHelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.") if ImGui.BeginTable("table2", 3) then for row = 0, 3 do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text("Row %d", row) ImGui.TableNextColumn() ImGui.Text("Some contents") ImGui.TableNextColumn() ImGui.Text("123.456") end ImGui.EndTable() end -- [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), DemoHelpMarker( "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " .. "the same type of contents.\n This is also more similar to the old NextColumn() function of the " .. "Columns API, and provided to facilitate the Columns->Tables API transition.") if ImGui.BeginTable("table3", 3) then for item = 0, 13 do ImGui.TableNextColumn() ImGui.Text("Item %d", item) end ImGui.EndTable() end end local function Tables_BordersBackground() IMGUI_DEMO_MARKER("Tables/Borders, background") local CT_Text, CT_FillButton = 0, 1 local s = ST.borders if s == nil then s = { flags = bor(TF.Borders, TF.RowBg), display_headers = false, contents_type = CT_Text }; ST.borders = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH") ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags, TF.BordersOuter) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags, TF.BordersInner) ImGui.Unindent() ImGui.AlignTextToFramePadding(); ImGui.Text("Cell contents:") ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("Text", s.contents_type, CT_Text) ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("FillButton", s.contents_type, CT_FillButton) _, s.display_headers = ImGui.Checkbox("Display headers", s.display_headers) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then if s.display_headers then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() end for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) local buf = string.format("Hello %d,%d", column, row) if s.contents_type == CT_Text then ImGui.TextUnformatted(buf) elseif s.contents_type == CT_FillButton then ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) end end end ImGui.EndTable() end end local function Tables_HelloGrid(id, flags, rows, cols, fmt) if ImGui.BeginTable(id, cols, flags) then for row = 0, rows - 1 do ImGui.TableNextRow() for column = 0, cols - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text(fmt or "Hello %d,%d", column, row) end end ImGui.EndTable() end end local function Tables_ResizableStretch() IMGUI_DEMO_MARKER("Tables/Resizable, stretch") local s = ST.rstretch if s == nil then s = { flags = bor(TF.SizingStretchSame, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rstretch = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) ImGui.SameLine(); DemoHelpMarker( "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " .. "this is why the resize borders are still showing when unchecking this.") PopStyleCompact() Tables_HelloGrid("table1", s.flags, 5, 3) end local function Tables_ResizableFixed() IMGUI_DEMO_MARKER("Tables/Resizable, fixed") DemoHelpMarker( "Using _Resizable + _SizingFixedFit flags.\n" .. "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" .. "Double-click a column border to auto-fit the column to its contents.") PushStyleCompact() local s = ST.rfixed if s == nil then s = { flags = bor(TF.SizingFixedFit, TF.Resizable, TF.BordersOuter, TF.BordersV, TF.ContextMenuInBody) }; ST.rfixed = s end _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) PopStyleCompact() Tables_HelloGrid("table1", s.flags, 5, 3) end local function Tables_ResizableMixed() IMGUI_DEMO_MARKER("Tables/Resizable, mixed") DemoHelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" .. "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.") local flags = bor(TF.SizingFixedFit, TF.RowBg, TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable) local CF = ImGuiTableColumnFlags if ImGui.BeginTable("table1", 3, flags) then ImGui.TableSetupColumn("AAA", CF.WidthFixed) ImGui.TableSetupColumn("BBB", CF.WidthFixed) ImGui.TableSetupColumn("CCC", CF.WidthStretch) ImGui.TableHeadersRow() for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %d,%d", (column == 2) and "Stretch" or "Fixed", column, row) end end ImGui.EndTable() end if ImGui.BeginTable("table2", 6, flags) then ImGui.TableSetupColumn("AAA", CF.WidthFixed) ImGui.TableSetupColumn("BBB", CF.WidthFixed) ImGui.TableSetupColumn("CCC", bor(CF.WidthFixed, CF.DefaultHide)) ImGui.TableSetupColumn("DDD", CF.WidthStretch) ImGui.TableSetupColumn("EEE", CF.WidthStretch) ImGui.TableSetupColumn("FFF", bor(CF.WidthStretch, CF.DefaultHide)) ImGui.TableHeadersRow() for row = 0, 4 do ImGui.TableNextRow() for column = 0, 5 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %d,%d", (column >= 3) and "Stretch" or "Fixed", column, row) end end ImGui.EndTable() end end local function Tables_Reorderable() IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers") DemoHelpMarker( "Click and drag column headers to reorder columns.\n\n" .. "Right-click on a header to open a context menu.") local s = ST.reorder if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.BordersOuter, TF.BordersV) }; ST.reorder = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() for row = 0, 5 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end ImGui.EndTable() end -- Use outer_size.x == 0.0f instead of default to make the table as tight as possible if ImGui.BeginTable("table2", 3, bor(s.flags, TF.SizingFixedFit), ImVec2(0.0, 0.0)) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() for row = 0, 5 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Fixed %d,%d", column, row) end end ImGui.EndTable() end end local function Tables_Padding() IMGUI_DEMO_MARKER("Tables/Padding") DemoHelpMarker( "We often want outer padding activated when any using features which makes the edges of a column visible:\n" .. "e.g.:\n" .. "- BorderOuterV\n" .. "- any form of row selection\n" .. "Because of this, activating BorderOuterV sets the default to PadOuterX. " .. "Using PadOuterX or NoPadOuterX you can override the default.\n\n" .. "Actual padding values are using style.CellPadding.\n\n" .. "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.") local s = ST.padding if s == nil then s = { flags1 = TF.BordersV, show_headers = false, flags2 = bor(TF.Borders, TF.RowBg), cell_padding = ImVec2(0.0, 0.0), show_widget_frame_bg = true, text_bufs = {}, init = true } ST.padding = s end PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags1, TF.PadOuterX) ImGui.SameLine(); DemoHelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags1, TF.NoPadOuterX) ImGui.SameLine(); DemoHelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags1, TF.NoPadInnerX) ImGui.SameLine(); DemoHelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags1, TF.BordersOuterV) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags1, TF.BordersInnerV) _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) PopStyleCompact() if ImGui.BeginTable("table_padding", 3, s.flags1) then if s.show_headers then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() end for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x) else local buf = string.format("Hello %d,%d", column, row) ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)) end end end ImGui.EndTable() end -- Second example: set style.CellPadding to (0.0) or a custom value. DemoHelpMarker("Setting style.CellPadding to (0,0) or a custom value.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags2, TF.Borders) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags2, TF.BordersH) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags2, TF.BordersV) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags2, TF.BordersInner) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags2, TF.BordersOuter) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags2, TF.RowBg) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags2, TF.Resizable) _, s.show_widget_frame_bg = ImGui.Checkbox("show_widget_frame_bg", s.show_widget_frame_bg) ImGui.SliderFloat2("CellPadding", s.cell_padding, 0.0, 10.0, "%.0f") PopStyleCompact() ImGui.PushStyleVar(ImGuiStyleVar.CellPadding, s.cell_padding) if ImGui.BeginTable("table_padding_2", 3, s.flags2) then if not s.show_widget_frame_bg then ImGui.PushStyleColor(ImGuiCol.FrameBg, 0) end for cell = 0, 3 * 5 - 1 do ImGui.TableNextColumn() if s.init then s.text_bufs[cell + 1] = Buf("edit me", 16) end ImGui.SetNextItemWidth(-FLT_MIN) ImGui.PushID(cell) ImGui.InputText("##cell", s.text_bufs[cell + 1], 16) ImGui.PopID() end if not s.show_widget_frame_bg then ImGui.PopStyleColor() end s.init = false ImGui.EndTable() end ImGui.PopStyleVar() end local function Tables_SizingPolicies() IMGUI_DEMO_MARKER("Tables/Explicit widths") local s = ST.sizing if s == nil then s = { flags1 = bor(TF.BordersV, TF.BordersOuterH, TF.RowBg, TF.ContextMenuInBody), sizing_policy_flags = { TF.SizingFixedFit, TF.SizingFixedSame, TF.SizingStretchProp, TF.SizingStretchSame }, flags = bor(TF.ScrollY, TF.Borders, TF.RowBg, TF.Resizable), contents_type = 0, column_count = 3, text_buf = Buf("", 32) } ST.sizing = s end PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags1, TF.NoHostExtendX) PopStyleCompact() for table_n = 0, 3 do ImGui.PushID(table_n) ImGui.SetNextItemWidth(TEXT_BASE_WIDTH * 30) s.sizing_policy_flags[table_n + 1] = EditTableSizingFlags(s.sizing_policy_flags[table_n + 1]) if ImGui.BeginTable("table1", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 2 do ImGui.TableNextRow() ImGui.TableNextColumn(); ImGui.Text("Oh dear") ImGui.TableNextColumn(); ImGui.Text("Oh dear") ImGui.TableNextColumn(); ImGui.Text("Oh dear") end ImGui.EndTable() end if ImGui.BeginTable("table2", 3, bor(s.sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 2 do ImGui.TableNextRow() ImGui.TableNextColumn(); ImGui.Text("AAAA") ImGui.TableNextColumn(); ImGui.Text("BBBBBBBB") ImGui.TableNextColumn(); ImGui.Text("CCCCCCCCCCCC") end ImGui.EndTable() end ImGui.PopID() end ImGui.Spacing() ImGui.TextUnformatted("Advanced") ImGui.SameLine() DemoHelpMarker( "This section allows you to interact and see the effect of various sizing policies " .. "depending on whether Scroll is enabled and the contents of your columns.") local CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText = 0, 1, 2, 3, 4, 5 PushStyleCompact() ImGui.PushID("Advanced") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) s.flags = EditTableSizingFlags(s.flags) if ImGui.Combo then s.contents_type = ImGui.Combo("Contents", s.contents_type, { "Show width", "Short Text", "Long Text", "Button", "Fill Button", "InputText" }, 6) else NotPorted("Combo") end if s.contents_type == CT_FillButton then ImGui.SameLine() DemoHelpMarker( "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " .. "where contents width can feed into auto-column width can feed into contents width.") end s.column_count = ImGui.DragInt("Columns", s.column_count, 0.1, 1, 64, "%d", ImGuiSliderFlags.AlwaysClamp) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) ImGui.PopItemWidth() ImGui.PopID() PopStyleCompact() if ImGui.BeginTable("table2", s.column_count, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 7)) then for cell = 0, 10 * s.column_count - 1 do ImGui.TableNextColumn() local column = ImGui.TableGetColumnIndex() local row = ImGui.TableGetRowIndex() ImGui.PushID(cell) local label = string.format("Hello %d,%d", column, row) local ct = s.contents_type if ct == CT_ShortText then ImGui.TextUnformatted(label) elseif ct == CT_LongText then ImGui.Text("Some %s text %d,%d\nOver two lines..", column == 0 and "long" or "longeeer", column, row) elseif ct == CT_ShowWidth then ImGui.Text("W: %.1f", ImGui.GetContentRegionAvail().x) elseif ct == CT_Button then ImGui.Button(label) elseif ct == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) elseif ct == CT_InputText then ImGui.SetNextItemWidth(-FLT_MIN); ImGui.InputText("##", s.text_buf, 32) end ImGui.PopID() end ImGui.EndTable() end end local function Tables_VerticalScrolling() IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping") DemoHelpMarker( "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" .. "We also demonstrate using ImGuiListClipper to virtualize the submission of many items.") local s = ST.vscroll if s == nil then s = { flags = bor(TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable) }; ST.vscroll = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) PopStyleCompact() local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) if ImGui.BeginTable("table_scrolly", 3, s.flags, outer_size) then ImGui.TableSetupScrollFreeze(0, 1) -- Make top row always visible ImGui.TableSetupColumn("One", ImGuiTableColumnFlags.None) ImGui.TableSetupColumn("Two", ImGuiTableColumnFlags.None) ImGui.TableSetupColumn("Three", ImGuiTableColumnFlags.None) ImGui.TableHeadersRow() -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(1000) while clipper:Step() do for row = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end end local function Tables_HorizontalScrolling() IMGUI_DEMO_MARKER("Tables/Horizontal scrolling") DemoHelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " .. "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" .. "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " .. "because the container window won't automatically extend vertically to fix contents " .. "(this may be improved in future versions).") local s = ST.hscroll if s == nil then s = { flags = bor(TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable), freeze_cols = 1, freeze_rows = 1, flags2 = bor(TF.SizingStretchSame, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.RowBg, TF.ContextMenuInBody), inner_width = 1000.0 } ST.hscroll = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) PopStyleCompact() local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) if ImGui.BeginTable("table_scrollx", 7, s.flags, outer_size) then ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) ImGui.TableSetupColumn("Line #", ImGuiTableColumnFlags.NoHide) -- Make the first column not hideable to match our use of TableSetupScrollFreeze() ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableSetupColumn("Four") ImGui.TableSetupColumn("Five") ImGui.TableSetupColumn("Six") ImGui.TableHeadersRow() for row = 0, 19 do ImGui.TableNextRow() for column = 0, 6 do repeat if not ImGui.TableSetColumnIndex(column) and column > 0 then break -- continue end if column == 0 then ImGui.Text("Line %d", row) else ImGui.Text("Hello world %d,%d", column, row) end until true end end ImGui.EndTable() end ImGui.Spacing() ImGui.TextUnformatted("Stretch + ScrollX") ImGui.SameLine() DemoHelpMarker( "Showcase using Stretch columns + ScrollX together: " .. "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" .. "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " .. "along with ScrollX doesn't make sense.") PushStyleCompact() ImGui.PushID("flags3") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags2, TF.ScrollX) s.inner_width = ImGui.DragFloat("inner_width", s.inner_width, 1.0, 0.0, FLT_MAX, "%.1f") ImGui.PopItemWidth() ImGui.PopID() PopStyleCompact() if ImGui.BeginTable("table2", 7, s.flags2, outer_size, s.inner_width) then for cell = 0, 20 * 7 - 1 do ImGui.TableNextColumn() ImGui.Text("Hello world %d,%d", ImGui.TableGetColumnIndex(), ImGui.TableGetRowIndex()) end ImGui.EndTable() end end local function Tables_ColumnsFlags() IMGUI_DEMO_MARKER("Tables/Columns flags") local column_count = 3 local column_names = { "One", "Two", "Three" } local s = ST.colflags if s == nil then s = { column_flags = { ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.None, ImGuiTableColumnFlags.DefaultHide }, column_flags_out = { 0, 0, 0 } } ST.colflags = s end if ImGui.BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags.None) then PushStyleCompact() for column = 1, column_count do ImGui.TableNextColumn() ImGui.PushID(column - 1) ImGui.AlignTextToFramePadding() -- FIXME-TABLE: Workaround for wrong text baseline propagation across columns ImGui.Text("'%s'", column_names[column]) ImGui.Spacing() ImGui.Text("Input flags:") s.column_flags[column] = EditTableColumnsFlags(s.column_flags[column]) ImGui.Spacing() ImGui.Text("Output flags:") ImGui.BeginDisabled() ShowTableColumnsStatusFlags(s.column_flags_out[column]) ImGui.EndDisabled() ImGui.PopID() end PopStyleCompact() ImGui.EndTable() end local flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable) local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 9) if ImGui.BeginTable("table_columns_flags", column_count, flags, outer_size) then local has_angled_header = false for column = 1, column_count do has_angled_header = has_angled_header or Has(s.column_flags[column], ImGuiTableColumnFlags.AngledHeader) ImGui.TableSetupColumn(column_names[column], s.column_flags[column]) end if has_angled_header then ImGui.TableAngledHeadersRow() end ImGui.TableHeadersRow() for column = 1, column_count do s.column_flags_out[column] = ImGui.TableGetColumnFlags(column - 1) end local indent_step = math.floor(math.floor(TEXT_BASE_WIDTH) / 2) for row = 0, 7 do -- Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. ImGui.Indent(indent_step) ImGui.TableNextRow() for column = 0, column_count - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %s", (column == 0) and "Indented" or "Hello", ImGui.TableGetColumnName(column)) end end ImGui.Unindent(indent_step * 8.0) ImGui.EndTable() end end local function Tables_ColumnsWidths() IMGUI_DEMO_MARKER("Tables/Columns widths") DemoHelpMarker("Using TableSetupColumn() to setup default width.") local s = ST.colwidths if s == nil then s = { flags1 = bor(TF.Borders, TF.NoBordersInBodyUntilResize), flags2 = TF.None }; ST.colwidths = s end local CF = ImGuiTableColumnFlags PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, TF.Resizable) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags1, TF.NoBordersInBodyUntilResize) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags1) then ImGui.TableSetupColumn("one", CF.WidthFixed, 100.0) -- Default to 100.0f ImGui.TableSetupColumn("two", CF.WidthFixed, 200.0) -- Default to 200.0f ImGui.TableSetupColumn("three", CF.WidthFixed) -- Default to auto ImGui.TableHeadersRow() for row = 0, 3 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) else ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end DemoHelpMarker( "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " .. "fixed columns with set width may still be shrunk down if there's not enough space in the host.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags2, TF.NoKeepColumnsVisible) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags2, TF.BordersInnerV) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags2, TF.BordersOuterV) PopStyleCompact() if ImGui.BeginTable("table2", 4, s.flags2) then ImGui.TableSetupColumn("", CF.WidthFixed, 100.0) ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 30.0) ImGui.TableSetupColumn("", CF.WidthFixed, TEXT_BASE_WIDTH * 15.0) for row = 0, 4 do ImGui.TableNextRow() for column = 0, 3 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) else ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end end local function Tables_Nested() IMGUI_DEMO_MARKER("Tables/Nested tables") DemoHelpMarker("This demonstrates embedding a table into another table cell.") if ImGui.BeginTable("table_nested1", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then ImGui.TableSetupColumn("A0") ImGui.TableSetupColumn("A1") ImGui.TableHeadersRow() ImGui.TableNextColumn() ImGui.Text("A0 Row 0") do local rows_height = (TEXT_BASE_HEIGHT * 2.0) + (ImGui.GetStyle().CellPadding.y * 2.0) if ImGui.BeginTable("table_nested2", 2, bor(TF.Borders, TF.Resizable, TF.Reorderable, TF.Hideable)) then ImGui.TableSetupColumn("B0") ImGui.TableSetupColumn("B1") ImGui.TableHeadersRow() ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) ImGui.TableNextColumn() ImGui.Text("B0 Row 0") ImGui.TableNextColumn() ImGui.Text("B1 Row 0") ImGui.TableNextRow(ImGuiTableRowFlags.None, rows_height) ImGui.TableNextColumn() ImGui.Text("B0 Row 1") ImGui.TableNextColumn() ImGui.Text("B1 Row 1") ImGui.EndTable() end end ImGui.TableNextColumn(); ImGui.Text("A1 Row 0") ImGui.TableNextColumn(); ImGui.Text("A0 Row 1") ImGui.TableNextColumn(); ImGui.Text("A1 Row 1") ImGui.EndTable() end end local function Tables_RowHeight() IMGUI_DEMO_MARKER("Tables/Row height") DemoHelpMarker( "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " .. "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" .. "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.") if ImGui.BeginTable("table_row_height", 1, TF.Borders) then for row = 0, 7 do local min_row_height = math.floor(TEXT_BASE_HEIGHT * 0.30 * row + ImGui.GetStyle().CellPadding.y * 2.0) ImGui.TableNextRow(ImGuiTableRowFlags.None, min_row_height) ImGui.TableNextColumn() ImGui.Text("min_row_height = %.2f", min_row_height) end ImGui.EndTable() end DemoHelpMarker( "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" .. "Please note that Tables Row Height is not the same thing as Current Line Height, " .. "as a table cell may contains multiple lines.") if ImGui.BeginTable("table_share_lineheight", 2, TF.Borders) then ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.ColorButton("##1", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) ImGui.TableNextColumn() ImGui.Text("Line 1") ImGui.Text("Line 2") ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.ColorButton("##2", ImVec4(0.13, 0.26, 0.40, 1.0), ImGuiColorEditFlags.None, ImVec2(40, 40)) ImGui.TableNextColumn() ImGui.SameLine(0.0, 0.0) -- Reuse line height from previous column ImGui.Text("Line 1, with SameLine(0,0)") ImGui.Text("Line 2") ImGui.EndTable() end DemoHelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.") if ImGui.BeginTable("table_changing_cellpadding_y", 1, TF.Borders) then local style = ImGui.GetStyle() for row = 0, 7 do if (row % 3) == 2 then ImGui.PushStyleVarY(ImGuiStyleVar.CellPadding, 20.0) end ImGui.TableNextRow(ImGuiTableRowFlags.None) ImGui.TableNextColumn() ImGui.Text("CellPadding.y = %.2f", style.CellPadding.y) if (row % 3) == 2 then ImGui.PopStyleVar() end end ImGui.EndTable() end end local function Tables_OuterSize() IMGUI_DEMO_MARKER("Tables/Outer size") ImGui.Text("Using NoHostExtendX and NoHostExtendY:") PushStyleCompact() local s = ST.outer if s == nil then s = { flags = bor(TF.Borders, TF.Resizable, TF.ContextMenuInBody, TF.RowBg, TF.SizingFixedFit, TF.NoHostExtendX) }; ST.outer = s end _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") PopStyleCompact() local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 5.5) if ImGui.BeginTable("table1", 3, s.flags, outer_size) then for row = 0, 9 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.SameLine() ImGui.Text("Hello!") ImGui.Spacing() ImGui.Text("Using explicit size:") if ImGui.BeginTable("table2", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.SameLine() if ImGui.BeginTable("table3", 3, bor(TF.Borders, TF.RowBg), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then local rows_height = TEXT_BASE_HEIGHT * 1.5 + ImGui.GetStyle().CellPadding.y * 2.0 for row = 0, 2 do ImGui.TableNextRow(0, rows_height) for column = 0, 2 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end end local function Tables_BackgroundColor() IMGUI_DEMO_MARKER("Tables/Background color") local s = ST.bgcolor if s == nil then s = { flags = TF.RowBg, row_bg_type = 1, row_bg_target = 1, cell_bg_type = 1 }; ST.bgcolor = s end PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, TF.Borders) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) ImGui.SameLine(); DemoHelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.") if ImGui.Combo then s.row_bg_type = ImGui.Combo("row bg type", s.row_bg_type, { "None", "Red", "Gradient" }, 3) s.row_bg_target = ImGui.Combo("row bg target", s.row_bg_target, { "RowBg0", "RowBg1" }, 2); ImGui.SameLine(); DemoHelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.") s.cell_bg_type = ImGui.Combo("cell bg type", s.cell_bg_type, { "None", "Blue" }, 2); ImGui.SameLine(); DemoHelpMarker("We are colorizing cells to B1->C2 here.") else NotPorted("Combo") end IM_ASSERT(s.row_bg_type >= 0 and s.row_bg_type <= 2) IM_ASSERT(s.row_bg_target >= 0 and s.row_bg_target <= 1) IM_ASSERT(s.cell_bg_type >= 0 and s.cell_bg_type <= 1) PopStyleCompact() if ImGui.BeginTable("table1", 5, s.flags) then for row = 0, 5 do ImGui.TableNextRow() if s.row_bg_type ~= 0 then local row_bg_color = ImGui.GetColorU32(s.row_bg_type == 1 and ImVec4(0.7, 0.3, 0.3, 0.65) or ImVec4(0.2 + row * 0.1, 0.2, 0.2, 0.65)) -- Flat or Gradient? ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBg0 + s.row_bg_target, row_bg_color) end -- Fill cells for column = 0, 4 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s%s", string.char(65 + row), string.char(48 + column)) if row >= 1 and row <= 2 and column >= 1 and column <= 2 and s.cell_bg_type == 1 then local cell_bg_color = ImGui.GetColorU32(ImVec4(0.3, 0.3, 0.7, 0.65)) ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, cell_bg_color) end end end ImGui.EndTable() end end local tree_view_nodes = { { Name = "Root with Long Name", Type = "Folder", Size = -1, ChildIdx = 1, ChildCount = 3 }, -- 0 { Name = "Music", Type = "Folder", Size = -1, ChildIdx = 4, ChildCount = 2 }, -- 1 { Name = "Textures", Type = "Folder", Size = -1, ChildIdx = 6, ChildCount = 3 }, -- 2 { Name = "desktop.ini", Type = "System file", Size = 1024, ChildIdx = -1, ChildCount = -1 }, -- 3 { Name = "File1_a.wav", Type = "Audio file", Size = 123000, ChildIdx = -1, ChildCount = -1 }, -- 4 { Name = "File1_b.wav", Type = "Audio file", Size = 456000, ChildIdx = -1, ChildCount = -1 }, -- 5 { Name = "Image001.png", Type = "Image file", Size = 203128, ChildIdx = -1, ChildCount = -1 }, -- 6 { Name = "Copy of Image001.png", Type = "Image file", Size = 203256, ChildIdx = -1, ChildCount = -1 }, -- 7 { Name = "Copy of Image001 (Final2).png", Type = "Image file", Size = 203512, ChildIdx = -1, ChildCount = -1 }, -- 8 } local function MyTreeNode_DisplayNode(node, all_nodes, tree_node_flags_base) ImGui.TableNextRow() ImGui.TableNextColumn() local is_folder = (node.ChildCount > 0) local node_flags = tree_node_flags_base if node ~= all_nodes[1] then node_flags = bit32.band(node_flags, bit32.bnot(ImGuiTreeNodeFlags.LabelSpanAllColumns)) -- Only demonstrate this on the root node. end if is_folder then local open = ImGui.TreeNodeEx(node.Name, node_flags) if bit32.band(node_flags, ImGuiTreeNodeFlags.LabelSpanAllColumns) == 0 then ImGui.TableNextColumn() ImGui.TextDisabled("--") ImGui.TableNextColumn() ImGui.TextUnformatted(node.Type) end if open then for child_n = 0, node.ChildCount - 1 do MyTreeNode_DisplayNode(all_nodes[node.ChildIdx + child_n + 1], all_nodes, tree_node_flags_base) end ImGui.TreePop() end else ImGui.TreeNodeEx(node.Name, bor(node_flags, ImGuiTreeNodeFlags.Leaf, ImGuiTreeNodeFlags.Bullet, ImGuiTreeNodeFlags.NoTreePushOnOpen)) ImGui.TableNextColumn() ImGui.Text("%d", node.Size) ImGui.TableNextColumn() ImGui.TextUnformatted(node.Type) end end local function Tables_TreeView() IMGUI_DEMO_MARKER("Tables/Tree view") local s = ST.treeview if s == nil then s = { table_flags = bor(TF.BordersV, TF.BordersOuterH, TF.Resizable, TF.RowBg, TF.NoBordersInBody), tree_node_flags_base = bor(ImGuiTreeNodeFlags.SpanAllColumns, ImGuiTreeNodeFlags.DefaultOpen, ImGuiTreeNodeFlags.DrawLinesFull) } ST.treeview = s end _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanFullWidth) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanLabelWidth) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.SpanAllColumns) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", s.tree_node_flags_base, ImGuiTreeNodeFlags.LabelSpanAllColumns) ImGui.SameLine(); DemoHelpMarker("Useful if you know that you aren't displaying contents in other columns") DemoHelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.") if ImGui.BeginTable("3ways", 3, s.table_flags) then ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags.NoHide) ImGui.TableSetupColumn("Size", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 12.0) ImGui.TableSetupColumn("Type", ImGuiTableColumnFlags.WidthFixed, TEXT_BASE_WIDTH * 18.0) ImGui.TableHeadersRow() MyTreeNode_DisplayNode(tree_view_nodes[1], tree_view_nodes, s.tree_node_flags_base) ImGui.EndTable() end end local function Tables_ItemWidth() IMGUI_DEMO_MARKER("Tables/Item width") DemoHelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" .. "Note that on auto-resizing non-resizable fixed columns, querying the content width for " .. "e.g. right-alignment doesn't make sense.") if ImGui.BeginTable("table_item_width", 3, TF.Borders) then ImGui.TableSetupColumn("small") ImGui.TableSetupColumn("half") ImGui.TableSetupColumn("right-align") ImGui.TableHeadersRow() for row = 0, 2 do ImGui.TableNextRow() if row == 0 then -- Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) ImGui.TableSetColumnIndex(0) ImGui.PushItemWidth(TEXT_BASE_WIDTH * 3.0) -- Small ImGui.TableSetColumnIndex(1) ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5) ImGui.TableSetColumnIndex(2) ImGui.PushItemWidth(-FLT_MIN) -- Right-aligned end -- Draw our contents ImGui.PushID(row) ImGui.TableSetColumnIndex(0) ST.dummy_f = ImGui.SliderFloat("float0", ST.dummy_f or 0.0, 0.0, 1.0) ImGui.TableSetColumnIndex(1) ST.dummy_f = ImGui.SliderFloat("float1", ST.dummy_f, 0.0, 1.0) ImGui.TableSetColumnIndex(2) ST.dummy_f = ImGui.SliderFloat("##float2", ST.dummy_f, 0.0, 1.0) -- No visible label since right-aligned ImGui.PopID() end ImGui.EndTable() end end local function Tables_CustomHeaders() IMGUI_DEMO_MARKER("Tables/Custom headers") local COLUMNS_COUNT = 3 if ImGui.BeginTable("table_custom_headers", COLUMNS_COUNT, bor(TF.Borders, TF.Reorderable, TF.Hideable)) then ImGui.TableSetupColumn("Apricot") ImGui.TableSetupColumn("Banana") ImGui.TableSetupColumn("Cherry") -- Dummy entire-column selection storage if ST.column_selected == nil then ST.column_selected = { false, false, false } end local column_selected = ST.column_selected ImGui.TableNextRow(ImGuiTableRowFlags.Headers) for column = 0, COLUMNS_COUNT - 1 do ImGui.TableSetColumnIndex(column) local column_name = ImGui.TableGetColumnName(column) -- Retrieve name passed to TableSetupColumn() ImGui.PushID(column) ImGui.PushStyleVar(ImGuiStyleVar.FramePadding, ImVec2(0, 0)) _, column_selected[column + 1] = ImGui.Checkbox("##checkall", column_selected[column + 1]) ImGui.PopStyleVar() ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.TableHeader(column_name) ImGui.PopID() end -- Submit table contents for row = 0, 4 do ImGui.TableNextRow() for column = 0, 2 do local buf = string.format("Cell %d,%d", column, row) ImGui.TableSetColumnIndex(column) ImGui.Selectable(buf, column_selected[column + 1]) end end ImGui.EndTable() end end local function Tables_AngledHeaders() IMGUI_DEMO_MARKER("Tables/Angled headers") local column_names = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" } local columns_count = #column_names local rows_count = 12 local s = ST.angled if s == nil then s = { table_flags = bor(TF.SizingFixedFit, TF.ScrollX, TF.ScrollY, TF.BordersOuter, TF.BordersInnerH, TF.Hideable, TF.Resizable, TF.Reorderable, TF.HighlightHoveredColumn), column_flags = bor(ImGuiTableColumnFlags.AngledHeader, ImGuiTableColumnFlags.WidthFixed), bools = {}, frozen_cols = 1, frozen_rows = 2 } for i = 1, columns_count * rows_count do s.bools[i] = false end ST.angled = s end _, s.table_flags = ImGui.CheckboxFlags("_ScrollX", s.table_flags, TF.ScrollX) _, s.table_flags = ImGui.CheckboxFlags("_ScrollY", s.table_flags, TF.ScrollY) _, s.table_flags = ImGui.CheckboxFlags("_Resizable", s.table_flags, TF.Resizable) _, s.table_flags = ImGui.CheckboxFlags("_Sortable", s.table_flags, TF.Sortable) _, s.table_flags = ImGui.CheckboxFlags("_NoBordersInBody", s.table_flags, TF.NoBordersInBody) _, s.table_flags = ImGui.CheckboxFlags("_HighlightHoveredColumn", s.table_flags, TF.HighlightHoveredColumn) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.frozen_cols = ImGui.SliderInt("Frozen columns", s.frozen_cols, 0, 2) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.frozen_rows = ImGui.SliderInt("Frozen rows", s.frozen_rows, 0, 2) _, s.column_flags = ImGui.CheckboxFlags("Disable header contributing to column width", s.column_flags, ImGuiTableColumnFlags.NoHeaderWidth) if ImGui.TreeNode("Style settings") then ImGui.SameLine() DemoHelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.") ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) local style = ImGui.GetStyle() style.TableAngledHeadersAngle = ImGui.SliderAngle("style.TableAngledHeadersAngle", style.TableAngledHeadersAngle, -50.0, 50.0) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) ImGui.SliderFloat2("style.TableAngledHeadersTextAlign", style.TableAngledHeadersTextAlign, 0.0, 1.0, "%.2f") ImGui.TreePop() end if ImGui.BeginTable("table_angled_headers", columns_count, s.table_flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 12)) then ImGui.TableSetupColumn(column_names[1], bor(ImGuiTableColumnFlags.NoHide, ImGuiTableColumnFlags.NoReorder)) for n = 2, columns_count do ImGui.TableSetupColumn(column_names[n], s.column_flags) end ImGui.TableSetupScrollFreeze(s.frozen_cols, s.frozen_rows) ImGui.TableAngledHeadersRow() -- Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. ImGui.TableHeadersRow() -- Draw remaining headers and allow access to context-menu and other functions. for row = 0, rows_count - 1 do ImGui.PushID(row) ImGui.TableNextRow() ImGui.TableSetColumnIndex(0) ImGui.AlignTextToFramePadding() ImGui.Text("Track %d", row) for column = 1, columns_count - 1 do if ImGui.TableSetColumnIndex(column) then ImGui.PushID(column) local idx = row * columns_count + column + 1 _, s.bools[idx] = ImGui.Checkbox("", s.bools[idx]) ImGui.PopID() end end ImGui.PopID() end ImGui.EndTable() end end local function Tables_ContextMenus() IMGUI_DEMO_MARKER("Tables/Context menus") DemoHelpMarker( "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" .. "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.") local s = ST.ctxmenu if s == nil then s = { flags1 = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.ContextMenuInBody) }; ST.ctxmenu = s end PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags1, TF.ContextMenuInBody) PopStyleCompact() local COLUMNS_COUNT = 3 if ImGui.BeginTable("table_context_menu", COLUMNS_COUNT, s.flags1) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") -- [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow() -- Submit dummy contents for row = 0, 3 do ImGui.TableNextRow() for column = 0, COLUMNS_COUNT - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end DemoHelpMarker( "Demonstrate mixing table context menu (over header), item context button (over button) " .. "and custom per-column context menu (over column body).") local flags2 = bor(TF.Resizable, TF.SizingFixedFit, TF.Reorderable, TF.Hideable, TF.Borders) if ImGui.BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow() for row = 0, 3 do ImGui.TableNextRow() for column = 0, COLUMNS_COUNT - 1 do -- Submit dummy contents ImGui.TableSetColumnIndex(column) ImGui.Text("Cell %d,%d", column, row) ImGui.SameLine() -- [2.2] Right-click on the ".." to open a custom popup ImGui.PushID(row * COLUMNS_COUNT + column) ImGui.SmallButton("..") if ImGui.BeginPopupContextItem() then ImGui.Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.PopID() end end -- [2.3] Right-click anywhere in columns to open another custom popup local hovered_column = -1 for column = 0, COLUMNS_COUNT do ImGui.PushID(column) if Has(ImGui.TableGetColumnFlags(column), ImGuiTableColumnFlags.IsHovered) then hovered_column = column end if hovered_column == column and not ImGui.IsAnyItemHovered() and ImGui.IsMouseReleased(1) then ImGui.OpenPopup("MyPopup") end if ImGui.BeginPopup("MyPopup") then if column == COLUMNS_COUNT then ImGui.Text("This is a custom popup for unused space after the last column.") else ImGui.Text("This is a custom popup for Column %d", column) end if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.PopID() end ImGui.EndTable() ImGui.Text("Hovered column: %d", hovered_column) end end local function Tables_SyncedInstances() IMGUI_DEMO_MARKER("Tables/Synced instances") DemoHelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.") local s = ST.synced if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Borders, TF.SizingFixedFit, TF.NoSavedSettings) }; ST.synced = s end _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SizingFixedFit", s.flags, TF.SizingFixedFit) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) for n = 0, 2 do local buf = string.format("Synced Table %d", n) local open = ImGui.CollapsingHeader(buf, ImGuiTreeNodeFlags.DefaultOpen) if open and ImGui.BeginTable("Table", 3, s.flags, ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 5)) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() local cell_count = (n == 1) and 27 or 9 -- Make second table have a scrollbar to verify that additional decoration is not affecting column positions. for cell = 0, cell_count - 1 do ImGui.TableNextColumn() ImGui.Text("this cell %d", cell) end ImGui.EndTable() end end end local template_items_names = { "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" } local function Tables_Sorting() IMGUI_DEMO_MARKER("Tables/Sorting") local s = ST.sorting if s == nil then s = { items = {}, flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.BordersOuter, TF.BordersV, TF.NoBordersInBody, TF.ScrollY) } for n = 0, 49 do local template_n = n % #template_items_names s.items[n + 1] = MyItem(n, template_items_names[template_n + 1], (n * n - n) % 20) -- Assign default quantities end ST.sorting = s end local items = s.items PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") PopStyleCompact() if ImGui.BeginTable("table_sorting", 4, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 15), 0.0) then local CF = ImGuiTableColumnFlags ImGui.TableSetupColumn("ID", bor(CF.DefaultSort, CF.WidthFixed), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", CF.WidthFixed, 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bor(CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bor(CF.PreferSortDescending, CF.WidthStretch), 0.0, MyItemColumnID_Quantity) ImGui.TableSetupScrollFreeze(0, 1) -- Make row always visible ImGui.TableHeadersRow() -- Sort our data if sort specs have been changed! local sort_specs = ImGui.TableGetSortSpecs() if sort_specs and sort_specs.SpecsDirty then MyItem_SortWithSortSpecs(sort_specs, items, #items) sort_specs.SpecsDirty = false end -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(#items) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do -- Display a data item local item = items[row_n + 1] ImGui.PushID(item.ID) ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text("%04d", item.ID) ImGui.TableNextColumn() ImGui.TextUnformatted(item.Name) ImGui.TableNextColumn() ImGui.SmallButton("None") ImGui.TableNextColumn() ImGui.Text("%d", item.Quantity) ImGui.PopID() end end ImGui.EndTable() end end local function Tables_AdvancedOptions(s) -- Make the UI compact because there are so many fields PushStyleCompact() ImGui.PushItemWidth(TEXT_BASE_WIDTH * 28.0) if ImGui.TreeNodeEx("Features:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, TF.Resizable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, TF.Reorderable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, TF.Hideable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Sortable", s.flags, TF.Sortable) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoSavedSettings", s.flags, TF.NoSavedSettings) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags, TF.ContextMenuInBody) ImGui.TreePop() end if ImGui.TreeNodeEx("Decorations:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, TF.RowBg) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, TF.BordersV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, TF.BordersOuterV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, TF.BordersInnerV) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, TF.BordersH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, TF.BordersOuterH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, TF.BordersInnerH) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, TF.NoBordersInBody); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, TF.NoBordersInBodyUntilResize); ImGui.SameLine(); DemoHelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") ImGui.TreePop() end if ImGui.TreeNodeEx("Sizing:", ImGuiTreeNodeFlags.DefaultOpen) then s.flags = EditTableSizingFlags(s.flags) ImGui.SameLine(); DemoHelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, TF.NoHostExtendX) ImGui.SameLine(); DemoHelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, TF.NoHostExtendY) ImGui.SameLine(); DemoHelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags, TF.NoKeepColumnsVisible) ImGui.SameLine(); DemoHelpMarker("Only available if ScrollX is disabled.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, TF.PreciseWidths) ImGui.SameLine(); DemoHelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, TF.NoClip) ImGui.SameLine(); DemoHelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.") ImGui.TreePop() end if ImGui.TreeNodeEx("Padding:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags, TF.PadOuterX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags, TF.NoPadOuterX) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags, TF.NoPadInnerX) ImGui.TreePop() end if ImGui.TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, TF.ScrollX) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, TF.ScrollY) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, ImGuiSliderFlags.NoInput) ImGui.TreePop() end if ImGui.TreeNodeEx("Sorting:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, TF.SortMulti) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, TF.SortTristate) ImGui.SameLine(); DemoHelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") ImGui.TreePop() end if ImGui.TreeNodeEx("Headers:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, TF.HighlightHoveredColumn) _, s.columns_base_flags = ImGui.CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", s.columns_base_flags, ImGuiTableColumnFlags.AngledHeader) ImGui.SameLine(); DemoHelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).") ImGui.TreePop() end if ImGui.TreeNodeEx("Other:", ImGuiTreeNodeFlags.DefaultOpen) then _, s.show_wrapped_text = ImGui.Checkbox("show_wrapped_text", s.show_wrapped_text) ImGui.DragFloat2("##OuterSize", s.outer_size_value) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) _, s.outer_size_enabled = ImGui.Checkbox("outer_size", s.outer_size_enabled) ImGui.SameLine() DemoHelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" .. "- The table is output directly in the parent window.\n" .. "- OuterSize.x < 0.0f will right-align the table.\n" .. "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" .. "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).") s.inner_width_with_scroll = ImGui.DragFloat("inner_width (when ScrollX active)", s.inner_width_with_scroll, 1.0, 0.0, FLT_MAX) s.row_min_height = ImGui.DragFloat("row_min_height", s.row_min_height, 1.0, 0.0, FLT_MAX) ImGui.SameLine(); DemoHelpMarker("Specify height of the Selectable item.") s.items_count = ImGui.DragInt("items_count", s.items_count, 0.1, 0, 9999) local contents_type_names = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" } if ImGui.Combo then s.contents_type = ImGui.Combo("items_type (first column)", s.contents_type, contents_type_names, #contents_type_names) else NotPorted("Combo") end ImGui.TreePop() end ImGui.PopItemWidth() PopStyleCompact() ImGui.Spacing() end local function Tables_Advanced() IMGUI_DEMO_MARKER("Tables/Advanced") local CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow = 0, 1, 2, 3, 4, 5 local s = ST.advanced if s == nil then s = { flags = bor(TF.Resizable, TF.Reorderable, TF.Hideable, TF.Sortable, TF.SortMulti, TF.RowBg, TF.Borders, TF.NoBordersInBody, TF.ScrollX, TF.ScrollY, TF.SizingFixedFit), columns_base_flags = ImGuiTableColumnFlags.None, contents_type = CT_SelectableSpanRow, freeze_cols = 1, freeze_rows = 1, items_count = #template_items_names * 2, outer_size_value = ImVec2(0.0, TEXT_BASE_HEIGHT * 12), row_min_height = 0.0, inner_width_with_scroll = 0.0, outer_size_enabled = true, show_headers = true, show_wrapped_text = false, items = {}, selection = {}, items_need_sort = false, show_debug_details = false } ST.advanced = s end if ImGui.TreeNode("Options") then Tables_AdvancedOptions(s) ImGui.TreePop() end -- Update item list if we changed the number of items local items = s.items local selection = s.selection if #items ~= s.items_count then for n = #items, s.items_count + 1, -1 do items[n] = nil end for n = 0, s.items_count - 1 do local template_n = n % #template_items_names items[n + 1] = MyItem(n, template_items_names[template_n + 1], (template_n == 3) and 10 or (template_n == 4) and 20 or 0) -- Assign default quantities end end local parent_draw_list = ImGui.GetWindowDrawList() local parent_draw_list_draw_cmd_count = parent_draw_list.CmdBuffer.Size local table_scroll_cur, table_scroll_max -- For debug display local table_draw_list = nil -- Submit table local flags = s.flags local columns_base_flags = s.columns_base_flags local inner_width_to_use = Has(flags, TF.ScrollX) and s.inner_width_with_scroll or 0.0 local CF = ImGuiTableColumnFlags if ImGui.BeginTable("table_advanced", 6, flags, s.outer_size_enabled and s.outer_size_value or ImVec2(0, 0), inner_width_to_use) then ImGui.TableSetupColumn("ID", bor(columns_base_flags, CF.DefaultSort, CF.WidthFixed, CF.NoHide), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", bor(columns_base_flags, CF.WidthFixed), 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bor(columns_base_flags, CF.NoSort, CF.WidthFixed), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bor(columns_base_flags, CF.PreferSortDescending), 0.0, MyItemColumnID_Quantity) ImGui.TableSetupColumn("Description", bor(columns_base_flags, Has(flags, TF.NoHostExtendX) and 0 or CF.WidthStretch), 0.0, MyItemColumnID_Description) ImGui.TableSetupColumn("Hidden", bor(columns_base_flags, CF.DefaultHide, CF.NoSort)) ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) -- Sort our data if sort specs have been changed! local sort_specs = ImGui.TableGetSortSpecs() if sort_specs and sort_specs.SpecsDirty then s.items_need_sort = true end if sort_specs and s.items_need_sort and #items > 1 then MyItem_SortWithSortSpecs(sort_specs, items, #items) sort_specs.SpecsDirty = false end s.items_need_sort = false local sorts_specs_using_quantity = Has(ImGui.TableGetColumnFlags(3), CF.IsSorted) -- Show headers if s.show_headers and Has(columns_base_flags, CF.AngledHeader) then ImGui.TableAngledHeadersRow() end if s.show_headers then ImGui.TableHeadersRow() end -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(#items) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item = items[row_n + 1] local item_is_selected = table.find(selection, item.ID) ~= nil ImGui.PushID(item.ID) ImGui.TableNextRow(ImGuiTableRowFlags.None, s.row_min_height) -- For the demo purpose we can select among different type of items submitted in the first column ImGui.TableSetColumnIndex(0) local label = string.format("%04d", item.ID) local ct = s.contents_type if ct == CT_Text then ImGui.TextUnformatted(label) elseif ct == CT_Button then ImGui.Button(label) elseif ct == CT_SmallButton then ImGui.SmallButton(label) elseif ct == CT_FillButton then ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)) elseif ct == CT_Selectable or ct == CT_SelectableSpanRow then local selectable_flags = (ct == CT_SelectableSpanRow) and bor(ImGuiSelectableFlags.SpanAllColumns, ImGuiSelectableFlags.AllowOverlap) or ImGuiSelectableFlags.None if ImGui.Selectable(label, item_is_selected, selectable_flags, ImVec2(0, s.row_min_height)) then if ImGui.GetIO().KeyCtrl then if item_is_selected then table.remove(selection, table.find(selection, item.ID)) else table.insert(selection, item.ID) end else table.clear(selection) table.insert(selection, item.ID) end end end if ImGui.TableSetColumnIndex(1) then ImGui.TextUnformatted(item.Name) end if ImGui.TableSetColumnIndex(2) then if ImGui.SmallButton("Chop") then item.Quantity = item.Quantity + 1 end if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end ImGui.SameLine() if ImGui.SmallButton("Eat") then item.Quantity = item.Quantity - 1 end if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end end if ImGui.TableSetColumnIndex(3) then ImGui.Text("%d", item.Quantity) end ImGui.TableSetColumnIndex(4) if s.show_wrapped_text then ImGui.TextWrapped("Lorem ipsum dolor sit amet") else ImGui.Text("Lorem ipsum dolor sit amet") end if ImGui.TableSetColumnIndex(5) then ImGui.Text("1234") end ImGui.PopID() end end -- Store some info to display debug details below table_scroll_cur = ImVec2(ImGui.GetScrollX(), ImGui.GetScrollY()) table_scroll_max = ImVec2(ImGui.GetScrollMaxX(), ImGui.GetScrollMaxY()) table_draw_list = ImGui.GetWindowDrawList() ImGui.EndTable() end _, s.show_debug_details = ImGui.Checkbox("Debug details", s.show_debug_details) if s.show_debug_details and table_draw_list then ImGui.SameLine(0.0, 0.0) local table_draw_list_draw_cmd_count = table_draw_list.CmdBuffer.Size if table_draw_list == parent_draw_list then ImGui.Text(": DrawCmd: +%d (in same window)", table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count) else ImGui.Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y) end end end local tables_sections = { { "Basic", Tables_Basic }, { "Borders, background", Tables_BordersBackground }, { "Resizable, stretch", Tables_ResizableStretch }, { "Resizable, fixed", Tables_ResizableFixed }, { "Resizable, mixed", Tables_ResizableMixed }, { "Reorderable, hideable, with headers", Tables_Reorderable }, { "Padding", Tables_Padding }, { "Sizing policies", Tables_SizingPolicies }, { "Vertical scrolling, with clipping", Tables_VerticalScrolling }, { "Horizontal scrolling", Tables_HorizontalScrolling }, { "Columns flags", Tables_ColumnsFlags }, { "Columns widths", Tables_ColumnsWidths }, { "Nested tables", Tables_Nested }, { "Row height", Tables_RowHeight }, { "Outer size", Tables_OuterSize }, { "Background color", Tables_BackgroundColor }, { "Tree view", Tables_TreeView }, { "Item width", Tables_ItemWidth }, { "Custom headers", Tables_CustomHeaders }, { "Angled headers", Tables_AngledHeaders }, { "Context menus", Tables_ContextMenus }, { "Synced instances", Tables_SyncedInstances }, { "Sorting", Tables_Sorting }, { "Advanced", Tables_Advanced }, } function DemoWindowTables() if not ImGui.CollapsingHeader("Tables & Columns") then return end -- Using those as a base value to create width/height that are factor of the size of our font TEXT_BASE_WIDTH = ImGui.CalcTextSize("A").x TEXT_BASE_HEIGHT = ImGui.GetTextLineHeightWithSpacing() ImGui.PushID("Tables") local open_action = -1 if ImGui.Button("Expand all") then open_action = 1 end ImGui.SameLine() if ImGui.Button("Collapse all") then open_action = 0 end ImGui.SameLine() -- Options _, ST.disable_indent = ImGui.Checkbox("Disable tree indentation", ST.disable_indent or false) ImGui.SameLine() DemoHelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.") ImGui.Separator() local disable_indent = ST.disable_indent if disable_indent then ImGui.PushStyleVar(ImGuiStyleVar.IndentSpacing, 0.0) end -- Demos for _, sec in ipairs(tables_sections) do if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode(sec[1]) then sec[2]() ImGui.TreePop() end end ImGui.PopID() DemoWindowColumns() if disable_indent then ImGui.PopStyleVar() end end --@@COLUMNS@@ end __FILES['imgui_docking.lua'] = function() --- ImGui Sincerely -- Docking: 1:1 port of imgui.cpp [SECTION] DOCKING (docking branch, 1.93 WIP) -- -- Port notes: -- - Main viewport only (no multi-viewports on Roblox): viewport creation/merging code paths are kept where cheap, but -- windows always live in the main viewport. -- - ImGuiDockContext.Nodes (ImGuiStorage in C++) is a Lua table ID -> node. Iterations that upstream does over the -- sorted storage are done over a sorted snapshot of the IDs (DockContextNodesSorted) for deterministic order. -- - node.ChildNodes is a table indexed [0] and [1] like upstream. -- - ImGuiDockPreviewData.DropRectsDraw is indexed [dir + 1] with dir in -1..3 (so keys 0..4), like upstream. local MT = ImGui.GetMetatables() IMGUI_PAYLOAD_TYPE_WINDOW = "_IMWINDOW" local DOCKING_HOST_DRAW_CHANNEL_BG = 0 -- Dock host: background fill local DOCKING_HOST_DRAW_CHANNEL_FG = 1 -- Dock host: decorations and contents local DOCKING_SPLITTER_SIZE = 2.0 --------------------------------------------------------------------------------------- -- Docking: flags & enums --------------------------------------------------------------------------------------- ImGuiDockNodeFlags = { None = 0, KeepAliveOnly = bit32.lshift(1, 0), NoDockingOverCentralNode = bit32.lshift(1, 2), PassthruCentralNode = bit32.lshift(1, 3), NoDockingSplit = bit32.lshift(1, 4), NoResize = bit32.lshift(1, 5), AutoHideTabBar = bit32.lshift(1, 6), NoUndocking = bit32.lshift(1, 7), -- [Internal] DockSpace = bit32.lshift(1, 10), CentralNode = bit32.lshift(1, 11), NoTabBar = bit32.lshift(1, 12), HiddenTabBar = bit32.lshift(1, 13), NoWindowMenuButton = bit32.lshift(1, 14), NoCloseButton = bit32.lshift(1, 15), NoResizeX = bit32.lshift(1, 16), NoResizeY = bit32.lshift(1, 17), DockedWindowsInFocusRoute = bit32.lshift(1, 18), NoDockingSplitOther = bit32.lshift(1, 19), NoDockingOverMe = bit32.lshift(1, 20), NoDockingOverOther = bit32.lshift(1, 21), NoDockingOverEmpty = bit32.lshift(1, 22), } do local F = ImGuiDockNodeFlags F.NoSplit = F.NoDockingSplit F.NoDockingInCentralNode = F.NoDockingOverCentralNode F.NoDocking = bit32.bor(F.NoDockingOverMe, F.NoDockingOverOther, F.NoDockingOverEmpty, F.NoDockingSplit, F.NoDockingSplitOther) F.SharedFlagsInheritMask_ = 0xFFFFFFFF F.NoResizeFlagsMask_ = bit32.bor(F.NoResize, F.NoResizeX, F.NoResizeY) F.LocalFlagsTransferMask_ = bit32.bor(F.NoDockingSplit, F.NoResizeFlagsMask_, F.AutoHideTabBar, F.CentralNode, F.NoTabBar, F.HiddenTabBar, F.NoWindowMenuButton, F.NoCloseButton) F.SavedFlagsMask_ = bit32.bor(F.NoResizeFlagsMask_, F.DockSpace, F.CentralNode, F.NoTabBar, F.HiddenTabBar, F.NoWindowMenuButton, F.NoCloseButton) end ImGuiDataAuthority = { Auto = 0, DockNode = 1, Window = 2 } ImGuiDockNodeState = { Unknown = 0, HostWindowHiddenBecauseSingleWindow = 1, HostWindowHiddenBecauseWindowsAreResizing = 2, HostWindowVisible = 3, } ImGuiWindowDockStyleCol = { Text = 0, TabHovered = 1, TabFocused = 2, TabSelected = 3, TabSelectedOverline = 4, TabDimmed = 5, TabDimmedSelected = 6, TabDimmedSelectedOverline = 7, UnsavedMarker = 8, COUNT = 9, } local ImGuiDockRequestType = { None = 0, Dock = 1, Undock = 2, Split = 3 } --------------------------------------------------------------------------------------- -- Docking: Internal Types --------------------------------------------------------------------------------------- local function ImGuiDockRequest() return { Type = ImGuiDockRequestType.None, DockTargetWindow = nil, DockTargetNode = nil, DockPayload = nil, DockSplitDir = ImGuiDir.None, DockSplitRatio = 0.5, DockSplitOuter = false, UndockTargetWindow = nil, UndockTargetNode = nil, } end local function ImGuiDockNodeSettings() return { ID = 0, ParentNodeId = 0, ParentWindowId = 0, SelectedTabId = 0, SplitAxis = ImGuiAxis.None, Depth = 0, Flags = 0, Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), } end function ImGuiDockContext() return { Nodes = {}, Requests = ImVector(), NodesSettings = ImVector(), WantFullRebuild = false } end MT.ImGuiDockNode = {} MT.ImGuiDockNode.__index = MT.ImGuiDockNode local DN = MT.ImGuiDockNode function ImGuiDockNode(id) return setmetatable({ ID = id, SharedFlags = 0, LocalFlags = 0, LocalFlagsInWindows = 0, MergedFlags = 0, State = ImGuiDockNodeState.Unknown, ParentNode = nil, ChildNodes = { [0] = nil, [1] = nil }, Windows = ImVector(), TabBar = nil, Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), SplitAxis = ImGuiAxis.None, LastBgColor = IM_COL32_WHITE, WindowClass = ImGuiWindowClass(), HostWindow = nil, VisibleWindow = nil, CentralNode = nil, OnlyNodeWithWindows = nil, CountNodeWithWindows = 0, LastFrameAlive = -1, LastFrameActive = -1, LastFrameFocused = -1, LastFocusedNodeId = 0, SelectedTabId = 0, WantCloseTabId = 0, RefViewportId = 0, AuthorityForPos = ImGuiDataAuthority.DockNode, AuthorityForSize = ImGuiDataAuthority.DockNode, AuthorityForViewport = ImGuiDataAuthority.Auto, IsVisible = true, IsFocused = false, IsBgDrawnThisFrame = false, HasCloseButton = false, HasWindowMenuButton = false, HasCentralNodeChild = false, WantCloseAll = false, WantLockSizeOnce = false, WantMouseMove = false, WantHiddenTabBarUpdate = false, WantHiddenTabBarToggle = false, }, DN) end function DN:IsRootNode() return self.ParentNode == nil end function DN:IsDockSpace() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.DockSpace) ~= 0 end function DN:IsFloatingNode() return self.ParentNode == nil and bit32.band(self.MergedFlags, ImGuiDockNodeFlags.DockSpace) == 0 end function DN:IsCentralNode() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.CentralNode) ~= 0 end function DN:IsHiddenTabBar() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 end function DN:IsNoTabBar() return bit32.band(self.MergedFlags, ImGuiDockNodeFlags.NoTabBar) ~= 0 end function DN:IsSplitNode() return self.ChildNodes[0] ~= nil end function DN:IsLeafNode() return self.ChildNodes[0] == nil end function DN:IsEmpty() return self.ChildNodes[0] == nil and self.Windows.Size == 0 end function DN:Rect() return ImRect(self.Pos.x, self.Pos.y, self.Pos.x + self.Size.x, self.Pos.y + self.Size.y) end function DN:SetLocalFlags(flags) self.LocalFlags = flags; self:UpdateMergedFlags() end function DN:UpdateMergedFlags() self.MergedFlags = bit32.bor(self.SharedFlags, self.LocalFlags, self.LocalFlagsInWindows) end local function ImGuiDockPreviewData() local d = { FutureNode = ImGuiDockNode(0), IsDropAllowed = false, IsCenterAvailable = false, IsSidesAvailable = false, IsSplitDirExplicit = false, SplitNode = nil, SplitDir = ImGuiDir.None, SplitRatio = 0.0, DropRectsDraw = {}, } for n = 0, 4 do d.DropRectsDraw[n] = ImRect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX) end return d end local function DockNodeGetHostWindowTitle(node) return string.format("##DockNode_%02X", node.ID) end local function IsRectInverted(r) return r.Min.x > r.Max.x or r.Min.y > r.Max.y end --- Sorted snapshot of node IDs (upstream iterates ImGuiStorage which is sorted by key) local function DockContextNodesSorted(ctx) local ids = {} for id in pairs(ctx.DockContext.Nodes) do ids[#ids + 1] = id end table.sort(ids) return ids end ImGui.DockContextNodesSorted = DockContextNodesSorted --------------------------------------------------------------------------------------- -- Docking: ImGuiDockContext --------------------------------------------------------------------------------------- local DockSettingsHandler_ClearAll, DockSettingsHandler_ApplyAll, DockSettingsHandler_ReadOpen, DockSettingsHandler_ReadLine, DockSettingsHandler_WriteAll local DockSettingsRenameNodeReferences, DockSettingsRemoveNodeReferences, DockSettingsFindNodeSettings function ImGui.DockContextInitialize(ctx) local g = ctx local ini_handler = ImGuiSettingsHandler() ini_handler.TypeName = "Docking" ini_handler.TypeHash = ImHashStr("Docking") ini_handler.ClearAllFn = DockSettingsHandler_ClearAll ini_handler.ReadInitFn = DockSettingsHandler_ClearAll ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen ini_handler.ReadLineFn = DockSettingsHandler_ReadLine ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll ini_handler.WriteAllFn = DockSettingsHandler_WriteAll g.SettingsHandlers:push_back(ini_handler) g.DockNodeWindowMenuHandler = ImGui.DockNodeWindowMenuHandler_Default end function ImGui.DockContextShutdown(ctx) for _, id in ipairs(DockContextNodesSorted(ctx)) do local node = ctx.DockContext.Nodes[id] if node then ImGui.DockContextDeleteNode(ctx, node) end end end function ImGui.DockContextClearNodes(ctx, root_id, clear_settings_refs) ImGui.DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs) ImGui.DockBuilderRemoveNodeChildNodes(root_id) end function ImGui.DockContextRebuildNodes(ctx) local dc = ctx.DockContext ImGui.SaveIniSettingsToMemory() local root_id = 0 ImGui.DockContextClearNodes(ctx, root_id, false) ImGui.DockContextBuildNodesFromSettings(ctx, dc.NodesSettings.Data, dc.NodesSettings.Size) ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) end function ImGui.DockContextNewFrameUpdateUndocking(ctx) local g = ctx local dc = ctx.DockContext if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then if next(dc.Nodes) ~= nil or dc.Requests.Size > 0 then ImGui.DockContextClearNodes(ctx, 0, true) end return end if g.IO.ConfigDockingNoSplit then for _, id in ipairs(DockContextNodesSorted(ctx)) do local node = dc.Nodes[id] if node and node:IsRootNode() and node:IsSplitNode() then ImGui.DockBuilderRemoveNodeChildNodes(node.ID) end end end if dc.WantFullRebuild then ImGui.DockContextRebuildNodes(ctx) dc.WantFullRebuild = false end for _, req in dc.Requests:iter() do if req.Type == ImGuiDockRequestType.Undock and req.UndockTargetWindow then ImGui.DockContextProcessUndockWindow(ctx, req.UndockTargetWindow) elseif req.Type == ImGuiDockRequestType.Undock and req.UndockTargetNode then ImGui.DockContextProcessUndockNode(ctx, req.UndockTargetNode) end end end function ImGui.DockContextNewFrameUpdateDocking(ctx) local g = ctx local dc = ctx.DockContext if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return end g.DebugHoveredDockNode = nil local hovered_window = g.HoveredWindowUnderMovingWindow if hovered_window then if hovered_window.DockNodeAsHost then g.DebugHoveredDockNode = ImGui.DockNodeTreeFindVisibleNodeByPos(hovered_window.DockNodeAsHost, g.IO.MousePos) elseif hovered_window.RootWindow.DockNode then g.DebugHoveredDockNode = hovered_window.RootWindow.DockNode end end for _, req in dc.Requests:iter() do if req.Type == ImGuiDockRequestType.Dock then ImGui.DockContextProcessDock(ctx, req) end end dc.Requests:resize(0) for _, id in ipairs(DockContextNodesSorted(ctx)) do local node = dc.Nodes[id] if node and node:IsFloatingNode() then ImGui.DockNodeUpdate(node) end end end function ImGui.DockContextEndFrame(ctx) local g = ctx local dc = g.DockContext for _, id in ipairs(DockContextNodesSorted(ctx)) do local node = dc.Nodes[id] if node and node.LastFrameActive == g.FrameCount and node.IsVisible and node.HostWindow and node:IsLeafNode() and not node.IsBgDrawnThisFrame then local bg_rect = ImRect(node.Pos + ImVec2(0.0, ImGui.GetFrameHeight()), node.Pos + node.Size) local bg_rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(bg_rect, node.HostWindow:Rect(), g.Style.DockingSeparatorSize) node.HostWindow.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) node.HostWindow.DrawList:AddRectFilled(bg_rect.Min, bg_rect.Max, node.LastBgColor, node.HostWindow.WindowRounding, bg_rounding_flags) end end end function ImGui.DockContextFindNodeByID(ctx, id) return ctx.DockContext.Nodes[id] end function ImGui.DockContextGenNodeID(ctx) local id = 0x0001 while ImGui.DockContextFindNodeByID(ctx, id) ~= nil do id = id + 1 end return id end function ImGui.DockContextAddNode(ctx, id) if id == 0 then id = ImGui.DockContextGenNodeID(ctx) else IM_ASSERT(ImGui.DockContextFindNodeByID(ctx, id) == nil) end local node = ImGuiDockNode(id) ctx.DockContext.Nodes[node.ID] = node return node end function ImGui.DockContextRemoveNode(ctx, node, merge_sibling_into_parent_node) IM_ASSERT(ImGui.DockContextFindNodeByID(ctx, node.ID) == node) IM_ASSERT(node.ChildNodes[0] == nil and node.ChildNodes[1] == nil) IM_ASSERT(node.Windows.Size == 0) if node.HostWindow then node.HostWindow.DockNodeAsHost = nil end local parent_node = node.ParentNode local merge = (merge_sibling_into_parent_node and parent_node ~= nil) if merge then IM_ASSERT(parent_node.ChildNodes[0] == node or parent_node.ChildNodes[1] == node) local sibling_node = (parent_node.ChildNodes[0] == node) and parent_node.ChildNodes[1] or parent_node.ChildNodes[0] ImGui.DockNodeTreeMerge(ctx, parent_node, sibling_node) else if parent_node then for n = 0, 1 do if parent_node.ChildNodes[n] == node then node.ParentNode.ChildNodes[n] = nil end end end ImGui.DockContextDeleteNode(ctx, node) end end function ImGui.DockContextDeleteNode(ctx, node) local dc = ctx.DockContext node.TabBar = nil dc.Nodes[node.ID] = nil end function ImGui.DockContextPruneUnusedSettingsNodes(ctx) local g = ctx local dc = ctx.DockContext IM_ASSERT(g.Windows.Size == 0) local pool = {} local function GetOrAdd(id) local d = pool[id] if not d then d = { CountWindows = 0, CountChildWindows = 0, CountChildNodes = 0, RootId = 0 }; pool[id] = d end return d end for _, settings in dc.NodesSettings:iter() do if pool[settings.ID] ~= nil then settings.ID = 0 else local parent_data = (settings.ParentNodeId ~= 0) and pool[settings.ParentNodeId] or nil GetOrAdd(settings.ID).RootId = parent_data and parent_data.RootId or settings.ID if settings.ParentNodeId ~= 0 then local p = GetOrAdd(settings.ParentNodeId) p.CountChildNodes = p.CountChildNodes + 1 end end end for _, settings in dc.NodesSettings:iter() do if settings.ParentWindowId ~= 0 then local window_settings = ImGui.FindWindowSettingsByID(settings.ParentWindowId) if window_settings and window_settings.DockId ~= 0 then local data = pool[window_settings.DockId] if data then data.CountChildNodes = data.CountChildNodes + 1 end end end end for _, settings in g.SettingsWindows:iter() do local dock_id = settings.DockId if dock_id and dock_id ~= 0 then local data = pool[dock_id] if data then data.CountWindows = data.CountWindows + 1 local data_root = (data.RootId == dock_id) and data or pool[data.RootId] if data_root then data_root.CountChildWindows = data_root.CountChildWindows + 1 end end end end for _, settings in dc.NodesSettings:iter() do local data = pool[settings.ID] if data ~= nil and data.CountWindows <= 1 then local data_root = (settings.ID == data.RootId) and data or pool[data.RootId] local data_parent = (settings.ParentNodeId ~= 0) and pool[settings.ParentNodeId] or nil local remove = false remove = remove or (data.CountWindows == 1 and settings.ParentNodeId == 0 and data.CountChildNodes == 0 and bit32.band(settings.Flags, ImGuiDockNodeFlags.CentralNode) == 0) remove = remove or (data.CountWindows == 0 and settings.ParentNodeId == 0 and data.CountChildNodes == 0) remove = remove or (data_root == nil or data_root.CountChildWindows == 0) if remove then DockSettingsRemoveNodeReferences({ settings.ID }, 1) settings.ID = 0 elseif data_parent and data_parent.CountChildNodes == 1 then DockSettingsRenameNodeReferences(settings.ID, settings.ParentNodeId) settings.ID = 0 end end end end --- @param node_settings_array table # 1-based array function ImGui.DockContextBuildNodesFromSettings(ctx, node_settings_array, node_settings_count) for node_n = 1, node_settings_count do local settings = node_settings_array[node_n] if settings.ID ~= 0 and ImGui.DockContextFindNodeByID(ctx, settings.ID) == nil then local node = ImGui.DockContextAddNode(ctx, settings.ID) node.ParentNode = (settings.ParentNodeId ~= 0) and ImGui.DockContextFindNodeByID(ctx, settings.ParentNodeId) or nil node.Pos = ImVec2(settings.Pos.x, settings.Pos.y) node.Size = ImVec2(settings.Size.x, settings.Size.y) node.SizeRef = ImVec2(settings.SizeRef.x, settings.SizeRef.y) node.AuthorityForPos = ImGuiDataAuthority.DockNode node.AuthorityForSize = ImGuiDataAuthority.DockNode node.AuthorityForViewport = ImGuiDataAuthority.DockNode if node.ParentNode and node.ParentNode.ChildNodes[0] == nil then node.ParentNode.ChildNodes[0] = node elseif node.ParentNode and node.ParentNode.ChildNodes[1] == nil then node.ParentNode.ChildNodes[1] = node end node.SelectedTabId = settings.SelectedTabId node.SplitAxis = settings.SplitAxis node:SetLocalFlags(bit32.band(settings.Flags, ImGuiDockNodeFlags.SavedFlagsMask_)) local root_node = ImGui.DockNodeGetRootNode(node) node.HostWindow = ImGui.FindWindowByName(DockNodeGetHostWindowTitle(root_node)) end end end function ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) local g = ctx for _, window in g.Windows:iter() do if window.DockId ~= 0 and window.LastFrameActive >= g.FrameCount - 1 and window.DockNode == nil then local node = ImGui.DockContextFindNodeByID(ctx, window.DockId) IM_ASSERT(node ~= nil) if root_id == 0 or ImGui.DockNodeGetRootNode(node).ID == root_id then ImGui.DockNodeAddWindow(node, window, true) end end end end --------------------------------------------------------------------------------------- -- Docking: ImGuiDockContext Docking/Undocking functions --------------------------------------------------------------------------------------- function ImGui.DockContextQueueDock(ctx, target, target_node, payload, split_dir, split_ratio, split_outer) IM_ASSERT(target ~= payload) local req = ImGuiDockRequest() req.Type = ImGuiDockRequestType.Dock req.DockTargetWindow = target req.DockTargetNode = target_node req.DockPayload = payload req.DockSplitDir = split_dir req.DockSplitRatio = split_ratio req.DockSplitOuter = split_outer ctx.DockContext.Requests:push_back(req) end function ImGui.DockContextQueueUndockWindow(ctx, window) local req = ImGuiDockRequest() req.Type = ImGuiDockRequestType.Undock req.UndockTargetWindow = window ctx.DockContext.Requests:push_back(req) end function ImGui.DockContextQueueUndockNode(ctx, node) local req = ImGuiDockRequest() req.Type = ImGuiDockRequestType.Undock req.UndockTargetNode = node ctx.DockContext.Requests:push_back(req) end function ImGui.DockContextQueueNotifyRemovedNode(ctx, node) for _, req in ctx.DockContext.Requests:iter() do if req.DockTargetNode == node then req.Type = ImGuiDockRequestType.None end end end function ImGui.DockContextProcessDock(ctx, req) IM_ASSERT((req.Type == ImGuiDockRequestType.Dock and req.DockPayload ~= nil) or (req.Type == ImGuiDockRequestType.Split and req.DockPayload == nil)) IM_ASSERT(req.DockTargetWindow ~= nil or req.DockTargetNode ~= nil) local g = ctx local payload_window = req.DockPayload local target_window = req.DockTargetWindow local node = req.DockTargetNode local next_selected_id = 0 local payload_node = nil if payload_window then payload_node = payload_window.DockNodeAsHost payload_window.DockNodeAsHost = nil if payload_node and payload_node:IsLeafNode() then next_selected_id = (payload_node.TabBar.NextSelectedTabId ~= 0) and payload_node.TabBar.NextSelectedTabId or payload_node.TabBar.SelectedTabId end if payload_node == nil then next_selected_id = payload_window.TabId end end if node then IM_ASSERT(node.LastFrameAlive <= g.FrameCount) end if node and target_window and node == target_window.DockNodeAsHost then IM_ASSERT(node.Windows.Size > 0 or node:IsSplitNode() or node:IsCentralNode()) end if node == nil then node = ImGui.DockContextAddNode(ctx, 0) node.Pos = ImVec2(target_window.Pos.x, target_window.Pos.y) node.Size = ImVec2(target_window.Size.x, target_window.Size.y) if target_window.DockNodeAsHost == nil then ImGui.DockNodeAddWindow(node, target_window, true) local t0 = node.TabBar.Tabs.Data[1] t0.Flags = bit32.band(t0.Flags, bit32.bnot(ImGuiTabItemFlags.Unsorted)) target_window.DockIsActive = true end end local split_dir = req.DockSplitDir if split_dir ~= ImGuiDir.None then local split_axis = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y local split_inheritor_child_idx = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) and 1 or 0 local split_ratio = req.DockSplitRatio ImGui.DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node) local new_node = node.ChildNodes[bit32.bxor(split_inheritor_child_idx, 1)] new_node.HostWindow = node.HostWindow node = new_node end node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.HiddenTabBar))) if node ~= payload_node then if node.Windows.Size > 0 and node.TabBar == nil then ImGui.DockNodeAddTabBar(node) for n = 1, node.Windows.Size do ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.None, node.Windows.Data[n]) end end if payload_node ~= nil then if payload_node:IsSplitNode() then if node.Windows.Size > 0 then IM_ASSERT(payload_node.OnlyNodeWithWindows ~= nil) local visible_node = payload_node.OnlyNodeWithWindows if visible_node.TabBar then IM_ASSERT(visible_node.TabBar.Tabs.Size > 0) end ImGui.DockNodeMoveWindows(node, visible_node) ImGui.DockNodeMoveWindows(visible_node, node) DockSettingsRenameNodeReferences(node.ID, visible_node.ID) end if node:IsCentralNode() then local last_focused_node = ImGui.DockContextFindNodeByID(ctx, payload_node.LastFocusedNodeId) IM_ASSERT(last_focused_node ~= nil) local last_focused_root_node = ImGui.DockNodeGetRootNode(last_focused_node) IM_ASSERT(last_focused_root_node == ImGui.DockNodeGetRootNode(payload_node)) last_focused_node:SetLocalFlags(bit32.bor(last_focused_node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.CentralNode))) last_focused_root_node.CentralNode = last_focused_node end IM_ASSERT(node.Windows.Size == 0) ImGui.DockNodeMoveChildNodes(node, payload_node) else local payload_dock_id = payload_node.ID ImGui.DockNodeMoveWindows(node, payload_node) DockSettingsRenameNodeReferences(payload_dock_id, node.ID) end ImGui.DockContextRemoveNode(ctx, payload_node, true) elseif payload_window then local payload_dock_id = payload_window.DockId node.VisibleWindow = payload_window ImGui.DockNodeAddWindow(node, payload_window, true) if payload_dock_id ~= 0 then DockSettingsRenameNodeReferences(payload_dock_id, node.ID) end end else node.WantHiddenTabBarUpdate = true end local tab_bar = node.TabBar if tab_bar then tab_bar.NextSelectedTabId = next_selected_id end ImGui.MarkIniSettingsDirty() end local function FixLargeWindowsWhenUndocking(size, ref_viewport) if ref_viewport == nil then return size end local max_size = ImTrunc(ref_viewport.WorkSize * 0.90) return ImVec2(ImMin(size.x, max_size.x), ImMin(size.y, max_size.y)) end function ImGui.DockContextProcessUndockWindow(ctx, window, clear_persistent_docking_ref) if clear_persistent_docking_ref == nil then clear_persistent_docking_ref = true end -- C++ default argument if window.DockNode then ImGui.DockNodeRemoveWindow(window.DockNode, window, clear_persistent_docking_ref and 0 or window.DockId) else window.DockId = 0 end window.Collapsed = false window.DockIsActive = false window.DockNodeIsVisible = false window.DockTabIsVisible = false local sz = FixLargeWindowsWhenUndocking(window.SizeFull, window.Viewport) ImVec2_Copy(window.Size, sz) ImVec2_Copy(window.SizeFull, sz) ImGui.MarkIniSettingsDirty() end function ImGui.DockContextProcessUndockNode(ctx, node) IM_ASSERT(node:IsLeafNode()) IM_ASSERT(node.Windows.Size >= 1) if node:IsRootNode() or node:IsCentralNode() then local new_node = ImGui.DockContextAddNode(ctx, 0) new_node.Pos = ImVec2(node.Pos.x, node.Pos.y) new_node.Size = ImVec2(node.Size.x, node.Size.y) new_node.SizeRef = ImVec2(node.SizeRef.x, node.SizeRef.y) ImGui.DockNodeMoveWindows(new_node, node) DockSettingsRenameNodeReferences(node.ID, new_node.ID) node = new_node else IM_ASSERT(node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node) local index_in_parent = (node.ParentNode.ChildNodes[0] == node) and 0 or 1 node.ParentNode.ChildNodes[index_in_parent] = nil ImGui.DockNodeTreeMerge(ctx, node.ParentNode, node.ParentNode.ChildNodes[bit32.bxor(index_in_parent, 1)]) node.ParentNode.AuthorityForViewport = ImGuiDataAuthority.Window node.ParentNode = nil end for _, window in node.Windows:iter() do window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.ChildWindow)) if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) end node.AuthorityForPos = ImGuiDataAuthority.DockNode node.AuthorityForSize = ImGuiDataAuthority.DockNode node.Size = FixLargeWindowsWhenUndocking(node.Size, node.Windows.Data[1].Viewport) node.WantMouseMove = true ImGui.MarkIniSettingsDirty() end --- @return bool ok, ImVec2? out_pos function ImGui.DockContextCalcDropPosForDocking(target, target_node, payload_window, payload_node, split_dir, split_outer) if target ~= nil and target_node == nil then target_node = target.DockNode end if target_node and target_node.ParentNode == nil and target_node:IsCentralNode() and split_dir ~= ImGuiDir.None then split_outer = true end local split_data = ImGuiDockPreviewData() ImGui.DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, split_data, false, split_outer) local r = split_data.DropRectsDraw[split_dir + 1] if IsRectInverted(r) then return false, nil end return true, r:GetCenter() end --------------------------------------------------------------------------------------- -- Docking: ImGuiDockNode --------------------------------------------------------------------------------------- function ImGui.DockNodeGetTabOrder(window) local tab_bar = window.DockNode.TabBar if tab_bar == nil then return -1 end local tab = ImGui.TabBarFindTabByID(tab_bar, window.TabId) return tab and ImGui.TabBarGetTabOrder(tab_bar, tab) or -1 end local function DockNodeHideWindowDuringHostWindowCreation(window) window.Hidden = true window.HiddenFramesCanSkipItems = window.Active and 1 or 2 end function ImGui.DockNodeAddWindow(node, window, add_to_tab_bar) if window.DockNode then IM_ASSERT(window.DockNode.ID ~= node.ID) ImGui.DockNodeRemoveWindow(window.DockNode, window, 0) end IM_ASSERT(window.DockNode == nil or window.DockNodeAsHost == nil) if node.HostWindow == nil and node.Windows.Size == 1 and node.Windows.Data[1].WasActive == false then DockNodeHideWindowDuringHostWindowCreation(node.Windows.Data[1]) end node.Windows:push_back(window) node.WantHiddenTabBarUpdate = true window.DockNode = node window.DockId = node.ID window.DockIsActive = (node.Windows.Size > 1) window.DockTabWantClose = false if node.HostWindow == nil and node:IsFloatingNode() then if node.AuthorityForPos == ImGuiDataAuthority.Auto then node.AuthorityForPos = ImGuiDataAuthority.Window end if node.AuthorityForSize == ImGuiDataAuthority.Auto then node.AuthorityForSize = ImGuiDataAuthority.Window end if node.AuthorityForViewport == ImGuiDataAuthority.Auto then node.AuthorityForViewport = ImGuiDataAuthority.Window end end if add_to_tab_bar then if node.TabBar == nil then ImGui.DockNodeAddTabBar(node) node.TabBar.SelectedTabId = node.SelectedTabId node.TabBar.NextSelectedTabId = node.SelectedTabId for n = 1, node.Windows.Size - 1 do ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.None, node.Windows.Data[n]) end end ImGui.TabBarAddTab(node.TabBar, ImGuiTabItemFlags.Unsorted, window) end ImGui.DockNodeUpdateVisibleFlag(node) if node.HostWindow then ImGui.UpdateWindowParentAndRootLinks(window, bit32.bor(window.Flags, ImGuiWindowFlags.ChildWindow), node.HostWindow) end end function ImGui.DockNodeRemoveWindow(node, window, save_dock_id) IM_ASSERT(window.DockNode == node) IM_ASSERT(save_dock_id == 0 or save_dock_id == node.ID) window.DockNode = nil window.DockIsActive = false window.DockTabWantClose = false window.DockId = save_dock_id window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.ChildWindow)) if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) if node.HostWindow and node.HostWindow.ViewportOwned then window.Viewport = nil window.ViewportId = 0 window.ViewportOwned = false window.Hidden = true end local idx = node.Windows:find_index(window) IM_ASSERT(idx ~= nil) node.Windows:erase(idx) if node.VisibleWindow == window then node.VisibleWindow = nil end node.WantHiddenTabBarUpdate = true if node.TabBar then ImGui.TabBarRemoveTab(node.TabBar, window.TabId) local tab_count_threshold_for_tab_bar = node:IsCentralNode() and 1 or 2 if node.Windows.Size < tab_count_threshold_for_tab_bar then ImGui.DockNodeRemoveTabBar(node) end end if node.Windows.Size == 0 and not node:IsCentralNode() and not node:IsDockSpace() and window.DockId ~= node.ID then ImGui.DockContextRemoveNode(ImGui.GetCurrentContext(), node, true) return end if node.Windows.Size == 1 and not node:IsCentralNode() and node.HostWindow then local remaining_window = node.Windows.Data[1] remaining_window.Collapsed = node.HostWindow.Collapsed end ImGui.DockNodeUpdateVisibleFlag(node) end function ImGui.DockNodeMoveChildNodes(dst_node, src_node) IM_ASSERT(dst_node.Windows.Size == 0) dst_node.ChildNodes[0] = src_node.ChildNodes[0] dst_node.ChildNodes[1] = src_node.ChildNodes[1] if dst_node.ChildNodes[0] then dst_node.ChildNodes[0].ParentNode = dst_node end if dst_node.ChildNodes[1] then dst_node.ChildNodes[1].ParentNode = dst_node end dst_node.SplitAxis = src_node.SplitAxis dst_node.SizeRef = ImVec2(src_node.SizeRef.x, src_node.SizeRef.y) src_node.ChildNodes[0] = nil src_node.ChildNodes[1] = nil end function ImGui.DockNodeMoveWindows(dst_node, src_node) IM_ASSERT(src_node and dst_node and dst_node ~= src_node) local src_tab_bar = src_node.TabBar if src_tab_bar ~= nil then IM_ASSERT(src_node.Windows.Size <= src_node.TabBar.Tabs.Size) end local move_tab_bar = (src_tab_bar ~= nil) and (dst_node.TabBar == nil) if move_tab_bar then dst_node.TabBar = src_node.TabBar src_node.TabBar = nil end -- Snapshot: DockNodeAddWindow() won't touch src_node.Windows since window.DockNode is cleared first local windows = {} for i = 1, src_node.Windows.Size do windows[i] = src_node.Windows.Data[i] end for _, window in ipairs(windows) do window.DockNode = nil window.DockIsActive = false ImGui.DockNodeAddWindow(dst_node, window, not move_tab_bar) end src_node.Windows:clear() if not move_tab_bar and src_node.TabBar then if dst_node.TabBar then dst_node.TabBar.SelectedTabId = src_node.TabBar.SelectedTabId end ImGui.DockNodeRemoveTabBar(src_node) end end function ImGui.DockNodeApplyPosSizeToWindows(node) for _, window in node.Windows:iter() do ImGui.SetWindowPos(window, node.Pos, ImGuiCond.Always) ImGui.SetWindowSize(window, node.Size, ImGuiCond.Always) end end function ImGui.DockNodeHideHostWindow(node) if node.HostWindow then if node.HostWindow.DockNodeAsHost == node then node.HostWindow.DockNodeAsHost = nil end node.HostWindow = nil end if node.Windows.Size == 1 then node.VisibleWindow = node.Windows.Data[1] node.Windows.Data[1].DockIsActive = false end if node.TabBar then ImGui.DockNodeRemoveTabBar(node) end end local function DockNodeFindInfo(node, info) if node.Windows.Size > 0 then if info.FirstNodeWithWindows == nil then info.FirstNodeWithWindows = node end info.CountNodesWithWindows = info.CountNodesWithWindows + 1 end if node:IsCentralNode() then IM_ASSERT(info.CentralNode == nil) IM_ASSERT(node:IsLeafNode(), "If you get this assert: please submit .ini file + repro of actions leading to this.") info.CentralNode = node end if info.CountNodesWithWindows > 1 and info.CentralNode ~= nil then return end if node.ChildNodes[0] then DockNodeFindInfo(node.ChildNodes[0], info) end if node.ChildNodes[1] then DockNodeFindInfo(node.ChildNodes[1], info) end end function ImGui.DockNodeFindWindowByID(node, id) IM_ASSERT(id ~= 0) for _, window in node.Windows:iter() do if window.ID == id then return window end end return nil end function ImGui.DockNodeUpdateFlagsAndCollapse(node) local g = ImGui.GetCurrentContext() IM_ASSERT(node.ParentNode == nil or node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node) if node.ParentNode then node.SharedFlags = bit32.band(node.ParentNode.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) end node.HasCentralNodeChild = false if node.ChildNodes[0] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[0]) end if node.ChildNodes[1] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[1]) end node.LocalFlagsInWindows = ImGuiDockNodeFlags.None local window_n = 1 while window_n <= node.Windows.Size do local window = node.Windows.Data[window_n] IM_ASSERT(window.DockNode == node) local node_was_active = (node.LastFrameActive + 1 == g.FrameCount) local remove = false remove = remove or (node_was_active and (window.WasActive == false)) remove = remove or (node_was_active and (node.WantCloseAll or node.WantCloseTabId == window.TabId) and window.HasCloseButton and bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) == 0) remove = remove or window.DockTabWantClose if remove then window.DockTabWantClose = false if node.Windows.Size == 1 and not node:IsCentralNode() then ImGui.DockNodeHideHostWindow(node) node.State = ImGuiDockNodeState.HostWindowHiddenBecauseSingleWindow ImGui.DockNodeRemoveWindow(node, window, node.ID) return end ImGui.DockNodeRemoveWindow(node, window, node.ID) else node.LocalFlagsInWindows = bit32.bor(node.LocalFlagsInWindows, window.WindowClass.DockNodeFlagsOverrideSet) window_n = window_n + 1 end end node:UpdateMergedFlags() local node_flags = node.MergedFlags if node.WantHiddenTabBarUpdate and node.Windows.Size == 1 and bit32.band(node_flags, ImGuiDockNodeFlags.AutoHideTabBar) ~= 0 and not node:IsHiddenTabBar() then node.WantHiddenTabBarToggle = true end node.WantHiddenTabBarUpdate = false if node.WantHiddenTabBarToggle and node.VisibleWindow and bit32.band(node.VisibleWindow.WindowClass.DockNodeFlagsOverrideSet, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 then node.WantHiddenTabBarToggle = false end local prev_local_flags = node.LocalFlags if node.Windows.Size > 1 then node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.HiddenTabBar))) elseif node.WantHiddenTabBarToggle then node:SetLocalFlags(bit32.bxor(node.LocalFlags, ImGuiDockNodeFlags.HiddenTabBar)) end if bit32.band(bit32.bxor(node.LocalFlags, prev_local_flags), ImGuiDockNodeFlags.SavedFlagsMask_) ~= 0 then ImGui.MarkIniSettingsDirty() end node.WantHiddenTabBarToggle = false ImGui.DockNodeUpdateVisibleFlag(node) end function ImGui.DockNodeUpdateHasCentralNodeChild(node) node.HasCentralNodeChild = false if node.ChildNodes[0] then ImGui.DockNodeUpdateHasCentralNodeChild(node.ChildNodes[0]) end if node.ChildNodes[1] then ImGui.DockNodeUpdateHasCentralNodeChild(node.ChildNodes[1]) end if node:IsRootNode() then local mark_node = node.CentralNode while mark_node do mark_node.HasCentralNodeChild = true mark_node = mark_node.ParentNode end end end function ImGui.DockNodeUpdateVisibleFlag(node) local is_visible = (node.ParentNode == nil) and node:IsDockSpace() or node:IsCentralNode() is_visible = is_visible or (node.Windows.Size > 0) is_visible = is_visible or (node.ChildNodes[0] ~= nil and node.ChildNodes[0].IsVisible) is_visible = is_visible or (node.ChildNodes[1] ~= nil and node.ChildNodes[1].IsVisible) node.IsVisible = is_visible and true or false end function ImGui.DockNodeStartMouseMovingWindow(node, window) local g = ImGui.GetCurrentContext() IM_ASSERT(node.WantMouseMove == true) ImGui.StartMouseMovingWindow(window) ImVec2_Copy(g.ActiveIdClickOffset, g.IO.MouseClickedPos[0] - node.Pos) g.MovingWindow = window node.WantMouseMove = false end function ImGui.DockNodeUpdateForRootNode(node) ImGui.DockNodeUpdateFlagsAndCollapse(node) local info = { CentralNode = nil, FirstNodeWithWindows = nil, CountNodesWithWindows = 0 } DockNodeFindInfo(node, info) node.CentralNode = info.CentralNode node.OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) and info.FirstNodeWithWindows or nil node.CountNodeWithWindows = info.CountNodesWithWindows if node.LastFocusedNodeId == 0 and info.FirstNodeWithWindows ~= nil then node.LastFocusedNodeId = info.FirstNodeWithWindows.ID end local first_node_with_windows = info.FirstNodeWithWindows if first_node_with_windows then node.WindowClass = first_node_with_windows.Windows.Data[1].WindowClass for n = 2, first_node_with_windows.Windows.Size do if first_node_with_windows.Windows.Data[n].WindowClass.DockingAllowUnclassed == false then node.WindowClass = first_node_with_windows.Windows.Data[n].WindowClass break end end end local mark_node = node.CentralNode while mark_node do mark_node.HasCentralNodeChild = true mark_node = mark_node.ParentNode end end local function DockNodeSetupHostWindow(node, host_window) if node.HostWindow and node.HostWindow ~= host_window and node.HostWindow.DockNodeAsHost == node then node.HostWindow.DockNodeAsHost = nil end host_window.DockNodeAsHost = node node.HostWindow = host_window end function ImGui.DockNodeUpdate(node) local g = ImGui.GetCurrentContext() IM_ASSERT(node.LastFrameActive ~= g.FrameCount) node.LastFrameAlive = g.FrameCount node.IsBgDrawnThisFrame = false node.CentralNode = nil node.OnlyNodeWithWindows = nil if node:IsRootNode() then ImGui.DockNodeUpdateForRootNode(node) end if node.TabBar and node:IsNoTabBar() then ImGui.DockNodeRemoveTabBar(node) end local want_to_hide_host_window = false if node:IsFloatingNode() then if node.Windows.Size <= 1 and node:IsLeafNode() then if not g.IO.ConfigDockingAlwaysTabBar and (node.Windows.Size == 0 or not node.Windows.Data[1].WindowClass.DockingAlwaysTabBar) then want_to_hide_host_window = true end end if node.CountNodeWithWindows == 0 then want_to_hide_host_window = true end end if want_to_hide_host_window then if node.Windows.Size == 1 then local single_window = node.Windows.Data[1] node.Pos = ImVec2(single_window.Pos.x, single_window.Pos.y) node.Size = ImVec2(single_window.SizeFull.x, single_window.SizeFull.y) node.AuthorityForPos = ImGuiDataAuthority.Window node.AuthorityForSize = ImGuiDataAuthority.Window node.AuthorityForViewport = ImGuiDataAuthority.Window if node.HostWindow and g.NavWindow == node.HostWindow then ImGui.FocusWindow(single_window) end if node.HostWindow then single_window.Viewport = node.HostWindow.Viewport single_window.ViewportId = node.HostWindow.ViewportId end node.RefViewportId = single_window.ViewportId or 0 end ImGui.DockNodeHideHostWindow(node) node.State = ImGuiDockNodeState.HostWindowHiddenBecauseSingleWindow node.WantCloseAll = false node.WantCloseTabId = 0 node.HasCloseButton = false node.HasWindowMenuButton = false node.LastFrameActive = g.FrameCount if node.WantMouseMove and node.Windows.Size == 1 then ImGui.DockNodeStartMouseMovingWindow(node, node.Windows.Data[1]) end return end if node.IsVisible and node.HostWindow == nil and node:IsFloatingNode() and node:IsLeafNode() then IM_ASSERT(node.Windows.Size > 0) local ref_window = nil if node.SelectedTabId ~= 0 then ref_window = ImGui.DockNodeFindWindowByID(node, node.SelectedTabId) end if ref_window == nil then ref_window = node.Windows.Data[1] end if ref_window.AutoFitFramesX > 0 or ref_window.AutoFitFramesY > 0 then node.State = ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing return end end local node_flags = node.MergedFlags node.HasWindowMenuButton = (node.Windows.Size > 0) and bit32.band(node_flags, ImGuiDockNodeFlags.NoWindowMenuButton) == 0 node.HasCloseButton = false for _, window in node.Windows:iter() do node.HasCloseButton = node.HasCloseButton or window.HasCloseButton window.DockIsActive = (node.Windows.Size > 1) end if bit32.band(node_flags, ImGuiDockNodeFlags.NoCloseButton) ~= 0 or not g.Style.DockingNodeHasCloseButton then node.HasCloseButton = false end local host_window = nil local beginned_into_host_window = false if node:IsDockSpace() then IM_ASSERT(node.HostWindow) host_window = node.HostWindow else if node:IsRootNode() and node.IsVisible then local ref_window = (node.Windows.Size > 0) and node.Windows.Data[1] or nil if node.AuthorityForPos == ImGuiDataAuthority.Window and ref_window then ImGui.SetNextWindowPos(ref_window.Pos) elseif node.AuthorityForPos == ImGuiDataAuthority.DockNode then ImGui.SetNextWindowPos(node.Pos) end if node.AuthorityForSize == ImGuiDataAuthority.Window and ref_window then ImGui.SetNextWindowSize(ref_window.SizeFull) elseif node.AuthorityForSize == ImGuiDataAuthority.DockNode then ImGui.SetNextWindowSize(node.Size) end if node.AuthorityForSize == ImGuiDataAuthority.Window and ref_window then ImGui.SetNextWindowCollapsed(ref_window.Collapsed) end ImGui.SetNextWindowClass(node.WindowClass) local window_label = DockNodeGetHostWindowTitle(node) local window_flags = bit32.bor(ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoScrollWithMouse, ImGuiWindowFlags.DockNodeHost) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoFocusOnAppearing) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoNavFocus, ImGuiWindowFlags.NoCollapse) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoTitleBar) ImGui.SetNextWindowBgAlpha(0.0) ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) ImGui.Begin(window_label, nil, window_flags) ImGui.PopStyleVar() beginned_into_host_window = true host_window = g.CurrentWindow DockNodeSetupHostWindow(node, host_window) ImVec2_Copy(host_window.DC.CursorPos, host_window.Pos) node.Pos = ImVec2(host_window.Pos.x, host_window.Pos.y) node.Size = ImVec2(host_window.Size.x, host_window.Size.y) if node.HostWindow.Appearing then ImGui.BringWindowToDisplayFront(node.HostWindow) end node.AuthorityForPos = ImGuiDataAuthority.Auto node.AuthorityForSize = ImGuiDataAuthority.Auto node.AuthorityForViewport = ImGuiDataAuthority.Auto elseif node.ParentNode then host_window = node.ParentNode.HostWindow node.HostWindow = host_window node.AuthorityForPos = ImGuiDataAuthority.Auto node.AuthorityForSize = ImGuiDataAuthority.Auto node.AuthorityForViewport = ImGuiDataAuthority.Auto end if node.WantMouseMove and node.HostWindow then ImGui.DockNodeStartMouseMovingWindow(node, node.HostWindow) end end node.RefViewportId = 0 if node:IsSplitNode() then IM_ASSERT(node.TabBar == nil) end if node:IsRootNode() then local p_window = g.NavWindow and g.NavWindow.RootWindow or nil while p_window ~= nil and p_window.DockNode ~= nil do local p_node = ImGui.DockNodeGetRootNode(p_window.DockNode) if p_node == node then node.LastFocusedNodeId = p_window.DockNode.ID break end p_window = p_node.HostWindow and p_node.HostWindow.RootWindow or nil end end local central_node = node.CentralNode local central_node_hole = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 and central_node ~= nil and central_node:IsEmpty() local central_node_hole_register_hit_test_hole = central_node_hole if central_node_hole then local payload = ImGui.GetDragDropPayload() if payload and ImGuiPayload_IsDataType(payload, IMGUI_PAYLOAD_TYPE_WINDOW) and ImGui.DockNodeIsDropAllowed(host_window, payload.Data) then central_node_hole_register_hit_test_hole = false end end if central_node_hole_register_hit_test_hole then IM_ASSERT(node:IsDockSpace()) local root_node = ImGui.DockNodeGetRootNode(central_node) local root_rect = ImRect(root_node.Pos, root_node.Pos + root_node.Size) local hole_rect = ImRect(central_node.Pos, central_node.Pos + central_node.Size) if hole_rect.Min.x > root_rect.Min.x then hole_rect.Min.x = hole_rect.Min.x + g.WindowsBorderHoverPadding end if hole_rect.Max.x < root_rect.Max.x then hole_rect.Max.x = hole_rect.Max.x - g.WindowsBorderHoverPadding end if hole_rect.Min.y > root_rect.Min.y then hole_rect.Min.y = hole_rect.Min.y + g.WindowsBorderHoverPadding end if hole_rect.Max.y < root_rect.Max.y then hole_rect.Max.y = hole_rect.Max.y - g.WindowsBorderHoverPadding end if central_node_hole and not IsRectInverted(hole_rect) then ImGui.SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min) if host_window.ParentWindow then ImGui.SetWindowHitTestHole(host_window.ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min) end end end if node:IsRootNode() and host_window then ImGui.DockNodeTreeUpdatePosSize(node, host_window.Pos, host_window.Size) ImGui.PushStyleColor(ImGuiCol.Separator, g.Style.Colors[ImGuiCol.Border]) ImGui.PushStyleColor(ImGuiCol.SeparatorActive, g.Style.Colors[ImGuiCol.ResizeGripActive]) ImGui.PushStyleColor(ImGuiCol.SeparatorHovered, g.Style.Colors[ImGuiCol.ResizeGripHovered]) ImGui.DockNodeTreeUpdateSplitter(node) ImGui.PopStyleColor(3) end if host_window and node:IsEmpty() and node.IsVisible then host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) node.LastBgColor = (bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0) and 0 or ImGui.GetColorU32(ImGuiCol.DockingEmptyBg) if node.LastBgColor ~= 0 then host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, node.LastBgColor) end node.IsBgDrawnThisFrame = true end local render_dockspace_bg = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 if render_dockspace_bg and node.IsVisible then host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG) if central_node_hole then ImGui.RenderRectFilledWithHole(host_window.DrawList, node:Rect(), central_node:Rect(), ImGui.GetColorU32(ImGuiCol.WindowBg), 0.0) else host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, ImGui.GetColorU32(ImGuiCol.WindowBg), 0.0) end end if host_window then host_window.DrawList:ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG) end if host_window and node.Windows.Size > 0 then ImGui.DockNodeUpdateTabBar(node, host_window) else node.WantCloseAll = false node.WantCloseTabId = 0 node.IsFocused = false end if node.TabBar and node.TabBar.SelectedTabId ~= 0 then node.SelectedTabId = node.TabBar.SelectedTabId elseif node.Windows.Size > 0 then node.SelectedTabId = node.Windows.Data[1].TabId end if host_window and node.IsVisible then if node:IsRootNode() and (g.MovingWindow == nil or g.MovingWindow.RootWindowDockTree ~= host_window) then ImGui.BeginDockableDragDropTarget(host_window) end end node.LastFrameActive = g.FrameCount if host_window then if node.ChildNodes[0] then ImGui.DockNodeUpdate(node.ChildNodes[0]) end if node.ChildNodes[1] then ImGui.DockNodeUpdate(node.ChildNodes[1]) end if node:IsRootNode() then ImGui.RenderWindowOuterBorders(host_window) end end if beginned_into_host_window then ImGui.End() end end local GWindowDockStyleColors = { [0] = ImGuiCol.Text, ImGuiCol.TabHovered, ImGuiCol.Tab, ImGuiCol.TabSelected, ImGuiCol.TabSelectedOverline, ImGuiCol.TabDimmed, ImGuiCol.TabDimmedSelected, ImGuiCol.TabDimmedSelectedOverline, ImGuiCol.UnsavedMarker, } ImGui.GWindowDockStyleColors = GWindowDockStyleColors local function TabItemComparerByDockOrder(ta, tb) local a, b = ta.Window, tb.Window local ao = (a.DockOrder == -1) and INT_MAX or a.DockOrder local bo = (b.DockOrder == -1) and INT_MAX or b.DockOrder if ao ~= bo then return ao < bo end return a.BeginOrderWithinContext < b.BeginOrderWithinContext end function ImGui.DockNodeWindowMenuHandler_Default(ctx, node, tab_bar) if tab_bar.Tabs.Size == 1 then if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.DockingHideTabBar), nil, node:IsHiddenTabBar()) then node.WantHiddenTabBarToggle = true end else for tab_n = 1, tab_bar.Tabs.Size do local tab = tab_bar.Tabs.Data[tab_n] if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then if ImGui.Selectable(ImGui.TabBarGetTabName(tab_bar, tab), tab.ID == tab_bar.SelectedTabId) then ImGui.TabBarQueueFocus(tab_bar, tab) end ImGui.SameLine() ImGui.Text(" ") end end end end function ImGui.DockNodeWindowMenuUpdate(node, tab_bar) local g = ImGui.GetCurrentContext() if g.Style.WindowMenuButtonPosition == ImGuiDir.Left then ImGui.SetNextWindowPos(ImVec2(node.Pos.x, node.Pos.y + ImGui.GetFrameHeight()), ImGuiCond.Always, ImVec2(0.0, 0.0)) else ImGui.SetNextWindowPos(ImVec2(node.Pos.x + node.Size.x, node.Pos.y + ImGui.GetFrameHeight()), ImGuiCond.Always, ImVec2(1.0, 0.0)) end if ImGui.BeginPopup("#WindowMenu") then node.IsFocused = true g.DockNodeWindowMenuHandler(g, node, tab_bar) ImGui.EndPopup() end end function ImGui.DockNodeBeginAmendTabBar(node) if node.TabBar == nil or node.HostWindow == nil then return false end if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then return false end if node.TabBar.ID == 0 then return false end ImGui.Begin(node.HostWindow.Name) ImGui.PushOverrideID(node.ID) local ret = ImGui.BeginTabBarEx(node.TabBar, node.TabBar.BarRect, node.TabBar.Flags) IM_ASSERT(ret) return true end function ImGui.DockNodeEndAmendTabBar() ImGui.EndTabBar() ImGui.PopID() ImGui.End() end local function IsDockNodeTitleBarHighlighted(node, root_node) local g = ImGui.GetCurrentContext() if g.NavWindowingTarget then return g.NavWindowingTarget.DockNode == node end if g.NavWindow and root_node.LastFocusedNodeId == node.ID then local parent_window = g.NavWindow.RootWindow while bit32.band(parent_window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 do parent_window = parent_window.ParentWindow.RootWindow end local parent_node = parent_window.DockNodeAsHost or parent_window.DockNode while parent_node ~= nil do parent_node = ImGui.DockNodeGetRootNode(parent_node) if parent_node == root_node then return true end parent_node = parent_node.HostWindow and parent_node.HostWindow.RootWindow.DockNode or nil end end return false end function ImGui.DockNodeUpdateTabBar(node, host_window) local g = ImGui.GetCurrentContext() local style = g.Style local node_was_active = (node.LastFrameActive + 1 == g.FrameCount) node.WantCloseAll = false node.WantCloseTabId = 0 local is_focused = false local root_node = ImGui.DockNodeGetRootNode(node) if IsDockNodeTitleBarHighlighted(node, root_node) then is_focused = true end if node:IsHiddenTabBar() or node:IsNoTabBar() then node.VisibleWindow = (node.Windows.Size > 0) and node.Windows.Data[1] or nil node.IsFocused = is_focused if is_focused then node.LastFrameFocused = g.FrameCount end if node.VisibleWindow then if is_focused or root_node.VisibleWindow == nil then root_node.VisibleWindow = node.VisibleWindow end if node.TabBar then node.TabBar.VisibleTabId = node.VisibleWindow.TabId end end return end local backup_skip_item = host_window.SkipItems if not node:IsDockSpace() then host_window.SkipItems = false host_window.DC.NavLayerCurrent = ImGuiNavLayer.Menu end ImGui.PushOverrideID(node.ID) local tab_bar = node.TabBar local tab_bar_is_recreated = (tab_bar == nil) if tab_bar == nil then ImGui.DockNodeAddTabBar(node) tab_bar = node.TabBar end local focus_tab_id = 0 node.IsFocused = is_focused local node_flags = node.MergedFlags local has_window_menu_button = bit32.band(node_flags, ImGuiDockNodeFlags.NoWindowMenuButton) == 0 and (style.WindowMenuButtonPosition ~= ImGuiDir.None) if has_window_menu_button and ImGui.IsPopupOpen("#WindowMenu") then local next_selected_tab_id = tab_bar.NextSelectedTabId ImGui.DockNodeWindowMenuUpdate(node, tab_bar) if tab_bar.NextSelectedTabId ~= 0 and tab_bar.NextSelectedTabId ~= next_selected_tab_id then focus_tab_id = tab_bar.NextSelectedTabId end is_focused = is_focused or node.IsFocused end local title_bar_rect, tab_bar_rect, window_menu_button_pos, close_button_pos = ImGui.DockNodeCalcTabBarLayout(node) local tabs_count_old = tab_bar.Tabs.Size for window_n = 1, node.Windows.Size do local window = node.Windows.Data[window_n] if ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil then ImGui.TabBarAddTab(tab_bar, ImGuiTabItemFlags.Unsorted, window) end end if is_focused then node.LastFrameFocused = g.FrameCount end local title_bar_col = ImGui.GetColorU32(host_window.Collapsed and ImGuiCol.TitleBgCollapsed or (is_focused and ImGuiCol.TitleBgActive or ImGuiCol.TitleBg)) local rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(title_bar_rect, host_window:Rect(), g.Style.DockingSeparatorSize) host_window.DrawList:AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window.WindowRounding, rounding_flags) if has_window_menu_button then if ImGui.CollapseButton(host_window:GetID("#COLLAPSE"), window_menu_button_pos, node) then ImGui.OpenPopup("#WindowMenu") end if ImGui.IsItemActive() then focus_tab_id = tab_bar.SelectedTabId end if ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.DelayNormal)) and g.HoveredIdTimer > 0.5 then ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(ImGuiLocKey.DockingDragToUndockOrMoveNode)) end end local tabs_unsorted_start = tab_bar.Tabs.Size -- 0-based local tab_n = tab_bar.Tabs.Size - 1 while tab_n >= 0 and bit32.band(tab_bar.Tabs.Data[tab_n + 1].Flags, ImGuiTabItemFlags.Unsorted) ~= 0 do local t = tab_bar.Tabs.Data[tab_n + 1] t.Flags = bit32.band(t.Flags, bit32.bnot(ImGuiTabItemFlags.Unsorted)) tabs_unsorted_start = tab_n tab_n = tab_n - 1 end if tab_bar.Tabs.Size > tabs_unsorted_start + 1 then local slice = {} for i = tabs_unsorted_start + 1, tab_bar.Tabs.Size do slice[#slice + 1] = tab_bar.Tabs.Data[i] end table.sort(slice, TabItemComparerByDockOrder) for i, t in ipairs(slice) do tab_bar.Tabs.Data[tabs_unsorted_start + i] = t end end if g.NavWindow and g.NavWindow.RootWindow.DockNode == node then tab_bar.SelectedTabId = g.NavWindow.RootWindow.TabId end if tab_bar_is_recreated and ImGui.TabBarFindTabByID(tab_bar, node.SelectedTabId) ~= nil then tab_bar.SelectedTabId = node.SelectedTabId tab_bar.NextSelectedTabId = node.SelectedTabId elseif tab_bar.Tabs.Size > tabs_count_old then tab_bar.SelectedTabId = tab_bar.Tabs.Data[tab_bar.Tabs.Size].Window.TabId tab_bar.NextSelectedTabId = tab_bar.SelectedTabId end local tab_bar_flags = bit32.bor(ImGuiTabBarFlags.Reorderable, ImGuiTabBarFlags.AutoSelectNewTabs) tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.SaveSettings, ImGuiTabBarFlags.DockNode) tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.FittingPolicyMixed) tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.DrawSelectedOverline) if not host_window.Collapsed and is_focused then tab_bar_flags = bit32.bor(tab_bar_flags, ImGuiTabBarFlags.IsFocused) end tab_bar.ID = node.ID tab_bar.SeparatorMinX = node.Pos.x + host_window.WindowBorderSize tab_bar.SeparatorMaxX = node.Pos.x + node.Size.x - host_window.WindowBorderSize ImGui.BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags) local backup_style_cols = {} for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do local c = g.Style.Colors[GWindowDockStyleColors[color_n]] backup_style_cols[color_n] = ImVec4(c.x, c.y, c.z, c.w) end node.VisibleWindow = nil for window_n = 1, node.Windows.Size do local window = node.Windows.Data[window_n] if not (window.LastFrameActive + 1 < g.FrameCount and node_was_active) then local tab_item_flags = 0 tab_item_flags = bit32.bor(tab_item_flags, window.WindowClass.TabItemFlagsOverrideSet or 0) if bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 then tab_item_flags = bit32.bor(tab_item_flags, ImGuiTabItemFlags.UnsavedDocument) end if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) ~= 0 then tab_item_flags = bit32.bor(tab_item_flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) end for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], ImGui.ColorConvertU32ToFloat4(window.DockStyle.Colors[color_n])) end local _, tab_open = ImGui.TabItemEx(tab_bar, window.Name, window.HasCloseButton and true or nil, tab_item_flags, window) if tab_open == false then node.WantCloseTabId = window.TabId end if tab_bar.VisibleTabId == window.TabId then node.VisibleWindow = window end window.DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags window.DC.DockTabItemRect = ImRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max) if g.NavWindow and g.NavWindow.RootWindow == window and bit32.band(window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Menu)) == 0 then host_window.NavLastIds[1] = window.TabId end end end for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], backup_style_cols[color_n]) end if node.VisibleWindow then if is_focused or root_node.VisibleWindow == nil then root_node.VisibleWindow = node.VisibleWindow end end local close_button_is_enabled = node.HasCloseButton and node.VisibleWindow and node.VisibleWindow.HasCloseButton local close_button_is_visible = node.HasCloseButton if close_button_is_visible then if not close_button_is_enabled then ImGui.PushItemFlag(ImGuiItemFlags.Disabled, true) local tc = style.Colors[ImGuiCol.Text] ImGui.PushStyleColor(ImGuiCol.Text, ImVec4(tc.x, tc.y, tc.z, tc.w * 0.4)) end if ImGui.CloseButton(host_window:GetID("#CLOSE"), close_button_pos) then node.WantCloseAll = true for n = 1, tab_bar.Tabs.Size do ImGui.TabBarCloseTab(tab_bar, tab_bar.Tabs.Data[n]) end end if not close_button_is_enabled then ImGui.PopStyleColor() ImGui.PopItemFlag() end end local title_bar_id = host_window:GetID("#TITLEBAR") if g.HoveredId == 0 or g.HoveredId == title_bar_id or g.ActiveId == title_bar_id then ImGui.KeepAliveID(title_bar_id) local _, _, held = ImGui.ButtonBehavior(title_bar_rect, title_bar_id, ImGuiButtonFlags.AllowOverlap) if g.HoveredId == title_bar_id then g.LastItemData.ID = title_bar_id end if held then if ImGui.IsMouseClicked(0) then focus_tab_id = tab_bar.SelectedTabId end local tab = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId) if tab then ImGui.StartMouseMovingWindowOrNode(tab.Window or node.HostWindow, node, false) end end end if tab_bar.NextSelectedTabId ~= 0 then focus_tab_id = tab_bar.NextSelectedTabId end if focus_tab_id ~= 0 then local tab = ImGui.TabBarFindTabByID(tab_bar, focus_tab_id) if tab and tab.Window then ImGui.FocusWindow(tab.Window) if g.NavId == 0 then ImGui.NavInitWindow(tab.Window, false) end end end ImGui.EndTabBar() ImGui.PopID() if not node:IsDockSpace() then host_window.DC.NavLayerCurrent = ImGuiNavLayer.Main host_window.SkipItems = backup_skip_item end end function ImGui.DockNodeAddTabBar(node) IM_ASSERT(node.TabBar == nil) node.TabBar = ImGuiTabBar() end function ImGui.DockNodeRemoveTabBar(node) if node.TabBar == nil then return end node.TabBar = nil end local function DockNodeIsDropAllowedOne(payload, host_window) if host_window.DockNodeAsHost and host_window.DockNodeAsHost:IsDockSpace() and payload.BeginOrderWithinContext < host_window.BeginOrderWithinContext then return false end local host_class = host_window.DockNodeAsHost and host_window.DockNodeAsHost.WindowClass or host_window.WindowClass local payload_class = payload.WindowClass if host_class.ClassId ~= payload_class.ClassId then local pass = false if host_class.ClassId ~= 0 and host_class.DockingAllowUnclassed and payload_class.ClassId == 0 then pass = true end if payload_class.ClassId ~= 0 and payload_class.DockingAllowUnclassed and host_class.ClassId == 0 then pass = true end if not pass then return false end end local g = ImGui.GetCurrentContext() for i = g.OpenPopupStack.Size, 1, -1 do local popup_window = g.OpenPopupStack.Data[i].Window if popup_window and ImGui.IsWindowWithinBeginStackOf(payload, popup_window) then return false end end return true end function ImGui.DockNodeIsDropAllowed(host_window, root_payload) if root_payload.DockNodeAsHost and root_payload.DockNodeAsHost:IsSplitNode() then return true end local payload_count = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.Windows.Size or 1 for payload_n = 1, payload_count do local payload = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.Windows.Data[payload_n] or root_payload if DockNodeIsDropAllowedOne(payload, host_window) then return true end end return false end --- @return ImRect title_rect, ImRect tab_bar_rect, ImVec2 window_menu_button_pos, ImVec2? close_button_pos function ImGui.DockNodeCalcTabBarLayout(node) local g = ImGui.GetCurrentContext() local style = g.Style local r = ImRect(node.Pos.x, node.Pos.y, node.Pos.x + node.Size.x, node.Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0) local out_title_rect = ImRect(r.Min, r.Max) r.Min.x = r.Min.x + style.WindowBorderSize r.Max.x = r.Max.x - style.WindowBorderSize local button_sz = g.FontSize r.Min.x = r.Min.x + style.FramePadding.x r.Max.x = r.Max.x - style.FramePadding.x local window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y) local out_close_button_pos = nil if node.HasCloseButton then out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y) r.Max.x = r.Max.x - (button_sz + style.ItemInnerSpacing.x) end if node.HasWindowMenuButton and style.WindowMenuButtonPosition == ImGuiDir.Left then r.Min.x = r.Min.x + button_sz + style.ItemInnerSpacing.x elseif node.HasWindowMenuButton and style.WindowMenuButtonPosition == ImGuiDir.Right then window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y) r.Max.x = r.Max.x - (button_sz + style.ItemInnerSpacing.x) end return out_title_rect, r, window_menu_button_pos, out_close_button_pos end --- Modifies pos_old/size_old/pos_new/size_new in place (ImVec2 tables) function ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, dir, size_new_desired) local g = ImGui.GetCurrentContext() local dock_spacing = g.Style.ItemInnerSpacing.x local axis = (dir == ImGuiDir.Left or dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y local a, o = axis, 3 - axis -- the port's ImGuiAxis is 1-based (X=1,Y=2): it is directly the ImVec2 index pos_new[o] = pos_old[o] size_new[o] = size_old[o] local w_avail = size_old[a] - dock_spacing if size_new_desired[a] > 0.0 and size_new_desired[a] <= w_avail * 0.5 then size_new[a] = size_new_desired[a] size_old[a] = IM_TRUNC(w_avail - size_new[a]) else size_new[a] = IM_TRUNC(w_avail * 0.5) size_old[a] = IM_TRUNC(w_avail - size_new[a]) end if dir == ImGuiDir.Right or dir == ImGuiDir.Down then pos_new[a] = pos_old[a] + size_old[a] + dock_spacing elseif dir == ImGuiDir.Left or dir == ImGuiDir.Up then pos_new[a] = pos_old[a] pos_old[a] = pos_new[a] + size_new[a] + dock_spacing end end local function ImGetDirQuadrantFromDeltaLocal(dx, dy) if math.abs(dx) > math.abs(dy) then return (dx > 0.0) and ImGuiDir.Right or ImGuiDir.Left end return (dy > 0.0) and ImGuiDir.Down or ImGuiDir.Up end --- @return bool hit, ImRect out_r function ImGui.DockNodeCalcDropRectsAndTestMousePos(parent, dir, outer_docking, test_mouse_pos) local g = ImGui.GetCurrentContext() local parent_smaller_axis = ImMin(parent:GetWidth(), parent:GetHeight()) local hs_for_central_nodes = ImMin(g.FontSize * 1.5, ImMax(g.FontSize * 0.5, parent_smaller_axis / 8.0)) local hs_w, hs_h, off if outer_docking then hs_w = ImTrunc(hs_for_central_nodes * 1.50) hs_h = ImTrunc(hs_for_central_nodes * 0.80) off = ImVec2(ImTrunc(parent:GetWidth() * 0.5 - hs_h), ImTrunc(parent:GetHeight() * 0.5 - hs_h)) else hs_w = ImTrunc(hs_for_central_nodes) hs_h = ImTrunc(hs_for_central_nodes * 0.90) off = ImVec2(ImTrunc(hs_w * 2.40), ImTrunc(hs_w * 2.40)) end local pc = parent:GetCenter() local c = ImVec2(ImTrunc(pc.x), ImTrunc(pc.y)) local out_r if dir == ImGuiDir.None then out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w) elseif dir == ImGuiDir.Up then out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h) elseif dir == ImGuiDir.Down then out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h) elseif dir == ImGuiDir.Left then out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w) elseif dir == ImGuiDir.Right then out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w) end if test_mouse_pos == nil then return false, out_r end local hit_r = ImRect(out_r.Min, out_r.Max) if not outer_docking then hit_r:Expand(ImTrunc(hs_w * 0.30)) local mdx, mdy = test_mouse_pos.x - c.x, test_mouse_pos.y - c.y local mouse_delta_len2 = mdx * mdx + mdy * mdy local r_threshold_center = hs_w * 1.4 local r_threshold_sides = hs_w * (1.4 + 1.2) if mouse_delta_len2 < r_threshold_center * r_threshold_center then return (dir == ImGuiDir.None), out_r end if mouse_delta_len2 < r_threshold_sides * r_threshold_sides then return (dir == ImGetDirQuadrantFromDeltaLocal(mdx, mdy)), out_r end end return hit_r:Contains(test_mouse_pos), out_r end function ImGui.DockNodePreviewDockSetup(host_window, host_node, payload_window, payload_node, data, is_explicit_target, is_outer_docking) local g = ImGui.GetCurrentContext() if payload_node == nil then payload_node = payload_window.DockNodeAsHost end local ref_node_for_rect = (host_node and not host_node.IsVisible) and ImGui.DockNodeGetRootNode(host_node) or host_node if ref_node_for_rect then IM_ASSERT(ref_node_for_rect.IsVisible == true) end local src_node_flags = payload_node and payload_node.MergedFlags or payload_window.WindowClass.DockNodeFlagsOverrideSet local dst_node_flags = host_node and host_node.MergedFlags or host_window.WindowClass.DockNodeFlagsOverrideSet data.IsCenterAvailable = true if is_outer_docking then data.IsCenterAvailable = false elseif g.IO.ConfigDockingNoDockingOver then data.IsCenterAvailable = false elseif bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingOverMe) ~= 0 then data.IsCenterAvailable = false elseif host_node and bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingOverCentralNode) ~= 0 and host_node:IsCentralNode() then data.IsCenterAvailable = false elseif (not host_node or not host_node:IsEmpty()) and payload_node and payload_node:IsSplitNode() and (payload_node.OnlyNodeWithWindows == nil) then data.IsCenterAvailable = false elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingOverOther) ~= 0 and (not host_node or not host_node:IsEmpty()) then data.IsCenterAvailable = false elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingOverEmpty) ~= 0 and host_node and host_node:IsEmpty() then data.IsCenterAvailable = false end data.IsSidesAvailable = true if bit32.band(dst_node_flags, ImGuiDockNodeFlags.NoDockingSplit) ~= 0 or g.IO.ConfigDockingNoSplit then data.IsSidesAvailable = false elseif not is_outer_docking and host_node and host_node.ParentNode == nil and host_node:IsCentralNode() then data.IsSidesAvailable = false elseif bit32.band(src_node_flags, ImGuiDockNodeFlags.NoDockingSplitOther) ~= 0 then data.IsSidesAvailable = false end data.FutureNode.HasCloseButton = (host_node and host_node.HasCloseButton or (not host_node and host_window.HasCloseButton)) or payload_window.HasCloseButton data.FutureNode.HasWindowMenuButton = host_node and true or (bit32.band(host_window.Flags, ImGuiWindowFlags.NoCollapse) == 0) local rp = ref_node_for_rect and ref_node_for_rect.Pos or host_window.Pos local rs = ref_node_for_rect and ref_node_for_rect.Size or host_window.Size data.FutureNode.Pos = ImVec2(rp.x, rp.y) data.FutureNode.Size = ImVec2(rs.x, rs.y) data.SplitNode = host_node data.SplitDir = ImGuiDir.None data.IsSplitDirExplicit = false if not host_window.Collapsed then for dir = ImGuiDir.None, ImGuiDir.COUNT - 1 do if not ((dir == ImGuiDir.None and not data.IsCenterAvailable) or (dir ~= ImGuiDir.None and not data.IsSidesAvailable)) then local hit, r = ImGui.DockNodeCalcDropRectsAndTestMousePos(data.FutureNode:Rect(), dir, is_outer_docking, g.IO.MousePos) data.DropRectsDraw[dir + 1] = r if hit then data.SplitDir = dir data.IsSplitDirExplicit = true end end end end data.IsDropAllowed = (data.SplitDir ~= ImGuiDir.None) or data.IsCenterAvailable if not is_explicit_target and not data.IsSplitDirExplicit and not g.IO.ConfigDockingWithShift then data.IsDropAllowed = false end data.SplitRatio = 0.0 if data.SplitDir ~= ImGuiDir.None then local split_dir = data.SplitDir local split_axis = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y local pos_new, pos_old = ImVec2(0, 0), ImVec2(data.FutureNode.Pos.x, data.FutureNode.Pos.y) local size_new, size_old = ImVec2(0, 0), ImVec2(data.FutureNode.Size.x, data.FutureNode.Size.y) ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window.Size) local split_ratio = ImSaturate(size_new[split_axis] / data.FutureNode.Size[split_axis]) data.FutureNode.Pos = pos_new data.FutureNode.Size = size_new data.SplitRatio = (split_dir == ImGuiDir.Right or split_dir == ImGuiDir.Down) and (1.0 - split_ratio) or split_ratio end end function ImGui.DockNodePreviewDockRender(host_window, host_node, root_payload, data) local g = ImGui.GetCurrentContext() IM_ASSERT(g.CurrentWindow == host_window) local is_transparent_payload = g.IO.ConfigDockingTransparentPayload local overlay_draw_lists = { ImGui.GetForegroundDrawList(host_window.Viewport) } local overlay_col_main = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 0.60 or 0.40) local overlay_col_drop = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 0.90 or 0.70) local overlay_col_drop_hovered = ImGui.GetColorU32(ImGuiCol.DockingPreview, is_transparent_payload and 1.20 or 1.00) local overlay_col_lines = ImGui.GetColorU32(ImGuiCol.NavWindowingHighlight, is_transparent_payload and 0.80 or 0.60) local can_preview_tabs = (root_payload.DockNodeAsHost == nil or root_payload.DockNodeAsHost.Windows.Size > 0) if data.IsDropAllowed then local overlay_rect = data.FutureNode:Rect() if data.SplitDir == ImGuiDir.None and can_preview_tabs then overlay_rect.Min.y = overlay_rect.Min.y + ImGui.GetFrameHeight() end if data.SplitDir ~= ImGuiDir.None or data.IsCenterAvailable then for _, dl in ipairs(overlay_draw_lists) do dl:AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window.WindowRounding, ImGui.CalcRoundingFlagsForRectInRect(overlay_rect, host_window:Rect(), g.Style.DockingSeparatorSize)) end end end if data.IsDropAllowed and can_preview_tabs and data.SplitDir == ImGuiDir.None and data.IsCenterAvailable then local _, tab_bar_rect = ImGui.DockNodeCalcTabBarLayout(data.FutureNode) local tab_pos = ImVec2(tab_bar_rect.Min.x, tab_bar_rect.Min.y) if host_node and host_node.TabBar then if not host_node:IsHiddenTabBar() and not host_node:IsNoTabBar() then tab_pos.x = tab_pos.x + host_node.TabBar.WidthAllTabs + g.Style.ItemInnerSpacing.x else tab_pos.x = tab_pos.x + g.Style.ItemInnerSpacing.x + ImGui.TabItemCalcSize(host_node.Windows.Data[1]).x end elseif bit32.band(host_window.Flags, ImGuiWindowFlags.DockNodeHost) == 0 then tab_pos.x = tab_pos.x + g.Style.ItemInnerSpacing.x + ImGui.TabItemCalcSize(host_window).x end if root_payload.DockNodeAsHost then IM_ASSERT(root_payload.DockNodeAsHost.Windows.Size <= root_payload.DockNodeAsHost.TabBar.Tabs.Size) end local tab_bar_with_payload = root_payload.DockNodeAsHost and root_payload.DockNodeAsHost.TabBar or nil local payload_count = tab_bar_with_payload and tab_bar_with_payload.Tabs.Size or 1 for payload_n = 1, payload_count do local payload_window = tab_bar_with_payload and tab_bar_with_payload.Tabs.Data[payload_n].Window or root_payload if not (tab_bar_with_payload and payload_window == nil) and DockNodeIsDropAllowedOne(payload_window, host_window) then local tab_size = ImGui.TabItemCalcSize(payload_window) local tab_bb = ImRect(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y) tab_pos.x = tab_pos.x + tab_size.x + g.Style.ItemInnerSpacing.x local overlay_col_text = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.Text], 1.0, true) local overlay_col_tabs = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.TabSelected], 1.0, true) local overlay_col_unsaved_marker = ImGui.GetColorU32(payload_window.DockStyle.Colors[ImGuiWindowDockStyleCol.UnsavedMarker], 1.0, true) ImGui.PushStyleColor(ImGuiCol.Text, ImGui.ColorConvertU32ToFloat4(overlay_col_text)) ImGui.PushStyleColor(ImGuiCol.UnsavedMarker, ImGui.ColorConvertU32ToFloat4(overlay_col_unsaved_marker)) for _, dl in ipairs(overlay_draw_lists) do local tab_flags = bit32.band(payload_window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0 and ImGuiTabItemFlags.UnsavedDocument or 0 local contains = tab_bar_rect:Contains(tab_bb) if not contains then dl:PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max) end ImGui.TabItemBackground(dl, tab_bb, tab_flags, overlay_col_tabs) ImGui.TabItemLabelAndCloseButton(dl, tab_bb, tab_flags, g.Style.FramePadding, payload_window.Name, 0, 0, false) if not contains then dl:PopClipRect() end end ImGui.PopStyleColor(2) end end end local scale = g.Style._MainScale or 1.0 local overlay_rounding = ImMax(math.floor(3.0 * scale), g.Style.FrameRounding) for dir = ImGuiDir.None, ImGuiDir.COUNT - 1 do local draw_r = data.DropRectsDraw[dir + 1] if not IsRectInverted(draw_r) then local draw_r_in = ImRect(draw_r.Min, draw_r.Max) draw_r_in:Expand(math.floor(-2.0 * scale)) local overlay_col = (data.SplitDir == dir and data.IsSplitDirExplicit) and overlay_col_drop_hovered or overlay_col_drop local thickness = math.floor(1.0 * scale) for _, dl in ipairs(overlay_draw_lists) do local cc = draw_r_in:GetCenter() local center = ImVec2(math.floor(cc.x), math.floor(cc.y)) dl:AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding) dl:AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding, thickness) if dir == ImGuiDir.Left or dir == ImGuiDir.Right then dl:AddLineV(center.x, draw_r_in.Min.y, draw_r_in.Max.y, overlay_col_lines, thickness) end if dir == ImGuiDir.Up or dir == ImGuiDir.Down then dl:AddLineH(draw_r_in.Min.x, draw_r_in.Max.x, center.y, overlay_col_lines, thickness) end end end if (host_node and bit32.band(host_node.MergedFlags, ImGuiDockNodeFlags.NoDockingSplit) ~= 0) or g.IO.ConfigDockingNoSplit then return end end end --------------------------------------------------------------------------------------- -- Docking: ImGuiDockNode Tree manipulation functions --------------------------------------------------------------------------------------- function ImGui.DockNodeTreeSplit(ctx, parent_node, split_axis, split_inheritor_child_idx, split_ratio, new_node) local g = ImGui.GetCurrentContext() IM_ASSERT(split_axis ~= ImGuiAxis.None) local child_0 = (new_node and split_inheritor_child_idx ~= 0) and new_node or ImGui.DockContextAddNode(ctx, 0) child_0.ParentNode = parent_node local child_1 = (new_node and split_inheritor_child_idx ~= 1) and new_node or ImGui.DockContextAddNode(ctx, 0) child_1.ParentNode = parent_node local child_inheritor = (split_inheritor_child_idx == 0) and child_0 or child_1 ImGui.DockNodeMoveChildNodes(child_inheritor, parent_node) parent_node.ChildNodes[0] = child_0 parent_node.ChildNodes[1] = child_1 parent_node.ChildNodes[split_inheritor_child_idx].VisibleWindow = parent_node.VisibleWindow parent_node.SplitAxis = split_axis parent_node.VisibleWindow = nil parent_node.AuthorityForPos = ImGuiDataAuthority.DockNode parent_node.AuthorityForSize = ImGuiDataAuthority.DockNode local a = split_axis local size_avail = parent_node.Size[a] - g.Style.DockingSeparatorSize size_avail = ImMax(size_avail, g.Style.WindowMinSize[a] * 2.0) IM_ASSERT(size_avail > 0.0) child_0.SizeRef = ImVec2(parent_node.Size.x, parent_node.Size.y) child_1.SizeRef = ImVec2(parent_node.Size.x, parent_node.Size.y) child_0.SizeRef[a] = ImTrunc(size_avail * split_ratio) child_1.SizeRef[a] = ImTrunc(size_avail - child_0.SizeRef[a]) ImGui.DockNodeMoveWindows(parent_node.ChildNodes[split_inheritor_child_idx], parent_node) DockSettingsRenameNodeReferences(parent_node.ID, parent_node.ChildNodes[split_inheritor_child_idx].ID) ImGui.DockNodeUpdateHasCentralNodeChild(ImGui.DockNodeGetRootNode(parent_node)) ImGui.DockNodeTreeUpdatePosSize(parent_node, parent_node.Pos, parent_node.Size) child_0.SharedFlags = bit32.band(parent_node.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) child_1.SharedFlags = bit32.band(parent_node.SharedFlags, ImGuiDockNodeFlags.SharedFlagsInheritMask_) child_inheritor.LocalFlags = bit32.band(parent_node.LocalFlags, ImGuiDockNodeFlags.LocalFlagsTransferMask_) parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(ImGuiDockNodeFlags.LocalFlagsTransferMask_)) child_0:UpdateMergedFlags() child_1:UpdateMergedFlags() parent_node:UpdateMergedFlags() if child_inheritor:IsCentralNode() then ImGui.DockNodeGetRootNode(parent_node).CentralNode = child_inheritor end end function ImGui.DockNodeTreeMerge(ctx, parent_node, merge_lead_child) local child_0 = parent_node.ChildNodes[0] local child_1 = parent_node.ChildNodes[1] IM_ASSERT(child_0 or child_1) IM_ASSERT(merge_lead_child == child_0 or merge_lead_child == child_1) if (child_0 and child_0.Windows.Size > 0) or (child_1 and child_1.Windows.Size > 0) then IM_ASSERT(parent_node.TabBar == nil) IM_ASSERT(parent_node.Windows.Size == 0) end local backup_last_explicit_size = ImVec2(parent_node.SizeRef.x, parent_node.SizeRef.y) ImGui.DockNodeMoveChildNodes(parent_node, merge_lead_child) if child_0 then ImGui.DockNodeMoveWindows(parent_node, child_0) DockSettingsRenameNodeReferences(child_0.ID, parent_node.ID) end if child_1 then ImGui.DockNodeMoveWindows(parent_node, child_1) DockSettingsRenameNodeReferences(child_1.ID, parent_node.ID) end ImGui.DockNodeApplyPosSizeToWindows(parent_node) parent_node.AuthorityForPos = ImGuiDataAuthority.Auto parent_node.AuthorityForSize = ImGuiDataAuthority.Auto parent_node.AuthorityForViewport = ImGuiDataAuthority.Auto parent_node.VisibleWindow = merge_lead_child.VisibleWindow parent_node.SizeRef = backup_last_explicit_size local M = ImGuiDockNodeFlags.LocalFlagsTransferMask_ parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(M)) parent_node.LocalFlags = bit32.bor(parent_node.LocalFlags, bit32.band(child_0 and child_0.LocalFlags or 0, M)) parent_node.LocalFlags = bit32.bor(parent_node.LocalFlags, bit32.band(child_1 and child_1.LocalFlags or 0, M)) parent_node.LocalFlagsInWindows = bit32.bor(child_0 and child_0.LocalFlagsInWindows or 0, child_1 and child_1.LocalFlagsInWindows or 0) parent_node:UpdateMergedFlags() if child_0 then ImGui.DockContextDeleteNode(ctx, child_0) end if child_1 then ImGui.DockContextDeleteNode(ctx, child_1) end end function ImGui.DockNodeTreeUpdatePosSize(node, pos, size, only_write_to_single_node) local g = ImGui.GetCurrentContext() local write_to_node = only_write_to_single_node == nil or only_write_to_single_node == node if write_to_node then node.Pos = ImVec2(pos.x, pos.y) node.Size = ImVec2(size.x, size.y) end if node:IsLeafNode() then return end local child_0 = node.ChildNodes[0] local child_1 = node.ChildNodes[1] local child_0_pos, child_1_pos = ImVec2(pos.x, pos.y), ImVec2(pos.x, pos.y) local child_0_size, child_1_size = ImVec2(size.x, size.y), ImVec2(size.x, size.y) local child_0_is_toward_single_node = (only_write_to_single_node ~= nil and ImGui.DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)) local child_1_is_toward_single_node = (only_write_to_single_node ~= nil and ImGui.DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)) local child_0_is_or_will_be_visible = child_0.IsVisible or child_0_is_toward_single_node local child_1_is_or_will_be_visible = child_1.IsVisible or child_1_is_toward_single_node if child_0_is_or_will_be_visible and child_1_is_or_will_be_visible then local spacing = g.Style.DockingSeparatorSize local a = node.SplitAxis local size_avail = ImMax(size[a] - spacing, 0.0) local size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[a] * 2.0) * 0.5) if child_0.WantLockSizeOnce and not child_1.WantLockSizeOnce then child_0_size[a] = ImMin(size_avail - 1.0, child_0.Size[a]); child_0.SizeRef[a] = child_0_size[a] child_1_size[a] = size_avail - child_0_size[a]; child_1.SizeRef[a] = child_1_size[a] elseif child_1.WantLockSizeOnce and not child_0.WantLockSizeOnce then child_1_size[a] = ImMin(size_avail - 1.0, child_1.Size[a]); child_1.SizeRef[a] = child_1_size[a] child_0_size[a] = size_avail - child_1_size[a]; child_0.SizeRef[a] = child_0_size[a] elseif child_0.WantLockSizeOnce and child_1.WantLockSizeOnce then local split_ratio = child_0_size[a] / (child_0_size[a] + child_1_size[a]) child_0_size[a] = ImTrunc(size_avail * split_ratio); child_0.SizeRef[a] = child_0_size[a] child_1_size[a] = size_avail - child_0_size[a]; child_1.SizeRef[a] = child_1_size[a] elseif child_0.SizeRef[a] ~= 0.0 and child_1.HasCentralNodeChild then child_0_size[a] = ImMin(size_avail - size_min_each, child_0.SizeRef[a]) child_1_size[a] = size_avail - child_0_size[a] elseif child_1.SizeRef[a] ~= 0.0 and child_0.HasCentralNodeChild then child_1_size[a] = ImMin(size_avail - size_min_each, child_1.SizeRef[a]) child_0_size[a] = size_avail - child_1_size[a] else local split_ratio = child_0.SizeRef[a] / (child_0.SizeRef[a] + child_1.SizeRef[a]) child_0_size[a] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5)) child_1_size[a] = size_avail - child_0_size[a] end child_1_pos[a] = child_1_pos[a] + spacing + child_0_size[a] end if only_write_to_single_node == nil then child_0.WantLockSizeOnce = false child_1.WantLockSizeOnce = false end local child_0_recurse = only_write_to_single_node and child_0_is_toward_single_node or (not only_write_to_single_node and child_0.IsVisible) local child_1_recurse = only_write_to_single_node and child_1_is_toward_single_node or (not only_write_to_single_node and child_1.IsVisible) if child_0_recurse then ImGui.DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size) end if child_1_recurse then ImGui.DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size) end end local function DockNodeTreeUpdateSplitterFindTouchingNode(node, axis, side, touching_nodes) if node:IsLeafNode() then table.insert(touching_nodes, node) return end if node.ChildNodes[0].IsVisible then if node.SplitAxis ~= axis or side == 0 or not node.ChildNodes[1].IsVisible then DockNodeTreeUpdateSplitterFindTouchingNode(node.ChildNodes[0], axis, side, touching_nodes) end end if node.ChildNodes[1].IsVisible then if node.SplitAxis ~= axis or side == 1 or not node.ChildNodes[0].IsVisible then DockNodeTreeUpdateSplitterFindTouchingNode(node.ChildNodes[1], axis, side, touching_nodes) end end end local WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04 function ImGui.DockNodeTreeUpdateSplitter(node) if node:IsLeafNode() then return end local g = ImGui.GetCurrentContext() local child_0 = node.ChildNodes[0] local child_1 = node.ChildNodes[1] if child_0.IsVisible and child_1.IsVisible then local axis = node.SplitAxis IM_ASSERT(axis ~= ImGuiAxis.None) local a, o = axis, 3 - axis -- the port's ImGuiAxis is 1-based (X=1,Y=2): it is directly the ImVec2 index local bb = ImRect(ImVec2(child_0.Pos.x, child_0.Pos.y), ImVec2(child_1.Pos.x, child_1.Pos.y)) bb.Min[a] = bb.Min[a] + child_0.Size[a] bb.Max[o] = bb.Max[o] + child_1.Size[o] local merged_flags = bit32.bor(child_0.MergedFlags, child_1.MergedFlags) local no_resize_axis_flag = (axis == ImGuiAxis.X) and ImGuiDockNodeFlags.NoResizeX or ImGuiDockNodeFlags.NoResizeY if bit32.band(merged_flags, ImGuiDockNodeFlags.NoResize) ~= 0 or bit32.band(merged_flags, no_resize_axis_flag) ~= 0 then local window = g.CurrentWindow window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator), g.Style.FrameRounding) else ImGui.PushID(node.ID) local touching_nodes = { [0] = {}, [1] = {} } local min_size = g.Style.WindowMinSize[a] local resize_limits = { [0] = node.ChildNodes[0].Pos[a] + min_size, [1] = node.ChildNodes[1].Pos[a] + node.ChildNodes[1].Size[a] - min_size } local splitter_id = ImGui.GetID("##Splitter") if g.ActiveId == splitter_id then DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, touching_nodes[0]) DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, touching_nodes[1]) for _, tn in ipairs(touching_nodes[0]) do resize_limits[0] = ImMax(resize_limits[0], tn:Rect().Min[a] + min_size) end for _, tn in ipairs(touching_nodes[1]) do resize_limits[1] = ImMin(resize_limits[1], tn:Rect().Max[a] - min_size) end end local cur_size_0 = child_0.Size[a] local cur_size_1 = child_1.Size[a] local min_size_0 = resize_limits[0] - child_0.Pos[a] local min_size_1 = child_1.Pos[a] + child_1.Size[a] - resize_limits[1] local bg_col = ImGui.GetColorU32(ImGuiCol.WindowBg) local changed changed, cur_size_0, cur_size_1 = ImGui.SplitterBehavior(bb, ImGui.GetID("##Splitter"), axis, cur_size_0, cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col) if changed then if #touching_nodes[0] > 0 and #touching_nodes[1] > 0 then child_0.Size[a] = cur_size_0; child_0.SizeRef[a] = cur_size_0 child_1.Pos[a] = child_1.Pos[a] - (cur_size_1 - child_1.Size[a]) child_1.Size[a] = cur_size_1; child_1.SizeRef[a] = cur_size_1 for side_n = 0, 1 do for _, touching_node in ipairs(touching_nodes[side_n]) do while touching_node.ParentNode ~= node do if touching_node.ParentNode.SplitAxis == axis then local node_to_preserve = touching_node.ParentNode.ChildNodes[side_n] node_to_preserve.WantLockSizeOnce = true end touching_node = touching_node.ParentNode end end end ImGui.DockNodeTreeUpdatePosSize(child_0, child_0.Pos, child_0.Size) ImGui.DockNodeTreeUpdatePosSize(child_1, child_1.Pos, child_1.Size) ImGui.MarkIniSettingsDirty() end end ImGui.PopID() end end if child_0.IsVisible then ImGui.DockNodeTreeUpdateSplitter(child_0) end if child_1.IsVisible then ImGui.DockNodeTreeUpdateSplitter(child_1) end end function ImGui.DockNodeTreeFindFallbackLeafNode(node) if node:IsLeafNode() then return node end local leaf_node = ImGui.DockNodeTreeFindFallbackLeafNode(node.ChildNodes[0]) if leaf_node then return leaf_node end leaf_node = ImGui.DockNodeTreeFindFallbackLeafNode(node.ChildNodes[1]) if leaf_node then return leaf_node end return nil end function ImGui.DockNodeTreeFindVisibleNodeByPos(node, pos) if not node.IsVisible then return nil end local r = ImRect(node.Pos, node.Pos + node.Size) if not r:Contains(pos) then return nil end if node:IsLeafNode() then return node end local hovered_node = ImGui.DockNodeTreeFindVisibleNodeByPos(node.ChildNodes[0], pos) if hovered_node then return hovered_node end hovered_node = ImGui.DockNodeTreeFindVisibleNodeByPos(node.ChildNodes[1], pos) if hovered_node then return hovered_node end return node end --------------------------------------------------------------------------------------- -- Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) --------------------------------------------------------------------------------------- function ImGui.SetWindowDock(window, dock_id, cond) if cond and cond ~= 0 and bit32.band(window.SetWindowDockAllowFlags, cond) == 0 then return end window.SetWindowDockAllowFlags = bit32.band(window.SetWindowDockAllowFlags, bit32.bnot(bit32.bor(ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing))) if window.DockId == dock_id then return end local g = ImGui.GetCurrentContext() local new_node = ImGui.DockContextFindNodeByID(g, dock_id) if new_node and new_node:IsSplitNode() then new_node = ImGui.DockNodeGetRootNode(new_node) if new_node.CentralNode then IM_ASSERT(new_node.CentralNode:IsCentralNode()) dock_id = new_node.CentralNode.ID else dock_id = new_node.LastFocusedNodeId end end if window.DockId == dock_id then return end if window.DockNode then ImGui.DockNodeRemoveWindow(window.DockNode, window, 0) end window.DockId = dock_id end function ImGui.DockSpace(dockspace_id, size_arg, flags, window_class) if size_arg == nil then size_arg = ImVec2(0, 0) end if flags == nil then flags = 0 end local g = ImGui.GetCurrentContext() local window = ImGui.GetCurrentWindowRead() if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return 0 end if window.SkipItems then flags = bit32.bor(flags, ImGuiDockNodeFlags.KeepAliveOnly) end if bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 then window = ImGui.GetCurrentWindow() end IM_ASSERT(bit32.band(flags, ImGuiDockNodeFlags.DockSpace) == 0) IM_ASSERT(bit32.band(flags, ImGuiDockNodeFlags.CentralNode) == 0) IM_ASSERT(dockspace_id ~= 0) local node = ImGui.DockContextFindNodeByID(g, dockspace_id) if node == nil then node = ImGui.DockContextAddNode(g, dockspace_id) node:SetLocalFlags(ImGuiDockNodeFlags.CentralNode) end node.SharedFlags = flags node.WindowClass = window_class or ImGuiWindowClass() if node.LastFrameActive == g.FrameCount and bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 then IM_ASSERT(node:IsDockSpace() == false, "Cannot call DockSpace() twice a frame with the same ID") node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.DockSpace)) return dockspace_id end node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.DockSpace)) if bit32.band(flags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then node.LastFrameAlive = g.FrameCount return dockspace_id end local content_avail = ImGui.GetContentRegionAvail() local size = ImVec2(ImTrunc(size_arg.x), ImTrunc(size_arg.y)) if size.x <= 0.0 then size.x = ImMax(content_avail.x + size.x, 4.0) end if size.y <= 0.0 then size.y = ImMax(content_avail.y + size.y, 4.0) end IM_ASSERT(size.x > 0.0 and size.y > 0.0) node.Pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) node.Size = ImVec2(size.x, size.y) node.SizeRef = ImVec2(size.x, size.y) ImGui.SetNextWindowPos(node.Pos) ImGui.SetNextWindowSize(node.Size) g.NextWindowData.PosUndock = false local window_flags = bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.DockNodeHost) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoTitleBar) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoScrollWithMouse) window_flags = bit32.bor(window_flags, ImGuiWindowFlags.NoBackground) local title = string.format("%s/DockSpace_%08X", window.Name, dockspace_id) ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, 0.0) ImGui.Begin(title, nil, window_flags) ImGui.PopStyleVar() local host_window = g.CurrentWindow DockNodeSetupHostWindow(node, host_window) host_window.ChildId = window:GetID(title) node.OnlyNodeWithWindows = nil IM_ASSERT(node:IsRootNode()) if node:IsLeafNode() and not node:IsCentralNode() then node:SetLocalFlags(bit32.bor(node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) end ImGui.DockNodeUpdate(node) ImGui.End() local bb = ImRect(node.Pos, node.Pos + size) ImGui.ItemSize(size) ImGui.ItemAdd(bb, dockspace_id, nil, ImGuiItemFlags.NoNav) if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) ~= 0 and ImGui.IsWindowChildOf(g.HoveredWindow, host_window, false, true) then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) end return dockspace_id end function ImGui.DockSpaceOverViewport(dockspace_id, viewport, dockspace_flags, window_class) if dockspace_id == nil then dockspace_id = 0 end if dockspace_flags == nil then dockspace_flags = 0 end if viewport == nil then viewport = ImGui.GetMainViewport() end ImGui.SetNextWindowPos(viewport.WorkPos) ImGui.SetNextWindowSize(viewport.WorkSize) ImGui.SetNextWindowViewport(viewport.ID) local host_window_flags = 0 host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoCollapse, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoDocking) host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoBringToFrontOnFocus, ImGuiWindowFlags.NoNavFocus) if bit32.band(dockspace_flags, ImGuiDockNodeFlags.PassthruCentralNode) ~= 0 then host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoBackground) end if bit32.band(dockspace_flags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then host_window_flags = bit32.bor(host_window_flags, ImGuiWindowFlags.NoMouseInputs) end local label = string.format("WindowOverViewport_%08X", viewport.ID) ImGui.PushStyleVar(ImGuiStyleVar.WindowRounding, 0.0) ImGui.PushStyleVar(ImGuiStyleVar.WindowBorderSize, 0.0) ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0.0, 0.0)) ImGui.Begin(label, nil, host_window_flags) ImGui.PopStyleVar(3) if dockspace_id == 0 then dockspace_id = ImGui.GetID("DockSpace") end ImGui.DockSpace(dockspace_id, ImVec2(0.0, 0.0), dockspace_flags, window_class) ImGui.End() return dockspace_id end --------------------------------------------------------------------------------------- -- Docking: Builder Functions --------------------------------------------------------------------------------------- function ImGui.DockBuilderDockWindow(window_name, node_id) local window_id = ImHashStr(window_name) local window = ImGui.FindWindowByID(window_id) if window then local prev_node_id = window.DockId ImGui.SetWindowDock(window, node_id, ImGuiCond.Always) if window.DockId ~= prev_node_id then window.DockOrder = -1 end else local settings = ImGui.FindWindowSettingsByID(window_id) if settings == nil then settings = ImGui.CreateNewWindowSettings(window_name) end if settings.DockId ~= node_id then settings.DockOrder = -1 end settings.DockId = node_id end end function ImGui.DockBuilderGetNode(node_id) return ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) end function ImGui.DockBuilderGetCentralNode(node_id) local node = ImGui.DockBuilderGetNode(node_id) if not node then return nil end return ImGui.DockNodeGetRootNode(node).CentralNode end function ImGui.DockBuilderSetNodePos(node_id, pos) local node = ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) if node == nil then return end node.Pos = ImVec2(pos.x, pos.y) node.AuthorityForPos = ImGuiDataAuthority.DockNode end function ImGui.DockBuilderSetNodeSize(node_id, size) local node = ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) if node == nil then return end IM_ASSERT(size.x > 0.0 and size.y > 0.0) node.Size = ImVec2(size.x, size.y) node.SizeRef = ImVec2(size.x, size.y) node.AuthorityForSize = ImGuiDataAuthority.DockNode end function ImGui.DockBuilderAddNode(node_id, flags) if node_id == nil then node_id = 0 end if flags == nil then flags = 0 end local g = ImGui.GetCurrentContext() if node_id ~= 0 then ImGui.DockBuilderRemoveNode(node_id) end local node if bit32.band(flags, ImGuiDockNodeFlags.DockSpace) ~= 0 then ImGui.DockSpace(node_id, ImVec2(0, 0), bit32.bor(bit32.band(flags, bit32.bnot(ImGuiDockNodeFlags.DockSpace)), ImGuiDockNodeFlags.KeepAliveOnly)) node = ImGui.DockContextFindNodeByID(g, node_id) else node = ImGui.DockContextAddNode(g, node_id) node:SetLocalFlags(flags) end node.LastFrameAlive = g.FrameCount return node.ID end function ImGui.DockBuilderRemoveNode(node_id) local g = ImGui.GetCurrentContext() local node = ImGui.DockContextFindNodeByID(g, node_id) if node == nil then return end ImGui.DockBuilderRemoveNodeDockedWindows(node_id, true) ImGui.DockBuilderRemoveNodeChildNodes(node_id) node = ImGui.DockContextFindNodeByID(g, node_id) if node == nil then return end if node:IsCentralNode() and node.ParentNode then node.ParentNode:SetLocalFlags(bit32.bor(node.ParentNode.LocalFlags, ImGuiDockNodeFlags.CentralNode)) end ImGui.DockContextRemoveNode(g, node, true) end function ImGui.DockBuilderRemoveNodeChildNodes(root_id) local g = ImGui.GetCurrentContext() local dc = g.DockContext local root_node = (root_id ~= 0) and ImGui.DockContextFindNodeByID(g, root_id) or nil if root_id ~= 0 and root_node == nil then return end local has_central_node = false local backup_root_node_authority_for_pos = root_node and root_node.AuthorityForPos or ImGuiDataAuthority.Auto local backup_root_node_authority_for_size = root_node and root_node.AuthorityForSize or ImGuiDataAuthority.Auto local nodes_to_remove = {} for _, id in ipairs(DockContextNodesSorted(g)) do local node = dc.Nodes[id] if node then local want_removal = (root_id == 0) or (node.ID ~= root_id and ImGui.DockNodeGetRootNode(node).ID == root_id) if want_removal then if node:IsCentralNode() then has_central_node = true end if root_id ~= 0 then ImGui.DockContextQueueNotifyRemovedNode(g, node) end if root_node then ImGui.DockNodeMoveWindows(root_node, node) DockSettingsRenameNodeReferences(node.ID, root_node.ID) end table.insert(nodes_to_remove, node) end end end if root_node then root_node.AuthorityForPos = backup_root_node_authority_for_pos root_node.AuthorityForSize = backup_root_node_authority_for_size end for _, settings in g.SettingsWindows:iter() do local window_settings_dock_id = settings.DockId if window_settings_dock_id and window_settings_dock_id ~= 0 then for _, n in ipairs(nodes_to_remove) do if n.ID == window_settings_dock_id then settings.DockId = root_id break end end end end if #nodes_to_remove > 1 then local depth = {} for _, n in ipairs(nodes_to_remove) do depth[n] = ImGui.DockNodeGetDepth(n) end table.sort(nodes_to_remove, function(a, b) return depth[a] > depth[b] end) end for _, n in ipairs(nodes_to_remove) do ImGui.DockContextRemoveNode(g, n, false) end if root_id == 0 then dc.Nodes = {} dc.Requests:clear() elseif has_central_node then root_node.CentralNode = root_node root_node:SetLocalFlags(bit32.bor(root_node.LocalFlags, ImGuiDockNodeFlags.CentralNode)) end end function ImGui.DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs) if clear_settings_refs == nil then clear_settings_refs = true end local g = ImGui.GetCurrentContext() if clear_settings_refs then for _, settings in g.SettingsWindows:iter() do local want_removal = (root_id == 0) or (settings.DockId == root_id) if not want_removal and settings.DockId ~= 0 then local node = ImGui.DockContextFindNodeByID(g, settings.DockId) if node and ImGui.DockNodeGetRootNode(node).ID == root_id then want_removal = true end end if want_removal then settings.DockId = 0 end end end for n = 1, g.Windows.Size do local window = g.Windows.Data[n] local want_removal = (root_id == 0) or (window.DockNode and ImGui.DockNodeGetRootNode(window.DockNode).ID == root_id) or (window.DockNodeAsHost and window.DockNodeAsHost.ID == root_id) if want_removal then local backup_dock_id = window.DockId ImGui.DockContextProcessUndockWindow(g, window, clear_settings_refs) if not clear_settings_refs then IM_ASSERT(window.DockId == backup_dock_id) end end end end --- @return ImGuiID id_at_dir, ImGuiID id_at_opposite_dir function ImGui.DockBuilderSplitNode(id, split_dir, size_ratio_for_node_at_dir) local g = ImGui.GetCurrentContext() IM_ASSERT(split_dir ~= ImGuiDir.None) local node = ImGui.DockContextFindNodeByID(g, id) if node == nil then IM_ASSERT(node ~= nil) return 0, 0 end local req = ImGuiDockRequest() req.Type = ImGuiDockRequestType.Split req.DockTargetWindow = nil req.DockTargetNode = node req.DockPayload = nil req.DockSplitDir = split_dir req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) and size_ratio_for_node_at_dir or (1.0 - size_ratio_for_node_at_dir)) req.DockSplitOuter = false ImGui.DockContextProcessDock(g, req) local first = (split_dir == ImGuiDir.Left or split_dir == ImGuiDir.Up) local id_at_dir = node.ChildNodes[first and 0 or 1].ID local id_at_opposite_dir = node.ChildNodes[first and 1 or 0].ID return id_at_dir, id_at_opposite_dir end local function DockBuilderCopyNodeRec(src_node, dst_node_id_if_known, out_node_remap_pairs) local g = ImGui.GetCurrentContext() local dst_node = ImGui.DockContextAddNode(g, dst_node_id_if_known) dst_node.SharedFlags = src_node.SharedFlags dst_node.LocalFlags = src_node.LocalFlags dst_node.LocalFlagsInWindows = ImGuiDockNodeFlags.None dst_node.Pos = ImVec2(src_node.Pos.x, src_node.Pos.y) dst_node.Size = ImVec2(src_node.Size.x, src_node.Size.y) dst_node.SizeRef = ImVec2(src_node.SizeRef.x, src_node.SizeRef.y) dst_node.SplitAxis = src_node.SplitAxis dst_node:UpdateMergedFlags() table.insert(out_node_remap_pairs, src_node.ID) table.insert(out_node_remap_pairs, dst_node.ID) for child_n = 0, 1 do if src_node.ChildNodes[child_n] then dst_node.ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node.ChildNodes[child_n], 0, out_node_remap_pairs) dst_node.ChildNodes[child_n].ParentNode = dst_node end end return dst_node end --- @param out_node_remap_pairs table # 1-based array, cleared and filled with (src_id, dst_id) pairs function ImGui.DockBuilderCopyNode(src_node_id, dst_node_id, out_node_remap_pairs) local g = ImGui.GetCurrentContext() IM_ASSERT(src_node_id ~= 0) IM_ASSERT(dst_node_id ~= 0) IM_ASSERT(out_node_remap_pairs ~= nil) ImGui.DockBuilderRemoveNode(dst_node_id) local src_node = ImGui.DockContextFindNodeByID(g, src_node_id) IM_ASSERT(src_node ~= nil) for k in pairs(out_node_remap_pairs) do out_node_remap_pairs[k] = nil end DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs) IM_ASSERT((#out_node_remap_pairs % 2) == 0) end function ImGui.DockBuilderCopyWindowSettings(src_name, dst_name) local src_window = ImGui.FindWindowByName(src_name) if src_window == nil then return end local dst_window = ImGui.FindWindowByName(dst_name) if dst_window then ImVec2_Copy(dst_window.Pos, src_window.Pos) ImVec2_Copy(dst_window.Size, src_window.Size) ImVec2_Copy(dst_window.SizeFull, src_window.SizeFull) dst_window.Collapsed = src_window.Collapsed else local dst_settings = ImGui.FindWindowSettingsByID(ImHashStr(dst_name)) if not dst_settings then dst_settings = ImGui.CreateNewWindowSettings(dst_name) end local wx, wy = ImTrunc(src_window.Pos.x), ImTrunc(src_window.Pos.y) if src_window.ViewportId ~= 0 and src_window.ViewportId ~= 0x11111111 then ImVec2_CopyV(dst_settings.ViewportPos, wx, wy) dst_settings.ViewportId = src_window.ViewportId ImVec2_CopyV(dst_settings.Pos, 0, 0) else ImVec2_CopyV(dst_settings.Pos, wx, wy) end ImVec2_CopyV(dst_settings.Size, ImTrunc(src_window.SizeFull.x), ImTrunc(src_window.SizeFull.y)) dst_settings.Collapsed = src_window.Collapsed end end --- @param in_window_remap_pairs table # 1-based array of window names: src0, dst0, src1, dst1, ... function ImGui.DockBuilderCopyDockSpace(src_dockspace_id, dst_dockspace_id, in_window_remap_pairs) IM_ASSERT(src_dockspace_id ~= 0) IM_ASSERT(dst_dockspace_id ~= 0) IM_ASSERT(in_window_remap_pairs ~= nil) IM_ASSERT((#in_window_remap_pairs % 2) == 0) local node_remap_pairs = {} ImGui.DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, node_remap_pairs) local src_windows = {} for remap_window_n = 1, #in_window_remap_pairs, 2 do local src_window_name = in_window_remap_pairs[remap_window_n] local dst_window_name = in_window_remap_pairs[remap_window_n + 1] local src_window_id = ImHashStr(src_window_name) src_windows[src_window_id] = true local src_dock_id = 0 local src_window = ImGui.FindWindowByID(src_window_id) if src_window then src_dock_id = src_window.DockId else local src_window_settings = ImGui.FindWindowSettingsByID(src_window_id) if src_window_settings then src_dock_id = src_window_settings.DockId end end local dst_dock_id = 0 for dock_remap_n = 1, #node_remap_pairs, 2 do if node_remap_pairs[dock_remap_n] == src_dock_id then dst_dock_id = node_remap_pairs[dock_remap_n + 1] break end end if dst_dock_id ~= 0 then ImGui.DockBuilderDockWindow(dst_window_name, dst_dock_id) else ImGui.DockBuilderCopyWindowSettings(src_window_name, dst_window_name) end end local dock_remaining_windows = {} for dock_remap_n = 1, #node_remap_pairs, 2 do local src_dock_id = node_remap_pairs[dock_remap_n] if src_dock_id ~= 0 then local dst_dock_id = node_remap_pairs[dock_remap_n + 1] local node = ImGui.DockBuilderGetNode(src_dock_id) for _, window in node.Windows:iter() do if not src_windows[window.ID] then table.insert(dock_remaining_windows, { Window = window, DockId = dst_dock_id }) end end end end for _, task in ipairs(dock_remaining_windows) do ImGui.DockBuilderDockWindow(task.Window.Name, task.DockId) end end function ImGui.DockBuilderFinish(root_id) ImGui.DockContextBuildAddWindowsToNodes(ImGui.GetCurrentContext(), root_id) end --------------------------------------------------------------------------------------- -- Docking: Begin/End Support Functions (called from Begin/End) --------------------------------------------------------------------------------------- function ImGui.GetWindowAlwaysWantOwnTabBar(window) local g = ImGui.GetCurrentContext() if g.IO.ConfigDockingAlwaysTabBar or window.WindowClass.DockingAlwaysTabBar then if bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoDocking)) == 0 then if not window.IsFallbackWindow then return true end end end return false end function ImGui.DockContextBindNodeToWindow(ctx, window) local g = ctx local node = ImGui.DockContextFindNodeByID(ctx, window.DockId) IM_ASSERT(window.DockNode == nil) if node and node:IsSplitNode() then ImGui.DockContextProcessUndockWindow(ctx, window) return nil end if node == nil then node = ImGui.DockContextAddNode(ctx, window.DockId) node.AuthorityForPos = ImGuiDataAuthority.Window node.AuthorityForSize = ImGuiDataAuthority.Window node.AuthorityForViewport = ImGuiDataAuthority.Window node.LastFrameAlive = g.FrameCount end if not node.IsVisible then local ancestor_node = node while not ancestor_node.IsVisible and ancestor_node.ParentNode do ancestor_node = ancestor_node.ParentNode end IM_ASSERT(ancestor_node.Size.x > 0.0 and ancestor_node.Size.y > 0.0) ImGui.DockNodeUpdateHasCentralNodeChild(ImGui.DockNodeGetRootNode(ancestor_node)) ImGui.DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node.Pos, ancestor_node.Size, node) end local node_was_visible = node.IsVisible ImGui.DockNodeAddWindow(node, window, true) node.IsVisible = node_was_visible IM_ASSERT(node == window.DockNode) return node end local function StoreDockStyleForWindow(window) local g = ImGui.GetCurrentContext() for color_n = 0, ImGuiWindowDockStyleCol.COUNT - 1 do window.DockStyle.Colors[color_n] = ImGui.ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]) end end ImGui.StoreDockStyleForWindow = StoreDockStyleForWindow --- @return bool? p_open function ImGui.BeginDocked(window, p_open) local g = ImGui.GetCurrentContext() if window.IsFallbackWindow and not window.WasActive then DockNodeHideWindowDuringHostWindowCreation(window) return p_open end local auto_dock_node = ImGui.GetWindowAlwaysWantOwnTabBar(window) if auto_dock_node then if window.DockId == 0 then IM_ASSERT(window.DockNode == nil) window.DockId = ImGui.DockContextGenNodeID(g) end else local want_undock = false want_undock = want_undock or bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) ~= 0 want_undock = want_undock or (bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasPos) ~= 0 and bit32.band(window.SetWindowPosAllowFlags, g.NextWindowData.PosCond) ~= 0 and g.NextWindowData.PosUndock) if want_undock then ImGui.DockContextProcessUndockWindow(g, window) return p_open end end local node = window.DockNode if node ~= nil then IM_ASSERT(window.DockId == node.ID) end if window.DockId ~= 0 and node == nil then node = ImGui.DockContextBindNodeToWindow(g, window) if node == nil then return p_open end end if node.LastFrameAlive < g.FrameCount then local root_node = ImGui.DockNodeGetRootNode(node) if root_node.LastFrameAlive < g.FrameCount then ImGui.DockContextProcessUndockWindow(g, window) else window.DockIsActive = true end return p_open end StoreDockStyleForWindow(window) if node.HostWindow == nil then if node.State == ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing then window.DockIsActive = true end if node.Windows.Size > 1 and window.Appearing then DockNodeHideWindowDuringHostWindowCreation(window) end return p_open end IM_ASSERT(node.HostWindow) IM_ASSERT(node:IsLeafNode()) IM_ASSERT(node.Size.x >= 0.0 and node.Size.y >= 0.0) node.State = ImGuiDockNodeState.HostWindowVisible if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) == 0 and window.BeginOrderWithinContext < node.HostWindow.BeginOrderWithinContext then ImGui.DockContextProcessUndockWindow(g, window) return p_open end ImGui.SetNextWindowPos(node.Pos) ImGui.SetNextWindowSize(node.Size) g.NextWindowData.PosUndock = false window.DockIsActive = true window.DockNodeIsVisible = true window.DockTabIsVisible = false if bit32.band(node.MergedFlags, ImGuiDockNodeFlags.KeepAliveOnly) ~= 0 then return p_open end if node.VisibleWindow == window then window.DockTabIsVisible = true end IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) == 0) window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.ChildWindow, ImGuiWindowFlags.NoResize) window.ChildFlags = bit32.bor(window.ChildFlags, ImGuiChildFlags.AlwaysUseWindowPadding) if node:IsHiddenTabBar() or node:IsNoTabBar() then window.Flags = bit32.bor(window.Flags, ImGuiWindowFlags.NoTitleBar) else window.Flags = bit32.band(window.Flags, bit32.bnot(ImGuiWindowFlags.NoTitleBar)) end if node.TabBar and window.WasActive then window.DockOrder = ImGui.DockNodeGetTabOrder(window) end if (node.WantCloseAll or node.WantCloseTabId == window.TabId) and p_open ~= nil then p_open = false end local parent_window = window.DockNode.HostWindow window.ChildId = parent_window:GetID(window.Name) return p_open end function ImGui.BeginDockableDragDropSource(window) local g = ImGui.GetCurrentContext() IM_ASSERT(g.ActiveId == window.MoveId) IM_ASSERT(g.MovingWindow == window) IM_ASSERT(g.CurrentWindow == window) if g.IO.ConfigDockingWithShift ~= g.IO.KeyShift then if g.IO.ConfigDockingWithShift and g.MouseStationaryTimer >= 1.0 and g.ActiveId >= 1 then ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(ImGuiLocKey.DockingHoldShiftToDock)) end return end g.LastItemData.ID = window.MoveId window = window.RootWindowDockTree IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) == 0) local is_drag_docking = g.IO.ConfigDockingWithShift or ImRect(0, 0, window.SizeFull.x, ImGui.GetFrameHeight()):Contains(g.ActiveIdClickOffset) local drag_drop_flags = bit32.bor(ImGuiDragDropFlags.SourceNoPreviewTooltip, ImGuiDragDropFlags.SourceNoHoldToOpenOthers, ImGuiDragDropFlags.PayloadAutoExpire, ImGuiDragDropFlags.PayloadNoCrossContext, ImGuiDragDropFlags.PayloadNoCrossProcess) if is_drag_docking and ImGui.BeginDragDropSource(drag_drop_flags) then ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, window) ImGui.EndDragDropSource() StoreDockStyleForWindow(window) end end function ImGui.BeginDockableDragDropTarget(window) local g = ImGui.GetCurrentContext() IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.NoDocking) == 0) if not g.DragDropActive then return end if not ImGui.BeginDragDropTargetCustom(window:Rect(), window.ID) then return end local payload = g.DragDropPayload if not ImGuiPayload_IsDataType(payload, IMGUI_PAYLOAD_TYPE_WINDOW) or not ImGui.DockNodeIsDropAllowed(window, payload.Data) then ImGui.EndDragDropTarget() return end local payload_window = payload.Data if ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, bit32.bor(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoDrawDefaultRect)) then local dock_into_floating_window = false local node = nil if window.DockNodeAsHost then node = ImGui.DockNodeTreeFindVisibleNodeByPos(window.DockNodeAsHost, g.IO.MousePos) if node and node:IsDockSpace() and node:IsRootNode() then node = (node.CentralNode and node:IsLeafNode()) and node.CentralNode or ImGui.DockNodeTreeFindFallbackLeafNode(node) end else if window.DockNode then node = window.DockNode else dock_into_floating_window = true end end local explicit_target_rect if node and node.TabBar and not node:IsHiddenTabBar() and not node:IsNoTabBar() then explicit_target_rect = node.TabBar.BarRect else explicit_target_rect = ImRect(window.Pos, window.Pos + ImVec2(window.Size.x, ImGui.GetFrameHeight())) end local is_explicit_target = g.IO.ConfigDockingWithShift or ImGui.IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max) local do_preview = ImGuiPayload_IsPreview(payload) or ImGuiPayload_IsDelivery(payload) if do_preview and (node ~= nil or dock_into_floating_window) then local split_inner = ImGuiDockPreviewData() local split_outer = ImGuiDockPreviewData() local split_data = split_inner if node and (node.ParentNode or node:IsCentralNode() or not node:IsLeafNode()) then local root_node = ImGui.DockNodeGetRootNode(node) if root_node then ImGui.DockNodePreviewDockSetup(window, root_node, payload_window, nil, split_outer, is_explicit_target, true) if split_outer.IsSplitDirExplicit then split_data = split_outer end end end if not node or node:IsLeafNode() then ImGui.DockNodePreviewDockSetup(window, node, payload_window, nil, split_inner, is_explicit_target, false) end if split_data == split_outer then split_inner.IsDropAllowed = false end ImGui.DockNodePreviewDockRender(window, node, payload_window, split_inner) ImGui.DockNodePreviewDockRender(window, node, payload_window, split_outer) if split_data.IsDropAllowed and ImGuiPayload_IsDelivery(payload) then ImGui.DockContextQueueDock(g, window, split_data.SplitNode, payload_window, split_data.SplitDir, split_data.SplitRatio, split_data == split_outer) end end end ImGui.EndDragDropTarget() end --------------------------------------------------------------------------------------- -- Docking: Settings --------------------------------------------------------------------------------------- DockSettingsRenameNodeReferences = function(old_node_id, new_node_id) local g = ImGui.GetCurrentContext() for _, window in g.Windows:iter() do if window.DockId == old_node_id and window.DockNode == nil then window.DockId = new_node_id end end for _, settings in g.SettingsWindows:iter() do if settings.DockId == old_node_id then settings.DockId = new_node_id end end end --- @param node_ids table # 1-based array DockSettingsRemoveNodeReferences = function(node_ids, node_ids_count) local g = ImGui.GetCurrentContext() local found = 0 for _, settings in g.SettingsWindows:iter() do for node_n = 1, node_ids_count do if settings.DockId == node_ids[node_n] then settings.DockId = 0 settings.DockOrder = -1 found = found + 1 if found < node_ids_count then break end return end end end end DockSettingsFindNodeSettings = function(ctx, id) for _, s in ctx.DockContext.NodesSettings:iter() do if s.ID == id then return s end end return nil end DockSettingsHandler_ClearAll = function(ctx, handler) local dc = ctx.DockContext dc.NodesSettings:clear() ImGui.DockContextClearNodes(ctx, 0, true) end DockSettingsHandler_ApplyAll = function(ctx, handler) local dc = ctx.DockContext if ctx.Windows.Size == 0 then ImGui.DockContextPruneUnusedSettingsNodes(ctx) end ImGui.DockContextBuildNodesFromSettings(ctx, dc.NodesSettings.Data or {}, dc.NodesSettings.Size) ImGui.DockContextBuildAddWindowsToNodes(ctx, 0) end DockSettingsHandler_ReadOpen = function(ctx, handler, name) if name ~= "Data" then return nil end return true end DockSettingsHandler_ReadLine = function(ctx, handler, entry, line) local node = ImGuiDockNodeSettings() line = line:gsub("^[ \t]+", "") if line:sub(1, 8) == "DockNode" then line = line:sub(9) elseif line:sub(1, 9) == "DockSpace" then line = line:sub(10) node.Flags = bit32.bor(node.Flags, ImGuiDockNodeFlags.DockSpace) else return end line = line:gsub("^[ \t]+", "") local function take(pattern) local caps = { line:match("^" .. pattern .. "()") } if #caps == 0 then return nil end line = line:sub(caps[#caps]) caps[#caps] = nil return table.unpack(caps) end local v = take("ID=0x(%x+)") if not v then return end node.ID = tonumber(v, 16) v = take(" Parent=0x(%x+)") if v then node.ParentNodeId = tonumber(v, 16); if node.ParentNodeId == 0 then return end end v = take(" Window=0x(%x+)") if v then node.ParentWindowId = tonumber(v, 16); if node.ParentWindowId == 0 then return end end if node.ParentNodeId == 0 then local x, y = take(" Pos=(%-?%d+),(%-?%d+)") if not x then return end node.Pos = ImVec2(tonumber(x), tonumber(y)) x, y = take(" Size=(%-?%d+),(%-?%d+)") if not x then return end node.Size = ImVec2(tonumber(x), tonumber(y)) else local x, y = take(" SizeRef=(%-?%d+),(%-?%d+)") if x then node.SizeRef = ImVec2(tonumber(x), tonumber(y)) end end local c = take(" Split=(%a)") if c then if c == "X" then node.SplitAxis = ImGuiAxis.X elseif c == "Y" then node.SplitAxis = ImGuiAxis.Y end end local function flag(name, f) local x = take(" " .. name .. "=(%-?%d+)") if x and tonumber(x) ~= 0 then node.Flags = bit32.bor(node.Flags, f) end end flag("NoResize", ImGuiDockNodeFlags.NoResize) flag("CentralNode", ImGuiDockNodeFlags.CentralNode) flag("NoTabBar", ImGuiDockNodeFlags.NoTabBar) flag("HiddenTabBar", ImGuiDockNodeFlags.HiddenTabBar) flag("NoWindowMenuButton", ImGuiDockNodeFlags.NoWindowMenuButton) flag("NoCloseButton", ImGuiDockNodeFlags.NoCloseButton) v = take(" Selected=0x(%x+)") if v then node.SelectedTabId = tonumber(v, 16) end if node.ParentNodeId ~= 0 then local parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId) if parent_settings then node.Depth = parent_settings.Depth + 1 end end ctx.DockContext.NodesSettings:push_back(node) end local function DockSettingsHandler_DockNodeToSettings(dc, node, depth) local node_settings = ImGuiDockNodeSettings() node_settings.ID = node.ID node_settings.ParentNodeId = node.ParentNode and node.ParentNode.ID or 0 node_settings.ParentWindowId = (node:IsDockSpace() and node.HostWindow and node.HostWindow.ParentWindow) and node.HostWindow.ParentWindow.ID or 0 node_settings.SelectedTabId = node.SelectedTabId node_settings.SplitAxis = node:IsSplitNode() and node.SplitAxis or ImGuiAxis.None node_settings.Depth = depth node_settings.Flags = bit32.band(node.LocalFlags, ImGuiDockNodeFlags.SavedFlagsMask_) node_settings.Pos = ImVec2(ImTrunc(node.Pos.x), ImTrunc(node.Pos.y)) node_settings.Size = ImVec2(ImTrunc(node.Size.x), ImTrunc(node.Size.y)) node_settings.SizeRef = ImVec2(ImTrunc(node.SizeRef.x), ImTrunc(node.SizeRef.y)) dc.NodesSettings:push_back(node_settings) if node.ChildNodes[0] then DockSettingsHandler_DockNodeToSettings(dc, node.ChildNodes[0], depth + 1) end if node.ChildNodes[1] then DockSettingsHandler_DockNodeToSettings(dc, node.ChildNodes[1], depth + 1) end end DockSettingsHandler_WriteAll = function(ctx, handler, buf) local g = ctx local dc = ctx.DockContext if bit32.band(g.IO.ConfigFlags, ImGuiConfigFlags.DockingEnable) == 0 then return end dc.NodesSettings:resize(0) for _, id in ipairs(DockContextNodesSorted(ctx)) do local node = dc.Nodes[id] if node and node:IsRootNode() then DockSettingsHandler_DockNodeToSettings(dc, node, 0) end end local max_depth = 0 for _, s in dc.NodesSettings:iter() do max_depth = ImMax(s.Depth, max_depth) end buf:appendf("[%s][Data]\n", handler.TypeName) for _, s in dc.NodesSettings:iter() do buf:append(string.rep(" ", s.Depth * 2) .. ((bit32.band(s.Flags, ImGuiDockNodeFlags.DockSpace) ~= 0) and "DockSpace" or "DockNode ") .. string.rep(" ", (max_depth - s.Depth) * 2)) buf:appendf(" ID=0x%08X", s.ID) if s.ParentNodeId ~= 0 then buf:appendf(" Parent=0x%08X SizeRef=%d,%d", s.ParentNodeId, s.SizeRef.x, s.SizeRef.y) else if s.ParentWindowId ~= 0 then buf:appendf(" Window=0x%08X", s.ParentWindowId) end buf:appendf(" Pos=%d,%d Size=%d,%d", s.Pos.x, s.Pos.y, s.Size.x, s.Size.y) end if s.SplitAxis ~= ImGuiAxis.None then buf:appendf(" Split=%s", (s.SplitAxis == ImGuiAxis.X) and "X" or "Y") end if bit32.band(s.Flags, ImGuiDockNodeFlags.NoResize) ~= 0 then buf:append(" NoResize=1") end if bit32.band(s.Flags, ImGuiDockNodeFlags.CentralNode) ~= 0 then buf:append(" CentralNode=1") end if bit32.band(s.Flags, ImGuiDockNodeFlags.NoTabBar) ~= 0 then buf:append(" NoTabBar=1") end if bit32.band(s.Flags, ImGuiDockNodeFlags.HiddenTabBar) ~= 0 then buf:append(" HiddenTabBar=1") end if bit32.band(s.Flags, ImGuiDockNodeFlags.NoWindowMenuButton) ~= 0 then buf:append(" NoWindowMenuButton=1") end if bit32.band(s.Flags, ImGuiDockNodeFlags.NoCloseButton) ~= 0 then buf:append(" NoCloseButton=1") end if s.SelectedTabId ~= 0 then buf:appendf(" Selected=0x%08X", s.SelectedTabId) end buf:append("\n") end buf:append("\n") end --------------------------------------------------------------------------------------- -- Docking: helpers (imgui_internal.h inlines) + widgets used by docking --------------------------------------------------------------------------------------- function ImGui.DockNodeGetRootNode(node) while node.ParentNode do node = node.ParentNode end return node end function ImGui.DockNodeIsInHierarchyOf(node, parent) while node do if node == parent then return true end node = node.ParentNode end return false end function ImGui.DockNodeGetDepth(node) local depth = 0 while node.ParentNode do node = node.ParentNode; depth = depth + 1 end return depth end function ImGui.DockNodeGetWindowMenuButtonId(node) return ImHashStr("#COLLAPSE", nil, node.ID) end function ImGui.GetWindowDockID() return ImGui.GetCurrentContext().CurrentWindow.DockId end function ImGui.IsWindowDocked() return ImGui.GetCurrentContext().CurrentWindow.DockIsActive end function ImGui.SetNextWindowDockID(id, cond) local g = ImGui.GetCurrentContext() g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasDock) g.NextWindowData.DockCond = (cond and cond ~= 0) and cond or ImGuiCond.Always g.NextWindowData.DockId = id end function ImGui.StartMouseMovingWindowOrNode(window, node, undock) local g = ImGui.GetCurrentContext() local can_undock_node = false if undock and node ~= nil and node.VisibleWindow and bit32.band(node.VisibleWindow.Flags, ImGuiWindowFlags.NoMove) == 0 and bit32.band(node.MergedFlags, ImGuiDockNodeFlags.NoUndocking) == 0 then local root_node = ImGui.DockNodeGetRootNode(node) if root_node.OnlyNodeWithWindows ~= node or root_node.CentralNode ~= nil then can_undock_node = true end end local clicked = ImGui.IsMouseClicked(0) local dragging = ImGui.IsMouseDragging(0) if can_undock_node and dragging then ImGui.DockContextQueueUndockNode(g, node) elseif not can_undock_node and (clicked or dragging) and g.MovingWindow ~= window then ImGui.StartMouseMovingWindow(window) end end function ImGui.RenderArrowDockMenu(draw_list, p_min, sz, col) draw_list:AddRectFilled(p_min + ImVec2(sz * 0.20, sz * 0.15), p_min + ImVec2(sz * 0.80, sz * 0.30), col) ImGui.RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50, sz * 0.85), ImVec2(sz * 0.30, sz * 0.40), ImGuiDir.Down, col) end -- Upstream CollapseButton (docking branch): replaces the port's simpler version function ImGui.CollapseButton(id, pos, dock_node) local g = ImGui.GetCurrentContext() local window = g.CurrentWindow local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize)) local is_clipped = not ImGui.ItemAdd(bb, id) local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, ImGuiButtonFlags.None) if is_clipped then return pressed end local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or (hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button)) local text_col = ImGui.GetColorU32(ImGuiCol.Text) if hovered or held then window.DrawList:AddRectFilled(bb.Min, bb.Max, bg_col) end ImGui.RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags and ImGuiNavRenderCursorFlags.Compact or nil) if dock_node then ImGui.RenderArrowDockMenu(window.DrawList, bb.Min, g.FontSize, text_col) else ImGui.RenderArrow(window.DrawList, bb.Min, text_col, window.Collapsed and ImGuiDir.Right or ImGuiDir.Down, 1.0) end if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then ImGui.StartMouseMovingWindowOrNode(window, dock_node, true) end return pressed end --- @return bool held, float size1, float size2 function ImGui.SplitterBehavior(bb, id, axis, size1, size2, min_size1, min_size2, hover_extend, hover_visibility_delay, bg_col) hover_extend = hover_extend or 0.0 hover_visibility_delay = hover_visibility_delay or 0.0 bg_col = bg_col or 0 local g = ImGui.GetCurrentContext() local window = g.CurrentWindow if not ImGui.ItemAdd(bb, id, nil, ImGuiItemFlags.NoNav) then return false, size1, size2 end local button_flags = bit32.bor(ImGuiButtonFlags.FlattenChildren, ImGuiButtonFlags.AllowOverlap) local bb_interact = ImRect(bb.Min, bb.Max) bb_interact:Expand(axis == ImGuiAxis.Y and ImVec2(0.0, hover_extend) or ImVec2(hover_extend, 0.0)) local _, hovered, held = ImGui.ButtonBehavior(bb_interact, id, button_flags) if hovered then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) end if held or (hovered and g.HoveredIdPreviousFrame == id and g.HoveredIdTimer >= hover_visibility_delay) then ImGui.SetMouseCursor(axis == ImGuiAxis.Y and ImGuiMouseCursor.ResizeNS or ImGuiMouseCursor.ResizeEW) end local bb_render = ImRect(bb.Min, bb.Max) if held then local d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min local mouse_delta = d[axis] local size_1_maximum_delta = ImMax(0.0, size1 - min_size1) local size_2_maximum_delta = ImMax(0.0, size2 - min_size2) if mouse_delta < -size_1_maximum_delta then mouse_delta = -size_1_maximum_delta end if mouse_delta > size_2_maximum_delta then mouse_delta = size_2_maximum_delta end if mouse_delta ~= 0.0 then size1 = ImMax(size1 + mouse_delta, min_size1) size2 = ImMax(size2 - mouse_delta, min_size2) bb_render:Translate(axis == ImGuiAxis.X and ImVec2(mouse_delta, 0.0) or ImVec2(0.0, mouse_delta)) ImGui.MarkItemEdited(id) end end if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then window.DrawList:AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0) end local col = ImGui.GetColorU32(held and ImGuiCol.SeparatorActive or ((hovered and g.HoveredIdTimer >= hover_visibility_delay) and ImGuiCol.SeparatorHovered or ImGuiCol.Separator)) window.DrawList:AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0) return held, size1, size2 end return true end __FILES['imgui_dragdrop.lua'] = function() --- ImGui Sincerely -- Drag and drop: 1:1 port of imgui.cpp [SECTION] DRAG AND DROP (docking branch) -- Payload `Data` is any Lua value (no copy is made). `data_size` is optional and only kept for API parity. function ImGui.IsDragDropActive() return ImGui.GetCurrentContext().DragDropActive end function ImGui.ClearDragDrop() local g = ImGui.GetCurrentContext() g.DragDropActive = false ImGuiPayload_Clear(g.DragDropPayload) g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags.None g.DragDropAcceptIdCurr = 0 g.DragDropAcceptIdPrev = 0 g.DragDropAcceptIdCurrRectSurface = FLT_MAX g.DragDropAcceptFrameCount = -1 end function ImGui.BeginDragDropSource(flags) if flags == nil then flags = 0 end local g = ImGui.GetCurrentContext() local window = g.CurrentWindow local mouse_button = ImGuiMouseButton.Left local source_drag_active = false local source_id = 0 local source_parent_id = 0 if bit32.band(flags, ImGuiDragDropFlags.SourceExtern) == 0 then source_id = g.LastItemData.ID if source_id ~= 0 then if g.ActiveId ~= source_id then return false end if g.ActiveIdMouseButton ~= -1 then mouse_button = g.ActiveIdMouseButton end if g.IO.MouseDown[mouse_button] == false or window.SkipItems then return false end g.ActiveIdAllowOverlap = false else if g.IO.MouseDown[mouse_button] == false or window.SkipItems then return false end if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) == 0 and (g.ActiveId == 0 or g.ActiveIdWindow ~= window) then return false end if bit32.band(flags, ImGuiDragDropFlags.SourceAllowNullID) == 0 then IM_ASSERT(false, "Use ImGuiDragDropFlags.SourceAllowNullID for items without an ID") return false end source_id = window:GetIDFromRectangle(g.LastItemData.Rect) g.LastItemData.ID = source_id ImGui.KeepAliveID(source_id) local is_hovered = ImGui.ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags) if is_hovered and g.IO.MouseClicked[mouse_button] then ImGui.SetActiveID(source_id, window) ImGui.FocusWindow(window) end if g.ActiveId == source_id then g.ActiveIdAllowOverlap = is_hovered end end if g.ActiveId ~= source_id then return false end source_parent_id = window.IDStack.Data[window.IDStack.Size] source_drag_active = ImGui.IsMouseDragging(mouse_button) ImGui.SetActiveIdUsingAllKeyboardKeys() else window = nil source_id = ImHashStr("#SourceExtern") source_drag_active = true mouse_button = g.IO.MouseDown[0] and 0 or -1 ImGui.KeepAliveID(source_id) ImGui.SetActiveID(source_id, nil) end IM_ASSERT(g.DragDropWithinTarget == false) if not source_drag_active then return false end if not g.DragDropActive then IM_ASSERT(source_id ~= 0) ImGui.ClearDragDrop() local payload = g.DragDropPayload payload.SourceId = source_id payload.SourceParentId = source_parent_id g.DragDropActive = true g.DragDropSourceFlags = flags g.DragDropMouseButton = mouse_button if payload.SourceId == g.ActiveId then g.ActiveIdNoClearOnFocusLoss = true end end g.DragDropSourceFrameCount = g.FrameCount g.DragDropWithinSource = true if bit32.band(flags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0 then local ret if g.DragDropAcceptIdPrev ~= 0 and bit32.band(g.DragDropAcceptFlagsPrev, ImGuiDragDropFlags.AcceptNoPreviewTooltip) ~= 0 then ret = ImGui.BeginTooltipHidden() else ret = ImGui.BeginTooltip() end IM_ASSERT(ret) end if bit32.band(flags, ImGuiDragDropFlags.SourceNoDisableHover) == 0 and bit32.band(flags, ImGuiDragDropFlags.SourceExtern) == 0 then g.LastItemData.StatusFlags = bit32.band(g.LastItemData.StatusFlags, bit32.bnot(ImGuiItemStatusFlags.HoveredRect)) end return true end function ImGui.EndDragDropSource() local g = ImGui.GetCurrentContext() IM_ASSERT(g.DragDropActive) IM_ASSERT(g.DragDropWithinSource, "Not after a BeginDragDropSource()?") if bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoPreviewTooltip) == 0 then ImGui.EndTooltip() end if g.DragDropPayload.DataFrameCount == -1 then ImGui.ClearDragDrop() end g.DragDropWithinSource = false end --- @param data any # any Lua value --- @return bool accepted function ImGui.SetDragDropPayload(type, data, data_size, cond) local g = ImGui.GetCurrentContext() local payload = g.DragDropPayload if cond == nil or cond == 0 then cond = ImGuiCond.Always end IM_ASSERT(type ~= nil) IM_ASSERT(#type < 32, "Payload type can be at most 32 characters long") IM_ASSERT(cond == ImGuiCond.Always or cond == ImGuiCond.Once) IM_ASSERT(payload.SourceId ~= 0) if cond == ImGuiCond.Always or payload.DataFrameCount == -1 then payload.DataType = type payload.Data = data payload.DataSize = data_size or ((data ~= nil) and 1 or 0) end payload.DataFrameCount = g.FrameCount return (g.DragDropAcceptFrameCount == g.FrameCount) or (g.DragDropAcceptFrameCount == g.FrameCount - 1) end function ImGui.BeginDragDropTargetCustom(bb, id) local g = ImGui.GetCurrentContext() if not g.DragDropActive then return false end local window = g.CurrentWindow local hovered_window = g.HoveredWindowUnderMovingWindow if hovered_window == nil or window.RootWindowDockTree ~= hovered_window.RootWindowDockTree then return false end IM_ASSERT(id ~= 0) if not ImGui.IsMouseHoveringRect(bb.Min, bb.Max) or (id == g.DragDropPayload.SourceId) then return false end if window.SkipItems then return false end IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) g.DragDropTargetRect = ImRect(bb.Min, bb.Max) g.DragDropTargetClipRect = ImRect(window.ClipRect.Min, window.ClipRect.Max) g.DragDropTargetId = id g.DragDropTargetFullViewport = 0 g.DragDropWithinTarget = true return true end function ImGui.BeginDragDropTargetViewport(viewport, p_bb) local g = ImGui.GetCurrentContext() if not g.DragDropActive then return false end local bb = p_bb or viewport:GetWorkRect() local id = viewport.ID if g.MouseViewport ~= viewport or not ImGui.IsMouseHoveringRect(bb.Min, bb.Max, false) or (id == g.DragDropPayload.SourceId) then return false end IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) g.DragDropTargetRect = ImRect(bb.Min, bb.Max) g.DragDropTargetClipRect = ImRect(bb.Min, bb.Max) g.DragDropTargetId = id g.DragDropTargetFullViewport = id g.DragDropWithinTarget = true return true end function ImGui.BeginDragDropTarget() local g = ImGui.GetCurrentContext() if not g.DragDropActive then return false end local window = g.CurrentWindow if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) == 0 then return false end local hovered_window = g.HoveredWindowUnderMovingWindow if hovered_window == nil or window.RootWindowDockTree ~= hovered_window.RootWindowDockTree or window.SkipItems then return false end local display_rect = (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDisplayRect) ~= 0) and g.LastItemData.DisplayRect or g.LastItemData.Rect local id = g.LastItemData.ID if id == 0 then id = window:GetIDFromRectangle(display_rect) ImGui.KeepAliveID(id) end if g.DragDropPayload.SourceId == id then return false end IM_ASSERT(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) g.DragDropTargetRect = ImRect(display_rect.Min, display_rect.Max) local clip = (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect) ~= 0) and g.LastItemData.ClipRect or window.ClipRect g.DragDropTargetClipRect = ImRect(clip.Min, clip.Max) g.DragDropTargetId = id g.DragDropWithinTarget = true return true end function ImGui.IsDragDropPayloadBeingAccepted() local g = ImGui.GetCurrentContext() return g.DragDropActive and g.DragDropAcceptIdPrev ~= 0 end --- @return ImGuiPayload? function ImGui.AcceptDragDropPayload(type, flags) if flags == nil then flags = 0 end local g = ImGui.GetCurrentContext() local payload = g.DragDropPayload IM_ASSERT(g.DragDropActive) IM_ASSERT(payload.DataFrameCount ~= -1) if type ~= nil and not ImGuiPayload_IsDataType(payload, type) then return nil end local was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId) local r = g.DragDropTargetRect local r_surface = r:GetWidth() * r:GetHeight() if r_surface > g.DragDropAcceptIdCurrRectSurface then return nil end g.DragDropAcceptFlagsCurr = flags g.DragDropAcceptIdCurr = g.DragDropTargetId g.DragDropAcceptIdCurrRectSurface = r_surface payload.Preview = was_accepted_previously flags = bit32.bor(flags, bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.AcceptNoDrawDefaultRect)) local draw_target_rect = payload.Preview and bit32.band(flags, ImGuiDragDropFlags.AcceptNoDrawDefaultRect) == 0 if draw_target_rect and g.DragDropTargetFullViewport ~= 0 then ImGui.RenderDragDropTargetRectForViewport(g.DragDropTargetFullViewport, g.DragDropTargetRect) elseif draw_target_rect then ImGui.RenderDragDropTargetRectForItem(r) end g.DragDropAcceptFrameCount = g.FrameCount if bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceExtern) ~= 0 and g.DragDropMouseButton == -1 then payload.Delivery = was_accepted_previously and (g.DragDropSourceFrameCount < g.FrameCount) else payload.Delivery = was_accepted_previously and not ImGui.IsMouseDown(g.DragDropMouseButton) end if not payload.Delivery and bit32.band(flags, ImGuiDragDropFlags.AcceptBeforeDelivery) == 0 then return nil end return payload end function ImGui.RenderDragDropTargetRectForItem(bb) local g = ImGui.GetCurrentContext() local window = g.CurrentWindow local bb_display = ImRect(bb.Min, bb.Max) bb_display:ClipWith(g.DragDropTargetClipRect) bb_display:Expand(g.Style.DragDropTargetPadding) local push_clip_rect = not window.ClipRect:Contains(bb_display) if push_clip_rect then window.DrawList:PushClipRectFullScreen() end ImGui.RenderDragDropTargetRectEx(window.DrawList, bb_display, g.Style.DragDropTargetRounding) if push_clip_rect then window.DrawList:PopClipRect() end end function ImGui.RenderDragDropTargetRectForViewport(viewport_id, bb) local g = ImGui.GetCurrentContext() local viewport = ImGui.FindViewportByID(viewport_id) IM_ASSERT(viewport ~= nil) local bb_padded = ImRect(bb.Min, bb.Max) bb_padded:Expand(-g.Style.DragDropTargetPadding) ImGui.RenderDragDropTargetRectEx(ImGui.GetForegroundDrawList(viewport), bb_padded, g.Style.DragDropTargetRounding) end function ImGui.RenderDragDropTargetRectEx(draw_list, bb, rounding) local g = ImGui.GetCurrentContext() draw_list:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTargetBg), rounding, 0) draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTarget), rounding, g.Style.DragDropTargetBorderSize) end --- @return ImGuiPayload? function ImGui.GetDragDropPayload() local g = ImGui.GetCurrentContext() return (g.DragDropActive and g.DragDropPayload.DataFrameCount ~= -1) and g.DragDropPayload or nil end function ImGui.EndDragDropTarget() local g = ImGui.GetCurrentContext() IM_ASSERT(g.DragDropActive) IM_ASSERT(g.DragDropWithinTarget) g.DragDropWithinTarget = false if g.DragDropPayload.Delivery then ImGui.ClearDragDrop() end end -- Payload methods (C++ ImGuiPayload members): payload:IsDataType(t) etc. also work through these globals function ImGui.PayloadIsDataType(payload, t) return ImGuiPayload_IsDataType(payload, t) end return true end __FILES['imgui_draw.lua'] = function() --- ImGui Sincerely WIP -- (Draw Code) FONT_ATLAS_DEFAULT_TEX_DATA_W = 122 FONT_ATLAS_DEFAULT_TEX_DATA_H = 27 local IM_DRAWLIST_TEX_LINES_WIDTH_MAX = 32 local IM_FONTGLYPH_INDEX_UNUSED = 0xFFFF local IM_FONTGLYPH_INDEX_NOT_FOUND = 0xFFFE --- @param str string --- @return table --- @nodiscard --- @package local function str_to_table(str) local t = {} for i = 1, #str do t[i] = string.sub(str, i, i) end return t end --- @param buf char[] # 1-based --- @param base int # 1-based start index --- @param u32 ImU32 local function write_u32(buf, base, u32) buf[base + 0] = bit32.band(u32, 0xFF) buf[base + 1] = bit32.band(bit32.rshift(u32, 8), 0xFF) buf[base + 2] = bit32.band(bit32.rshift(u32, 16), 0xFF) buf[base + 3] = bit32.band(bit32.rshift(u32, 24), 0xFF) end --- Original ImGui pixel art! local FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS = str_to_table( "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " .. "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" .. "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" .. "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " .. "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " .. "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " .. "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " .. "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " .. "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " .. "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " .. "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " .. "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " .. "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" .. "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" .. "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " .. "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" .. "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " .. "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " .. "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " .. "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " .. " X..X - - X...X - X...X - X..X X..X - - X........X - " .. " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " .. "------------- - X - X -X.....................X- ------------------- " .. " ----------------------------------- X...XXXXXXXXXXXXX...X - " .. " - X..X X..X - " .. " - X.X X.X - " .. " - XX XX - " ) local FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA = { -- Pos .......... Size ......... Offset ....... { ImVec2( 0, 3), ImVec2(12, 19), ImVec2( 0, 0) }, -- ImGuiMouseCursor.Arrow { ImVec2( 13, 0), ImVec2( 7, 16), ImVec2( 1, 8) }, -- ImGuiMouseCursor.TextInput { ImVec2( 31, 0), ImVec2(23, 23), ImVec2(11, 11) }, -- ImGuiMouseCursor.ResizeAll { ImVec2( 21, 0), ImVec2( 9, 23), ImVec2( 4, 11) }, -- ImGuiMouseCursor.ResizeNS { ImVec2( 55, 18), ImVec2(23, 9), ImVec2(11, 4) }, -- ImGuiMouseCursor.ResizeEW { ImVec2( 73, 0), ImVec2(17, 17), ImVec2( 8, 8) }, -- ImGuiMouseCursor.ResizeNESW { ImVec2( 55, 0), ImVec2(17, 17), ImVec2( 8, 8) }, -- ImGuiMouseCursor.ResizeNWSE { ImVec2( 91, 0), ImVec2(17, 22), ImVec2( 5, 0) }, -- ImGuiMouseCursor.Hand { ImVec2( 0, 3), ImVec2(12, 19), ImVec2( 0, 0) }, -- ImGuiMouseCursor.Wait -- Arrow + custom code in ImGui.RenderMouseCursor() { ImVec2( 0, 3), ImVec2(12, 19), ImVec2( 0, 0) }, -- ImGuiMouseCursor.Progress -- Arrow + custom code in ImGui.RenderMouseCursor() { ImVec2(109, 0), ImVec2(13, 15), ImVec2( 6, 7) }, -- ImGuiMouseCursor.NotAllowed } local MT = ImGui.GetMetatables() --- @module "imstb_rectpack" local stbrp = IM_INCLUDE("imstb_rectpack.lua") --- @module "imstb_truetype" local stbtt = IM_INCLUDE("imstb_truetype.lua") --------------------------------------------------------------------------------------- -- [SECTION] STYLE FUNCTIONS --------------------------------------------------------------------------------------- --- @param a ImVec4 --- @param b ImVec4 --- @param t float local function ImLerpV4V4F(a, b, t) return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t) end --- @param dst? ImGuiStyle function ImGui.StyleColorsDark(dst) local style = dst and dst or ImGui.GetStyle() local colors = style.Colors colors[ImGuiCol.Text] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[ImGuiCol.TextDisabled] = ImVec4(0.50, 0.50, 0.50, 1.00) colors[ImGuiCol.WindowBg] = ImVec4(0.06, 0.06, 0.06, 0.94) colors[ImGuiCol.ChildBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.PopupBg] = ImVec4(0.08, 0.08, 0.08, 0.94) colors[ImGuiCol.Border] = ImVec4(0.43, 0.43, 0.50, 0.50) colors[ImGuiCol.BorderShadow] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.FrameBg] = ImVec4(0.16, 0.29, 0.48, 0.54) colors[ImGuiCol.FrameBgHovered] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[ImGuiCol.FrameBgActive] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[ImGuiCol.TitleBg] = ImVec4(0.04, 0.04, 0.04, 1.00) colors[ImGuiCol.TitleBgActive] = ImVec4(0.16, 0.29, 0.48, 1.00) colors[ImGuiCol.TitleBgCollapsed] = ImVec4(0.00, 0.00, 0.00, 0.51) colors[ImGuiCol.MenuBarBg] = ImVec4(0.14, 0.14, 0.14, 1.00) colors[ImGuiCol.ScrollbarBg] = ImVec4(0.02, 0.02, 0.02, 0.53) colors[ImGuiCol.ScrollbarGrab] = ImVec4(0.31, 0.31, 0.31, 1.00) colors[ImGuiCol.ScrollbarGrabHovered] = ImVec4(0.41, 0.41, 0.41, 1.00) colors[ImGuiCol.ScrollbarGrabActive] = ImVec4(0.51, 0.51, 0.51, 1.00) colors[ImGuiCol.CheckMark] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.CheckboxSelectedBg] = ImLerpV4V4F(colors[ImGuiCol.FrameBg], colors[ImGuiCol.FrameBgHovered], 0.65) colors[ImGuiCol.SliderGrab] = ImVec4(0.24, 0.52, 0.88, 1.00) colors[ImGuiCol.SliderGrabActive] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.Button] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[ImGuiCol.ButtonHovered] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.ButtonActive] = ImVec4(0.06, 0.53, 0.98, 1.00) colors[ImGuiCol.Header] = ImVec4(0.26, 0.59, 0.98, 0.31) colors[ImGuiCol.HeaderHovered] = ImVec4(0.26, 0.59, 0.98, 0.80) colors[ImGuiCol.HeaderActive] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.Separator] = colors[ImGuiCol.Border] colors[ImGuiCol.SeparatorHovered] = ImVec4(0.10, 0.40, 0.75, 0.78) colors[ImGuiCol.SeparatorActive] = ImVec4(0.10, 0.40, 0.75, 1.00) colors[ImGuiCol.ResizeGrip] = ImVec4(0.26, 0.59, 0.98, 0.20) colors[ImGuiCol.ResizeGripHovered] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[ImGuiCol.ResizeGripActive] = ImVec4(0.26, 0.59, 0.98, 0.95) colors[ImGuiCol.InputTextCursor] = colors[ImGuiCol.Text] colors[ImGuiCol.TabHovered] = colors[ImGuiCol.HeaderHovered] colors[ImGuiCol.Tab] = ImLerpV4V4F(colors[ImGuiCol.Header], colors[ImGuiCol.TitleBgActive], 0.80) colors[ImGuiCol.TabSelected] = ImLerpV4V4F(colors[ImGuiCol.HeaderActive], colors[ImGuiCol.TitleBgActive], 0.60) colors[ImGuiCol.TabSelectedOverline] = colors[ImGuiCol.HeaderActive] colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.50, 0.50, 0.50, 0.00) colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.HeaderActive].x, colors[ImGuiCol.HeaderActive].y, colors[ImGuiCol.HeaderActive].z, colors[ImGuiCol.HeaderActive].w * 0.7) colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(0.61, 0.61, 0.61, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[ImGuiCol.PlotHistogramHovered] = ImVec4(1.00, 0.60, 0.00, 1.00) colors[ImGuiCol.TableHeaderBg] = ImVec4(0.19, 0.19, 0.20, 1.00) colors[ImGuiCol.TableBorderStrong] = ImVec4(0.31, 0.31, 0.35, 1.00) colors[ImGuiCol.TableBorderLight] = ImVec4(0.23, 0.23, 0.25, 1.00) colors[ImGuiCol.TableRowBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.TableRowBgAlt] = ImVec4(1.00, 1.00, 1.00, 0.06) colors[ImGuiCol.TextLink] = colors[ImGuiCol.HeaderActive] colors[ImGuiCol.TextSelectedBg] = ImVec4(0.26, 0.59, 0.98, 0.35) colors[ImGuiCol.TreeLines] = colors[ImGuiCol.Border] colors[ImGuiCol.DragDropTarget] = ImVec4(1.00, 1.00, 0.00, 0.90) colors[ImGuiCol.DragDropTargetBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.UnsavedMarker] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[ImGuiCol.NavCursor] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.NavWindowingHighlight] = ImVec4(1.00, 1.00, 1.00, 0.70) colors[ImGuiCol.NavWindowingDimBg] = ImVec4(0.80, 0.80, 0.80, 0.20) colors[ImGuiCol.ModalWindowDimBg] = ImVec4(0.80, 0.80, 0.80, 0.35) end --- @param dst? ImGuiStyle function ImGui.StyleColorsClassic(dst) local style = dst and dst or ImGui.GetStyle() local colors = style.Colors colors[ImGuiCol.Text] = ImVec4(0.90, 0.90, 0.90, 1.00) colors[ImGuiCol.TextDisabled] = ImVec4(0.60, 0.60, 0.60, 1.00) colors[ImGuiCol.WindowBg] = ImVec4(0.00, 0.00, 0.00, 0.85) colors[ImGuiCol.ChildBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.PopupBg] = ImVec4(0.11, 0.11, 0.14, 0.92) colors[ImGuiCol.Border] = ImVec4(0.50, 0.50, 0.50, 0.50) colors[ImGuiCol.BorderShadow] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.FrameBg] = ImVec4(0.43, 0.43, 0.43, 0.39) colors[ImGuiCol.FrameBgHovered] = ImVec4(0.47, 0.47, 0.69, 0.40) colors[ImGuiCol.FrameBgActive] = ImVec4(0.42, 0.41, 0.64, 0.69) colors[ImGuiCol.TitleBg] = ImVec4(0.27, 0.27, 0.54, 0.83) colors[ImGuiCol.TitleBgActive] = ImVec4(0.32, 0.32, 0.63, 0.87) colors[ImGuiCol.TitleBgCollapsed] = ImVec4(0.40, 0.40, 0.80, 0.20) colors[ImGuiCol.MenuBarBg] = ImVec4(0.40, 0.40, 0.55, 0.80) colors[ImGuiCol.ScrollbarBg] = ImVec4(0.20, 0.25, 0.30, 0.60) colors[ImGuiCol.ScrollbarGrab] = ImVec4(0.40, 0.40, 0.80, 0.30) colors[ImGuiCol.ScrollbarGrabHovered] = ImVec4(0.40, 0.40, 0.80, 0.40) colors[ImGuiCol.ScrollbarGrabActive] = ImVec4(0.41, 0.39, 0.80, 0.60) colors[ImGuiCol.CheckMark] = ImVec4(0.90, 0.90, 0.90, 0.50) colors[ImGuiCol.CheckboxSelectedBg] = ImLerpV4V4F(colors[ImGuiCol.FrameBg], colors[ImGuiCol.FrameBgActive], 0.65) colors[ImGuiCol.SliderGrab] = ImVec4(1.00, 1.00, 1.00, 0.30) colors[ImGuiCol.SliderGrabActive] = ImVec4(0.41, 0.39, 0.80, 0.60) colors[ImGuiCol.Button] = ImVec4(0.35, 0.40, 0.61, 0.62) colors[ImGuiCol.ButtonHovered] = ImVec4(0.40, 0.48, 0.71, 0.79) colors[ImGuiCol.ButtonActive] = ImVec4(0.46, 0.54, 0.80, 1.00) colors[ImGuiCol.Header] = ImVec4(0.40, 0.40, 0.90, 0.45) colors[ImGuiCol.HeaderHovered] = ImVec4(0.45, 0.45, 0.90, 0.80) colors[ImGuiCol.HeaderActive] = ImVec4(0.53, 0.53, 0.87, 0.80) colors[ImGuiCol.Separator] = ImVec4(0.50, 0.50, 0.50, 0.60) colors[ImGuiCol.SeparatorHovered] = ImVec4(0.60, 0.60, 0.70, 1.00) colors[ImGuiCol.SeparatorActive] = ImVec4(0.70, 0.70, 0.90, 1.00) colors[ImGuiCol.ResizeGrip] = ImVec4(1.00, 1.00, 1.00, 0.10) colors[ImGuiCol.ResizeGripHovered] = ImVec4(0.78, 0.82, 1.00, 0.60) colors[ImGuiCol.ResizeGripActive] = ImVec4(0.78, 0.82, 1.00, 0.90) colors[ImGuiCol.InputTextCursor] = colors[ImGuiCol.Text] colors[ImGuiCol.TabHovered] = colors[ImGuiCol.HeaderHovered] colors[ImGuiCol.Tab] = ImLerpV4V4F(colors[ImGuiCol.Header], colors[ImGuiCol.TitleBgActive], 0.80) colors[ImGuiCol.TabSelected] = ImLerpV4V4F(colors[ImGuiCol.HeaderActive], colors[ImGuiCol.TitleBgActive], 0.60) colors[ImGuiCol.TabSelectedOverline] = colors[ImGuiCol.HeaderActive] colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.53, 0.53, 0.87, 0.00) colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.Header].x, colors[ImGuiCol.Header].y, colors[ImGuiCol.Header].z, colors[ImGuiCol.Header].w * 0.7) colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[ImGuiCol.PlotHistogramHovered] = ImVec4(1.00, 0.60, 0.00, 1.00) colors[ImGuiCol.TableHeaderBg] = ImVec4(0.27, 0.27, 0.38, 1.00) colors[ImGuiCol.TableBorderStrong] = ImVec4(0.31, 0.31, 0.45, 1.00) colors[ImGuiCol.TableBorderLight] = ImVec4(0.26, 0.26, 0.28, 1.00) colors[ImGuiCol.TableRowBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.TableRowBgAlt] = ImVec4(1.00, 1.00, 1.00, 0.07) colors[ImGuiCol.TextLink] = colors[ImGuiCol.HeaderActive] colors[ImGuiCol.TextSelectedBg] = ImVec4(0.00, 0.00, 1.00, 0.35) colors[ImGuiCol.TreeLines] = colors[ImGuiCol.Border] colors[ImGuiCol.DragDropTarget] = ImVec4(1.00, 1.00, 0.00, 0.90) colors[ImGuiCol.DragDropTargetBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.UnsavedMarker] = ImVec4(0.90, 0.90, 0.90, 1.00) colors[ImGuiCol.NavCursor] = colors[ImGuiCol.HeaderHovered] colors[ImGuiCol.NavWindowingHighlight] = ImVec4(1.00, 1.00, 1.00, 0.70) colors[ImGuiCol.NavWindowingDimBg] = ImVec4(0.80, 0.80, 0.80, 0.20) colors[ImGuiCol.ModalWindowDimBg] = ImVec4(0.20, 0.20, 0.20, 0.35) end -- Those light colors are better suited with a thicker font than the default one + FrameBorder --- @param dst? ImGuiStyle function ImGui.StyleColorsLight(dst) local style = dst and dst or ImGui.GetStyle() local colors = style.Colors colors[ImGuiCol.Text] = ImVec4(0.00, 0.00, 0.00, 1.00) colors[ImGuiCol.TextDisabled] = ImVec4(0.60, 0.60, 0.60, 1.00) colors[ImGuiCol.WindowBg] = ImVec4(0.94, 0.94, 0.94, 1.00) colors[ImGuiCol.ChildBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.PopupBg] = ImVec4(1.00, 1.00, 1.00, 0.98) colors[ImGuiCol.Border] = ImVec4(0.00, 0.00, 0.00, 0.30) colors[ImGuiCol.BorderShadow] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.FrameBg] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[ImGuiCol.FrameBgHovered] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[ImGuiCol.FrameBgActive] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[ImGuiCol.TitleBg] = ImVec4(0.96, 0.96, 0.96, 1.00) colors[ImGuiCol.TitleBgActive] = ImVec4(0.82, 0.82, 0.82, 1.00) colors[ImGuiCol.TitleBgCollapsed] = ImVec4(1.00, 1.00, 1.00, 0.51) colors[ImGuiCol.MenuBarBg] = ImVec4(0.86, 0.86, 0.86, 1.00) colors[ImGuiCol.ScrollbarBg] = ImVec4(0.98, 0.98, 0.98, 0.53) colors[ImGuiCol.ScrollbarGrab] = ImVec4(0.69, 0.69, 0.69, 0.80) colors[ImGuiCol.ScrollbarGrabHovered] = ImVec4(0.49, 0.49, 0.49, 0.80) colors[ImGuiCol.ScrollbarGrabActive] = ImVec4(0.49, 0.49, 0.49, 1.00) colors[ImGuiCol.CheckMark] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.CheckboxSelectedBg] = ImVec4(0.95, 0.97, 1.00, 1.00) colors[ImGuiCol.SliderGrab] = ImVec4(0.26, 0.59, 0.98, 0.78) colors[ImGuiCol.SliderGrabActive] = ImVec4(0.46, 0.54, 0.80, 0.60) colors[ImGuiCol.Button] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[ImGuiCol.ButtonHovered] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.ButtonActive] = ImVec4(0.06, 0.53, 0.98, 1.00) colors[ImGuiCol.Header] = ImVec4(0.26, 0.59, 0.98, 0.31) colors[ImGuiCol.HeaderHovered] = ImVec4(0.26, 0.59, 0.98, 0.80) colors[ImGuiCol.HeaderActive] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[ImGuiCol.Separator] = ImVec4(0.39, 0.39, 0.39, 0.62) colors[ImGuiCol.SeparatorHovered] = ImVec4(0.14, 0.44, 0.80, 0.78) colors[ImGuiCol.SeparatorActive] = ImVec4(0.14, 0.44, 0.80, 1.00) colors[ImGuiCol.ResizeGrip] = ImVec4(0.35, 0.35, 0.35, 0.17) colors[ImGuiCol.ResizeGripHovered] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[ImGuiCol.ResizeGripActive] = ImVec4(0.26, 0.59, 0.98, 0.95) colors[ImGuiCol.InputTextCursor] = colors[ImGuiCol.Text] colors[ImGuiCol.TabHovered] = colors[ImGuiCol.HeaderHovered] colors[ImGuiCol.Tab] = ImLerpV4V4F(colors[ImGuiCol.Header], colors[ImGuiCol.TitleBgActive], 0.90) colors[ImGuiCol.TabSelected] = ImLerpV4V4F(colors[ImGuiCol.HeaderActive], colors[ImGuiCol.TitleBgActive], 0.60) colors[ImGuiCol.TabSelectedOverline] = colors[ImGuiCol.HeaderActive] colors[ImGuiCol.TabDimmed] = ImLerpV4V4F(colors[ImGuiCol.Tab], colors[ImGuiCol.TitleBg], 0.80) colors[ImGuiCol.TabDimmedSelected] = ImLerpV4V4F(colors[ImGuiCol.TabSelected], colors[ImGuiCol.TitleBg], 0.40) colors[ImGuiCol.TabDimmedSelectedOverline] = ImVec4(0.26, 0.59, 1.00, 0.00) colors[ImGuiCol.DockingPreview] = ImVec4(colors[ImGuiCol.Header].x, colors[ImGuiCol.Header].y, colors[ImGuiCol.Header].z, colors[ImGuiCol.Header].w * 0.7) colors[ImGuiCol.DockingEmptyBg] = ImVec4(0.68, 0.69, 0.73, 1.00) colors[ImGuiCol.PlotLines] = ImVec4(0.39, 0.39, 0.39, 1.00) colors[ImGuiCol.PlotLinesHovered] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[ImGuiCol.PlotHistogram] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[ImGuiCol.PlotHistogramHovered] = ImVec4(1.00, 0.45, 0.00, 1.00) colors[ImGuiCol.TableHeaderBg] = ImVec4(0.78, 0.87, 0.98, 1.00) colors[ImGuiCol.TableBorderStrong] = ImVec4(0.57, 0.57, 0.64, 1.00) colors[ImGuiCol.TableBorderLight] = ImVec4(0.68, 0.68, 0.74, 1.00) colors[ImGuiCol.TableRowBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.TableRowBgAlt] = ImVec4(0.30, 0.30, 0.30, 0.09) colors[ImGuiCol.TextLink] = colors[ImGuiCol.HeaderActive] colors[ImGuiCol.TextSelectedBg] = ImVec4(0.26, 0.59, 0.98, 0.35) colors[ImGuiCol.TreeLines] = colors[ImGuiCol.Border] colors[ImGuiCol.DragDropTarget] = ImVec4(0.26, 0.59, 0.98, 0.95) colors[ImGuiCol.DragDropTargetBg] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[ImGuiCol.UnsavedMarker] = ImVec4(0.00, 0.00, 0.00, 1.00) colors[ImGuiCol.NavCursor] = colors[ImGuiCol.HeaderHovered] colors[ImGuiCol.NavWindowingHighlight] = ImVec4(0.70, 0.70, 0.70, 0.70) colors[ImGuiCol.NavWindowingDimBg] = ImVec4(0.20, 0.20, 0.20, 0.20) colors[ImGuiCol.ModalWindowDimBg] = ImVec4(0.20, 0.20, 0.20, 0.35) end --- @param draw_list ImDrawList --- @param vert_start_idx int --- @param vert_end_idx int --- @param gradient_p0 ImVec2 --- @param gradient_p1 ImVec2 --- @param col0 ImU32 --- @param col1 ImU32 function ImGui.ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col0, col1) local gradient_extent = gradient_p1 - gradient_p0 local gradient_inv_length2 = 1.0 / ImLengthSqr(gradient_extent) local col0_r = bit32.band(bit32.rshift(col0, IM_COL32_R_SHIFT), 0xFF) local col0_g = bit32.band(bit32.rshift(col0, IM_COL32_G_SHIFT), 0xFF) local col0_b = bit32.band(bit32.rshift(col0, IM_COL32_B_SHIFT), 0xFF) local col_delta_r = bit32.band(bit32.rshift(col1, IM_COL32_R_SHIFT), 0xFF) - col0_r local col_delta_g = bit32.band(bit32.rshift(col1, IM_COL32_G_SHIFT), 0xFF) - col0_g local col_delta_b = bit32.band(bit32.rshift(col1, IM_COL32_B_SHIFT), 0xFF) - col0_b for vert_idx = vert_start_idx, vert_end_idx - 1 do local vert = draw_list.VtxBuffer.Data[vert_idx] local d = ImDot(vert[1] - gradient_p0, gradient_extent) local t = ImClamp(d * gradient_inv_length2, 0.0, 1.0) local r = math.floor(col0_r + col_delta_r * t) local g = math.floor(col0_g + col_delta_g * t) local b = math.floor(col0_b + col_delta_b * t) vert[3] = bit32.bor(bit32.lshift(r, IM_COL32_R_SHIFT), bit32.lshift(g, IM_COL32_G_SHIFT), bit32.lshift(b, IM_COL32_B_SHIFT), bit32.band(vert[3], IM_COL32_A_MASK)) end end -- Rotate and translate vertices [vert_start_idx, vert_end_idx) (1-based, like _VtxCurrentIdx) function ImGui.ShadeVertsTransformPos(draw_list, vert_start_idx, vert_end_idx, pivot_in, cos_a, sin_a, pivot_out) local data = draw_list.VtxBuffer.Data local pix, piy, pox, poy = pivot_in.x, pivot_in.y, pivot_out.x, pivot_out.y for i = vert_start_idx, vert_end_idx - 1 do local pos = data[i][1] local x, y = pos[1] - pix, pos[2] - piy pos[1] = x * cos_a - y * sin_a + pox pos[2] = x * sin_a + y * cos_a + poy end end -- Distribute UV over (a, b) rectangle --- @param draw_list ImDrawList --- @param vert_start_idx int --- @param vert_end_idx int --- @param a ImVec2 --- @param b ImVec2 --- @param uv_a ImVec2 --- @param uv_b ImVec2 --- @param clamp bool function ImGui.ShadeVertsLinearUV(draw_list, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, clamp) local size = b - a local uv_size = uv_b - uv_a local scale = ImVec2( (size.x ~= 0.0) and (uv_size.x / size.x) or 0.0, (size.y ~= 0.0) and (uv_size.y / size.y) or 0.0 ) local vertex local verts = draw_list.VtxBuffer.Data if clamp then local min = ImMin(uv_a, uv_b) local max = ImMax(uv_a, uv_b) for vert_idx = vert_start_idx, vert_end_idx - 1 do vertex = verts[vert_idx] ImVec2_Copy(vertex[2], ImClamp(uv_a + ImMul(vertex[1] - a, scale), min, max)) end else for vert_idx = vert_start_idx, vert_end_idx - 1 do vertex = verts[vert_idx] ImVec2_Copy(vertex[2], uv_a + ImMul(vertex[1] - a, scale)) end end end --- Forward Declarations local ImFontAtlasTextureAdd local ImFontAtlasTextureGrow local ImFontAtlasTextureGetSizeEstimate local ImFontAtlasTextureBlockCopy local ImFontAtlasTextureBlockConvert local ImFontAtlasTextureBlockPostProcess local ImFontAtlasTextureBlockPostProcessMultiply local ImFontAtlasTextureBlockQueueUpload local ImFontAtlasTextureCompact local ImFontAtlasPackInit local ImFontAtlasPackAddRect local ImFontAtlasPackGetRect local ImFontAtlasPackGetRectSafe local ImFontAtlasBakedAdd local ImFontAtlasBakedAddFontGlyph local ImFontAtlasBakedAddFontGlyphAdvancedX local ImFontAtlasBakedDiscard local ImFontAtlasBakedGetOrAdd local ImFontAtlasBakedGetId local ImFontAtlasBakedGetClosestMatch local ImFontAtlasBuildInit local ImFontAtlasBuildSetTexture local ImFontAtlasBuildUpdateTexDataLines local ImFontAtlasBuildUpdateTexDataBasic local ImFontAtlasBuildSetupFontLoader local ImFontAtlasBuildSetupFontSpecialGlyphs local ImFontAtlasBuildSetupFontBakedBlanks local ImFontAtlasBuildSetupFontBakedEllipsis local ImFontAtlasBuildSetupFontBakedFallback local ImFontAtlasBuildDestroy local ImFontAtlasBuildAcceptCodepointForSource local ImFontAtlasBuildNotifySetFont local ImFontAtlasBuildRenderBitmapFromString local ImFontAtlasFontSourceInit local ImFontAtlasFontSourceAddToFont local ImFontAtlasFontDestroySourceData local ImFontAtlasFontDestroyOutput local ImFontBaked_BuildGrowIndex local ImFontBaked_BuildLoadGlyph local ImFontBaked_BuildLoadGlyphAdvanceX local ImTextInitClassifiers local ImTextClassifierGet local ImTextClassifierClear local ImTextClassifierSetCharClass local ImTextClassifierSetCharClassFromStr local ImTextureDataGetFormatBytesPerPixel function MT.ImFontAtlas:Clear() IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas:Clear()") local backup_renderer_has_textures = self.RendererHasTextures self.RendererHasTextures = false self:ClearFonts() self:ClearTexData() self.RendererHasTextures = backup_renderer_has_textures end function MT.ImFontAtlas:SetFontLoader(font_loader) ImFontAtlasBuildSetupFontLoader(self, font_loader) end function MT.ImFontAtlas:ClearInputData() IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") for _, font in self.Fonts:iter() do ImFontAtlasFontDestroyOutput(self, font) end for _, font_cfg in self.Sources:iter() do ImFontAtlasFontDestroySourceData(self, font_cfg) end for _, font in self.Fonts:iter() do font.Sources:clear() font.Flags = bit32.bor(font.Flags, ImFontFlags.NoLoadGlyphs) end self.Sources:clear() end function MT.ImFontAtlas:ClearTexData() IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") IM_ASSERT(self.RendererHasTextures == false, "Not supported for dynamic atlases, but you may call Clear().") for _, tex in self.TexList:iter() do tex:DestroyPixels() end end function MT.ImFontAtlas:CompactCache() ImFontAtlasTextureCompact(self) end function MT.ImFontAtlas:ClearFonts() IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas:ClearFonts()") IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") for _, font in self.Fonts:iter() do ImFontAtlasBuildNotifySetFont(self, font, nil) end ImFontAtlasBuildDestroy(self) self:ClearInputData() self.Fonts:clear_delete() self.TexIsBuilt = false for _, shared_data in self.DrawListSharedDatas:iter() do if shared_data.FontAtlas == self then shared_data.Font = nil shared_data.FontSize = 0.0 shared_data.FontScale = 0.0 end end end --- @param tex ImTextureData function ImTextureDataUpdateNewFrame(tex) local remove_from_list = false if tex.Status == ImTextureStatus.OK then tex.Updates:resize(0) tex.UpdateRect.x = 65535 tex.UpdateRect.y = 65535 tex.UpdateRect.w = 0 tex.UpdateRect.h = 0 end if (tex.WantDestroyNextFrame and tex.Status ~= ImTextureStatus.Destroyed and tex.Status ~= ImTextureStatus.WantDestroy) then IM_ASSERT(tex.Status == ImTextureStatus.OK or tex.Status == ImTextureStatus.WantCreate or tex.Status == ImTextureStatus.WantUpdates) tex.Status = ImTextureStatus.WantDestroy end if (tex.Status == ImTextureStatus.WantDestroy and tex.TexID == ImTextureID_Invalid and tex.BackendUserData == nil and tex.QueueUserData == nil) then tex.Status = ImTextureStatus.Destroyed end if (tex.Status == ImTextureStatus.Destroyed) then IM_ASSERT(tex.TexID == ImTextureID_Invalid and tex.BackendUserData == nil, "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!") IM_ASSERT(tex.QueueUserData == nil, "Texture queue set Status to Destroyed but did not clear QueueUserData!") if (tex.WantDestroyNextFrame) then remove_from_list = true else tex.Status = ImTextureStatus.WantCreate end end if (tex.Status == ImTextureStatus.WantDestroy) then tex.UnusedFrames = tex.UnusedFrames + 1 end return remove_from_list end --- @param atlas ImFontAtlas --- @param frame_count int --- @param renderer_has_textures any function ImFontAtlasUpdateNewFrame(atlas, frame_count, renderer_has_textures) IM_ASSERT(atlas.Builder == nil or atlas.Builder.FrameCount < frame_count) atlas.RendererHasTextures = renderer_has_textures local tex_n = 1 while tex_n <= atlas.TexList.Size do local tex = atlas.TexList.Data[tex_n] if (tex.Status == ImTextureStatus.WantCreate and atlas.RendererHasTextures) then IM_ASSERT(tex.TexID == ImTextureID_Invalid and tex.BackendUserData == nil, "Backend set texture's TexID/BackendUserData but did not update Status to OK.") end local remove_from_list = ImTextureDataUpdateNewFrame(tex) if remove_from_list then IM_ASSERT(atlas.TexData ~= tex) tex:DestroyPixels() atlas.TexList:erase(tex_n) tex_n = tex_n - 1 end tex_n = tex_n + 1 end if (atlas.RendererHasTextures) then atlas.TexIsBuilt = true if (atlas.Builder == nil) then ImFontAtlasBuildMain(atlas) end end if (not atlas.RendererHasTextures) then IM_ASSERT_USER_ERROR(atlas.TexIsBuilt, "Backend does not support ImGuiBackendFlags.RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().") end if (atlas.TexIsBuilt and atlas.Builder.PreloadedAllGlyphsRanges) then IM_ASSERT_USER_ERROR(atlas.RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags.RendererHasTextures got set! With new backends: you don't need to call Build().") end local builder = atlas.Builder builder.FrameCount = frame_count for _, font in atlas.Fonts:iter() do font.LastBaked = nil end if builder.BakedDiscardedCount > 0 then local dst_n = 1 for src_n = 1, builder.BakedPool.Size do repeat local p_src = builder.BakedPool.Data[src_n] if p_src.WantDestroy then break end local p_dst = builder.BakedPool.Data[dst_n] dst_n = dst_n + 1 if p_dst == p_src then break end builder.BakedPool.Data[dst_n - 1] = p_src builder.BakedMap[p_src.BakedId] = p_src until true end IM_ASSERT(dst_n - 1 + builder.BakedDiscardedCount == builder.BakedPool.Size) builder.BakedPool.Size = builder.BakedPool.Size - builder.BakedDiscardedCount builder.BakedDiscardedCount = 0 end end --- @param src_pixels unsigned_char[] --- @param src_fmt ImTextureFormat --- @param src_pitch int --- @param dst_pixels unsigned_char[] --- @param dst_pixels_base int --- @param dst_fmt ImTextureFormat --- @param dst_pitch int --- @param w int --- @param h int function ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, dst_pixels, dst_pixels_base, dst_fmt, dst_pitch, w, h) IM_ASSERT(src_pixels ~= nil and dst_pixels ~= nil) local src_pixels_base = 1 if src_fmt == dst_fmt then local line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt) for ny = h, 1, -1 do ImStd.memmove(dst_pixels, dst_pixels_base, src_pixels, src_pixels_base, line_sz) src_pixels_base = src_pixels_base + src_pitch dst_pixels_base = dst_pixels_base + dst_pitch end elseif src_fmt == ImTextureFormat.Alpha8 and dst_fmt == ImTextureFormat.RGBA32 then for ny = h, 1, -1 do for nx = w, 1, -1 do local alpha = src_pixels[src_pixels_base + 0] src_pixels_base = src_pixels_base + 1 write_u32(dst_pixels, dst_pixels_base, IM_COL32(255, 255, 255, alpha)) dst_pixels_base = dst_pixels_base + 4 end src_pixels_base = src_pixels_base + (src_pitch - w) dst_pixels_base = dst_pixels_base + (dst_pitch - w * 4) end elseif src_fmt == ImTextureFormat.RGBA32 and dst_fmt == ImTextureFormat.Alpha8 then for ny = h, 1, -1 do for nx = w, 1, -1 do local alpha = src_pixels[src_pixels_base + 3] src_pixels_base = src_pixels_base + 4 dst_pixels[dst_pixels_base + 0] = alpha dst_pixels_base = dst_pixels_base + 1 end src_pixels_base = src_pixels_base + (src_pitch - w * 4) dst_pixels_base = dst_pixels_base + (dst_pitch - w) end else IM_ASSERT(false) end end --- @param data ImFontAtlasPostProcessData function ImFontAtlasTextureBlockPostProcess(data) if data.FontSrc.RasterizerMultiply ~= 1.0 then ImFontAtlasTextureBlockPostProcessMultiply(data, data.FontSrc.RasterizerMultiply) end end --- @param data ImFontAtlasPostProcessData --- @param multiply_factor float function ImFontAtlasTextureBlockPostProcessMultiply(data, multiply_factor) local pixels, pixels_base = data.Pixels, data._PixelsBase local pitch = data.Pitch if data.Format == ImTextureFormat.Alpha8 then for ny = data.Height, 1, -1 do local p = pixels_base for nx = data.Width, 1, -1 do local v = ImMin(ImFloor(pixels[p + 0] * multiply_factor), 255) pixels[p + 0] = v p = p + 1 end pixels_base = pixels_base + pitch end elseif data.Format == ImTextureFormat.RGBA32 then for ny = data.Height, 1, -1 do local p = pixels_base for nx = data.Width, 1, -1 do local a = ImMin(ImFloor(pixels[p + 3] * multiply_factor), 255) write_u32(pixels, p, IM_COL32(pixels[p + 0], pixels[p + 1], pixels[p + 2], a)) p = p + 4 end pixels_base = pixels_base + pitch end else IM_ASSERT(false) end end --- @param src_tex ImTextureData --- @param src_x int --- @param src_y int --- @param dst_tex ImTextureData --- @param dst_x int --- @param dst_y int --- @param w int --- @param h int function ImFontAtlasTextureBlockCopy(src_tex, src_x, src_y, dst_tex, dst_x, dst_y, w, h) IM_ASSERT(src_tex.Pixels ~= nil and dst_tex.Pixels ~= nil) IM_ASSERT(src_tex.Format == dst_tex.Format) IM_ASSERT(src_x >= 0 and src_x + w <= src_tex.Width) IM_ASSERT(src_y >= 0 and src_y + h <= src_tex.Height) IM_ASSERT(dst_x >= 0 and dst_x + w <= dst_tex.Width) IM_ASSERT(dst_y >= 0 and dst_y + h <= dst_tex.Height) for y = 0, h - 1 do local dst, dst_base = dst_tex:GetPixelsAt(dst_x, dst_y + y) local src, src_base = src_tex:GetPixelsAt(src_x, src_y + y) ImStd.memmove(dst, dst_base, src, src_base, w * dst_tex.BytesPerPixel) end end --- @param tex ImTextureData --- @param x int --- @param y int --- @param w int --- @param h int local function ImTextureDataQueueUpload(tex, x, y, w, h) IM_ASSERT(tex.Status ~= ImTextureStatus.WantDestroy and tex.Status ~= ImTextureStatus.Destroyed) IM_ASSERT(x >= 0 and x <= 0xFFFF and y >= 0 and y <= 0xFFFF and w >= 0 and x + w <= 0x10000 and h >= 0 and y + h <= 0x10000) local req = ImTextureRect(x, y, w, h) -- (unsigned short) local new_x1 = ImMax(tex.UpdateRect.w == 0 and 0 or tex.UpdateRect.x + tex.UpdateRect.w, req.x + req.w) local new_y1 = ImMax(tex.UpdateRect.h == 0 and 0 or tex.UpdateRect.y + tex.UpdateRect.h, req.y + req.h) tex.UpdateRect.x = ImMin(tex.UpdateRect.x, req.x) tex.UpdateRect.y = ImMin(tex.UpdateRect.y, req.y) tex.UpdateRect.w = (new_x1 - tex.UpdateRect.x) -- (unsigned short) tex.UpdateRect.h = (new_y1 - tex.UpdateRect.y) -- (unsigned short) tex.UsedRect.x = ImMin(tex.UsedRect.x, req.x) tex.UsedRect.y = ImMin(tex.UsedRect.y, req.y) tex.UsedRect.w = (ImMax(tex.UsedRect.x + tex.UsedRect.w, req.x + req.w) - tex.UsedRect.x) -- (unsigned short) tex.UsedRect.h = (ImMax(tex.UsedRect.y + tex.UsedRect.h, req.y + req.h) - tex.UsedRect.y) -- (unsigned short) if (tex.Status == ImTextureStatus.OK or tex.Status == ImTextureStatus.WantUpdates) then tex.Status = ImTextureStatus.WantUpdates tex.Updates:push_back(req) end end --- @param atlas ImFontAtlas --- @param tex ImTextureData --- @param x int --- @param y int --- @param w int --- @param h int function ImFontAtlasTextureBlockQueueUpload(atlas, tex, x, y, w, h) ImTextureDataQueueUpload(tex, x, y, w, h) atlas.TexIsBuilt = false end --- @param atlas ImFontAtlas --- @param baked ImFontBaked --- @param src ImFontConfig --- @param glyph ImFontGlyph --- @param r ImTextureRect --- @param src_pixels unsigned_char[] --- @param src_fmt ImTextureFormat --- @param src_pitch int local function ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, glyph, r, src_pixels, src_fmt, src_pitch) local tex = atlas.TexData IM_ASSERT(r.x + r.w <= tex.Width and r.y + r.h <= tex.Height) local out_p, out_p_base = tex:GetPixelsAt(r.x, r.y) IM_ASSERT(out_p ~= nil) ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, out_p, out_p_base, tex.Format, tex:GetPitch(), r.w, r.h) local pp_data = ImFontAtlasPostProcessData(atlas, baked.OwnerFont, src, baked, glyph, out_p, out_p_base, tex.Format, tex:GetPitch(), r.w, r.h) ImFontAtlasTextureBlockPostProcess(pp_data) ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h) end local function ImFontAtlasBuildGetOversampleFactors(src, baked) local raster_size = baked.Size * baked.RasterizerDensity * src.RasterizerDensity local out_oversample_h if src.OversampleH ~= 0 then out_oversample_h = src.OversampleH elseif raster_size > 36.0 or src.PixelSnapH then out_oversample_h = 1 else out_oversample_h = 2 end local out_oversample_v = (src.OversampleV ~= 0) and src.OversampleV or 1 return out_oversample_h, out_oversample_v end local function ImFontAtlasBuildDiscardBakes(atlas, unused_frames) local builder = atlas.Builder for baked_n = 1, builder.BakedPool.Size do repeat local baked = builder.BakedPool[baked_n] if (baked.LastUsedFrame + unused_frames > atlas.Builder.FrameCount) then break end if (baked.WantDestroy or (bit32.band(baked.OwnerFont.Flags, ImFontFlags.LockBakedSizes) ~= 0)) then break end ImFontAtlasBakedDiscard(atlas, baked.OwnerFont, baked) until true end end --- @param atlas ImFontAtlas --- @param data ImDrawListSharedData function ImFontAtlasAddDrawListSharedData(atlas, data) IM_ASSERT(not atlas.DrawListSharedDatas:contains(data)) atlas.DrawListSharedDatas:push_back(data) end --- @param atlas ImFontAtlas --- @param data ImDrawListSharedData function ImFontAtlasRemoveDrawListSharedData(atlas, data) IM_ASSERT(atlas.DrawListSharedDatas:contains(data)) atlas.DrawListSharedDatas:find_erase(data) end --- @param atlas ImFontAtlas --- @param w int --- @param h int local function ImFontAtlasTextureRepack(atlas, w, h) local builder = atlas.Builder builder.LockDisableResize = true local old_tex = atlas.TexData local new_tex = ImFontAtlasTextureAdd(atlas, w, h) new_tex.UseColors = old_tex.UseColors IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d", old_tex.UniqueID, old_tex.Width, old_tex.Height, new_tex.UniqueID, new_tex.Width, new_tex.Height) ImFontAtlasPackInit(atlas) local old_rects = ImVector() local old_index = builder.RectsIndex:copy() old_rects:swap(builder.Rects) for _, index_entry in builder.RectsIndex:iter() do repeat if index_entry.IsUsed == false then break end local old_r = old_rects[index_entry.TargetIndex + 1] if (old_r.w == 0 and old_r.h == 0) then break end local new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, index_entry) if new_r_id == ImFontAtlasRectId_Invalid then IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.", new_tex.UniqueID) new_tex.WantDestroyNextFrame = true builder.Rects:swap(old_rects) builder.RectsIndex = old_index ImFontAtlasBuildSetTexture(atlas, old_tex) ImFontAtlasTextureGrow(atlas, w, h) return end IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder.RectsIndex:index_from_ptr(index_entry)) local new_r = ImFontAtlasPackGetRect(atlas, new_r_id) ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r.x, new_r.y, new_r.w, new_r.h) until true end IM_ASSERT(old_rects.Size == builder.Rects.Size + builder.RectsDiscardedCount) builder.RectsDiscardedCount = 0 builder.RectsDiscardedSurface = 0 for baked_n = 1, builder.BakedPool.Size do for _, glyph in builder.BakedPool[baked_n].Glyphs:iter() do if (glyph.PackId ~= ImFontAtlasRectId_Invalid) then local r = ImFontAtlasPackGetRect(atlas, glyph.PackId) glyph.U0 = (r.x) * atlas.TexUvScale.x glyph.V0 = (r.y) * atlas.TexUvScale.y glyph.U1 = (r.x + r.w) * atlas.TexUvScale.x glyph.V1 = (r.y + r.h) * atlas.TexUvScale.y end end end ImFontAtlasBuildUpdateTexData(atlas) builder.LockDisableResize = false ImFontAtlasUpdateDrawListsSharedData(atlas) -- ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack"); end function ImFontAtlasTextureGrow(atlas, old_tex_w, old_tex_h) local builder = atlas.Builder old_tex_w = old_tex_w or -1 old_tex_h = old_tex_h or -1 if (old_tex_w == -1) then old_tex_w = atlas.TexData.Width end if (old_tex_h == -1) then old_tex_h = atlas.TexData.Height end IM_ASSERT(ImIsPowerOfTwo(old_tex_w) and ImIsPowerOfTwo(old_tex_h)) IM_ASSERT(ImIsPowerOfTwo(atlas.TexMinWidth) and ImIsPowerOfTwo(atlas.TexMaxWidth) and ImIsPowerOfTwo(atlas.TexMinHeight) and ImIsPowerOfTwo(atlas.TexMaxHeight)) local new_tex_w = (old_tex_h <= old_tex_w) and old_tex_w or old_tex_w * 2 local new_tex_h = (old_tex_h <= old_tex_w) and old_tex_h * 2 or old_tex_h local pack_padding = atlas.TexGlyphPadding new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder.MaxRectSize.x + pack_padding)) new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder.MaxRectSize.y + pack_padding)) new_tex_w = ImClamp(new_tex_w, atlas.TexMinWidth, atlas.TexMaxWidth) new_tex_h = ImClamp(new_tex_h, atlas.TexMinHeight, atlas.TexMaxHeight) if (new_tex_w == old_tex_w and new_tex_h == old_tex_h) then return end ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h) end --- @param atlas ImFontAtlas local function ImFontAtlasTextureMakeSpace(atlas) local builder = atlas.Builder ImFontAtlasBuildDiscardBakes(atlas, 2) if (builder.RectsDiscardedSurface < builder.RectsPackedSurface * 0.20) then ImFontAtlasTextureGrow(atlas) else ImFontAtlasTextureRepack(atlas, atlas.TexData.Width, atlas.TexData.Height) end end --- @param atlas ImFontAtlas --- @param rect_idx ImFontAtlasRectId local function ImFontAtlasPackAllocRectEntry(atlas, rect_idx) local builder = atlas.Builder local index_idx, index_entry if builder.RectsIndexFreeListStart < 0 then builder.RectsIndex:resize(builder.RectsIndex.Size + 1) index_idx = builder.RectsIndex.Size - 1 index_entry = ImFontAtlasRectEntry() builder.RectsIndex.Data[builder.RectsIndex.Size] = index_entry else index_idx = builder.RectsIndexFreeListStart index_entry = builder.RectsIndex[index_idx + 1] IM_ASSERT(index_entry.IsUsed == false and index_entry.Generation > 0) builder.RectsIndexFreeListStart = index_entry.TargetIndex end index_entry.TargetIndex = rect_idx index_entry.IsUsed = true return ImFontAtlasRectId_Make(index_idx, index_entry.Generation) end --- @param atlas ImFontAtlas --- @param index_entry ImFontAtlasRectEntry local function ImFontAtlasPackReuseRectEntry(atlas, index_entry) IM_ASSERT(index_entry.IsUsed) index_entry.TargetIndex = atlas.Builder.Rects.Size - 1 local index_idx = atlas.Builder.RectsIndex:index_from_ptr(index_entry) return ImFontAtlasRectId_Make(index_idx, index_entry.Generation) end --- @param atlas ImFontAtlas --- @param id ImFontAtlasRectId function ImFontAtlasPackDiscardRect(atlas, id) IM_ASSERT(id ~= ImFontAtlasRectId_Invalid) local rect = ImFontAtlasPackGetRect(atlas, id) if (rect == nil) then return end local builder = atlas.Builder local index_idx = ImFontAtlasRectId_GetIndex(id) local index_entry = builder.RectsIndex.Data[index_idx + 1] IM_ASSERT(index_entry.IsUsed and index_entry.TargetIndex >= 0) index_entry.IsUsed = false index_entry.TargetIndex = builder.RectsIndexFreeListStart index_entry.Generation = index_entry.Generation + 1 if (index_entry.Generation == 0) then index_entry.Generation = index_entry.Generation + 1 end local pack_padding = atlas.TexGlyphPadding builder.RectsIndexFreeListStart = index_idx builder.RectsDiscardedCount = builder.RectsDiscardedCount + 1 builder.RectsDiscardedSurface = builder.RectsDiscardedSurface + ((rect.w + pack_padding) * (rect.h + pack_padding)) rect.w = 0 rect.h = 0 end function ImFontAtlasPackAddRect(atlas, w, h, overwrite_entry) IM_ASSERT(w > 0 and w <= 0xFFFF) IM_ASSERT(h > 0 and h <= 0xFFFF) local builder = atlas.Builder local pack_padding = atlas.TexGlyphPadding builder.MaxRectSize.x = ImMax(builder.MaxRectSize.x, w) builder.MaxRectSize.y = ImMax(builder.MaxRectSize.y, h) local r = ImTextureRect(0, 0, w, h) for attempts_remaining = 3, 0, -1 do local pack_r = stbrp.rect() pack_r.w = w + pack_padding pack_r.h = h + pack_padding stbrp.pack_rects(builder.PackContext, {pack_r}, 1) r.x = pack_r.x -- (unsigned short) r.y = pack_r.y -- (unsigned short) if pack_r.was_packed == 1 then break end if (attempts_remaining == 0 or builder.LockDisableResize) then IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.", w, h) return ImFontAtlasRectId_Invalid end ImFontAtlasTextureMakeSpace(atlas) end builder.MaxRectBounds.x = ImMax(builder.MaxRectBounds.x, r.x + r.w + pack_padding) builder.MaxRectBounds.y = ImMax(builder.MaxRectBounds.y, r.y + r.h + pack_padding) builder.RectsPackedCount = builder.RectsPackedCount + 1 builder.RectsPackedSurface = builder.RectsPackedSurface + (w + pack_padding) * (h + pack_padding) builder.Rects:push_back(r) if (overwrite_entry ~= nil) then return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry) else return ImFontAtlasPackAllocRectEntry(atlas, builder.Rects.Size - 1) end end --- @param atlas ImFontAtlas --- @param id ImFontAtlasRectId --- @return ImTextureRect function ImFontAtlasPackGetRect(atlas, id) IM_ASSERT(id ~= ImFontAtlasRectId_Invalid) local index_idx = ImFontAtlasRectId_GetIndex(id) local builder = atlas.Builder local index_entry = builder.RectsIndex.Data[index_idx + 1] IM_ASSERT(index_entry.Generation == ImFontAtlasRectId_GetGeneration(id)) IM_ASSERT(index_entry.IsUsed) --- @type ImTextureRect return builder.Rects.Data[index_entry.TargetIndex + 1] end --- @param atlas ImFontAtlas --- @param id ImFontAtlasRectId function ImFontAtlasPackGetRectSafe(atlas, id) if id == ImFontAtlasRectId_Invalid then return nil end local index_idx = ImFontAtlasRectId_GetIndex(id) if atlas.Builder == nil then ImFontAtlasBuildInit(atlas) end local builder = atlas.Builder if index_idx >= builder.RectsIndex.Size then return nil end local index_entry = builder.RectsIndex.Data[index_idx + 1] if (index_entry.Generation ~= ImFontAtlasRectId_GetGeneration(id) or not index_entry.IsUsed) then return nil end return builder.Rects.Data[index_entry.TargetIndex + 1] end --- @param src ImFontConfig --- @param codepoint ImWchar --- @return bool function ImFontAtlasBuildAcceptCodepointForSource(src, codepoint) local exclude_list = src.GlyphExcludeRanges if exclude_list then local i = 1 while exclude_list[i] ~= 0 do if codepoint >= exclude_list[i] and codepoint <= exclude_list[i + 1] then return false end i = i + 2 end end return true end --- @param baked ImFontBaked --- @param new_size int function ImFontBaked_BuildGrowIndex(baked, new_size) IM_ASSERT(baked.IndexAdvanceX.Size == baked.IndexLookup.Size) if (new_size <= baked.IndexLookup.Size) then return end baked.IndexAdvanceX:resize(new_size, -1.0) baked.IndexLookup:resize(new_size, IM_FONTGLYPH_INDEX_UNUSED) end --- @class ImGui_ImplStbTrueType_FontSrcData --- @field FontInfo stbtt_fontinfo --- @field ScaleFactor float --- @return ImGui_ImplStbTrueType_FontSrcData --- @nodiscard local function ImGui_ImplStbTrueType_FontSrcData() return { FontInfo = stbtt.fontinfo(), ScaleFactor = nil } end -- Need this in Lua since I don't want to include 'stbrp' just for context constructor -- in ImFontAtlasBuilder def code. The cpp code has 'stbrp_context_opaque' which I don't/can't have here --- @param atlas ImFontAtlas local function ImGui_ImplStbTrueType_LoaderInit(atlas) atlas.Builder.PackContext = atlas.Builder.PackContext or stbrp.context() end local function ImGui_ImplStbTrueType_FontSrcInit(atlas, src) -- IM_UNUSED(atlas) --- @type ImGui_ImplStbTrueType_FontSrcData? local bd_font_data = ImGui_ImplStbTrueType_FontSrcData() IM_ASSERT(src.FontLoaderData == nil) local font_offset = stbtt.GetFontOffsetForIndex(src.FontData, src.FontNo) if font_offset < 0 then bd_font_data = nil IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found.") return false end if (not stbtt.InitFont(bd_font_data.FontInfo, src.FontData, font_offset)) then bd_font_data = nil IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.") return false end src.FontLoaderData = bd_font_data local ref_size = src.DstFont.Sources[1].SizePixels if (src.MergeMode and src.SizePixels == 0.0) then src.SizePixels = ref_size end bd_font_data.ScaleFactor = stbtt.ScaleForPixelHeight(bd_font_data.FontInfo, 1.0) if (src.MergeMode and src.SizePixels ~= 0.0 and ref_size ~= 0.0) then bd_font_data.ScaleFactor = bd_font_data.ScaleFactor * (src.SizePixels / ref_size) end bd_font_data.ScaleFactor = bd_font_data.ScaleFactor * src.ExtraSizeScale return true end local function ImGui_ImplStbTrueType_FontSrcDestroy(atlas, src) -- IM_UNUSED(atlas) src.FontLoaderData = nil end local function ImGui_ImplStbTrueType_FontSrcContainsGlyph(atlas, src, codepoint) -- IM_UNUSED(atlas) local bd_font_data = src.FontLoaderData IM_ASSERT(bd_font_data ~= nil) local glyph_index = stbtt.FindGlyphIndex(bd_font_data.FontInfo, codepoint) return (glyph_index ~= 0) end local function ImGui_ImplStbTrueType_FontBakedInit(atlas, src, baked) -- IM_UNUSED(atlas) local bd_font_data = src.FontLoaderData if (src.MergeMode == false) then local scale_for_layout = bd_font_data.ScaleFactor * baked.Size / src.ExtraSizeScale local unscaled_ascent, unscaled_descent, unscaled_line_gap = stbtt.GetFontVMetrics(bd_font_data.FontInfo) baked.Ascent = ImCeil(unscaled_ascent * scale_for_layout) baked.Descent = ImFloor(unscaled_descent * scale_for_layout) end return true end --- @param atlas ImFontAtlas --- @param src ImFontConfig --- @param baked ImFontBaked --- @param _ any --- @param codepoint ImWchar --- @param out_glyph ImFontGlyph --- @param advance_x? float --- @return bool --- @return float? out_advance_x # Updated `advance_x` local function ImGui_ImplStbTrueType_FontBakedLoadGlyph(atlas, src, baked, _, codepoint, out_glyph, advance_x) local bd_font_data = src.FontLoaderData IM_ASSERT(bd_font_data ~= nil) local glyph_index = stbtt.FindGlyphIndex(bd_font_data.FontInfo, codepoint) if (glyph_index == 0) then return false, advance_x end local oversample_h, oversample_v = ImFontAtlasBuildGetOversampleFactors(src, baked) local scale_for_layout = bd_font_data.ScaleFactor * baked.Size local rasterizer_density = src.RasterizerDensity * baked.RasterizerDensity local scale_for_raster_x = bd_font_data.ScaleFactor * baked.Size * rasterizer_density * oversample_h local scale_for_raster_y = bd_font_data.ScaleFactor * baked.Size * rasterizer_density * oversample_v local x0, y0, x1, y1 = stbtt.GetGlyphBitmapBoxSubpixel(bd_font_data.FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0) local advance, lsb = stbtt.GetGlyphHMetrics(bd_font_data.FontInfo, glyph_index) if (advance_x ~= nil) then IM_ASSERT(out_glyph == nil) advance_x = advance * scale_for_layout return true, advance_x end out_glyph.Codepoint = codepoint out_glyph.AdvanceX = advance * scale_for_layout local is_visible = (x0 ~= x1 and y0 ~= y1) if is_visible then local w = (x1 - x0 + oversample_h - 1) local h = (y1 - y0 + oversample_v - 1) local pack_id = ImFontAtlasPackAddRect(atlas, w, h) if (pack_id == ImFontAtlasRectId_Invalid) then -- Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) IM_ASSERT(pack_id ~= ImFontAtlasRectId_Invalid, "Out of texture memory.") return false, advance_x end local r = ImFontAtlasPackGetRect(atlas, pack_id) x0, y0, x1, y1 = stbtt.GetGlyphBitmapBox(bd_font_data.FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y) local builder = atlas.Builder builder.TempBuffer:resize(w * h * 1) local bitmap_pixels = builder.TempBuffer.Data ImStd.memset(bitmap_pixels, 0, w * h * 1) local sub_x, sub_y = stbtt.MakeGlyphBitmapSubpixelPrefilter(bd_font_data.FontInfo, bitmap_pixels, w, h, w, scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, glyph_index) local ref_size = baked.OwnerFont.Sources[1].SizePixels local offsets_scale = (ref_size ~= 0.0) and (baked.Size / ref_size) or 1.0 local font_off_x = ImFloor(src.GlyphOffset.x * offsets_scale + 0.5) local font_off_y = ImFloor(src.GlyphOffset.y * offsets_scale + 0.5) font_off_x = font_off_x + sub_x font_off_y = font_off_y + (sub_y + IM_ROUND(baked.Ascent)) local recip_h = 1.0 / (oversample_h * rasterizer_density) local recip_v = 1.0 / (oversample_v * rasterizer_density) out_glyph.X0 = x0 * recip_h + font_off_x out_glyph.Y0 = y0 * recip_v + font_off_y out_glyph.X1 = (x0 + r.w) * recip_h + font_off_x out_glyph.Y1 = (y0 + r.h) * recip_v + font_off_y out_glyph.Visible = true out_glyph.PackId = pack_id ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat.Alpha8, w) end return true, advance_x end local function ImFontAtlasGetFontLoaderForStbTruetype() local loader = ImFontLoader() loader.Name = "stb_truetype" loader.LoaderInit = ImGui_ImplStbTrueType_LoaderInit loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit loader.FontBakedDestroy = nil loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph return loader end --- @param atlas ImFontAtlas --- @param baked ImFontBaked function ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked) local space_glyph = baked:FindGlyphNoFallback(32) if space_glyph ~= nil then space_glyph.Visible = false end if baked:FindGlyphNoFallback(9) == nil and space_glyph ~= nil then local tab_glyph = ImFontGlyph() tab_glyph.Codepoint = 9 tab_glyph.AdvanceX = space_glyph.AdvanceX * IM_TABSIZE ImFontAtlasBakedAddFontGlyph(atlas, baked, nil, tab_glyph) end end --- @param atlas ImFontAtlas --- @param font ImFont --- @param font_size float --- @param font_rasterizer_density float --- @param baked_id ImGuiID --- @return ImFontBaked? function ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id) IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx", font_size) local baked = atlas.Builder.BakedPool:push_back(ImFontBaked()) baked.Size = font_size baked.RasterizerDensity = font_rasterizer_density baked.BakedId = baked_id baked.OwnerFont = font baked.LastUsedFrame = atlas.Builder.FrameCount local loader_data_size = 0 for _, src in font.Sources:iter() do local loader = src.FontLoader and src.FontLoader or atlas.FontLoader loader_data_size = loader_data_size + loader.FontBakedSrcLoaderDataSize end -- baked.FontLoaderDatas = (loader_data_size > 0) and IM_ALLOC(loader_data_size) or nil -- local loader_data_p = baked->FontLoaderDatas for _, src in font.Sources:iter() do local loader = src.FontLoader and src.FontLoader or atlas.FontLoader if (loader.FontBakedInit) then loader.FontBakedInit(atlas, src, baked--[[, loader_data_p--]]) end -- loader_data_p += loader->FontBakedSrcLoaderDataSize end ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked) return baked end --- @param atlas ImFontAtlas --- @param font ImFont --- @param font_size float --- @param font_rasterizer_density float --- @return ImFontBaked? function ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density) local builder = atlas.Builder for step_n = 0, 1 do local closest_larger_match local closest_smaller_match for baked_n = 1, builder.BakedPool.Size do repeat local baked = builder.BakedPool[baked_n] if (baked.OwnerFont ~= font or baked.WantDestroy) then break end if (step_n == 0 and baked.RasterizerDensity ~= font_rasterizer_density) then break end if (baked.Size > font_size and (closest_larger_match == nil or baked.Size < closest_larger_match.Size)) then closest_larger_match = baked end if (baked.Size < font_size and (closest_smaller_match == nil or baked.Size > closest_smaller_match.Size)) then closest_smaller_match = baked end until true end if (closest_larger_match) then if (closest_smaller_match == nil or (closest_larger_match.Size >= font_size * 2.0 and closest_smaller_match.Size > font_size * 0.5)) then return closest_larger_match end end if (closest_smaller_match) then return closest_smaller_match end end return nil end --- @param atlas ImFontAtlas --- @param font ImFont --- @param baked ImFontBaked function ImFontAtlasBakedDiscard(atlas, font, baked) local builder = atlas.Builder for _, glyph in baked.Glyphs:iter() do if glyph.PackId ~= ImFontAtlasRectId_Invalid then ImFontAtlasPackDiscardRect(atlas, glyph.PackId) end end -- char* loader_data_p = (char*)baked->FontLoaderDatas for _, src in font.Sources:iter() do local loader = src.FontLoader and src.FontLoader or atlas.FontLoader if loader.FontBakedDestroy then loader.FontBakedDestroy(atlas, src, baked) end end if baked.FontLoaderDatas then baked.FontLoaderDatas = nil end builder.BakedMap[baked.BakedId] = nil builder.BakedDiscardedCount = builder.BakedDiscardedCount + 1 baked:ClearOutputData() baked.WantDestroy = true font.LastBaked = nil end local function ImFontAtlasFontDiscardBakes(atlas, font, unused_frames) local builder = atlas.Builder if builder then for baked_n = 1, builder.BakedPool.Size do repeat local baked = builder.BakedPool[baked_n] if baked.LastUsedFrame + unused_frames > atlas.Builder.FrameCount then break end if (baked.OwnerFont ~= font) or baked.WantDestroy then break end ImFontAtlasBakedDiscard(atlas, font, baked) until true end end end function ImFontAtlasFontInitOutput(atlas, font) local ret = true for _, src in font.Sources:iter() do if not ImFontAtlasFontSourceInit(atlas, src) then ret = false end end IM_ASSERT(ret) return ret end function ImFontAtlasFontDestroyOutput(atlas, font) font:ClearOutputData() for _, src in font.Sources:iter() do local loader = src.FontLoader and src.FontLoader or atlas.FontLoader if loader and loader.FontSrcDestroy ~= nil then loader.FontSrcDestroy(atlas, src) end end end --- @param atlas ImFontAtlas --- @param src ImFontConfig --- @return boolean function ImFontAtlasFontSourceInit(atlas, src) local loader = (src.FontLoader) and src.FontLoader or atlas.FontLoader if (loader.FontSrcInit ~= nil and not loader.FontSrcInit(atlas, src)) then return false end return true end --- @param atlas ImFontAtlas --- @param font ImFont --- @param src ImFontConfig function ImFontAtlasFontSourceAddToFont(atlas, font, src) if src.MergeMode == false then font:ClearOutputData() font.OwnerAtlas = atlas IM_ASSERT(font.Sources[1] == src) end atlas.TexIsBuilt = false ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src) end --- @param atlas ImFontAtlas --- @param src ImFontConfig function ImFontAtlasFontDestroySourceData(atlas, src) -- IM_UNUSED(atlas) -- if src.FontDataOwnedByAtlas then -- IM_FREE(src.FontData) -- end src.FontData = nil -- if src.GlyphExcludeRanges then -- IM_FREE(src.GlyphExcludeRanges) -- end src.GlyphExcludeRanges = nil end --- @param atlas ImFontAtlas --- @param font ImFont --- @param src ImFontConfig function ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src) -- IM_UNUSED(atlas) IM_ASSERT(font.Sources:contains(src)) --- @type ImWchar[] local fallback_chars = {font.FallbackChar, IM_UNICODE_CODEPOINT_INVALID, 63, 32} if font.FallbackChar == 0 then for _, candidate_char in ipairs(fallback_chars) do if candidate_char ~= 0 and font:IsGlyphInFont(candidate_char) then font.FallbackChar = candidate_char break end end end --- @type ImWchar[] local ellipsis_chars = {src.EllipsisChar, 0x2026, 0x0085} if font.EllipsisChar == 0 then for _, candidate_char in ipairs(ellipsis_chars) do if candidate_char ~= 0 and font:IsGlyphInFont(candidate_char) then font.EllipsisChar = candidate_char break end end end if font.EllipsisChar == 0 then font.EllipsisChar = 0x0085 font.EllipsisAutoBake = true end end --- @param atlas ImFontAtlas --- @param baked ImFontBaked --- @return ImFontGlyph? function ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked) local font = baked.OwnerFont IM_ASSERT(font.EllipsisChar ~= 0) local dot_glyph = baked:FindGlyphNoFallback(46) -- '.' if (dot_glyph == nil) then dot_glyph = baked:FindGlyphNoFallback(0xFF0E) end if (dot_glyph == nil) then return nil end local dot_r_id = dot_glyph.PackId local dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id) local dot_spacing = 1 local dot_step = (dot_glyph.X1 - dot_glyph.X0) + dot_spacing local pack_id = ImFontAtlasPackAddRect(atlas, (dot_r.w * 3 + dot_spacing * 2), dot_r.h) local r = ImFontAtlasPackGetRect(atlas, pack_id) local glyph = ImFontGlyph() glyph.Codepoint = font.EllipsisChar glyph.AdvanceX = ImMax(dot_glyph.AdvanceX, dot_glyph.X0 + dot_step * 3.0 - dot_spacing) glyph.X0 = dot_glyph.X0 glyph.Y0 = dot_glyph.Y0 glyph.X1 = dot_glyph.X0 + dot_step * 3 - dot_spacing glyph.Y1 = dot_glyph.Y1 glyph.Visible = true glyph.PackId = pack_id glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, nil, glyph) dot_glyph = nil dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id) local tex = atlas.TexData for n = 0, 2 do ImFontAtlasTextureBlockCopy(tex, dot_r.x, dot_r.y, tex, r.x + (dot_r.w + dot_spacing) * n, r.y, dot_r.w, dot_r.h) end ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h) return glyph end --- @param baked ImFontBaked function ImFontAtlasBuildSetupFontBakedFallback(baked) IM_ASSERT(baked.FallbackGlyphIndex == -1) IM_ASSERT(baked.FallbackAdvanceX == 0.0) local font = baked.OwnerFont local fallback_glyph if (font.FallbackChar ~= 0) then fallback_glyph = baked:FindGlyphNoFallback(font.FallbackChar) end if (fallback_glyph == nil) then local space_glyph = baked:FindGlyphNoFallback(32) -- ' ' local glyph = ImFontGlyph() glyph.Codepoint = 0 glyph.AdvanceX = space_glyph and space_glyph.AdvanceX or IM_ROUND(baked.Size * 0.40) fallback_glyph = ImFontAtlasBakedAddFontGlyph(font.OwnerAtlas, baked, nil, glyph) end baked.FallbackGlyphIndex = baked.Glyphs:index_from_ptr(fallback_glyph) + 1 baked.FallbackAdvanceX = fallback_glyph.AdvanceX end function ImFontAtlasBuildSetupFontLoader(atlas, font_loader) if atlas.FontLoader == font_loader then return end IM_ASSERT(not atlas.Locked, "Cannot modify a locked ImFontAtlas!") for _, font in atlas.Fonts:iter() do ImFontAtlasFontDestroyOutput(atlas, font) end if atlas.Builder and atlas.FontLoader and atlas.FontLoader.LoaderShutdown then atlas.FontLoader.LoaderShutdown(atlas) end atlas.FontLoader = font_loader atlas.FontLoaderName = font_loader and font_loader.Name or "NULL" IM_ASSERT(atlas.FontLoaderData == nil) if atlas.Builder and atlas.FontLoader and atlas.FontLoader.LoaderInit then atlas.FontLoader.LoaderInit(atlas) end for _, font in atlas.Fonts:iter() do ImFontAtlasFontInitOutput(atlas, font) end for _, font in atlas.Fonts:iter() do for _, src in font.Sources:iter() do ImFontAtlasFontSourceAddToFont(atlas, font, src) end end end local function ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas) for _, shared_data in atlas.DrawListSharedDatas:iter() do local imgui_ctx = shared_data.Context if (imgui_ctx) then atlas.RendererHasTextures = bit32.band(imgui_ctx.IO.BackendFlags, ImGuiBackendFlags.RendererHasTextures) ~= 0 break end end end local function ImFontAtlasBuildUpdatePointers(atlas) -- for _, font in atlas.Fonts:iter() do -- font.Sources:resize(0) -- end -- for _, src in atlas.Sources:iter() do -- src.DstFont.Sources:push_back(src) -- end end --- @param atlas ImFontAtlas --- @param old_tex ImTextureRef --- @param new_tex ImTextureRef local function ImFontAtlasUpdateDrawListsTextures(atlas, old_tex, new_tex) for _, shared_data in atlas.DrawListSharedDatas:iter() do repeat if (shared_data.Context and not shared_data.Context.WithinFrameScope) then break end for _, draw_list in shared_data.DrawLists:iter() do if (draw_list.CmdBuffer.Size > 0 and draw_list._CmdHeader.TexRef == old_tex) then draw_list:_SetTexture(new_tex) end for i, stacked_tex in draw_list._TextureStack:iter() do if (stacked_tex == old_tex) then draw_list._TextureStack.Data[i] = new_tex end end end until true end end function ImFontAtlasBuildSetTexture(atlas, tex) local old_tex_ref = atlas.TexRef atlas.TexData = tex atlas.TexUvScale = ImVec2(1.0 / tex.Width, 1.0 / tex.Height) atlas.TexRef._TexData = tex -- atlas->TexRef._TexID = tex->TexID; <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set. ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas.TexRef) end --- @param atlas ImFontAtlas function ImFontAtlasBuildUpdateTexData(atlas) ImFontAtlasBuildUpdateTexDataLines(atlas) ImFontAtlasBuildUpdateTexDataBasic(atlas) end function ImFontAtlasTextureAdd(atlas, w, h) local old_tex = atlas.TexData local new_tex -- FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV). new_tex = ImTextureData() new_tex.UniqueID = atlas.TexNextUniqueID atlas.TexNextUniqueID = atlas.TexNextUniqueID + 1 atlas.TexList:push_back(new_tex) if old_tex ~= nil then old_tex.WantDestroyNextFrame = true IM_ASSERT(old_tex.Status == ImTextureStatus.OK or old_tex.Status == ImTextureStatus.WantCreate or old_tex.Status == ImTextureStatus.WantUpdates) end new_tex:Create(atlas.TexDesiredFormat, w, h) atlas.TexIsBuilt = false ImFontAtlasBuildSetTexture(atlas, new_tex) return new_tex end --- @param atlas ImFontAtlas --- @return ImVec2 function ImFontAtlasTextureGetSizeEstimate(atlas) local min_w = ImUpperPowerOfTwo(atlas.TexMinWidth) local min_h = ImUpperPowerOfTwo(atlas.TexMinHeight) if (atlas.Builder == nil or atlas.TexData == nil or atlas.TexData.Status == ImTextureStatus.WantDestroy) then return ImVec2(min_w, min_h) -- ImVec2i end local builder = atlas.Builder min_w = ImMax(ImUpperPowerOfTwo(builder.MaxRectSize.x), min_w) min_h = ImMax(ImUpperPowerOfTwo(builder.MaxRectSize.y), min_h) local surface_approx = builder.RectsPackedSurface - builder.RectsDiscardedSurface local surface_sqrt = ImFloor(ImSqrt(surface_approx)) local new_tex_w local new_tex_h if (min_w >= min_h) then new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt)) new_tex_h = ImMax(min_h, ImFloor((surface_approx + new_tex_w - 1) / new_tex_w)) if (bit32.band(atlas.Flags, ImFontAtlasFlags.NoPowerOfTwoHeight) == 0) then new_tex_h = ImUpperPowerOfTwo(new_tex_h) end else new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt)) if (bit32.band(atlas.Flags, ImFontAtlasFlags.NoPowerOfTwoHeight) == 0) then new_tex_h = ImUpperPowerOfTwo(new_tex_h) end new_tex_w = ImMax(min_w, ImFloor((surface_approx + new_tex_h - 1) / new_tex_h)) end IM_ASSERT(ImIsPowerOfTwo(new_tex_w) and ImIsPowerOfTwo(new_tex_h)) return ImVec2(new_tex_w, new_tex_h) -- ImVec2i end --- @param atlas ImFontAtlas local function ImFontAtlasBuildClear(atlas) local new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas) -- ImVec2i ImFontAtlasBuildDestroy(atlas) ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y) ImFontAtlasBuildInit(atlas) for _, src in atlas.Sources:iter() do ImFontAtlasFontSourceInit(atlas, src) end for _, font in atlas.Fonts:iter() do for _, src in font.Sources:iter() do ImFontAtlasFontSourceAddToFont(atlas, font, src) end end end --- @param atlas ImFontAtlas function ImFontAtlasTextureCompact(atlas) local builder = atlas.Builder ImFontAtlasBuildDiscardBakes(atlas, 1) local old_tex = atlas.TexData local old_tex_size = ImVec2(old_tex.Width, old_tex.Height) local new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas) if (builder.RectsDiscardedCount == 0 and new_tex_size.x == old_tex_size.x and new_tex_size.y == old_tex_size.y) then return end ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y) end --- @param atlas ImFontAtlas function ImFontAtlasPackInit(atlas) local tex = atlas.TexData local builder = atlas.Builder local pack_node_count = ImFloor(tex.Width / 2) builder.PackNodes:resize(pack_node_count) for i = 1, builder.PackNodes.Size do builder.PackNodes.Data[i] = stbrp.node() end stbrp.init_target(builder.PackContext, tex.Width, tex.Height, builder.PackNodes.Data, builder.PackNodes.Size) builder.RectsPackedCount = 0 builder.RectsPackedSurface = 0 builder.MaxRectSize = ImVec2(0, 0) -- ImVec2i builder.MaxRectBounds = ImVec2(0, 0) -- ImVec2i end --- @param atlas ImFontAtlas function ImFontAtlasBuildUpdateTexDataLines(atlas) if bit32.band(atlas.Flags, ImFontAtlasFlags.NoBakedLines) ~= 0 then return end local tex = atlas.TexData local builder = atlas.Builder local r = ImFontAtlasRect() local add_and_draw = (atlas:GetCustomRect(builder.PackIdLinesTexData, r) == false) if add_and_draw then local pack_size = ImVec2(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1) -- ImVec2i builder.PackIdLinesTexData = atlas:AddCustomRect(pack_size.x, pack_size.y, r) IM_ASSERT(builder.PackIdLinesTexData ~= ImFontAtlasRectId_Invalid) end for n = 0, IM_DRAWLIST_TEX_LINES_WIDTH_MAX do local y = n local line_width = n --- @type int # If not floored, will cause black and purple horizontal stripes appearing on the right of the arrow(triangle) in the upper-left most area of the atlas local pad_left = math.floor((r.w - line_width) / 2) --- @type int local pad_right = r.w - (pad_left + line_width) IM_ASSERT(pad_left + line_width + pad_right == r.w and y < r.h) if (add_and_draw and tex.Format == ImTextureFormat.Alpha8) then local write_ptr, write_ptr_base = tex:GetPixelsAt(r.x, r.y + y) for i = 0, pad_left - 1 do write_ptr[write_ptr_base + i] = 0x00 end for i = 0, line_width - 1 do write_ptr[write_ptr_base + pad_left + i] = 0xFF end for i = 0, pad_right - 1 do write_ptr[write_ptr_base + pad_left + line_width + i] = 0x00 end elseif (add_and_draw and tex.Format == ImTextureFormat.RGBA32) then local write_ptr, write_ptr_base = tex:GetPixelsAt(r.x, r.y + y) for i = 0, pad_left - 1 do write_u32(write_ptr, write_ptr_base + i * 4, IM_COL32(255, 255, 255, 0)) end for i = 0, line_width - 1 do write_u32(write_ptr, write_ptr_base + (pad_left + i) * 4, IM_COL32_WHITE) end for i = 0, pad_right - 1 do write_u32(write_ptr, write_ptr_base + (pad_left + line_width + i) * 4, IM_COL32(255, 255, 255, 0)) end end local uv0 = ImVec2(r.x + pad_left - 1, r.y + y) * atlas.TexUvScale local uv1 = ImVec2(r.x + pad_left + line_width + 1, r.y + y + 1) * atlas.TexUvScale local half_v = (uv0.y + uv1.y) * 0.5 atlas.TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v) end end --- @param atlas ImFontAtlas --- @param x int --- @param y int --- @param w int --- @param h int --- @param in_str string[] --- @param in_marker_char string function ImFontAtlasBuildRenderBitmapFromString(atlas, x, y, w, h, in_str, in_marker_char) local tex = atlas.TexData IM_ASSERT(x >= 0 and x + w <= tex.Width) IM_ASSERT(y >= 0 and y + h <= tex.Height) if tex.Format == ImTextureFormat.Alpha8 then local out_p, out_p_base = tex:GetPixelsAt(x, y) local str_base = 1 for off_y = 0, h - 1 do for off_x = 0, w - 1 do out_p[out_p_base + off_x] = (in_str[str_base + off_x] == in_marker_char) and 0xFF or 0x00 end out_p_base = out_p_base + tex.Width str_base = str_base + w end elseif tex.Format == ImTextureFormat.RGBA32 then local out_p, out_p_base = tex:GetPixelsAt(x, y) local str_base = 1 for off_y = 0, h - 1 do for off_x = 0, w - 1 do write_u32(out_p, out_p_base + off_x * 4, (in_str[str_base + off_x] == in_marker_char) and IM_COL32_WHITE or IM_COL32_BLACK_TRANS) end out_p_base = out_p_base + tex.Width * 4 str_base = str_base + w end end end --- @param atlas ImFontAtlas function ImFontAtlasBuildUpdateTexDataBasic(atlas) local builder = atlas.Builder local pack_size = (bit32.band(atlas.Flags, ImFontAtlasFlags.NoMouseCursors) ~= 0) and ImVec2(2, 2) or ImVec2(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H) local r = ImFontAtlasRect() local add_and_draw = (atlas:GetCustomRect(builder.PackIdMouseCursors, r) == false) if (add_and_draw) then builder.PackIdMouseCursors = atlas:AddCustomRect(pack_size.x, pack_size.y, r) IM_ASSERT(builder.PackIdMouseCursors ~= ImFontAtlasRectId_Invalid) if bit32.band(atlas.Flags, ImFontAtlasFlags.NoMouseCursors) ~= 0 then ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, {"X", "X", "X", "X"}, "X") else local x_for_white = r.x local x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1 ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, ".") ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, "X") end end atlas.TexUvWhitePixel = ImVec2((r.x + 0.5) * atlas.TexUvScale.x, (r.y + 0.5) * atlas.TexUvScale.y) end function ImFontAtlasUpdateDrawListsSharedData(atlas) for _, shared_data in atlas.DrawListSharedDatas:iter() do if (shared_data.FontAtlas == atlas) then shared_data.TexUvWhitePixel = atlas.TexUvWhitePixel shared_data.TexUvLines = atlas.TexUvLines end end end function ImFontAtlasBuildInit(atlas) if atlas.FontLoader == nil then -- IMGUI_ENABLE_STB_TRUETYPE atlas:SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype()) end if atlas.TexData == nil or atlas.TexData.Pixels == nil then ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas.TexMinWidth), ImUpperPowerOfTwo(atlas.TexMinHeight)) end atlas.Builder = ImFontAtlasBuilder() if atlas.FontLoader.LoaderInit then atlas.FontLoader.LoaderInit(atlas) end ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas) ImFontAtlasPackInit(atlas) ImFontAtlasBuildUpdateTexData(atlas) ImFontAtlasBuildUpdatePointers(atlas) ImFontAtlasUpdateDrawListsSharedData(atlas) ImTextInitClassifiers() end --- @param atlas ImFontAtlas function ImFontAtlasBuildDestroy(atlas) for _, font in atlas.Fonts:iter() do ImFontAtlasFontDestroyOutput(atlas, font) end if atlas.Builder and atlas.FontLoader and atlas.FontLoader.LoaderShutdown then atlas.FontLoader.LoaderShutdown(atlas) IM_ASSERT(atlas.FontLoaderData == nil) end atlas.Builder = nil end --- @param atlas ImFontAtlas --- @param old_font ImFont? --- @param new_font ImFont? function ImFontAtlasBuildNotifySetFont(atlas, old_font, new_font) for _, shared_data in atlas.DrawListSharedDatas:iter() do if shared_data.Font == old_font then shared_data.Font = new_font end local ctx = shared_data.Context if ctx then repeat if old_font == nil and ctx.Font == nil and ctx.FontSizeBase == 0.0 then -- While this should work either way, we save ourselves the bother / debugging confusion of running ImGui code so early when it is not needed. -- Also fixes erroneously rewriting style.FontSizeBase during init if adding default fonts. break end if ctx.IO.FontDefault == old_font then ctx.IO.FontDefault = new_font end if ctx.Font == old_font then local curr_ctx = ImGui.GetCurrentContext() local need_bind_ctx = ctx ~= curr_ctx if need_bind_ctx then ImGui.SetCurrentContext(ctx) end ImGui.SetCurrentFont(new_font, ctx.FontSizeBase, ctx.FontSize) if need_bind_ctx then ImGui.SetCurrentContext(curr_ctx) end end for _, font_stack_data in ctx.FontStack:iter() do if font_stack_data.Font == old_font then font_stack_data.Font = new_font end end until true end end end --- @param atlas ImFontAtlas function ImFontAtlasBuildMain(atlas) IM_ASSERT(not atlas.Locked, "Cannot modify a locked ImFontAtlas!") if (atlas.TexData and atlas.TexData.Format ~= atlas.TexDesiredFormat) then ImFontAtlasBuildClear(atlas) end if atlas.Builder == nil then ImFontAtlasBuildInit(atlas) end -- Default font is none are specified if atlas.Sources.Size == 0 then atlas:AddFontDefault() end -- [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs -- ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); -- if atlas.RendererHasTextures == false then -- ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas) -- end atlas.TexIsBuilt = true end function MT.ImTextureData:DestroyPixels() self.Pixels = nil self.UseColors = false end function ImTextureDataGetFormatBytesPerPixel(format) if format == ImTextureFormat.Alpha8 then return 1 elseif format == ImTextureFormat.RGBA32 then return 4 end IM_ASSERT(false) return 0 end function MT.ImTextureData:Create(format, w, h) IM_ASSERT(self.Status == ImTextureStatus.Destroyed) self:DestroyPixels() self.Format = format self.Status = ImTextureStatus.WantCreate self.Width = w self.Height = h self.BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format) self.UseColors = false self.Pixels = {} ImStd.memset(self.Pixels, 0, self.Width * self.Height * self.BytesPerPixel) self.UsedRect.x = 0 self.UsedRect.y = 0 self.UsedRect.w = 0 self.UsedRect.h = 0 self.UpdateRect.x = 65535 self.UpdateRect.y = 65535 self.UpdateRect.w = 0 self.UpdateRect.h = 0 end function MT.ImFontBaked:ClearOutputData() self.FallbackAdvanceX = 0.0 self.Glyphs:clear() self.IndexAdvanceX:clear() self.IndexLookup:clear() self.FallbackGlyphIndex = -1 self.Ascent = 0.0 self.Descent = 0.0 self.MetricsTotalSurface = 0 end --- @param c ImWchar --- @return ImFontGlyph? function MT.ImFontBaked:FindGlyph(c) if c < self.IndexLookup.Size then local i = self.IndexLookup.Data[c + 1] if i == IM_FONTGLYPH_INDEX_NOT_FOUND then return self.Glyphs.Data[self.FallbackGlyphIndex] end if i ~= IM_FONTGLYPH_INDEX_UNUSED then return self.Glyphs.Data[i] end end local glyph = ImFontBaked_BuildLoadGlyph(self, c, nil) return (glyph) and glyph or self.Glyphs.Data[self.FallbackGlyphIndex] end --- @param c ImWchar --- @return ImFontGlyph? function MT.ImFontBaked:FindGlyphNoFallback(c) if c < self.IndexLookup.Size then -- IM_LIKELY local i = self.IndexLookup.Data[c + 1] if i == IM_FONTGLYPH_INDEX_NOT_FOUND then return nil end if i ~= IM_FONTGLYPH_INDEX_UNUSED then return self.Glyphs.Data[i] end end self.LoadNoFallback = true local glyph = ImFontBaked_BuildLoadGlyph(self, c, nil) self.LoadNoFallback = false return glyph end function MT.ImFont:ClearOutputData() local atlas = self.OwnerAtlas if atlas ~= nil then ImFontAtlasFontDiscardBakes(atlas, self, 0) end for i = 1, (IM_UNICODE_CODEPOINT_MAX + 1) / 8192 / 8 do self.Used8kPagesMap[i] = 0 end self.LastBaked = nil end --- @param font_id ImGuiID --- @param baked_size float --- @param rasterizer_density float --- @return ImGuiID function ImFontAtlasBakedGetId(font_id, baked_size, rasterizer_density) local hashed_data = {font_id, baked_size, rasterizer_density} return ImHashData(hashed_data) end --- @param atlas ImFontAtlas --- @param font ImFont --- @param font_size float --- @param font_rasterizer_density float --- @return ImFontBaked? function ImFontAtlasBakedGetOrAdd(atlas, font, font_size, font_rasterizer_density) IM_ASSERT(font_size > 0.0 and font_rasterizer_density > 0.0) local baked_id = ImFontAtlasBakedGetId(font.FontId, font_size, font_rasterizer_density) local builder = atlas.Builder local baked = builder.BakedMap[baked_id] if baked ~= nil then IM_ASSERT(baked.Size == font_size and baked.OwnerFont == font and baked.BakedId == baked_id) return baked end if (bit32.band(font.Flags, ImFontFlags.LockBakedSizes) ~= 0 or atlas.Locked) then baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density) if baked ~= nil then return baked end if atlas.Locked then IM_ASSERT(not atlas.Locked, "Cannot use dynamic font size with a locked ImFontAtlas!") return nil end end baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id) builder.BakedMap[baked_id] = baked return baked end --- @param atlas ImFontAtlas --- @param baked ImFontBaked --- @param src? ImFontConfig --- @param in_glyph ImFontGlyph --- @return ImFontGlyph function ImFontAtlasBakedAddFontGlyph(atlas, baked, src, in_glyph) local glyph_idx = baked.Glyphs.Size + 1 baked.Glyphs:push_back(in_glyph) local glyph = baked.Glyphs.Data[glyph_idx] IM_ASSERT(baked.Glyphs.Size < 0xFFFE) if (glyph.PackId ~= ImFontAtlasRectId_Invalid) then local r = ImFontAtlasPackGetRect(atlas, glyph.PackId) IM_ASSERT(glyph.U0 == 0.0 and glyph.V0 == 0.0 and glyph.U1 == 0.0 and glyph.V1 == 0.0) glyph.U0 = (r.x) * atlas.TexUvScale.x glyph.V0 = (r.y) * atlas.TexUvScale.y glyph.U1 = (r.x + r.w) * atlas.TexUvScale.x glyph.V1 = (r.y + r.h) * atlas.TexUvScale.y baked.MetricsTotalSurface = baked.MetricsTotalSurface + r.w * r.h end if (src ~= nil) then local ref_size = baked.OwnerFont.Sources[1].SizePixels local offsets_scale = (ref_size ~= 0.0) and (baked.Size / ref_size) or 1.0 local advance_x = ImClamp(glyph.AdvanceX, src.GlyphMinAdvanceX * offsets_scale, src.GlyphMaxAdvanceX * offsets_scale) if (advance_x ~= glyph.AdvanceX) then local char_off_x = src.PixelSnapH and ImTrunc((advance_x - glyph.AdvanceX) * 0.5) or (advance_x - glyph.AdvanceX) * 0.5 glyph.X0 = glyph.X0 + char_off_x glyph.X1 = glyph.X1 + char_off_x end if (src.PixelSnapH) then advance_x = IM_ROUND(advance_x) end glyph.AdvanceX = advance_x + src.GlyphExtraAdvanceX end if (glyph.Colored) then atlas.TexData.UseColors = true atlas.TexPixelsUseColors = true end local codepoint = glyph.Codepoint ImFontBaked_BuildGrowIndex(baked, codepoint + 1) baked.IndexAdvanceX.Data[codepoint + 1] = glyph.AdvanceX baked.IndexLookup.Data[codepoint + 1] = glyph_idx -- (ImU16) local page_n = math.floor(codepoint / 8192) baked.OwnerFont.Used8kPagesMap[bit32.rshift(page_n, 3) + 1] = bit32.bor(baked.OwnerFont.Used8kPagesMap[bit32.rshift(page_n, 3) + 1], bit32.lshift(1, bit32.band(page_n, 7))) return glyph end --- @param atlas ImFontAtlas --- @param baked ImFontBaked --- @param src? ImFontConfig --- @param codepoint ImWchar --- @param advance_x float function ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, advance_x) -- IM_UNUSED(atlas) if (src ~= nil) then local ref_size = baked.OwnerFont.Sources[1].SizePixels local offsets_scale = (ref_size ~= 0.0) and (baked.Size / ref_size) or 1.0 advance_x = ImClamp(advance_x, src.GlyphMinAdvanceX * offsets_scale, src.GlyphMaxAdvanceX * offsets_scale) if (src.PixelSnapH) then advance_x = IM_ROUND(advance_x) end advance_x = advance_x + src.GlyphExtraAdvanceX end ImFontBaked_BuildGrowIndex(baked, codepoint + 1) baked.IndexAdvanceX.Data[codepoint + 1] = advance_x end --- @param size float --- @param density float? --- @return ImFontBaked? function MT.ImFont:GetFontBaked(size, density) if not density then density = -1.0 end --- @type ImFontBaked? local baked = self.LastBaked size = ImGui.GetRoundedFontSize(size) if density < 0.0 then density = self.CurrentRasterizerDensity end if baked and baked.Size == size and baked.RasterizerDensity == density then return baked end local atlas = self.OwnerAtlas local builder = atlas.Builder baked = ImFontAtlasBakedGetOrAdd(atlas, self, size, density) if baked == nil then return nil end baked.LastUsedFrame = builder.FrameCount self.LastBaked = baked return baked end --- @param atlas ImFontAtlas --- @param font ImFont --- @param c ImWchar --- @return ImWchar --- @nodiscard local function ImFontAtlas_FontHookRemapCodepoint(atlas, font, c) -- IM_UNUSED(atlas) if #font.RemapPairs > 0 then local ret = font.RemapPairs[c] return (ret ~= nil) and ret or c end return c end --- @param baked ImFontBaked --- @param codepoint ImWchar --- @param only_load_advance_x? float --- @return ImFontGlyph? --- @return float? # Updated `only_load_advance_x` function ImFontBaked_BuildLoadGlyph(baked, codepoint, only_load_advance_x) local font = baked.OwnerFont local atlas = font.OwnerAtlas if atlas.Locked or bit32.band(font.Flags, ImFontFlags.NoLoadGlyphs) ~= 0 then if baked.FallbackGlyphIndex == -1 and baked.LoadNoFallback == false then ImFontAtlasBuildSetupFontBakedFallback(baked) end return nil, only_load_advance_x end local src_codepoint = codepoint codepoint = ImFontAtlas_FontHookRemapCodepoint(atlas, font, codepoint) if (codepoint == font.EllipsisChar and font.EllipsisAutoBake) then local glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked) if (glyph) then return glyph, only_load_advance_x end end local loader_user_data_p = baked.FontLoaderDatas local src_n = 1 for _, src in font.Sources:iter() do local loader = src.FontLoader and src.FontLoader or atlas.FontLoader if (not src.GlyphExcludeRanges or ImFontAtlasBuildAcceptCodepointForSource(src, codepoint)) then if only_load_advance_x == nil then local glyph_buf = ImFontGlyph() if loader.FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, glyph_buf, nil) then glyph_buf.Codepoint = src_codepoint glyph_buf.SourceIdx = src_n return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, glyph_buf) end else local ret --[[@as bool]] ret, only_load_advance_x = loader.FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, nil, only_load_advance_x) if ret then --- @cast only_load_advance_x float ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, only_load_advance_x) return nil, only_load_advance_x end end end -- loader_user_data_p = loader_user_data_p + loader.FontBakedSrcLoaderDataSize src_n = src_n + 1 end if (baked.LoadNoFallback) then return nil, only_load_advance_x end if (baked.FallbackGlyphIndex == -1) then ImFontAtlasBuildSetupFontBakedFallback(baked) end ImFontBaked_BuildGrowIndex(baked, codepoint + 1); baked.IndexAdvanceX.Data[codepoint + 1] = baked.FallbackAdvanceX baked.IndexLookup.Data[codepoint + 1] = IM_FONTGLYPH_INDEX_NOT_FOUND return nil, only_load_advance_x end --- @param baked ImFontBaked --- @param codepoint ImWchar --- @return float function ImFontBaked_BuildLoadGlyphAdvanceX(baked, codepoint) if (baked.Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE) or baked.LoadNoRenderOnLayout then local only_advance_x local glyph glyph, only_advance_x = ImFontBaked_BuildLoadGlyph(baked, codepoint, only_advance_x) --- @cast only_advance_x float return glyph and glyph.AdvanceX or only_advance_x else local glyph = ImFontBaked_BuildLoadGlyph(baked, codepoint, nil) return glyph and glyph.AdvanceX or baked.FallbackAdvanceX end end --- @param c ImWchar --- @return bool function MT.ImFont:IsGlyphInFont(c) local atlas = self.OwnerAtlas c = ImFontAtlas_FontHookRemapCodepoint(atlas, self, c) for _, src in self.Sources:iter() do local loader = src.FontLoader and src.FontLoader or atlas.FontLoader if loader.FontSrcContainsGlyph ~= nil and loader.FontSrcContainsGlyph(atlas, src, c) then return true end end return false end --- @param c ImWchar --- @return float function MT.ImFontBaked:GetCharAdvance(c) if c < self.IndexAdvanceX.Size then local x = self.IndexAdvanceX.Data[c + 1] if x >= 0.0 then return x end end return ImFontBaked_BuildLoadGlyphAdvanceX(self, c) end function BuildLoadGlyphGetAdvanceOrFallback(baked, codepoint) return ImFontBaked_BuildLoadGlyphAdvanceX(baked, codepoint) end --- @param text ImString --- @param text_begin int --- @param text_end int --- @param flags ImDrawTextFlags --- @return int local function ImTextCalcWordWrapNextLineStart(text, text_begin, text_end, flags) local pos = text_begin if bit32.band(flags, ImDrawTextFlags.WrapKeepBlanks) == 0 then while pos < text_end and ImCharIsBlankA(ImStrByte(text, pos)) do pos = pos + 1 end end if pos < text_end and ImStrByte(text, pos) == 10 then -- '\n' pos = pos + 1 end return pos end --- @param bits ImU32[] --- @param codepoint_min unsigned_int --- @param codepoint_end unsigned_int --- @param char_class ImWcharClass function ImTextClassifierClear(bits, codepoint_min, codepoint_end, char_class) for c = codepoint_min, codepoint_end - 1 do ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c) end end --- @param bits ImU32[] --- @param codepoint_min unsigned_int --- @param codepoint_end unsigned_int --- @param char_class ImWcharClass --- @param c unsigned_int function ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c) IM_ASSERT(c >= codepoint_min and c < codepoint_end) -- IM_UNUSED(codepoint_end) c = c - codepoint_min local shift = bit32.lshift(bit32.band(c, 15), 1) bits[bit32.rshift(c, 4) + 1] = bit32.bor(bit32.band(bits[bit32.rshift(c, 4) + 1], bit32.bnot(bit32.lshift(0x03, shift))), bit32.lshift(char_class, shift)) end function ImTextClassifierSetCharClassFromStr(bits, codepoint_min, codepoint_end, char_class, s) local s_end = #s + 1 local pos = 1 while (pos < s_end) do local wanted, c = ImStd.ImTextCharFromUtf8(s, pos, s_end) pos = pos + wanted ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c) end end function ImTextClassifierGet(_BITS, _CHAR_OFFSET) return bit32.band(bit32.rshift(_BITS[bit32.rshift(_CHAR_OFFSET, 4) + 1], bit32.lshift(bit32.band(_CHAR_OFFSET, 15), 1)), 0x03) end local g_CharClassifierIsSeparator_0000_007f = {} for i = 1, 128 / 16 do g_CharClassifierIsSeparator_0000_007f[i] = 0 end local g_CharClassifierIsSeparator_3000_300f = {} for i = 1, 16 / 16 do g_CharClassifierIsSeparator_3000_300f[i] = 0 end function ImTextInitClassifiers() if (ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, 44) ~= 0) then return end ImTextClassifierClear(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass.Other) ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass.Blank, " \t") ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass.Punct, ".,;!?\"") ImTextClassifierClear(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Other) ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Blank, 0x3000) ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Punct, 0x3001) ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass.Punct, 0x3002) end --- @param font ImFont --- @param size float --- @param text ImString --- @param pos int --- @param text_end int --- @param wrap_width float --- @param flags ImDrawTextFlags --- @return int function ImFontCalcWordWrapPositionEx(font, size, text, pos, text_end, wrap_width, flags) local baked = font:GetFontBaked(size) local scale = size / baked.Size local line_width = 0.0 local blank_width = 0.0 wrap_width = wrap_width / scale local s = pos IM_ASSERT(text_end ~= nil) local prev_type = ImWcharClass.Other local keep_blanks = bit32.band(flags, ImDrawTextFlags.WrapKeepBlanks) ~= 0 local span_end = s local span_width = 0.0 local stop = false while s < text_end do repeat --- @type unsigned_int local c = ImStrByte(text, s) local next_s if c < 0x80 then next_s = s + 1 else local wanted, out_char = ImStd.ImTextCharFromUtf8(text, s, text_end) c = out_char next_s = s + wanted end if c < 32 then if c == 10 then -- '\n' return s end if c == 13 then -- '\r' s = next_s break end end local char_width = (c < baked.IndexAdvanceX.Size) and baked.IndexAdvanceX.Data[c + 1] or -1.0 if char_width < 0.0 then char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c) end local curr_type if c < 128 then curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, c) elseif (c >= 0x3000 and c < 0x3010) then curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_3000_300f, bit32.band(c, 15)) else curr_type = ImWcharClass.Other end if curr_type == ImWcharClass.Blank then if (prev_type ~= ImWcharClass.Blank and not keep_blanks) then span_end = s line_width = line_width + span_width span_width = 0.0 end blank_width = blank_width + char_width else if (prev_type == ImWcharClass.Punct and curr_type ~= ImWcharClass.Punct and not (c >= 48 and c <= 57)) then span_end = s line_width = line_width + (span_width + blank_width) blank_width = 0.0 span_width = 0.0 elseif (prev_type == ImWcharClass.Blank and keep_blanks) then span_end = s line_width = line_width + (span_width + blank_width) blank_width = 0.0 span_width = 0.0 end span_width = span_width + char_width end if (span_width + blank_width + line_width > wrap_width) then if span_width + blank_width > wrap_width then stop = true; break end return span_end end prev_type = curr_type s = next_s until true if stop then break end end if s == pos and s < text_end then local bytes = ImStd.ImTextCountUtf8BytesFromChar(text, s, text_end) return s + bytes end return s end --- @param font ImFont --- @param size float --- @param max_width float --- @param wrap_width float --- @param text ImString --- @param text_begin int --- @param text_end_display? int --- @param text_end? int --- @param out_offset? ImVec2 --- @param flags ImDrawTextFlags --- @return ImVec2 text_size --- @return int remaining function ImFontCalcTextSizeEx(font, size, max_width, wrap_width, text, text_begin, text_end_display, text_end, out_offset, flags) if not text_end then text_end = #text + 1 end if not text_end_display then text_end_display = text_end end local baked = font:GetFontBaked(size) local line_height = size local scale = line_height / baked.Size local text_size = ImVec2() local line_width = 0.0 local word_wrap_enabled = (wrap_width > 0.0) local word_wrap_eol local s = text_begin local stop = false while s < text_end_display do repeat if word_wrap_enabled then if not word_wrap_eol then word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, text, s, text_end, wrap_width - line_width, flags) end if s >= word_wrap_eol then if text_size.x < line_width then text_size.x = line_width end text_size.y = text_size.y + line_height line_width = 0.0 s = ImTextCalcWordWrapNextLineStart(text, s, text_end, flags) if bit32.band(flags, ImDrawTextFlags.StopOnNewLine) ~= 0 then stop = true; break end word_wrap_eol = nil break end end local prev_s = s local c = ImStrByte(text, s) if c < 0x80 then s = s + 1 else local wanted, out_char = ImStd.ImTextCharFromUtf8(text, s, text_end) c = out_char s = s + wanted end if c == 10 then -- '\n' text_size.x = ImMax(text_size.x, line_width) text_size.y = text_size.y + line_height line_width = 0.0 if bit32.band(flags, ImDrawTextFlags.StopOnNewLine) ~= 0 then stop = true; break end break end if c == 13 then -- '\r' break end local char_width = (c < baked.IndexAdvanceX.Size) and baked.IndexAdvanceX.Data[c + 1] or -1.0 if (char_width < 0.0) then char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c) end char_width = char_width * scale if (line_width + char_width >= max_width) then s = prev_s stop = true; break end line_width = line_width + char_width until true if stop then break end end if (text_size.x < line_width) then text_size.x = line_width end if out_offset then out_offset.x = line_width out_offset.y = text_size.y + line_height end if (line_width > 0 or text_size.y == 0.0) then text_size.y = text_size.y + line_height end local out_remaining = s return text_size, out_remaining end --- @param size float --- @param max_width float --- @param wrap_width float --- @param text ImString --- @param text_begin int --- @param text_end? int function MT.ImFont:CalcTextSizeA(size, max_width, wrap_width, text, text_begin, text_end) return ImFontCalcTextSizeEx(self, size, max_width, wrap_width, text, text_begin, text_end, text_end, nil, ImDrawTextFlags.None) end --- Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. --- @param draw_list ImDrawList --- @param size float --- @param pos ImVec2 --- @param col ImU32 --- @param c ImWchar --- @param cpu_fine_clip ImVec4 function MT.ImFont:RenderChar(draw_list, size, pos, col, c, cpu_fine_clip) local baked = self:GetFontBaked(size) local glyph = baked:FindGlyph(c) if not glyph or not glyph.Visible then return end if glyph.Colored then col = bit32.bor(col, bit32.bnot(IM_COL32_A_MASK)) end local scale if size >= 0.0 then scale = size / baked.Size else scale = 1.0 end local x = pos.x local y = pos.y if bit32.band(draw_list.Flags, ImDrawListFlags.TextNoPixelSnap) == 0 then x = IM_TRUNC(x) y = IM_TRUNC(y) end local x1 = x + glyph.X0 * scale local x2 = x + glyph.X1 * scale if cpu_fine_clip and (x1 > cpu_fine_clip.z or x2 < cpu_fine_clip.x) then return end local y1 = y + glyph.Y0 * scale local y2 = y + glyph.Y1 * scale local u1 = glyph.U0 local v1 = glyph.V0 local u2 = glyph.U1 local v2 = glyph.V1 -- Always CPU fine clip. Code extracted from RenderText(). -- CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. if cpu_fine_clip then if x1 < cpu_fine_clip.x then u1 = u1 + (1.0 - (x2 - cpu_fine_clip.x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip.x end if y1 < cpu_fine_clip.y then v1 = v1 + (1.0 - (y2 - cpu_fine_clip.y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip.y end if x2 > cpu_fine_clip.z then u2 = u1 + ((cpu_fine_clip.z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip.z end if y2 > cpu_fine_clip.w then v2 = v1 + ((cpu_fine_clip.w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip.w end if y1 >= y2 then return end end draw_list:PrimReserve(6, 4) draw_list:PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col) end function MT.ImFontAtlas:AddFont(font_cfg_in) IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") IM_ASSERT((font_cfg_in.FontData ~= nil and font_cfg_in.FontDataSize > 0) or (font_cfg_in.FontLoader ~= nil)) IM_ASSERT(font_cfg_in.SizePixels > 0.0, "Is ImFontConfig struct correctly initialized?") IM_ASSERT(font_cfg_in.RasterizerDensity > 0.0, "Is ImFontConfig struct correctly initialized?") if font_cfg_in.GlyphOffset.x ~= 0.0 or font_cfg_in.GlyphOffset.y ~= 0.0 or font_cfg_in.GlyphMinAdvanceX ~= 0.0 or font_cfg_in.GlyphMaxAdvanceX ~= FLT_MAX then IM_ASSERT(font_cfg_in.SizePixels ~= 0.0, "Specifying glyph offset/advances requires a reference size to base it on.") end if self.Builder == nil then ImFontAtlasBuildInit(self) end local is_first_font = (self.Fonts.Size == 0) local font if not font_cfg_in.MergeMode then font = ImFont() font.FontId = self.FontNextUniqueID self.FontNextUniqueID = self.FontNextUniqueID + 1 font.Flags = font_cfg_in.Flags font.LegacySize = font_cfg_in.SizePixels font.CurrentRasterizerDensity = font_cfg_in.RasterizerDensity self.Fonts:push_back(font) else IM_ASSERT(self.Fonts.Size > 0, "Cannot use MergeMode for the first font!") font = (font_cfg_in.DstFont ~= nil) and font_cfg_in.DstFont or self.Fonts:back() ImFontAtlasFontDiscardBakes(self, font, 0) end self.Sources:push_back(font_cfg_in) local font_cfg = self.Sources:back() if (font_cfg.DstFont == nil) then font_cfg.DstFont = font end font.Sources:push_back(font_cfg) ImFontAtlasBuildUpdatePointers(self) if font_cfg.GlyphExcludeRanges ~= nil then local size = 0 for _, v in ipairs(font_cfg.GlyphExcludeRanges) do if v == 0 then break end size = size + 1 end IM_ASSERT(bit32.band(size, 1) == 0, "GlyphExcludeRanges[] size must be multiple of two!") IM_ASSERT(size <= 64, "GlyphExcludeRanges[] size must be small!") end if font_cfg.FontLoader ~= nil then IM_ASSERT(font_cfg.FontLoader.FontBakedLoadGlyph ~= nil) IM_ASSERT(font_cfg.FontLoader.LoaderInit == nil and font_cfg.FontLoader.LoaderShutdown == nil) end if font_cfg_in.MergeMode and font_cfg_in.SizePixels > 0 then IM_ASSERT(bit32.band(font.Flags, ImFontFlags.ImplicitRefSize) == 0, "Cannot use MergeMode with an explicit reference size when the destination font used an implicit reference size!") end IM_ASSERT(font_cfg.FontLoaderData == nil) if not ImFontAtlasFontSourceInit(self, font_cfg) then ImFontAtlasFontDestroySourceData(self, font_cfg) self.Sources:pop_back() font.Sources:pop_back() if not font_cfg.MergeMode then font = nil self.Fonts:pop_back() end return nil end ImFontAtlasFontSourceAddToFont(self, font, font_cfg) if (is_first_font) then ImFontAtlasBuildNotifySetFont(self, nil, font) end return font end --- @param ctx ImGuiContext --- @return float local function GetExpectedContextFontSize(ctx) return ((ctx.Style.FontSizeBase > 0.0) and ctx.Style.FontSizeBase or 13.0) * ctx.Style.FontScaleMain * ctx.Style.FontScaleDpi end --- @param font_cfg ImFontConfig function MT.ImFontAtlas:AddFontDefault(font_cfg) if self.OwnerContext == nil or GetExpectedContextFontSize(self.OwnerContext) >= 15.0 then return self:AddFontDefaultVector(font_cfg) else return self:AddFontDefaultBitmap(font_cfg) end end function MT.ImFontAtlas:AddFontFromMemoryTTF(font_data, font_data_size, size_pixels, font_cfg_template, glyph_ranges) IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() IM_ASSERT(font_cfg.FontData == nil) IM_ASSERT(font_data_size > 100, "Incorrect value for font_data_size!") font_cfg.FontData = font_data font_cfg.FontDataSize = font_data_size font_cfg.SizePixels = (size_pixels > 0.0) and size_pixels or font_cfg.SizePixels if glyph_ranges then font_cfg.GlyphRanges = glyph_ranges end return self:AddFont(font_cfg) end -- TODO: GetDefaultCompressedFontDataProggyClean, GetDefaultCompressedFontDataProggyForever function MT.ImFontAtlas:AddFontFromMemoryCompressedTTF() -- TODO: end function MT.ImFontAtlas:AddFontFromFileTTF(filename, size_pixels, font_cfg_template, glyph_ranges) IM_ASSERT(not self.Locked, "Cannot modify a locked ImFontAtlas!") local data, data_size = ImStd.ImFileLoadToMemory(filename, "rb") if not data then if (font_cfg_template == nil or (bit32.band(font_cfg_template.Flags, ImFontFlags.NoLoadError) == 0)) then -- IMGUI_DEBUG_LOG("While loading '%s'\n", filename) IM_ASSERT_USER_ERROR(0, "Could not load font file!") end return nil end local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() if not font_cfg.Name or font_cfg.Name == "" then for i = #filename, 1, -1 do local c = string.byte(filename, i, i) if (c == 47 or c == 92) then -- '/' or '\\' font_cfg.Name = string.sub(filename, i + 1) break end end end return self:AddFontFromMemoryTTF(data, data_size, size_pixels, font_cfg, glyph_ranges) end function GetDefaultFontDataProggyClean() return ImStd.ImFileLoadToMemory("resource/fonts/ProggyClean.ttf", "rb") end function GetDefaultFontDataProggyForever() return ImStd.ImFileLoadToMemory("resource/fonts/ProggyForever.ttf", "rb") end -- TODO: IMGUI_DISABLE_DEFAULT_FONT, IMGUI_DISABLE_DEFAULT_FONT_BITMAP --- @param font_cfg_template ImFontConfig function MT.ImFontAtlas:AddFontDefaultBitmap(font_cfg_template) local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() if not font_cfg_template then font_cfg.PixelSnapH = true end if font_cfg.SizePixels <= 0.0 then font_cfg.SizePixels = 13.0 font_cfg.Flags = bit32.bor(font_cfg.Flags, ImFontFlags.ImplicitRefSize) end if not font_cfg.Name or font_cfg.Name == "" then font_cfg.Name = "ProggyClean.ttf" end font_cfg.EllipsisChar = 0x0085 font_cfg.GlyphOffset.y = font_cfg.GlyphOffset.y + 1.0 * (font_cfg.SizePixels / 13.0) local ttf_data, ttf_data_size = GetDefaultFontDataProggyClean() return self:AddFontFromMemoryTTF(ttf_data, ttf_data_size, font_cfg.SizePixels, font_cfg) end --- @param font_cfg_template ImFontConfig function MT.ImFontAtlas:AddFontDefaultVector(font_cfg_template) local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() if not font_cfg_template then font_cfg.PixelSnapH = true end if font_cfg.SizePixels <= 0.0 then font_cfg.SizePixels = 13.0 font_cfg.Flags = bit32.bor(font_cfg.Flags, ImFontFlags.ImplicitRefSize) end if not font_cfg.Name or font_cfg.Name == "" then font_cfg.Name = "ProggyForever.ttf" end font_cfg.ExtraSizeScale = font_cfg.ExtraSizeScale * 1.015 font_cfg.GlyphOffset.y = font_cfg.GlyphOffset.y + 0.5 * (font_cfg.SizePixels / 16.0) local ttf_data, ttf_data_size = GetDefaultFontDataProggyForever() return self:AddFontFromMemoryTTF(ttf_data, ttf_data_size, font_cfg.SizePixels, font_cfg) end function MT.ImFontAtlas:GetCustomRect(id, out_r) local r = ImFontAtlasPackGetRectSafe(self, id) if r == nil then return false end IM_ASSERT(self.TexData.Width > 0 and self.TexData.Height > 0) if out_r == nil then return true end out_r.x = r.x out_r.y = r.y out_r.w = r.w out_r.h = r.h ImVec2_Copy(out_r.uv0, ImVec2((r.x), (r.y)) * self.TexUvScale) ImVec2_Copy(out_r.uv1, ImVec2((r.x + r.w), (r.y + r.h)) * self.TexUvScale) return true end --- @param atlas ImFontAtlas --- @param cursor_type ImGuiMouseCursor --- @param out_offset ImVec2 --- @param out_size ImVec2 --- @param out_uv_border ImVec2[] --- @param out_uv_fill ImVec2[] function ImFontAtlasGetMouseCursorTexData(atlas, cursor_type, out_offset, out_size, out_uv_border, out_uv_fill) if cursor_type <= ImGuiMouseCursor.None or cursor_type >= ImGuiMouseCursor.COUNT then return false end if bit32.band(atlas.Flags, ImFontAtlasFlags.NoMouseCursors) ~= 0 then return false end local r = ImFontAtlasPackGetRect(atlas, atlas.Builder.PackIdMouseCursors) local pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type + 1][1] + ImVec2(r.x, r.y) local size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type + 1][2] ImVec2_Copy(out_size, size) ImVec2_Copy(out_offset, FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type + 1][3]) ImVec2_Copy(out_uv_border[1], (pos) * atlas.TexUvScale) ImVec2_Copy(out_uv_border[2], (pos + size) * atlas.TexUvScale) pos.x = pos.x + (FONT_ATLAS_DEFAULT_TEX_DATA_W + 1) ImVec2_Copy(out_uv_fill[1], (pos) * atlas.TexUvScale) ImVec2_Copy(out_uv_fill[2], (pos + size) * atlas.TexUvScale) return true end function MT.ImFontAtlas:AddCustomRect(width, height, out_r) IM_ASSERT(width > 0 and width <= 0xFFFF) IM_ASSERT(height > 0 and height <= 0xFFFF) if (self.Builder == nil) then ImFontAtlasBuildInit(self) end local r_id = ImFontAtlasPackAddRect(self, width, height) if (r_id == ImFontAtlasRectId_Invalid) then return ImFontAtlasRectId_Invalid end if (out_r ~= nil) then self:GetCustomRect(r_id, out_r) end if (self.RendererHasTextures) then local r = ImFontAtlasPackGetRect(self, r_id) ImFontAtlasTextureBlockQueueUpload(self, self.TexData, r.x, r.y, r.w, r.h) end return r_id end local function IM_NORMALIZE2F_OVER_ZERO(VX, VY) local d2 = VX * VX + VY * VY if d2 > 0.0 then local inv_len = ImRsqrt(d2) VX = VX * inv_len VY = VY * inv_len end return VX, VY end local function IM_FIXNORMAL2F(VX, VY) local IM_FIXNORMAL2F_MAX_INVLEN2 = 100 local d2 = VX * VX + VY * VY if d2 > 0.000001 then local inv_len2 = 1.0 / d2 if inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2 then inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2 end VX = VX * inv_len2 VY = VY * inv_len2 end return VX, VY end function MT.ImDrawData:Clear() self.Valid = false self.FrameCount = 0; self.TotalIdxCount = 0; self.TotalVtxCount = 0 self.CmdLists:resize(0) self.DisplayPos = ImVec2(0.0, 0.0) self.DisplaySize = ImVec2(0.0, 0.0) self.FramebufferScale = ImVec2(0.0, 0.0) self.OwnerViewport = nil self.Textures = nil end function ImGui.AddDrawListToDrawDataEx(draw_data, out_list, draw_list) if draw_list.CmdBuffer.Size == 0 then return end if draw_list.CmdBuffer.Size == 1 and draw_list.CmdBuffer.Data[1].ElemCount == 0 and draw_list.CmdBuffer.Data[1].UserCallback == nil then return end IM_ASSERT(draw_list.VtxBuffer.Size == 0 or draw_list._VtxWritePtr == draw_list.VtxBuffer.Size + 1) IM_ASSERT(draw_list.IdxBuffer.Size == 0 or draw_list._IdxWritePtr == draw_list.IdxBuffer.Size + 1) if (bit32.band(draw_list.Flags, ImDrawListFlags.AllowVtxOffset) == 0) then IM_ASSERT(draw_list._VtxCurrentIdx == draw_list.VtxBuffer.Size + 1) end out_list:push_back(draw_list) draw_data.TotalVtxCount = draw_data.TotalVtxCount + draw_list.VtxBuffer.Size draw_data.TotalIdxCount = draw_data.TotalIdxCount + draw_list.IdxBuffer.Size end function MT.ImDrawData:AddDrawList(draw_list) draw_list:_PopUnusedDrawCmd() ImGui.AddDrawListToDrawDataEx(self, self.CmdLists, draw_list) end local IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN = 4 local IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX = 512 local function IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD, _MAXERROR) return ImClamp(IM_ROUNDUP_TO_EVEN(ImCeil(IM_PI / ImAcos(1 - ImMin(_MAXERROR, _RAD) / _RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) end local function IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N, _MAXERROR) return (_MAXERROR / (1 - ImCos(IM_PI / ImMax(_N, IM_PI)))) end local function IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N, _RAD) return ((1 - ImCos(IM_PI / ImMax(_N, IM_PI))) / _RAD) end function MT.ImDrawListSharedData:SetCircleTessellationMaxError(max_error) if self.CircleTessellationMaxError == max_error then return end IM_ASSERT(max_error > 0) self.CircleTessellationMaxError = max_error for i = 1, 64 do -- IM_COUNTOF(CircleSegmentCounts) local radius = (i - 1) self.CircleSegmentCounts[i] = (i > 1) and IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, self.CircleTessellationMaxError) or IM_DRAWLIST_ARCFAST_SAMPLE_MAX end self.ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, self.CircleTessellationMaxError) end --- @param data ImDrawListSharedData function MT.ImDrawList:_SetDrawListSharedData(data) if self._Data ~= nil then self._Data.DrawLists:find_erase_unsorted(self) end self._Data = data if self._Data ~= nil then self._Data.DrawLists:push_back(self) end end -- TODO: function MT.ImDrawList:_ResetForNewFrame() self.CmdBuffer:resize(0) self.IdxBuffer:resize(0) self.VtxBuffer:resize(0) self.Flags = self._Data.InitialFlags self._CmdHeader = ImDrawCmdHeader() -- memset(&_CmdHeader, 0, sizeof(_CmdHeader)) self._VtxCurrentIdx = 1 self._VtxWritePtr = 1 self._IdxWritePtr = 1 self._ClipRectStack:resize(0) self._TextureStack:resize(0) self._Path:resize(0) self.CmdBuffer:push_back(ImDrawCmd()) self._FringeScale = self._Data.InitialFringeScale end function MT.ImDrawList:_ClearFreeMemory() self.CmdBuffer:clear() self.IdxBuffer:clear() self.VtxBuffer:clear() self.Flags = ImDrawListFlags.None self._VtxCurrentIdx = 1 self._VtxWritePtr = 1 self._IdxWritePtr = 1 self._ClipRectStack:clear() self._TextureStack:clear() -- self._CallbacksDataBuf:clear() self._Path:clear() self._Splitter:ClearFreeMemory() end function MT.ImDrawList:AddDrawCmd() local draw_cmd = ImDrawCmd() ImVec4_Copy(draw_cmd.ClipRect, self._CmdHeader.ClipRect) -- Same as calling ImDrawCmd_HeaderCopy()? draw_cmd.TexRef = self._CmdHeader.TexRef draw_cmd.VtxOffset = self._CmdHeader.VtxOffset draw_cmd.IdxOffset = self.IdxBuffer.Size IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z and draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w) self.CmdBuffer:push_back(draw_cmd) end function MT.ImDrawList:_PopUnusedDrawCmd() while self.CmdBuffer.Size > 0 do local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] if curr_cmd.ElemCount ~= 0 or curr_cmd.UserCallback ~= nil then break end self.CmdBuffer:pop_back() end end --- @param callback ImDrawCallback --- @param userdata any --- @param userdata_size? size_t function MT.ImDrawList:AddCallback(callback, userdata, userdata_size) if userdata_size == nil then userdata_size = 0 end IM_ASSERT(callback ~= nil) IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] IM_ASSERT(curr_cmd.UserCallback == nil) if curr_cmd.ElemCount ~= 0 then self:AddDrawCmd() curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] end curr_cmd.UserCallback = callback -- TODO: _CallbacksDataBuf? if userdata_size == 0 then curr_cmd.UserCallbackData = userdata else IM_ASSERT(userdata ~= nil) IM_ASSERT(userdata_size < bit32.lshift(1, 31)) end self:AddDrawCmd() end --- Compare ClipRect, TexRef, VtxOffset --- @param CMD_LHS ImDrawCmd|ImDrawCmdHeader --- @param CMD_RHS ImDrawCmd|ImDrawCmdHeader --- @return bool local function ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) if CMD_LHS.ClipRect.x ~= CMD_RHS.ClipRect.x or CMD_LHS.ClipRect.y ~= CMD_RHS.ClipRect.y or CMD_LHS.ClipRect.z ~= CMD_RHS.ClipRect.z or CMD_LHS.ClipRect.w ~= CMD_RHS.ClipRect.w then return false end if CMD_LHS.TexRef._TexData ~= CMD_RHS.TexRef._TexData or CMD_LHS.TexRef._TexID ~= CMD_RHS.TexRef._TexID then return false end if CMD_LHS.VtxOffset ~= CMD_RHS.VtxOffset then return false end return true end --- Copy ClipRect, TexRef, VtxOffset --- @param CMD_DST ImDrawCmd|ImDrawCmdHeader --- @param CMD_SRC ImDrawCmd|ImDrawCmdHeader local function ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) CMD_DST.ClipRect.x = CMD_SRC.ClipRect.x CMD_DST.ClipRect.y = CMD_SRC.ClipRect.y CMD_DST.ClipRect.z = CMD_SRC.ClipRect.z CMD_DST.ClipRect.w = CMD_SRC.ClipRect.w CMD_DST.TexRef._TexData = CMD_SRC.TexRef._TexData CMD_DST.TexRef._TexID = CMD_SRC.TexRef._TexID CMD_DST.VtxOffset = CMD_SRC.VtxOffset end --- @param CMD_0 ImDrawCmd --- @param CMD_1 ImDrawCmd local function ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) return CMD_0.IdxOffset + CMD_0.ElemCount == CMD_1.IdxOffset end function MT.ImDrawList:_TryMergeDrawCmds() IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] local prev_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size - 1] if ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) and ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) and curr_cmd.UserCallback == nil and prev_cmd.UserCallback == nil then prev_cmd.ElemCount = prev_cmd.ElemCount + curr_cmd.ElemCount self.CmdBuffer:pop_back() end end function MT.ImDrawList:_OnChangedClipRect() IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] if (curr_cmd.ElemCount ~= 0 and self._CmdHeader.ClipRect ~= curr_cmd.ClipRect) then self:AddDrawCmd() return end IM_ASSERT(curr_cmd.UserCallback == nil) local prev_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size - 1] if (curr_cmd.ElemCount == 0 and self.CmdBuffer.Size > 1 and ImDrawCmd_HeaderCompare(self._CmdHeader, prev_cmd) and ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) and prev_cmd.UserCallback == nil) then self.CmdBuffer:pop_back() return end ImVec4_Copy(curr_cmd.ClipRect, self._CmdHeader.ClipRect) end function MT.ImDrawList:_OnChangedTexture() IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] if curr_cmd.ElemCount ~= 0 and curr_cmd.TexRef ~= self._CmdHeader.TexRef then self:AddDrawCmd() return end if curr_cmd.UserCallback ~= nil then return end local prev_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size - 1] if curr_cmd.ElemCount == 0 and self.CmdBuffer.Size > 1 and ImDrawCmd_HeaderCompare(self._CmdHeader, prev_cmd) and ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) and prev_cmd.UserCallback == nil then self.CmdBuffer:pop_back() return end curr_cmd.TexRef = self._CmdHeader.TexRef end function MT.ImDrawList:_OnChangedVtxOffset() self._VtxCurrentIdx = 1 IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] if curr_cmd.ElemCount ~= 0 then self:AddDrawCmd() return end IM_ASSERT(curr_cmd.UserCallback == nil) curr_cmd.VtxOffset = self._CmdHeader.VtxOffset end ---------------------------------------------------------------- -- [SECTION] ImDrawListSplitter ---------------------------------------------------------------- -- Lua: channels swap ImVector objects with the draw list (C++ memcpy of the vector headers). -- Channel 0 holds nothing while it is the current channel (its buffers live in the draw list). -- Copy ClipRect, TexRef, VtxOffset (TexRef is assigned by reference, never mutated) local function ImDrawCmd_HeaderCopyRef(dst, src) ImVec4_Copy(dst.ClipRect, src.ClipRect) dst.TexRef = src.TexRef dst.VtxOffset = src.VtxOffset end function MT.ImDrawListSplitter:Clear() self._Current = 0 self._Count = 1 end function MT.ImDrawListSplitter:ClearFreeMemory() for i = 1, self._Channels.Size do local ch = self._Channels.Data[i] if i - 1 == self._Current then -- Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again self._Channels.Data[i] = ImDrawChannel() else ch._CmdBuffer:clear() ch._IdxBuffer:clear() end end self._Current = 0 self._Count = 1 self._Channels:clear() end --- @param draw_list ImDrawList --- @param channels_count int function MT.ImDrawListSplitter:Split(draw_list, channels_count) IM_ASSERT(self._Current == 0 and self._Count <= 1, "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.") local old_channels_count = self._Channels.Size if old_channels_count < channels_count then self._Channels:reserve(channels_count) self._Channels:resize(channels_count) end self._Count = channels_count -- Channel 0 is the draw list itself (memset to 0 in C++) local channels = self._Channels.Data channels[1] = { _CmdBuffer = nil, _IdxBuffer = nil } for i = 2, channels_count do if i > old_channels_count or channels[i] == nil then channels[i] = ImDrawChannel() else channels[i]._CmdBuffer:resize(0) channels[i]._IdxBuffer:resize(0) end end end --- @param draw_list ImDrawList function MT.ImDrawListSplitter:Merge(draw_list) -- Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. if self._Count <= 1 then return end self:SetCurrentChannel(draw_list, 0) draw_list:_PopUnusedDrawCmd() -- Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. local new_cmd_buffer_count = 0 local new_idx_buffer_count = 0 local last_cmd = (self._Count > 0 and draw_list.CmdBuffer.Size > 0) and draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] or nil local idx_offset = last_cmd and (last_cmd.IdxOffset + last_cmd.ElemCount) or 0 local channels = self._Channels.Data for i = 2, self._Count do local ch = channels[i] local cmds = ch._CmdBuffer if cmds.Size > 0 and cmds.Data[cmds.Size].ElemCount == 0 and cmds.Data[cmds.Size].UserCallback == nil then -- Equivalent of PopUnusedDrawCmd() cmds:pop_back() end if cmds.Size > 0 and last_cmd ~= nil then -- Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. -- Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. local next_cmd = cmds.Data[1] if ImDrawCmd_HeaderCompare(last_cmd, next_cmd) and last_cmd.UserCallback == nil and next_cmd.UserCallback == nil then -- Merge previous channel last draw command with current channel first draw command if matching. last_cmd.ElemCount = last_cmd.ElemCount + next_cmd.ElemCount idx_offset = idx_offset + next_cmd.ElemCount cmds:erase(1) -- FIXME-OPT: Improve for multiple merges. end end if cmds.Size > 0 then last_cmd = cmds.Data[cmds.Size] end new_cmd_buffer_count = new_cmd_buffer_count + cmds.Size new_idx_buffer_count = new_idx_buffer_count + ch._IdxBuffer.Size for cmd_n = 1, cmds.Size do cmds.Data[cmd_n].IdxOffset = idx_offset idx_offset = idx_offset + cmds.Data[cmd_n].ElemCount end end local cmd_write = draw_list.CmdBuffer.Size + 1 local idx_write = draw_list.IdxBuffer.Size + 1 draw_list.CmdBuffer:resize(draw_list.CmdBuffer.Size + new_cmd_buffer_count) draw_list.IdxBuffer:resize(draw_list.IdxBuffer.Size + new_idx_buffer_count) -- Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) local dst_cmds = draw_list.CmdBuffer.Data local dst_idx = draw_list.IdxBuffer.Data for i = 2, self._Count do local ch = channels[i] local src_cmds = ch._CmdBuffer.Data for n = 1, ch._CmdBuffer.Size do dst_cmds[cmd_write] = src_cmds[n] src_cmds[n] = nil -- ownership moved to the draw list cmd_write = cmd_write + 1 end local src_idx = ch._IdxBuffer.Data for n = 1, ch._IdxBuffer.Size do dst_idx[idx_write] = src_idx[n] idx_write = idx_write + 1 end end draw_list._IdxWritePtr = idx_write -- Ensure there's always a non-callback draw command trailing the command-buffer if draw_list.CmdBuffer.Size == 0 or draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].UserCallback ~= nil then draw_list:AddDrawCmd() end -- If current command is used with different settings we need to add a new command local curr_cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] if curr_cmd.ElemCount == 0 then ImDrawCmd_HeaderCopyRef(curr_cmd, draw_list._CmdHeader) -- Copy ClipRect, TexRef, VtxOffset elseif not ImDrawCmd_HeaderCompare(curr_cmd, draw_list._CmdHeader) then draw_list:AddDrawCmd() end self._Count = 1 end --- @param draw_list ImDrawList --- @param idx int # 0-based channel index function MT.ImDrawListSplitter:SetCurrentChannel(draw_list, idx) IM_ASSERT(idx >= 0 and idx < self._Count) if self._Current == idx then return end -- Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() local channels = self._Channels.Data local cur = channels[self._Current + 1] cur._CmdBuffer = draw_list.CmdBuffer cur._IdxBuffer = draw_list.IdxBuffer self._Current = idx local ch = channels[idx + 1] draw_list.CmdBuffer = ch._CmdBuffer draw_list.IdxBuffer = ch._IdxBuffer draw_list._IdxWritePtr = draw_list.IdxBuffer.Size + 1 -- If current command is used with different settings we need to add a new command local curr_cmd = nil if draw_list.CmdBuffer.Size > 0 then curr_cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] end if curr_cmd == nil then draw_list:AddDrawCmd() elseif curr_cmd.ElemCount == 0 then ImDrawCmd_HeaderCopyRef(curr_cmd, draw_list._CmdHeader) -- Copy ClipRect, TexRef, VtxOffset elseif not ImDrawCmd_HeaderCompare(curr_cmd, draw_list._CmdHeader) then draw_list:AddDrawCmd() end end --- @param count int function MT.ImDrawList:ChannelsSplit(count) self._Splitter:Split(self, count) end function MT.ImDrawList:ChannelsMerge() self._Splitter:Merge(self) end --- @param n int # 0-based function MT.ImDrawList:ChannelsSetCurrent(n) self._Splitter:SetCurrentChannel(self, n) end --- @param points ImVec2[] --- @param points_count int --- @param col ImU32 function MT.ImDrawList:AddConvexPolyFilled(points, points_count, col) if points_count < 3 or bit32.band(col, IM_COL32_A_MASK) == 0 then return end local uv = self._Data.TexUvWhitePixel if bit32.band(self.Flags, ImDrawListFlags.AntiAliasedFill) ~= 0 then local AA_SIZE = self._FringeScale local col_trans = bit32.band(col, bit32.bnot(IM_COL32_A_MASK)) local idx_count = (points_count - 2) * 3 + points_count * 6 local vtx_count = points_count * 2 self:PrimReserve(idx_count, vtx_count) local vtx_inner_idx = self._VtxCurrentIdx local vtx_outer_idx = self._VtxCurrentIdx + 1 local idx_data = self.IdxBuffer.Data for i = 2, points_count - 1 do local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = vtx_inner_idx; idx_data[idx_write_ptr + 1] = vtx_inner_idx + ((i - 1) * 2); idx_data[idx_write_ptr + 2] = vtx_inner_idx + (i * 2) self._IdxWritePtr = idx_write_ptr + 3 end self._Data.TempBuffer:reserve_discard(points_count) local temp_normals = self._Data.TempBuffer.Data local i0 = points_count for i1 = 1, points_count do local p0 = points[i0] local p1 = points[i1] local dx = p1.x - p0.x local dy = p1.y - p0.y dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) temp_normals[i0].x = dy temp_normals[i0].y = -dx i0 = i1 end local vtx_data = self.VtxBuffer.Data i0 = points_count for i1 = 1, points_count do local n0 = temp_normals[i0] local n1 = temp_normals[i1] local dm_x = (n0.x + n1.x) * 0.5 local dm_y = (n0.y + n1.y) * 0.5 dm_x, dm_y = IM_FIXNORMAL2F(dm_x, dm_y) dm_x = dm_x * AA_SIZE * 0.5 dm_y = dm_y * AA_SIZE * 0.5 local vtx_write_ptr = self._VtxWritePtr vtx_data[vtx_write_ptr + 0][1].x = points[i1].x - dm_x; vtx_data[vtx_write_ptr + 0][1].y = points[i1].y - dm_y; ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv); vtx_data[vtx_write_ptr + 0][3] = col vtx_data[vtx_write_ptr + 1][1].x = points[i1].x + dm_x; vtx_data[vtx_write_ptr + 1][1].y = points[i1].y + dm_y; ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], uv); vtx_data[vtx_write_ptr + 1][3] = col_trans self._VtxWritePtr = vtx_write_ptr + 2 local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = vtx_inner_idx + ((i1 - 1) * 2); idx_data[idx_write_ptr + 1] = vtx_inner_idx + ((i0 - 1) * 2); idx_data[idx_write_ptr + 2] = vtx_outer_idx + ((i0 - 1) * 2) idx_data[idx_write_ptr + 3] = vtx_outer_idx + ((i0 - 1) * 2); idx_data[idx_write_ptr + 4] = vtx_outer_idx + ((i1 - 1) * 2); idx_data[idx_write_ptr + 5] = vtx_inner_idx + ((i1 - 1) * 2) self._IdxWritePtr = idx_write_ptr + 6 i0 = i1 end self._VtxCurrentIdx = self._VtxCurrentIdx + vtx_count else local idx_count = (points_count - 2) * 3 local vtx_count = points_count self:PrimReserve(idx_count, vtx_count) local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data for i = 1, vtx_count do local vtx_write_ptr = self._VtxWritePtr ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], points[i]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv); vtx_data[vtx_write_ptr + 0][3] = col self._VtxWritePtr = vtx_write_ptr + 1 end for i = 3, points_count do local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = self._VtxCurrentIdx; idx_data[idx_write_ptr + 1] = self._VtxCurrentIdx + i - 2; idx_data[idx_write_ptr + 2] = self._VtxCurrentIdx + i - 1 self._IdxWritePtr = idx_write_ptr + 3 end self._VtxCurrentIdx = self._VtxCurrentIdx + vtx_count end end function MT.ImDrawList:PushTexture(tex_ref) self._TextureStack:push_back(tex_ref) self._CmdHeader.TexRef = tex_ref if (tex_ref._TexData ~= nil) then IM_ASSERT(tex_ref._TexData.WantDestroyNextFrame == false) end self:_OnChangedTexture() end function MT.ImDrawList:PopTexture() self._TextureStack:pop_back() self._CmdHeader.TexRef = (self._TextureStack.Size == 0) and ImTextureRef() or self._TextureStack.Data[self._TextureStack.Size] self:_OnChangedTexture() end function MT.ImDrawList:_SetTexture(tex_ref) if (self._CmdHeader.TexRef == tex_ref) then return end self._CmdHeader.TexRef = tex_ref self._TextureStack.Data[self._TextureStack.Size] = tex_ref self:_OnChangedTexture() end function MT.ImDrawList:PrimReserve(idx_count, vtx_count) IM_ASSERT_PARANOID(idx_count >= 0 and vtx_count >= 0) if (self._VtxCurrentIdx + vtx_count >= bit32.lshift(1, 16)) and (bit32.band(self.Flags, ImDrawListFlags.AllowVtxOffset) ~= 0) then self._CmdHeader.VtxOffset = self.VtxBuffer.Size + 1 self:_OnChangedVtxOffset() end local draw_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] draw_cmd.ElemCount = draw_cmd.ElemCount + idx_count local vtx_buffer_old_size = self.VtxBuffer.Size self.VtxBuffer:resize(vtx_buffer_old_size + vtx_count) self._VtxWritePtr = vtx_buffer_old_size + 1 local idx_buffer_old_size = self.IdxBuffer.Size self.IdxBuffer:resize(idx_buffer_old_size + idx_count) self._IdxWritePtr = idx_buffer_old_size + 1 end function MT.ImDrawList:PrimUnreserve(idx_count, vtx_count) IM_ASSERT_PARANOID(idx_count >= 0 and vtx_count >= 0) local draw_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] draw_cmd.ElemCount = draw_cmd.ElemCount - idx_count self.VtxBuffer:shrink(self.VtxBuffer.Size - vtx_count) self.IdxBuffer:shrink(self.IdxBuffer.Size - idx_count) self._VtxWritePtr = self.VtxBuffer.Size + 1 self._IdxWritePtr = self.IdxBuffer.Size + 1 end --- @param a ImVec2 --- @param c ImVec2 --- @param col ImU32 function MT.ImDrawList:PrimRect(a, c, col) local uv = self._Data.TexUvWhitePixel local idx = self._VtxCurrentIdx local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = idx idx_data[idx_write_ptr + 1] = idx + 1 idx_data[idx_write_ptr + 2] = idx + 2 idx_data[idx_write_ptr + 3] = idx idx_data[idx_write_ptr + 4] = idx + 2 idx_data[idx_write_ptr + 5] = idx + 3 local vtx_write_ptr = self._VtxWritePtr ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], a) ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv) vtx_data[vtx_write_ptr + 0][3] = col ImVec2_CopyV(vtx_data[vtx_write_ptr + 1][1], c[1], a[2]) ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], uv) vtx_data[vtx_write_ptr + 1][3] = col ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], c) ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], uv) vtx_data[vtx_write_ptr + 2][3] = col ImVec2_CopyV(vtx_data[vtx_write_ptr + 3][1], a[1], c[2]) ImVec2_Copy(vtx_data[vtx_write_ptr + 3][2], uv) vtx_data[vtx_write_ptr + 3][3] = col self._VtxWritePtr = vtx_write_ptr + 4 self._VtxCurrentIdx = idx + 4 self._IdxWritePtr = idx_write_ptr + 6 end --- @param a ImVec2 --- @param c ImVec2 --- @param uv_a ImVec2 --- @param uv_c ImVec2 --- @param col any function MT.ImDrawList:PrimRectUV(a, c, uv_a, uv_c, col) local idx = self._VtxCurrentIdx local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = idx idx_data[idx_write_ptr + 1] = idx + 1 idx_data[idx_write_ptr + 2] = idx + 2 idx_data[idx_write_ptr + 3] = idx idx_data[idx_write_ptr + 4] = idx + 2 idx_data[idx_write_ptr + 5] = idx + 3 local vtx_write_ptr = self._VtxWritePtr ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], a) ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], uv_a) vtx_data[vtx_write_ptr + 0][3] = col ImVec2_CopyV(vtx_data[vtx_write_ptr + 1][1], c[1], a[2]) ImVec2_CopyV(vtx_data[vtx_write_ptr + 1][2], uv_c[1], uv_a[2]) vtx_data[vtx_write_ptr + 1][3] = col ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], c) ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], uv_c) vtx_data[vtx_write_ptr + 2][3] = col ImVec2_CopyV(vtx_data[vtx_write_ptr + 3][1], a[1], c[2]) ImVec2_CopyV(vtx_data[vtx_write_ptr + 3][2], uv_a[1], uv_c[2]) vtx_data[vtx_write_ptr + 3][3] = col self._VtxWritePtr = vtx_write_ptr + 4 self._VtxCurrentIdx = idx + 4 self._IdxWritePtr = idx_write_ptr + 6 end --- @param points ImVec2[] --- @param points_count int --- @param col ImU32 --- @param thickness float --- @param flags? ImDrawFlags function MT.ImDrawList:AddPolyline(points, points_count, col, thickness, flags) if flags == nil then flags = 0 end if points_count < 2 or bit32.band(col, IM_COL32_A_MASK) == 0 then return end local closed = bit32.band(flags, ImDrawFlags.Closed) ~= 0 local opaque_uv = self._Data.TexUvWhitePixel local count = closed and points_count or points_count - 1 -- Number of line segments local thick_line = thickness > self._FringeScale IM_ASSERT_USER_ERROR_RET(bit32.band(flags, ImDrawFlags.InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?") if bit32.band(self.Flags, ImDrawListFlags.AntiAliasedLines) ~= 0 then -- Anti-aliased stroke local AA_SIZE = self._FringeScale local col_trans = bit32.band(col, bit32.bnot(IM_COL32_A_MASK)) -- Thicknesses <1.0 should behave like thickness 1.0 thickness = ImMax(thickness, 1.0) local integer_thickness = ImFloor(thickness) local fractional_thickness = thickness - integer_thickness -- Do we want to draw this line using a texture? local use_texture = bit32.band(self.Flags, ImDrawListFlags.AntiAliasedLinesUseTex) ~= 0 and integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX and fractional_thickness <= 0.00001 and AA_SIZE == 1.0 IM_ASSERT_PARANOID((not use_texture) or bit32.band(self._Data.Font.OwnerAtlas.Flags, ImFontAtlasFlags.NoBakedLines) == 0) local idx_count = use_texture and (count * 6) or (thick_line and count * 18 or count * 12) local vtx_count = use_texture and (points_count * 2) or (thick_line and points_count * 4 or points_count * 3) self:PrimReserve(idx_count, vtx_count) -- Temporary buffer local temp_buffer_size = points_count * ((use_texture or not thick_line) and 3 or 5) self._Data.TempBuffer:reserve_discard(temp_buffer_size) local temp_normals = self._Data.TempBuffer.Data local temp_points = self._Data.TempBuffer.Data; local temp_points_start = points_count + 1 -- Calculate normals for each line segment for i1 = 1, count do local i2 = (i1 == points_count) and 1 or i1 + 1 local p1 = points[i1] local p2 = points[i2] local dx = p2[1] - p1[1] local dy = p2[2] - p1[2] dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) temp_normals[i1][1] = dy temp_normals[i1][2] = -dx end if not closed then ImVec2_Copy(temp_normals[points_count], temp_normals[points_count - 1]) end -- If we are drawing a one-pixel-wide line without a texture, or a textured line of any width if use_texture or not thick_line then -- [PATH 1] Texture-based lines (thick or non-thick) -- [PATH 2] Non texture-based lines (non-thick) local half_draw_size = use_texture and (thickness * 0.5 + 1) or AA_SIZE -- If line is not closed, the first and last points need to be generated differently if not closed then ImVec2_CopyV(temp_points[temp_points_start + 0], ImVec2_AddVA(points[1], ImVec2_MulVX(temp_normals[1], half_draw_size))) ImVec2_CopyV(temp_points[temp_points_start + 1], ImVec2_SubVA(points[1], ImVec2_MulVX(temp_normals[1], half_draw_size))) ImVec2_CopyV(temp_points[temp_points_start + (points_count - 1) * 2 + 0], ImVec2_AddVA(points[points_count], ImVec2_MulVX(temp_normals[points_count], half_draw_size))) ImVec2_CopyV(temp_points[temp_points_start + (points_count - 1) * 2 + 1], ImVec2_SubVA(points[points_count], ImVec2_MulVX(temp_normals[points_count], half_draw_size))) end -- Generate indices and vertices local idx1 = self._VtxCurrentIdx local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data for i1 = 1, count do local i2 = (i1 == points_count) and 1 or i1 + 1 local idx2 = (i1 == points_count) and self._VtxCurrentIdx or (idx1 + (use_texture and 2 or 3)) -- Average normals local dm_x = (temp_normals[i1][1] + temp_normals[i2][1]) * 0.5 local dm_y = (temp_normals[i1][2] + temp_normals[i2][2]) * 0.5 dm_x, dm_y = IM_FIXNORMAL2F(dm_x, dm_y) dm_x = dm_x * half_draw_size dm_y = dm_y * half_draw_size -- Add temporary vertices for the outer edges local out_off = (i2 - 1) * 2 temp_points[temp_points_start + out_off + 0][1] = points[i2][1] + dm_x temp_points[temp_points_start + out_off + 0][2] = points[i2][2] + dm_y temp_points[temp_points_start + out_off + 1][1] = points[i2][1] - dm_x temp_points[temp_points_start + out_off + 1][2] = points[i2][2] - dm_y if use_texture then -- Add indices for two triangles local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = idx2 + 0; idx_data[idx_write_ptr + 1] = idx1 + 0; idx_data[idx_write_ptr + 2] = idx1 + 1 idx_data[idx_write_ptr + 3] = idx2 + 1; idx_data[idx_write_ptr + 4] = idx1 + 1; idx_data[idx_write_ptr + 5] = idx2 + 0 self._IdxWritePtr = idx_write_ptr + 6 else -- Add indices for four triangles local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = idx2 + 0; idx_data[idx_write_ptr + 1] = idx1 + 0; idx_data[idx_write_ptr + 2] = idx1 + 2 idx_data[idx_write_ptr + 3] = idx1 + 2; idx_data[idx_write_ptr + 4] = idx2 + 2; idx_data[idx_write_ptr + 5] = idx2 + 0 idx_data[idx_write_ptr + 6] = idx2 + 1; idx_data[idx_write_ptr + 7] = idx1 + 1; idx_data[idx_write_ptr + 8] = idx1 + 0 idx_data[idx_write_ptr + 9] = idx1 + 0; idx_data[idx_write_ptr + 10] = idx2 + 0; idx_data[idx_write_ptr + 11] = idx2 + 1 self._IdxWritePtr = idx_write_ptr + 12 end idx1 = idx2 end -- Add vertices if use_texture then -- Texture-based: need to implement TexUvLines lookup local tex_uvs = self._Data.TexUvLines[integer_thickness] local tex_uv0 = ImVec2(tex_uvs.x, tex_uvs.y) local tex_uv1 = ImVec2(tex_uvs.z, tex_uvs.w) for i = 0, points_count - 1 do local vtx_write_ptr = self._VtxWritePtr ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], temp_points[temp_points_start + i * 2 + 0]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], tex_uv0); vtx_data[vtx_write_ptr + 0][3] = col ImVec2_Copy(vtx_data[vtx_write_ptr + 1][1], temp_points[temp_points_start + i * 2 + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], tex_uv1); vtx_data[vtx_write_ptr + 1][3] = col self._VtxWritePtr = vtx_write_ptr + 2 end else -- If we're not using a texture, we need the center vertex as well for i = 0, points_count - 1 do local vtx_write_ptr = self._VtxWritePtr ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], points[i + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], opaque_uv); vtx_data[vtx_write_ptr + 0][3] = col ImVec2_Copy(vtx_data[vtx_write_ptr + 1][1], temp_points[temp_points_start + i * 2 + 0]); ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], opaque_uv); vtx_data[vtx_write_ptr + 1][3] = col_trans ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], temp_points[temp_points_start + i * 2 + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], opaque_uv); vtx_data[vtx_write_ptr + 2][3] = col_trans self._VtxWritePtr = vtx_write_ptr + 3 end end else -- [PATH 3] Non texture-based lines (thick) local half_inner_thickness = (thickness - AA_SIZE) * 0.5 -- If line is not closed, handle first and last points if not closed then local points_last = points_count - 1 ImVec2_CopyV(temp_points[temp_points_start + 0], ImVec2_AddVA(points[1], ImVec2_MulVX(temp_normals[1], (half_inner_thickness + AA_SIZE)))) ImVec2_CopyV(temp_points[temp_points_start + 1], ImVec2_AddVA(points[1], ImVec2_MulVX(temp_normals[1], half_inner_thickness))) ImVec2_CopyV(temp_points[temp_points_start + 2], ImVec2_SubVA(points[1], ImVec2_MulVX(temp_normals[1], half_inner_thickness))) ImVec2_CopyV(temp_points[temp_points_start + 3], ImVec2_SubVA(points[1], ImVec2_MulVX(temp_normals[1], (half_inner_thickness + AA_SIZE)))) ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 0], ImVec2_AddVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], (half_inner_thickness + AA_SIZE)))) ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 1], ImVec2_AddVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], half_inner_thickness))) ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 2], ImVec2_SubVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], half_inner_thickness))) ImVec2_CopyV(temp_points[temp_points_start + points_last * 4 + 3], ImVec2_SubVA(points[points_count], ImVec2_MulVX(temp_normals[points_last + 1], (half_inner_thickness + AA_SIZE)))) end -- Generate indices and vertices local idx1 = self._VtxCurrentIdx local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data for i1 = 1, count do local i2 = (i1 == points_count) and 1 or i1 + 1 local idx2 = (i1 == points_count) and self._VtxCurrentIdx or (idx1 + 4) -- Average normals local dm_x = (temp_normals[i1][1] + temp_normals[i2][1]) * 0.5 local dm_y = (temp_normals[i1][2] + temp_normals[i2][2]) * 0.5 dm_x, dm_y = IM_FIXNORMAL2F(dm_x, dm_y) local dm_out_x = dm_x * (half_inner_thickness + AA_SIZE) local dm_out_y = dm_y * (half_inner_thickness + AA_SIZE) local dm_in_x = dm_x * half_inner_thickness local dm_in_y = dm_y * half_inner_thickness -- Add temporary vertices local out_off = (i2 - 1) * 4 temp_points[temp_points_start + out_off + 0][1] = points[i2][1] + dm_out_x temp_points[temp_points_start + out_off + 0][2] = points[i2][2] + dm_out_y temp_points[temp_points_start + out_off + 1][1] = points[i2][1] + dm_in_x temp_points[temp_points_start + out_off + 1][2] = points[i2][2] + dm_in_y temp_points[temp_points_start + out_off + 2][1] = points[i2][1] - dm_in_x temp_points[temp_points_start + out_off + 2][2] = points[i2][2] - dm_in_y temp_points[temp_points_start + out_off + 3][1] = points[i2][1] - dm_out_x temp_points[temp_points_start + out_off + 3][2] = points[i2][2] - dm_out_y -- Add indices local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = idx2 + 1; idx_data[idx_write_ptr + 1] = idx1 + 1; idx_data[idx_write_ptr + 2] = idx1 + 2 idx_data[idx_write_ptr + 3] = idx1 + 2; idx_data[idx_write_ptr + 4] = idx2 + 2; idx_data[idx_write_ptr + 5] = idx2 + 1 idx_data[idx_write_ptr + 6] = idx2 + 1; idx_data[idx_write_ptr + 7] = idx1 + 1; idx_data[idx_write_ptr + 8] = idx1 + 0 idx_data[idx_write_ptr + 9] = idx1 + 0; idx_data[idx_write_ptr + 10] = idx2 + 0; idx_data[idx_write_ptr + 11] = idx2 + 1 idx_data[idx_write_ptr + 12] = idx2 + 2; idx_data[idx_write_ptr + 13] = idx1 + 2; idx_data[idx_write_ptr + 14] = idx1 + 3 idx_data[idx_write_ptr + 15] = idx1 + 3; idx_data[idx_write_ptr + 16] = idx2 + 3; idx_data[idx_write_ptr + 17] = idx2 + 2 self._IdxWritePtr = idx_write_ptr + 18 idx1 = idx2 end -- Add vertices for i = 0, points_count - 1 do local vtx_write_ptr = self._VtxWritePtr ImVec2_Copy(vtx_data[vtx_write_ptr + 0][1], temp_points[temp_points_start + i * 4 + 0]); ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], opaque_uv); vtx_data[vtx_write_ptr + 0][3] = col_trans ImVec2_Copy(vtx_data[vtx_write_ptr + 1][1], temp_points[temp_points_start + i * 4 + 1]); ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], opaque_uv); vtx_data[vtx_write_ptr + 1][3] = col ImVec2_Copy(vtx_data[vtx_write_ptr + 2][1], temp_points[temp_points_start + i * 4 + 2]); ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], opaque_uv); vtx_data[vtx_write_ptr + 2][3] = col ImVec2_Copy(vtx_data[vtx_write_ptr + 3][1], temp_points[temp_points_start + i * 4 + 3]); ImVec2_Copy(vtx_data[vtx_write_ptr + 3][2], opaque_uv); vtx_data[vtx_write_ptr + 3][3] = col_trans self._VtxWritePtr = vtx_write_ptr + 4 end end self._VtxCurrentIdx = self._VtxCurrentIdx + vtx_count else -- [PATH 4] Non texture-based, Non anti-aliased lines local idx_count = count * 6 local vtx_count = count * 4 self:PrimReserve(idx_count, vtx_count) local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Data for i1 = 1, count do local i2 = (i1 == points_count) and 1 or i1 + 1 local p1 = points[i1] local p2 = points[i2] local dx = p2[1] - p1[1] local dy = p2[2] - p1[2] dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) dx = dx * (thickness * 0.5) dy = dy * (thickness * 0.5) local vtx_write_ptr = self._VtxWritePtr vtx_data[vtx_write_ptr + 0][1][1] = p1[1] + dy; vtx_data[vtx_write_ptr + 0][1][2] = p1[2] - dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 0][2], opaque_uv); vtx_data[vtx_write_ptr + 0][3] = col vtx_data[vtx_write_ptr + 1][1][1] = p2[1] + dy; vtx_data[vtx_write_ptr + 1][1][2] = p2[2] - dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 1][2], opaque_uv); vtx_data[vtx_write_ptr + 1][3] = col vtx_data[vtx_write_ptr + 2][1][1] = p2[1] - dy; vtx_data[vtx_write_ptr + 2][1][2] = p2[2] + dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 2][2], opaque_uv); vtx_data[vtx_write_ptr + 2][3] = col vtx_data[vtx_write_ptr + 3][1][1] = p1[1] - dy; vtx_data[vtx_write_ptr + 3][1][2] = p1[2] + dx; ImVec2_Copy(vtx_data[vtx_write_ptr + 3][2], opaque_uv); vtx_data[vtx_write_ptr + 3][3] = col self._VtxWritePtr = vtx_write_ptr + 4 local idx_write_ptr = self._IdxWritePtr idx_data[idx_write_ptr + 0] = self._VtxCurrentIdx + 0; idx_data[idx_write_ptr + 1] = self._VtxCurrentIdx + 1; idx_data[idx_write_ptr + 2] = self._VtxCurrentIdx + 2 idx_data[idx_write_ptr + 3] = self._VtxCurrentIdx + 0; idx_data[idx_write_ptr + 4] = self._VtxCurrentIdx + 2; idx_data[idx_write_ptr + 5] = self._VtxCurrentIdx + 3 self._IdxWritePtr = idx_write_ptr + 6 self._VtxCurrentIdx = self._VtxCurrentIdx + 4 end end end function MT.ImDrawList:PathRect(a, b, rounding, flags) if not rounding then rounding = 0.0 end if not flags then flags = 0 end if rounding >= 0.5 then IM_ASSERT(bit32.band(flags, 0x0F) == 0, "Misuse of legacy hardcoded ImDrawCornerFlags values!") if bit32.band(flags, ImDrawFlags.RoundCornersMask_) == 0 then flags = bit32.bor(flags, ImDrawFlags.RoundCornersAll) end rounding = ImMin(rounding, ImAbs(b.x - a.x) * (((bit32.band(flags, ImDrawFlags.RoundCornersTop) == ImDrawFlags.RoundCornersTop) or (bit32.band(flags, ImDrawFlags.RoundCornersBottom) == ImDrawFlags.RoundCornersBottom)) and 0.5 or 1.0) - 1.0) rounding = ImMin(rounding, ImAbs(b.y - a.y) * (((bit32.band(flags, ImDrawFlags.RoundCornersLeft) == ImDrawFlags.RoundCornersLeft) or (bit32.band(flags, ImDrawFlags.RoundCornersRight) == ImDrawFlags.RoundCornersRight)) and 0.5 or 1.0) - 1.0) end if rounding < 0.5 or (bit32.band(flags, ImDrawFlags.RoundCornersMask_) == ImDrawFlags.RoundCornersNone) then self:PathLineTo(a) self:PathLineTo(ImVec2(b.x, a.y)) self:PathLineTo(b) self:PathLineTo(ImVec2(a.x, b.y)) else local rounding_tl = (bit32.band(flags, ImDrawFlags.RoundCornersTopLeft) ~= 0) and rounding or 0.0 local rounding_tr = (bit32.band(flags, ImDrawFlags.RoundCornersTopRight) ~= 0) and rounding or 0.0 local rounding_br = (bit32.band(flags, ImDrawFlags.RoundCornersBottomRight) ~= 0) and rounding or 0.0 local rounding_bl = (bit32.band(flags, ImDrawFlags.RoundCornersBottomLeft) ~= 0) and rounding or 0.0 self:PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9) self:PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12) self:PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3) self:PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6) end end function MT.ImDrawList:AddRectFilled(p_min, p_max, col, rounding, flags) if not rounding then rounding = 0.0 end if not flags then flags = 0 end if bit32.band(col, IM_COL32_A_MASK) == 0 then return end if rounding < 0.5 or (bit32.band(flags, ImDrawFlags.RoundCornersMask_) == ImDrawFlags.RoundCornersNone) then self:PrimReserve(6, 4) self:PrimRect(p_min, p_max, col) else self:PathRect(p_min, p_max, rounding, flags) self:PathFillConvex(col) end end --- @param p_min ImVec2 --- @param p_max ImVec2 --- @param col_upr_left ImU32 --- @param col_upr_right ImU32 --- @param col_bot_right ImU32 --- @param col_bot_left ImU32 function MT.ImDrawList:AddRectFilledMultiColor(p_min, p_max, col_upr_left, col_upr_right, col_bot_right, col_bot_left) if bit32.band(bit32.bor(col_upr_left, col_upr_right, col_bot_right, col_bot_left), IM_COL32_A_MASK) == 0 then return end local uv = self._Data.TexUvWhitePixel self:PrimReserve(6, 4) self:PrimWriteIdx(self._VtxCurrentIdx); self:PrimWriteIdx(self._VtxCurrentIdx + 1); self:PrimWriteIdx(self._VtxCurrentIdx + 2) self:PrimWriteIdx(self._VtxCurrentIdx); self:PrimWriteIdx(self._VtxCurrentIdx + 2); self:PrimWriteIdx(self._VtxCurrentIdx + 3) self:PrimWriteVtx(p_min, uv, col_upr_left) self:PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right) self:PrimWriteVtx(p_max, uv, col_bot_right) self:PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left) end --- @param p_min ImVec2 --- @param p_max ImVec2 --- @param col ImU32 --- @param rounding float --- @param thickness? float --- @param flags? ImDrawFlags function MT.ImDrawList:AddRect(p_min, p_max, col, rounding, thickness, flags) if thickness == nil then thickness = 1.0 end if flags == nil then flags = 0 end IM_ASSERT_USER_ERROR_RET(bit32.band(flags, ImDrawFlags.InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?") if bit32.band(col, IM_COL32_A_MASK) == 0 then return end if bit32.band(self.Flags, ImDrawListFlags.AntiAliasedLines) ~= 0 then self:PathRect(p_min + ImVec2(0.50, 0.50), p_max - ImVec2(0.50, 0.50), rounding, flags) else self:PathRect(p_min + ImVec2(0.50, 0.50), p_max - ImVec2(0.49, 0.49), rounding, flags) end self:PathStroke(col, thickness, ImDrawFlags.Closed) end function MT.ImDrawList:AddLine(p1, p2, col, thickness) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end self:PathLineTo(p1 + ImVec2(0.5, 0.5)) self:PathLineTo(p2 + ImVec2(0.5, 0.5)) self:PathStroke(col, thickness) end --- @param min_x float --- @param max_x float --- @param y float --- @param col ImU32 --- @param thickness? float function MT.ImDrawList:AddLineH(min_x, max_x, y, col, thickness) if thickness == nil then thickness = 1.0 end if bit32.band(col, IM_COL32_A_MASK) == 0 then return end self:PathLineTo(ImVec2(min_x + 0.5, y + 0.5)) self:PathLineTo(ImVec2(max_x + 0.5, y + 0.5)) self:PathStroke(col, thickness) end --- @param x float --- @param min_y float --- @param max_y float --- @param col ImU32 --- @param thickness? float function MT.ImDrawList:AddLineV(x, min_y, max_y, col, thickness) if thickness == nil then thickness = 1.0 end if bit32.band(col, IM_COL32_A_MASK) == 0 then return end self:PathLineTo(ImVec2(x + 0.5, min_y + 0.5)) self:PathLineTo(ImVec2(x + 0.5, max_y + 0.5)) self:PathStroke(col, thickness) end function MT.ImDrawList:AddTriangle(p1, p2, p3, col, thickness) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end self:PathLineTo(p1) self:PathLineTo(p2) self:PathLineTo(p3) self:PathStroke(col, thickness, ImDrawFlags.Closed) end function MT.ImDrawList:AddQuad(p1, p2, p3, p4, col, thickness) if thickness == nil then thickness = 1.0 end if bit32.band(col, IM_COL32_A_MASK) == 0 then return end self:PathLineTo(p1) self:PathLineTo(p2) self:PathLineTo(p3) self:PathLineTo(p4) self:PathStroke(col, thickness, ImDrawFlags.Closed) end function MT.ImDrawList:AddQuadFilled(p1, p2, p3, p4, col) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end self:PathLineTo(p1) self:PathLineTo(p2) self:PathLineTo(p3) self:PathLineTo(p4) self:PathFillConvex(col) end function MT.ImDrawList:AddTriangleFilled(p1, p2, p3, col) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end self:PathLineTo(p1) self:PathLineTo(p2) self:PathLineTo(p3) self:PathFillConvex(col) end --- @param center ImVec2 --- @param radius float --- @param col ImU32 --- @param num_segments int --- @param thickness float function MT.ImDrawList:AddCircle(center, radius, col, num_segments, thickness) if num_segments == nil then num_segments = 0 end if thickness == nil then thickness = 1.0 end if bit32.band(col, IM_COL32_A_MASK) == 0 or radius < 0.5 then return end if num_segments <= 0 then -- Use arc with automatic segment count self:_PathArcToFastEx(center, radius - 0.5, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0) self._Path.Size = self._Path.Size - 1 else -- Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) -- Because we are filling a closed shape we remove 1 from the count of segments/points local a_max = (IM_PI * 2.0) * (num_segments - 1) / num_segments self:PathArcTo(center, radius - 0.5, 0.0, a_max, num_segments - 1) end self:PathStroke(col, thickness, ImDrawFlags.Closed) end --- @param center ImVec2 --- @param radius float --- @param col ImU32 --- @param num_segments int function MT.ImDrawList:AddCircleFilled(center, radius, col, num_segments) if num_segments == nil then num_segments = 0 end if bit32.band(col, IM_COL32_A_MASK) == 0 or radius < 0.5 then return end if num_segments <= 0 then -- Use arc with automatic segment count self:_PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0) self._Path.Size = self._Path.Size - 1 else -- Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) -- Because we are filling a closed shape we remove 1 from the count of segments/points local a_max = (IM_PI * 2.0) * (num_segments - 1) / num_segments self:PathArcTo(center, radius, 0.0, a_max, num_segments - 1) end self:PathFillConvex(col) end --- @param font ImFont --- @param font_size float --- @param pos ImVec2 --- @param col ImU32 --- @param text string --- @param text_begin? int # Defaults to 1 --- @param text_end int --- @param wrap_width float --- @param cpu_fine_clip_rect? ImVec4 function MT.ImDrawList:AddText(font, font_size, pos, col, text, text_begin, text_end, wrap_width, cpu_fine_clip_rect) if text_begin == nil then text_begin = 1 end if bit32.band(col, IM_COL32_A_MASK) == 0 then return end if text_begin == text_end then return end if font == nil then font = self._Data.Font end if font_size == 0.0 then font_size = self._Data.FontSize end local clip_rect = ImVec4() -- Don't modify the clip rect! ImVec4_Copy(clip_rect, self._CmdHeader.ClipRect) if (cpu_fine_clip_rect) then clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect.x) clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect.y) clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect.z) clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect.w) end font:RenderText(self, font_size, pos, col, clip_rect, text, text_begin, text_end, wrap_width, (cpu_fine_clip_rect ~= nil) and ImDrawTextFlags.CpuFineClip or ImDrawTextFlags.None) end --- @param tex_ref ImTextureRef --- @param p_min ImVec2 --- @param p_max ImVec2 --- @param uv_min? ImVec2 --- @param uv_max? ImVec2 --- @param col? ImU32 function MT.ImDrawList:AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col) if uv_min == nil then uv_min = ImVec2(0, 0) end if uv_max == nil then uv_max = ImVec2(1, 1) end if col == nil then col = IM_COL32_WHITE end if bit32.band(col, IM_COL32_A_MASK) == 0 then return end local push_texture_id = tex_ref ~= self._CmdHeader.TexRef if push_texture_id then self:PushTexture(tex_ref) end self:PrimReserve(6, 4) self:PrimRectUV(p_min, p_max, uv_min, uv_max, col) if push_texture_id then self:PopTexture() end end --- @param tex_ref ImTextureRef --- @param p_min ImVec2 --- @param p_max ImVec2 --- @param uv_min ImVec2 --- @param uv_max ImVec2 --- @param col ImU32 --- @param rounding float --- @param flags ImDrawFlags function MT.ImDrawList:AddImageRounded(tex_ref, p_min, p_max, uv_min, uv_max, col, rounding, flags) if bit32.band(col, IM_COL32_A_MASK) == 0 then return end IM_ASSERT(bit32.band(flags, 0x0F) == 0, "Misuse of legacy hardcoded ImDrawCornerFlags values!") if bit32.band(flags, ImDrawFlags.RoundCornersMask_) == 0 then flags = bit32.bor(flags, ImDrawFlags.RoundCornersAll) end if rounding < 0.5 or bit32.band(flags, ImDrawFlags.RoundCornersMask_) == ImDrawFlags.RoundCornersNone then self:AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col) return end local push_texture_id = (tex_ref ~= self._CmdHeader.TexRef) if push_texture_id then self:PushTexture(tex_ref) end local vert_start_idx = self.VtxBuffer.Size + 1 self:PathRect(p_min, p_max, rounding, flags) self:PathFillConvex(col) local vert_end_idx = self.VtxBuffer.Size + 1 ImGui.ShadeVertsLinearUV(self, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true) if push_texture_id then self:PopTexture() end end --- @param radius float function MT.ImDrawList:_CalcCircleAutoSegmentCount(radius) local radius_idx = ImFloor(radius + 0.999) + 1 if radius_idx >= 1 and radius_idx <= 64 then -- IM_COUNTOF(_Data->CircleSegmentCounts) return self._Data.CircleSegmentCounts[radius_idx] else return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, self._Data.CircleTessellationMaxError) end end function MT.ImDrawList:PushClipRect(cr_min, cr_max, intersect_with_current_clip_rect) local cr = ImVec4(cr_min.x, cr_min.y, cr_max.x, cr_max.y) if intersect_with_current_clip_rect then local current = self._CmdHeader.ClipRect if cr.x < current.x then cr.x = current.x end if cr.y < current.y then cr.y = current.y end if cr.z > current.z then cr.z = current.z end if cr.w > current.w then cr.w = current.w end end cr.z = ImMax(cr.x, cr.z) cr.w = ImMax(cr.y, cr.w) self._ClipRectStack:push_back(cr) ImVec4_Copy(self._CmdHeader.ClipRect, cr) self:_OnChangedClipRect() end function MT.ImDrawList:PopClipRect() self._ClipRectStack:pop_back() if (self._ClipRectStack.Size == 0) then -- LUA: No "Ternary Operator" ImVec4_Copy(self._CmdHeader.ClipRect, self._Data.ClipRectFullscreen) else ImVec4_Copy(self._CmdHeader.ClipRect, self._ClipRectStack.Data[self._ClipRectStack.Size]) end self:_OnChangedClipRect() end --- @param center ImVec2 --- @param radius float --- @param a_min_sample int --- @param a_max_sample int --- @param a_step int function MT.ImDrawList:_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, a_step) if radius < 0.5 then self._Path:push_back(center) return end if a_step <= 0 then a_step = math.floor(IM_DRAWLIST_ARCFAST_SAMPLE_MAX / self:_CalcCircleAutoSegmentCount(radius)) end a_step = ImClamp(a_step, 1, math.floor(IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4)) local sample_range = ImAbs(a_max_sample - a_min_sample) local a_next_step = a_step local samples = sample_range + 1 local extra_max_sample = false if a_step > 1 then samples = math.floor(sample_range / a_step) + 1 local overstep = sample_range % a_step if overstep > 0 then extra_max_sample = true samples = samples + 1 if sample_range > 0 then a_step = a_step - math.floor((a_step - overstep) / 2) end end end self._Path:resize(self._Path.Size + samples) local out_ptr = self._Path.Size - samples + 1 local sample_index = a_min_sample if sample_index < 0 or sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX then sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX if sample_index < 0 then sample_index = sample_index + IM_DRAWLIST_ARCFAST_SAMPLE_MAX end end if a_max_sample >= a_min_sample then local a = a_min_sample while a <= a_max_sample do if sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX then sample_index = sample_index - IM_DRAWLIST_ARCFAST_SAMPLE_MAX end local s = self._Data.ArcFastVtx[sample_index + 1] ImVec2_CopyV(self._Path.Data[out_ptr], center.x + s.x * radius, center.y + s.y * radius) out_ptr = out_ptr + 1 a = a + a_step sample_index = sample_index + a_step a_step = a_next_step end else local a = a_min_sample while a >= a_max_sample do if sample_index < 0 then sample_index = sample_index + IM_DRAWLIST_ARCFAST_SAMPLE_MAX end local s = self._Data.ArcFastVtx[sample_index + 1] ImVec2_CopyV(self._Path.Data[out_ptr], center.x + s.x * radius, center.y + s.y * radius) out_ptr = out_ptr + 1 a = a - a_step sample_index = sample_index - a_step a_step = a_next_step end end if extra_max_sample then local normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX if normalized_max_sample < 0 then normalized_max_sample = normalized_max_sample + IM_DRAWLIST_ARCFAST_SAMPLE_MAX end local s = self._Data.ArcFastVtx[normalized_max_sample + 1] ImVec2_CopyV(self._Path.Data[out_ptr], center.x + s.x * radius, center.y + s.y * radius) out_ptr = out_ptr + 1 end IM_ASSERT_PARANOID(self._Path.Size == out_ptr - 1) end function MT.ImDrawList:PathArcToFast(center, radius, a_min_of_12, a_max_of_12) if radius < 0.5 then self._Path:push_back(center) return end self:_PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0) end --- @param center ImVec2 --- @param radius float --- @param a_min float --- @param a_max float --- @param num_segments int function MT.ImDrawList:_PathArcToN(center, radius, a_min, a_max, num_segments) if radius < 0.5 then self._Path:push_back(center) return end -- Note that we are adding a point at both a_min and a_max. -- If you are trying to draw a full closed circle you don't want the overlapping points! self._Path:reserve(self._Path.Size + (num_segments + 1)) for i = 0, num_segments do local a = a_min + (i / num_segments) * (a_max - a_min) self._Path:push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)) end end --- @param center ImVec2 --- @param radius float --- @param a_min float --- @param a_max float --- @param num_segments? int function MT.ImDrawList:PathArcTo(center, radius, a_min, a_max, num_segments) if num_segments == nil then num_segments = 0 end if radius < 0.5 then self._Path:push_back(center) return end if num_segments > 0 then self:_PathArcToN(center, radius, a_min, a_max, num_segments) return end if radius <= self._Data.ArcFastRadiusCutoff then local a_is_reverse = a_max < a_min local a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0) local a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0) local a_min_sample = a_is_reverse and ImFloor(a_min_sample_f) or ImCeil(a_min_sample_f) local a_max_sample = a_is_reverse and ImCeil(a_max_sample_f) or ImFloor(a_max_sample_f) local a_mid_samples = a_is_reverse and ImMax(a_min_sample - a_max_sample, 0) or ImMax(a_max_sample - a_min_sample, 0) local a_min_segment_angle = a_min_sample * IM_PI * 2.0 / IM_DRAWLIST_ARCFAST_SAMPLE_MAX local a_max_segment_angle = a_max_sample * IM_PI * 2.0 / IM_DRAWLIST_ARCFAST_SAMPLE_MAX local a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5 local a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5 self._Path:reserve(self._Path.Size + (a_mid_samples + 1 + (a_emit_start and 1 or 0) + (a_emit_end and 1 or 0))) if a_emit_start then self._Path:push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)) end if a_mid_samples > 0 then self:_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0) end if a_emit_end then self._Path:push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)) end else local arc_length = ImAbs(a_max - a_min) local circle_segment_count = self:_CalcCircleAutoSegmentCount(radius) local arc_segment_count = ImMax(ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0)), 1) self:_PathArcToN(center, radius, a_min, a_max, arc_segment_count) end end -- Not recommended to call this directly! --- @param draw_list ImDrawList --- @param size float --- @param pos ImVec2 --- @param col ImU32 --- @param clip_rect ImVec4 --- @param text ImString --- @param text_begin int --- @param text_end int --- @param wrap_width? float --- @param flags? ImDrawTextFlags function MT.ImFont:RenderText(draw_list, size, pos, col, clip_rect, text, text_begin, text_end, wrap_width, flags) if wrap_width == nil then wrap_width = .0 end if flags == nil then flags = 0 end local x = pos.x local y = pos.y if y > clip_rect.w then return end if bit32.band(draw_list.Flags, ImDrawListFlags.TextNoPixelSnap) == 0 then x = IM_TRUNC(x) y = IM_TRUNC(y) end -- if not text_end then -- end local line_height = size local baked = self:GetFontBaked(size) local scale = size / baked.Size local origin_x = x local word_wrap_enabled = (wrap_width > 0.0) local s = text_begin if y + line_height < clip_rect.y then while y + line_height < clip_rect.y and s < text_end do local line_end = ImMemchr(text, '\n', s) if word_wrap_enabled then s = ImFontCalcWordWrapPositionEx(self, size, text, s, (line_end ~= nil) and line_end or text_end, wrap_width, flags) s = ImTextCalcWordWrapNextLineStart(text, s, text_end, flags) else s = (line_end ~= nil) and (line_end + 1) or text_end end y = y + line_height end end if text_end - s > 1e4 and not word_wrap_enabled then local s_end = s local y_end = y while (y_end < clip_rect.w and s_end < text_end) do local _end = ImMemchr(text, '\n', s_end) s_end = (_end ~= nil) and (_end + 1) or text_end y_end = y_end + line_height end text_end = s_end end if s == text_end then return end local vtx_count_max = (text_end - s) * 4 local idx_count_max = (text_end - s) * 6 local idx_expected_size = draw_list.IdxBuffer.Size + idx_count_max draw_list:PrimReserve(idx_count_max, vtx_count_max) local vtx_write = draw_list._VtxWritePtr local idx_write = draw_list._IdxWritePtr local vtx_index = draw_list._VtxCurrentIdx local cmd_count = draw_list.CmdBuffer.Size local cpu_fine_clip = bit32.band(flags, ImDrawTextFlags.CpuFineClip) ~= 0 local idx_data = draw_list.IdxBuffer.Data; local vtx_data = draw_list.VtxBuffer.Data local color_untinted = bit32.bor(col, bit32.bnot(IM_COL32_A_MASK)) local word_wrap_eol local stop = false while s < text_end do repeat if word_wrap_enabled then if not word_wrap_eol then word_wrap_eol = ImFontCalcWordWrapPositionEx(self, size, text, s, text_end, wrap_width - (x - origin_x), flags) end if s >= word_wrap_eol then x = origin_x y = y + line_height if y > clip_rect.w then stop = true; break end word_wrap_eol = nil s = ImTextCalcWordWrapNextLineStart(text, s, text_end, flags) break end end local c = ImStrByte(text, s) if c < 0x80 then s = s + 1 else local wanted, out_char = ImStd.ImTextCharFromUtf8(text, s, text_end) c = out_char s = s + wanted end if c < 32 then if c == 10 then -- '\n' x = origin_x y = y + line_height if y > clip_rect.w then stop = true; break end break end if c == 13 then -- '\r' break end end local glyph = baked:FindGlyph(c) local char_width = glyph.AdvanceX * scale if glyph.Visible then local x1 = x + glyph.X0 * scale local x2 = x + glyph.X1 * scale local y1 = y + glyph.Y0 * scale local y2 = y + glyph.Y1 * scale if x1 <= clip_rect.z and x2 >= clip_rect.x then local u1 = glyph.U0 local v1 = glyph.V0 local u2 = glyph.U1 local v2 = glyph.V1 if (cpu_fine_clip) then if (x1 < clip_rect.x) then u1 = u1 + (1.0 - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1) x1 = clip_rect.x end if (y1 < clip_rect.y) then v1 = v1 + (1.0 - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1) y1 = clip_rect.y end if (x2 > clip_rect.z) then u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1) x2 = clip_rect.z end if (y2 > clip_rect.w) then v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1) y2 = clip_rect.w end if (y1 >= y2) then x = x + char_width break end end local glyph_col = glyph.Colored and color_untinted or col do local vtx0 = vtx_data[vtx_write + 0]; vtx0[1][1] = x1; vtx0[1][2] = y1; vtx0[3] = glyph_col; vtx0[2][1] = u1; vtx0[2][2] = v1; local vtx1 = vtx_data[vtx_write + 1]; vtx1[1][1] = x2; vtx1[1][2] = y1; vtx1[3] = glyph_col; vtx1[2][1] = u2; vtx1[2][2] = v1; local vtx2 = vtx_data[vtx_write + 2]; vtx2[1][1] = x2; vtx2[1][2] = y2; vtx2[3] = glyph_col; vtx2[2][1] = u2; vtx2[2][2] = v2; local vtx3 = vtx_data[vtx_write + 3]; vtx3[1][1] = x1; vtx3[1][2] = y2; vtx3[3] = glyph_col; vtx3[2][1] = u1; vtx3[2][2] = v2; idx_data[idx_write + 0] = vtx_index; idx_data[idx_write + 1] = vtx_index + 1; idx_data[idx_write + 2] = vtx_index + 2; idx_data[idx_write + 3] = vtx_index; idx_data[idx_write + 4] = vtx_index + 2; idx_data[idx_write + 5] = vtx_index + 3; vtx_write = vtx_write + 4 vtx_index = vtx_index + 4 idx_write = idx_write + 6 end end end x = x + char_width until true if stop then break end end -- Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui.* calls because CalcTextSize() is always used if cmd_count ~= draw_list.CmdBuffer.Size then IM_ASSERT(draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ElemCount == 0) draw_list.CmdBuffer:pop_back() draw_list:PrimUnreserve(idx_count_max, vtx_count_max) draw_list:AddDrawCmd() return self:RenderText(draw_list, size, pos, col, clip_rect, text, text_begin, text_end, wrap_width, flags) -- was `goto begin` end draw_list.VtxBuffer.Size = vtx_write - 1 draw_list.IdxBuffer.Size = idx_write - 1 draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ElemCount = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ElemCount - (idx_expected_size - draw_list.IdxBuffer.Size) draw_list._VtxWritePtr = vtx_write draw_list._IdxWritePtr = idx_write draw_list._VtxCurrentIdx = vtx_index end --- @param draw_list ImDrawList --- @param pos ImVec2 --- @param color ImU32 --- @param dir ImGuiDir --- @param scale? float function ImGui.RenderArrow(draw_list, pos, color, dir, scale) if scale == nil then scale = 1.0 end local h = draw_list._Data.FontSize * 1.00 local r = h * 0.40 * scale local center = pos + ImVec2(h * 0.50, h * 0.50 * scale) local a, b, c if dir == ImGuiDir.Up or dir == ImGuiDir.Down then if dir == ImGuiDir.Up then r = -r end a = ImVec2( 0.000, 0.750) * r b = ImVec2(-0.866, -0.750) * r c = ImVec2( 0.866, -0.750) * r elseif dir == ImGuiDir.Left or dir == ImGuiDir.Right then if dir == ImGuiDir.Left then r = -r end a = ImVec2( 0.750, 0.000) * r b = ImVec2(-0.750, 0.866) * r c = ImVec2(-0.750, -0.866) * r elseif dir == ImGuiDir.None or dir == ImGuiDir.COUNT then IM_ASSERT(false) end draw_list:AddTriangleFilled(center + a, center + b, center + c, color) end --- @param draw_list ImDrawList --- @param pos ImVec2 --- @param col ImU32 function ImGui.RenderBullet(draw_list, pos, col) -- FIXME-OPT: This should be baked in font now that it's easier local font_size = draw_list._Data.FontSize draw_list:AddCircleFilled(pos, font_size * 0.20, col, (font_size < 22) and 8 or ((font_size < 40) and 12 or 0)) -- Hardcode optimal/nice tessellation threshold end --- @param draw_list ImDrawList --- @param pos ImVec2 --- @param col ImU32 --- @param sz float function ImGui.RenderCheckMark(draw_list, pos, col, sz) local thickness = ImMax(sz / 5.0, 1.0) sz = sz - thickness * 0.5 pos = pos + ImVec2(thickness * 0.25, thickness * 0.25) local third = sz / 3.0 local bx = pos.x + third local by = pos.y + sz - third * 0.5 draw_list:PathLineTo(ImVec2(bx - third, by - third)) draw_list:PathLineTo(ImVec2(bx, by)) draw_list:PathLineTo(ImVec2(bx + third * 2.0, by - third * 2.0)) draw_list:PathStroke(col, thickness) end -- Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side --- @param draw_list ImDrawList --- @param pos ImVec2 --- @param half_sz ImVec2 --- @param direction ImGuiDir --- @param col ImU32 function ImGui.RenderArrowPointingAt(draw_list, pos, half_sz, direction, col) if direction == ImGuiDir.Left then draw_list:AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col) elseif direction == ImGuiDir.Right then draw_list:AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col) elseif direction == ImGuiDir.Up then draw_list:AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col) elseif direction == ImGuiDir.Down then draw_list:AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col) elseif direction == ImGuiDir.None or direction == ImGuiDir.COUNT then end end local function ImAcos01(x) if x <= 0.0 then return IM_PI * 0.5 end if x >= 1.0 then return 0.0 end return ImAcos(x) end -- FIXME: Cleanup and move code to ImDrawList --- @param draw_list ImDrawList --- @param rect ImRect --- @param col ImU32 --- @param fill_x0 float --- @param fill_x1 float --- @param rounding float function ImGui.RenderRectFilledInRangeH(draw_list, rect, col, fill_x0, fill_x1, rounding) if fill_x0 > fill_x1 then return end local p0 = ImVec2(fill_x0, rect.Min.y) local p1 = ImVec2(fill_x1, rect.Max.y) if rounding == 0.0 then draw_list:AddRectFilled(p0, p1, col, 0.0) return end rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5, (rect.Max.y - rect.Min.y) * 0.5) - 1.0, 0.0, rounding) local inv_rounding = 1.0 / rounding local arc0_b = ImAcos01(1.0 - (p0.x - rect.Min.x) * inv_rounding) local arc0_e = ImAcos01(1.0 - (p1.x - rect.Min.x) * inv_rounding) local half_pi = IM_PI * 0.5 -- We will == compare to this because we know this is the exact value ImAcos01 can return. local x0 = ImMax(p0.x, rect.Min.x + rounding) if arc0_b == arc0_e then draw_list:PathLineTo(ImVec2(x0, p1.y)) draw_list:PathLineTo(ImVec2(x0, p0.y)) elseif arc0_b == 0.0 and arc0_e == half_pi then draw_list:PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6) -- BL draw_list:PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9) -- TR else draw_list:PathArcTo(ImVec2(x0, p1.y - rounding), rounding, math.pi - arc0_e, math.pi - arc0_b) -- BL draw_list:PathArcTo(ImVec2(x0, p0.y + rounding), rounding, math.pi + arc0_b, math.pi + arc0_e) -- TR end if p1.x > rect.Min.x + rounding then local arc1_b = ImAcos01(1.0 - (rect.Max.x - p1.x) * inv_rounding) local arc1_e = ImAcos01(1.0 - (rect.Max.x - p0.x) * inv_rounding) local x1 = ImMin(p1.x, rect.Max.x - rounding) if arc1_b == arc1_e then draw_list:PathLineTo(ImVec2(x1, p0.y)) draw_list:PathLineTo(ImVec2(x1, p1.y)) elseif arc1_b == 0.0 and arc1_e == half_pi then draw_list:PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12) -- TR draw_list:PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3) -- BR else draw_list:PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b) -- TR draw_list:PathArcTo(ImVec2(x1, p1.y - rounding), rounding, arc1_b, arc1_e) -- BR end end draw_list:PathFillConvex(col) end --- @param r_in ImRect --- @param r_outer ImRect --- @param threshold float --- @return ImDrawFlags function ImGui.CalcRoundingFlagsForRectInRect(r_in, r_outer, threshold) local round_l = r_in.Min.x <= r_outer.Min.x + threshold local round_r = r_in.Max.x >= r_outer.Max.x - threshold local round_t = r_in.Min.y <= r_outer.Min.y + threshold local round_b = r_in.Max.y >= r_outer.Max.y - threshold local flags = ImDrawFlags.RoundCornersNone if round_t and round_l then flags = bit32.bor(flags, ImDrawFlags.RoundCornersTopLeft) end if round_t and round_r then flags = bit32.bor(flags, ImDrawFlags.RoundCornersTopRight) end if round_b and round_l then flags = bit32.bor(flags, ImDrawFlags.RoundCornersBottomLeft) end if round_b and round_r then flags = bit32.bor(flags, ImDrawFlags.RoundCornersBottomRight) end return flags end -- Helper for ColorPicker4() -- NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. -- Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. -- FIXME: uses ImGui.GetColorU32 --- @param draw_list ImDrawList --- @param p_min ImVec2 --- @param p_max ImVec2 --- @param col ImU32 --- @param grid_step float --- @param grid_off ImVec2 --- @param rounding? float --- @param flags? ImDrawFlags function ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, p_min, p_max, col, grid_step, grid_off, rounding, flags) if rounding == nil then rounding = 0.0 end if flags == nil then flags = 0 end if bit32.band(flags, ImDrawFlags.RoundCornersMask_) == 0 then flags = ImDrawFlags.RoundCornersDefault_ end if bit32.rshift(bit32.band(col, IM_COL32_A_MASK), IM_COL32_A_SHIFT) < 0xFF then local col_bg1 = ImGui.GetColorU32(ImStd.ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col), nil, true) local col_bg2 = ImGui.GetColorU32(ImStd.ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col), nil, true) draw_list:AddRectFilled(p_min, p_max, col_bg1, rounding, flags) local yi = 0 local y = p_min.y + grid_off.y local x_start local x local cell_flags while y < p_max.y do repeat local y1 = ImClamp(y, p_min.y, p_max.y) local y2 = ImMin(y + grid_step, p_max.y) if y2 <= y1 then break end x_start = p_min.x + grid_off.x + ((yi + 1) % 2) * grid_step x = x_start while x < p_max.x do repeat local x1 = ImClamp(x, p_min.x, p_max.x) local x2 = ImMin(x + grid_step, p_max.x) if x2 <= x1 then break end cell_flags = ImDrawFlags.RoundCornersNone if y1 <= p_min.y then if x1 <= p_min.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersTopLeft) end if x2 >= p_max.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersTopRight) end end if y2 >= p_max.y then if x1 <= p_min.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersBottomLeft) end if x2 >= p_max.x then cell_flags = bit32.bor(cell_flags, ImDrawFlags.RoundCornersBottomRight) end end -- Combine flags if flags == ImDrawFlags.RoundCornersNone or cell_flags == ImDrawFlags.RoundCornersNone then cell_flags = ImDrawFlags.RoundCornersNone else cell_flags = bit32.band(cell_flags, flags) end draw_list:AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags) until true x = x + grid_step * 2.0 end until true y = y + grid_step yi = yi + 1 end else draw_list:AddRectFilled(p_min, p_max, col, rounding, flags) end end function ImGui.RenderRectFilledWithHole(draw_list, outer, inner, col, rounding) local fill_L = inner.Min.x > outer.Min.x local fill_R = inner.Max.x < outer.Max.x local fill_U = inner.Min.y > outer.Min.y local fill_D = inner.Max.y < outer.Max.y local D = ImDrawFlags local bor = bit32.bor local function f(c, v) return c and 0 or v end if fill_L then draw_list:AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_U, D.RoundCornersTopLeft), f(fill_D, D.RoundCornersBottomLeft))) end if fill_R then draw_list:AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_U, D.RoundCornersTopRight), f(fill_D, D.RoundCornersBottomRight))) end if fill_U then draw_list:AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, bor(D.RoundCornersNone, f(fill_L, D.RoundCornersTopLeft), f(fill_R, D.RoundCornersTopRight))) end if fill_D then draw_list:AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_L, D.RoundCornersBottomLeft), f(fill_R, D.RoundCornersBottomRight))) end if fill_L and fill_U then draw_list:AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, D.RoundCornersTopLeft) end if fill_R and fill_U then draw_list:AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, D.RoundCornersTopRight) end if fill_L and fill_D then draw_list:AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, D.RoundCornersBottomLeft) end if fill_R and fill_D then draw_list:AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, D.RoundCornersBottomRight) end end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_h.lua'] = function() --- ImGui Sincerely WIP -- (Definitions) --- @meta local type = ImGui._GetTypeFunc() local rawget = rawget; local rawset = rawset -- [LuaBitOp](https://bitop.luajit.org/semantics.html) local bitAnd = bit32.band; local bitOr = bit32.bor local bitLShift = bit32.lshift --- @class char : integer --- @class unsigned_char : integer --- @alias ImS8 char --- @alias ImU8 unsigned_char --- @class ImU16 : integer --- @class ImS16 : integer --- @class ImU32 : integer --- @class ImS32 : integer --- @param val number --- @return ImU8 function ImU8(val) return bitAnd(val, 0xFF) end --- @param val number --- @return ImS8 function ImS8(val) return bitAnd(val, 0xFF) - (bitAnd(val, 0x80) ~= 0 and 0x100 or 0) end --- @param val number --- @return ImU16 function ImU16(val) return bitAnd(val, 0xFFFF) end --- @param val number --- @return ImS16 function ImS16(val) return bitAnd(val, 0xFFFF) - (bitAnd(val, 0x8000) ~= 0 and 0x10000 or 0) end --- @param val number --- @return ImU32 function ImU32(val) return bitAnd(val, 0xFFFFFFFF) end --- @param val number --- @return ImS32 function ImS32(val) return bitAnd(val, 0xFFFFFFFF) end --- @alias float number --- @class double : number --- @alias int integer --- @alias unsigned_int integer --- @alias short integer --- @alias unsigned_short integer --- @alias size_t unsigned_int --- @alias ImWchar16 unsigned_short --- @alias ImWchar ImWchar16 --- @alias bool boolean --- @alias ImGuiID unsigned_int --- @alias ImTextureID integer --- @alias ImGuiKeyChord int --- @alias ImDrawIdx unsigned_int IM_UNICODE_CODEPOINT_INVALID = 0xFFFD IM_UNICODE_CODEPOINT_MAX = 0xFFFF IM_ALLOC = ImGui.MemAlloc IM_FREE = ImGui.MemFree --- @param owner table --- @param field string|int IM_DELETE = function(owner, field) if owner[field] ~= nil then owner[field] = nil; ImGui.MemFree(owner, field); end end --------------------------------------------------------------------------------------- -- [SECTION] METATABLE MANAGEMENT --------------------------------------------------------------------------------------- --- File-scope metatable storage local MT = {} function ImGui.GetMetatables() return MT end --- @param _EXPR any --- @param _MSG string? function IM_ASSERT(_EXPR, _MSG) assert((_EXPR), _MSG) end IM_ASSERT_PARANOID = IM_ASSERT --- Note that `S64` and `U64` are not supported --- @enum ImGuiDataType ImGuiDataType = { S8 = 0, -- signed char / char U8 = 1, -- unsigned char S16 = 2, -- short U16 = 3, -- unsigned short S32 = 4, -- int U32 = 5, -- unsigned int Float = 6, -- float Double = 7, -- double Bool = 8, -- bool (provided for user convenience, not supported by scalar widgets) String = 9, -- string (provided for user convenience, not supported by scalar widgets) COUNT = 10 } ImTextureID_Invalid = -1 --- @enum ImTextureFormat ImTextureFormat = { RGBA32 = 0, Alpha8 = 1, } --- @enum ImTextureStatus ImTextureStatus = { OK = 0, Destroyed = 1, WantCreate = 2, WantUpdates = 3, WantDestroy = 4, } --- @enum ImFontAtlasFlags ImFontAtlasFlags = { None = 0, NoPowerOfTwoHeight = bitLShift(1, 0), NoMouseCursors = bitLShift(1, 1), NoBakedLines = bitLShift(1, 2) } --- @enum ImGuiDir ImGuiDir = { None = -1, Left = 0, Right = 1, Up = 2, Down = 3, COUNT = 4 } --- @enum ImGuiMouseButton ImGuiMouseButton = { Left = 0, Right = 1, Middle = 2, COUNT = 5 } --- @enum ImGuiMouseCursor ImGuiMouseCursor = { None = -1, Arrow = 0, TextInput = 1, ResizeAll = 2, ResizeNS = 3, ResizeEW = 4, ResizeNESW = 5, ResizeNWSE = 6, Hand = 7, Wait = 8, Progress = 9, NotAllowed = 10, COUNT = 11 } --- @class ImTextureRect --- @field x unsigned_short --- @field y unsigned_short --- @field w unsigned_short --- @field h unsigned_short --- @param x? unsigned_short --- @param y? unsigned_short --- @param w? unsigned_short --- @param h? unsigned_short --- @return ImTextureRect function ImTextureRect(x, y, w, h) return { x = x, y = y, w = w, h = h } end -- This structure supports indexing on string keys `x`, `y` and number keys 1, 2. -- But note that the former is likely to be more expensive. --- @class ImVec2 --- @operator add(ImVec2): ImVec2 --- @operator sub(ImVec2): ImVec2 --- @operator mul(number): ImVec2 --- @operator mul(ImVec2): ImVec2 --- @operator div(number): ImVec2 --- @operator div(ImVec2): ImVec2 --- @field [1] number --- @field [2] number --- @field x number --- @field y number local IM_VEC2 = {} --- @param t ImVec2 --- @param k string IM_VEC2.__index = function(t, k) if k == "x" then return rawget(t, 1) elseif k == "y" then return rawget(t, 2) end end --- @param t ImVec2 --- @param k string --- @param v number IM_VEC2.__newindex = function(t, k, v) if k == "x" then rawset(t, 1, v) elseif k == "y" then rawset(t, 2, v) else IM_ASSERT(false) end end --- @param x? number --- @param y? number --- @return ImVec2 --- @nodiscard function ImVec2(x, y) return setmetatable({x or 0, y or 0}, IM_VEC2) end function IM_VEC2.__add(lhs, rhs) return ImVec2(lhs[1] + rhs[1], lhs[2] + rhs[2]) end function IM_VEC2.__sub(lhs, rhs) return ImVec2(lhs[1] - rhs[1], lhs[2] - rhs[2]) end --- @overload fun(lhs: ImVec2, rhs: number): ImVec2 --- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 function IM_VEC2.__mul(lhs, rhs) if type(lhs) == "table" and type(rhs) == "number" then return ImVec2(lhs[1] * rhs, lhs[2] * rhs) elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(lhs[1] * rhs[1], lhs[2] * rhs[2]) end end --- @overload fun(lhs: ImVec2, rhs: number): ImVec2 --- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 function IM_VEC2.__div(lhs, rhs) if type(lhs) == "table" and type(rhs) == "number" then return ImVec2(lhs[1] / rhs, lhs[2] / rhs) elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(lhs[1] / rhs[1], lhs[2] / rhs[2]) end end function IM_VEC2.__eq(lhs, rhs) return lhs[1] == rhs[1] and lhs[2] == rhs[2] end function IM_VEC2:__tostring() return string.format("ImVec2(%g, %g)", self.x, self.y) end --- @param dest ImVec2 --- @param src ImVec2 function ImVec2_Copy(dest, src) dest[1] = src[1]; dest[2] = src[2] end --- @param dest ImVec2 --- @param src_x number --- @param src_y number function ImVec2_CopyV(dest, src_x, src_y) dest[1] = src_x; dest[2] = src_y end --- @param v ImVec2 --- @param add_x number --- @param add_y number function ImVec2_AddVA(v, add_x, add_y) return v[1] + add_x, v[2] + add_y end --- @param v ImVec2 --- @param sub_x number --- @param sub_y number function ImVec2_SubVA(v, sub_x, sub_y) return v[1] - sub_x, v[2] - sub_y end --- @param a ImVec2 --- @param scalar number function ImVec2_MulVX(a, scalar) return a[1] * scalar, a[2] * scalar end --- An inlined version of `ImVec2_Copy` currently for use in certain ImVector `push_back` --- @param t ImVec2[] --- @param k int --- @param v ImVec2 local function ImVec2_TCopy(t, k, v) local dest = t[k]; dest[1] = v[1]; dest[2] = v[2]; end -- This structure supports indexing on string keys `x`, `y`, `z`, `w` and number keys 1, 2, 3, 4. -- But note that the former is likely to be more expensive. --- @class ImVec4 --- @operator add(ImVec4): ImVec4 --- @operator sub(ImVec4): ImVec4 --- @operator mul(number): ImVec4 --- @field [1] number --- @field [2] number --- @field [3] number --- @field [4] number --- @field x number --- @field y number --- @field z number --- @field w number local IM_VEC4 = {} --- @param t ImVec4 --- @param k string IM_VEC4.__index = function(t, k) if k == "x" then return rawget(t, 1) elseif k == "y" then return rawget(t, 2) elseif k == "z" then return rawget(t, 3) elseif k == "w" then return rawget(t, 4) end end --- @param t ImVec4 --- @param k string --- @param v number IM_VEC4.__newindex = function(t, k, v) if k == "x" then rawset(t, 1, v) elseif k == "y" then rawset(t, 2, v) elseif k == "z" then rawset(t, 3, v) elseif k == "w" then rawset(t, 4, v) else IM_ASSERT(false) end end --- @param x? number --- @param y? number --- @param z? number --- @param w? number --- @return ImVec4 --- @nodiscard function ImVec4(x, y, z, w) return setmetatable({x or 0, y or 0, z or 0, w or 0}, IM_VEC4) end function IM_VEC4.__add(lhs, rhs) return ImVec4(lhs[1] + rhs[1], lhs[2] + rhs[2], lhs[3] + rhs[3], lhs[4] + rhs[4]) end function IM_VEC4.__sub(lhs, rhs) return ImVec4(lhs[1] - rhs[1], lhs[2] - rhs[2], lhs[3] - rhs[3], lhs[4] - rhs[4]) end function IM_VEC4.__mul(lhs, rhs) return ImVec4(lhs[1] * rhs, lhs[2] * rhs, lhs[3] * rhs, lhs[4] * rhs) end function IM_VEC4.__eq(lhs, rhs) return lhs[1] == rhs[1] and lhs[2] == rhs[2] and lhs[3] == rhs[3] and lhs[4] == rhs[4] end function IM_VEC4:__tostring() return string.format("ImVec4(%g, %g, %g, %g)", self.x, self.y, self.z, self.w) end --- @param dest ImVec4 --- @param src ImVec4 function ImVec4_Copy(dest, src) dest[1] = src[1]; dest[2] = src[2]; dest[3] = src[3]; dest[4] = src[4] end --- A compact ImVector clone --- @class ImVector --- @field Data T[] # 1-based table --- @field Size int # >= 0 --- @field _Constructor function --- @field _CopyFunc function local IM_VECTOR = {} -- Support 1-based number key indexing while keep method accessing speed --- @param t ImVector --- @param k string|int --- @return any IM_VECTOR.__index = function(t, k) if k == "Data" then return nil end -- Data has already been discarded return IM_VECTOR[k] or t.Data[IM_ASSERT(k >= 1 and k <= t.Size) or k] -- if the mt access turns out nil, the k must be int index into Data end --- @param t ImVector --- @param k int --- @param v any IM_VECTOR.__newindex = function(t, k, v) if k == "Data" then rawset(t, "Data", v); return; end -- set new Data. old Data is already discarded IM_ASSERT(k >= 1 and k <= t.Size) t.Data[k] = v end local _default_constructor = function() return nil end local _default_copyfunc = function(t, k, v) t[k] = v end local function _grow_capacity(v, sz) local new_capacity = (v.Capacity ~= 0) and math.floor(v.Capacity + v.Capacity / 2) or 8; return (new_capacity > sz) and new_capacity or sz; end --- @param T? function --- @param COPY_FUNC? function --- @return ImVector --- @nodiscard function ImVector(T, COPY_FUNC) return setmetatable({Data = nil, Size = 0, Capacity = 0, _Constructor = T or _default_constructor, _CopyFunc = COPY_FUNC or _default_copyfunc}, IM_VECTOR) end function IM_VECTOR:push_back(value) if self.Size == self.Capacity then self:reserve(_grow_capacity(self, self.Size + 1)) end; self._CopyFunc(self.Data, self.Size + 1, value); self.Size = self.Size + 1; return value end function IM_VECTOR:pop_back() IM_ASSERT(self.Size > 0); self.Size = self.Size - 1; end function IM_VECTOR:push_front(value) if self.Size == 0 then self:push_back(value) else self:insert(1, value) end end function IM_VECTOR:clear() if self.Data then self.Size = 0; self.Capacity = 0; IM_FREE(self, "Data"); self.Data = nil end end function IM_VECTOR:clear_delete() for i = 1, self.Size do self.Data[i] = nil end self.Size = 0 end function IM_VECTOR:empty() return self.Size == 0 end function IM_VECTOR:back() IM_ASSERT(self.Size > 0) return self.Data[self.Size] end function IM_VECTOR:erase(i) IM_ASSERT(i >= 1 and i <= self.Size) local removed = (table.remove(self.Data, i)) ~= nil self.Size = self.Size - 1 return removed end local function _iter(v, i) i = i + 1 if i <= v.Size then return i, v.Data[i] end end function IM_VECTOR:iter() return _iter, self, 0 end function IM_VECTOR:find_index(value) for i = 1, self.Size do if self.Data[i] == value then return i end end return nil end function IM_VECTOR:erase_unsorted(index) IM_ASSERT(index >= 1 and index <= self.Size) local last_idx = self.Size if index ~= last_idx then self.Data[index] = self.Data[last_idx] end self.Data[last_idx] = nil self.Size = self.Size - 1 return true end function IM_VECTOR:find_erase(value) local idx = self:find_index(value) if idx then return self:erase(idx) end return false end function IM_VECTOR:find_erase_unsorted(value) local idx = self:find_index(value) if idx then return self:erase_unsorted(idx) end return false end function IM_VECTOR:reserve(new_capacity) if new_capacity <= self.Capacity then return end local new_data = IM_ALLOC(self._Constructor, new_capacity) if self.Data then ImStd.memmove(new_data, 1, self.Data, 1, self.Size) IM_FREE(self, "Data") end self.Data = new_data self.Capacity = new_capacity end function IM_VECTOR:reserve_discard(new_capacity) if new_capacity <= self.Capacity then return end if self.Data then IM_FREE(self, "Data") end self.Data = IM_ALLOC(self._Constructor, new_capacity) self.Capacity = new_capacity end function IM_VECTOR:shrink(new_size) IM_ASSERT(new_size <= self.Size) self.Size = new_size end function IM_VECTOR:resize(new_size, v) if new_size > self.Capacity then self:reserve(_grow_capacity(self, new_size)) end if v ~= nil and new_size > self.Size then local data = self.Data for n = self.Size + 1, new_size do data[n] = v end end self.Size = new_size end function IM_VECTOR:swap(other) self.Size, other.Size = other.Size, self.Size; self.Capacity, other.Capacity = other.Capacity, self.Capacity; self.Data, other.Data = other.Data, self.Data end function IM_VECTOR:contains(v) for i = 1, self.Size do if self.Data[i] == v then return true end end return false end -- NOTE: This currently does not use type-aware copy! function IM_VECTOR:insert(pos, value) IM_ASSERT(pos >= 1 and pos <= self.Size + 1); if self.Size == self.Capacity then self:reserve(_grow_capacity(self, self.Size + 1)) end; for i = self.Size, pos, -1 do self.Data[i + 1] = self.Data[i] end self.Data[pos] = value self.Size = self.Size + 1 return value end -- NOTE: This currently does not copy type related info! --- @nodiscard function IM_VECTOR:copy() local v = ImVector(); v:resize(self.Size) local dest = v.Data; local src = self.Data for i = 1, v.Size do dest[i] = src[i] end return v end -- Not keeping value-key records inside `ImVector`, instead just find it --- @return int # 0-based index function IM_VECTOR:index_from_ptr(p) local data = self.Data; for i = 1, self.Size do if p == data[i] then return i - 1 end end --- @diagnostic disable-next-line IM_ASSERT(false, "index_from_ptr failed!") end --- @class ImDrawCmd --- @field ClipRect ImVec4 --- @field TexRef ImTextureRef --- @field VtxOffset unsigned_int --- @field IdxOffset unsigned_int --- @field ElemCount unsigned_int --- @field UserCallback ImDrawCallback --- @field UserCallbackData any --- @field UserCallbackDataSize int --- @field UserCallbackDataOffset int local IM_DRAWCMD = {} IM_DRAWCMD.__index = IM_DRAWCMD --- @return ImDrawCmd --- @nodiscard function ImDrawCmd() return setmetatable({ ClipRect = ImVec4(), TexRef = nil, VtxOffset = 0, IdxOffset = 0, ElemCount = 0, UserCallback = nil, UserCallbackData = nil, UserCallbackDataSize = 0, UserCallbackDataOffset = 0 }, IM_DRAWCMD) end --- @return ImTextureID function IM_DRAWCMD:GetTexID() local tex_id = (self.TexRef._TexData) and self.TexRef._TexData.TexID or self.TexRef._TexID if self.TexRef._TexData ~= nil then IM_ASSERT(tex_id ~= ImTextureID_Invalid, "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!") end return tex_id end --- @class ImDrawVert --- @field [1] ImVec2 # pos --- @field [2] ImVec2 # uv --- @field [3] ImU32 # col --- @return ImDrawVert --- @nodiscard function ImDrawVert() return { ImVec2(), ImVec2(), nil } end --- @class ImDrawCmdHeader --- @field ClipRect ImVec4 --- @field TexRef ImTextureRef --- @field VtxOffset unsigned_int --- @return ImDrawCmdHeader --- @nodiscard function ImDrawCmdHeader() return { ClipRect = ImVec4(), TexRef = nil, VtxOffset = 0 } end --- @class ImDrawChannel --- @field _CmdBuffer ImVector --- @field _IdxBuffer ImVector --- @return ImDrawChannel --- @nodiscard function ImDrawChannel() return { _CmdBuffer = ImVector(), _IdxBuffer = ImVector() } end --- @class ImDrawListSplitter --- @field _Current int --- @field _Count int --- @field _Channels ImVector --- @return ImDrawListSplitter --- @nodiscard MT.ImDrawListSplitter = {} -- methods in imgui_draw.lua MT.ImDrawListSplitter.__index = MT.ImDrawListSplitter function ImDrawListSplitter() return setmetatable({ _Current = 0, _Count = 0, _Channels = ImVector() }, MT.ImDrawListSplitter) end --- @class ImDrawList --- @field CmdBuffer ImVector --- @field IdxBuffer ImVector --- @field VtxBuffer ImVector --- @field Flags ImDrawListFlags --- @field _VtxCurrentIdx unsigned_int # 1-based, generally == (VtxBuffer.Size + 1) --- @field _Data ImDrawListSharedData # Pointes to shared draw data --- @field _VtxWritePtr unsigned_int # 1-based, points to the current writing index in VtxBuffer.Data --- @field _IdxWritePtr unsigned_int # 1-based, points to the current writing index in IdxBuffer.Data --- @field _Path ImVector # current path building --- @field _CmdHeader ImDrawCmdHeader # template of active commands. Fields should match those of CmdBuffer:back() --- @field _Splitter ImDrawListSplitter --- @field _ClipRectStack ImVector --- @field _TextureStack ImVector --- @field _CallbacksDataBuf any --- @field _FringeScale float --- @field _OwnerName string MT.ImDrawList = {} MT.ImDrawList.__index = MT.ImDrawList --- @param pos ImVec2 --- @param uv ImVec2 --- @param col ImU32 function MT.ImDrawList:PrimWriteVtx(pos, uv, col) local vtx = self.VtxBuffer.Data[self._VtxWritePtr] ImVec2_Copy(vtx[1], pos) ImVec2_Copy(vtx[2], uv) vtx[3] = col self._VtxWritePtr = self._VtxWritePtr + 1 self._VtxCurrentIdx = self._VtxCurrentIdx + 1 end --- @param idx ImDrawIdx function MT.ImDrawList:PrimWriteIdx(idx) self.IdxBuffer.Data[self._IdxWritePtr] = idx self._IdxWritePtr = self._IdxWritePtr + 1 end --- @param pos ImVec2 --- @param uv ImVec2 --- @param col ImU32 function MT.ImDrawList:PrimVtx(pos, uv, col) self:PrimWriteIdx(self._VtxCurrentIdx) self:PrimWriteVtx(pos, uv, col) end --- @param data? ImDrawListSharedData --- @return ImDrawList --- @nodiscard function ImDrawList(data) --- @type ImDrawList local this = setmetatable({ CmdBuffer = ImVector(), IdxBuffer = ImVector(), VtxBuffer = ImVector(ImDrawVert), Flags = 0, _VtxCurrentIdx = 1, _Data = nil, _VtxWritePtr = 1, _IdxWritePtr = 1, _Path = ImVector(ImVec2, ImVec2_TCopy), _CmdHeader = ImDrawCmdHeader(), _Splitter = ImDrawListSplitter(), _ClipRectStack = ImVector(), _TextureStack = ImVector(), _CallbacksDataBuf = nil, _FringeScale = 0, _OwnerName = nil }, MT.ImDrawList) this:_SetDrawListSharedData(data) return this end --- @class ImDrawData --- @field Valid bool --- @field FrameCount int --- @field TotalIdxCount int --- @field TotalVtxCount int --- @field CmdLists ImVector --- @field DisplayPos ImVec2 --- @field DisplaySize ImVec2 --- @field FramebufferScale ImVec2 --- @field OwnerViewport ImGuiViewport --- @field Textures ImVector MT.ImDrawData = {} MT.ImDrawData.__index = MT.ImDrawData --- @return ImDrawData function ImDrawData() --- @type ImDrawData local this = setmetatable({}, MT.ImDrawData) this.CmdLists = ImVector() this:Clear() return this end --- @class ImTextureData --- @field UniqueID int --- @field Status ImTextureStatus --- @field BackendUserData any --- @field QueueUserData any --- @field TexID ImTextureID --- @field Format ImTextureFormat --- @field Width int --- @field Height int --- @field BytesPerPixel int --- @field Pixels unsigned_char[] --- @field UsedRect ImTextureRect --- @field UpdateRect ImTextureRect --- @field Updates ImVector --- @field UnusedFrames int --- @field RefCount unsigned_short --- @field UseColors bool --- @field WantDestroyNextFrame bool MT.ImTextureData = {} MT.ImTextureData.__index = MT.ImTextureData --- @return ImTextureData --- @nodiscard function ImTextureData() --- @type ImTextureData local this = setmetatable({}, MT.ImTextureData) this.UniqueID = 0 this.Status = ImTextureStatus.Destroyed this.BackendUserData = nil this.TexID = ImTextureID_Invalid this.Format = 0 this.Width = 0 this.Height = 0 this.BytesPerPixel = 0 this.Pixels = nil this.UsedRect = ImTextureRect() this.UpdateRect = ImTextureRect() this.Updates = ImVector() this.UnusedFrames = 0 this.RefCount = 0 this.UseColors = false this.WantDestroyNextFrame = false return this end --- @param x int --- @param y int function MT.ImTextureData:GetPixelsAt(x, y) return self.Pixels, (x + y * self.Width) * self.BytesPerPixel + 1 end function MT.ImTextureData:GetPitch() return self.Width * self.BytesPerPixel end function MT.ImTextureData:GetTexID() return self.TexID end --- @param tex_id ImTextureID function MT.ImTextureData:SetTexID(tex_id) self.TexID = tex_id end --- @param status ImTextureStatus function MT.ImTextureData:SetStatus(status) self.Status = status if (status == ImTextureStatus.Destroyed and not self.WantDestroyNextFrame and self.Pixels ~= nil) then self.Status = ImTextureStatus.WantCreate end end --- @class ImTextureRef --- @field _TexData? ImTextureData --- @field _TexID ImTextureID local IM_TEXTURE_REF = {} IM_TEXTURE_REF.__index = IM_TEXTURE_REF --- @return ImTextureRef --- @nodiscard function ImTextureRef(tex_id) return setmetatable({ _TexData = nil, _TexID = tex_id or ImTextureID_Invalid }, IM_TEXTURE_REF) end --- @class ImFontBaked --- @field IndexAdvanceX ImVector # Glyphs->AdvanceX in a directly indexable way. Note that codepoint starts from 0, so IndexAdvanceX.Data[0 + 1] holds the advanceX of glyph at codepoint 0 --- @field FallbackAdvanceX float --- @field Size float --- @field RasterizerDensity float --- @field IndexLookup ImVector # Index glyphs by Unicode codepoint. use IndexLookup.Data[codepoint + 1] for codepoint. Stores 1-based index! --- @field Glyphs ImVector --- @field FallbackGlyphIndex int # Initial value = -1, then becomes 1-based index if fallback char is set --- @field Ascent float --- @field Descent float --- @field MetricsTotalSurface unsigned_int --- @field WantDestroy bool --- @field LoadNoFallback bool --- @field LoadNoRenderOnLayout bool --- @field LastUsedFrame int --- @field BakedId ImGuiID --- @field OwnerFont ImFont --- @field FontLoaderDatas any MT.ImFontBaked = {} MT.ImFontBaked.__index = MT.ImFontBaked --- @return ImFontBaked --- @nodiscard function ImFontBaked() --- @type ImFontBaked local this = setmetatable({}, MT.ImFontBaked) this.IndexAdvanceX = ImVector() this.FallbackAdvanceX = 0 this.Size = 0 this.RasterizerDensity = 0 this.IndexLookup = ImVector() this.Glyphs = ImVector() this.FallbackGlyphIndex = -1 this.Ascent = 0 this.Descent = 0 this.MetricsTotalSurface = 0 this.WantDestroy = false this.LoadNoFallback = false this.LoadNoRenderOnLayout = false this.LastUsedFrame = 0 this.BakedId = 0 this.OwnerFont = nil this.FontLoaderDatas = nil return this end --- @class ImFont --- @field LastBaked ImFontBaked --- @field OwnerAtlas ImFontAtlas --- @field Flags ImFontFlags --- @field CurrentRasterizerDensity float --- @field FontId ImGuiID --- @field LegacySize float --- @field Sources ImVector --- @field EllipsisChar ImWchar --- @field FallbackChar ImWchar --- @field Used8kPagesMap ImU8[] # 1-based table --- @field EllipsisAutoBake bool --- @field RemapPairs table # LUA: No ImGuiStorage --- @field Scale float MT.ImFont = {} MT.ImFont.__index = MT.ImFont function MT.ImFont:IsLoaded() return self.OwnerAtlas ~= nil end function MT.ImFont:GetDebugName() if self.Sources.Size > 0 then return self.Sources[1].Name else return "" end end --- @return ImFont --- @nodiscard function ImFont() --- @type ImFont local this = setmetatable({}, MT.ImFont) this.LastBaked = nil this.OwnerAtlas = nil this.Flags = 0 this.CurrentRasterizerDensity = 0 this.FontId = 0 this.LegacySize = 0 this.Sources = ImVector() this.EllipsisChar = 0 this.FallbackChar = 0 this.Used8kPagesMap = {} this.EllipsisAutoBake = false this.RemapPairs = {} this.Scale = 0 return this end --- @class ImFontConfig --- @field Name string --- @field FontData table --- @field FontDataSize int --- @field FontDataOwnedByAtlas bool --- @field MergeMode bool --- @field PixelSnapH bool --- @field OversampleH ImS8 --- @field OversampleV ImS8 --- @field EllipsisChar ImWchar --- @field SizePixels float --- @field GlyphRanges ImWchar[] --- @field GlyphExcludeRanges ImWchar[] --- @field GlyphOffset ImVec2 --- @field GlyphMinAdvanceX float --- @field GlyphMaxAdvanceX float --- @field GlyphExtraAdvanceX float --- @field FontNo ImU32 --- @field FontLoaderFlags unsigned_int --- @field RasterizerMultiply float --- @field RasterizerDensity float --- @field ExtraSizeScale float --- @field Flags ImFontFlags --- @field DstFont ImFont --- @field FontLoader ImFontLoader --- @field FontLoaderData any local IM_FONT_CONFIG = {} IM_FONT_CONFIG.__index = IM_FONT_CONFIG --- @return ImFontConfig --- @nodiscard function ImFontConfig() --- @type ImFontConfig local this = setmetatable({}, IM_FONT_CONFIG) this.Name = nil this.FontData = nil this.FontDataSize = 0 this.FontDataOwnedByAtlas = true this.MergeMode = false this.PixelSnapH = false this.OversampleH = 0 this.OversampleV = 0 this.EllipsisChar = 0 this.SizePixels = 0 this.GlyphRanges = nil this.GlyphExcludeRanges = nil this.GlyphOffset = ImVec2() this.GlyphMinAdvanceX = 0 this.GlyphMaxAdvanceX = FLT_MAX this.GlyphExtraAdvanceX = 0 this.FontNo = 0 this.FontLoaderFlags = 0 this.RasterizerMultiply = 1.0 this.RasterizerDensity = 1.0 this.ExtraSizeScale = 1.0 this.Flags = 0 this.DstFont = nil this.FontLoader = nil this.FontLoaderData = nil return this end --- @class ImFontAtlas --- @field Flags ImFontAtlasFlags --- @field TexDesiredFormat ImTextureFormat --- @field TexGlyphPadding int --- @field TexMinWidth int --- @field TexMinHeight int --- @field TexMaxWidth int --- @field TexMaxHeight int --- @field TexRef ImTextureRef --- @field TexData ImTextureData --- @field TexList ImVector --- @field Locked bool --- @field RendererHasTextures bool --- @field TexPixelsUseColors bool --- @field TexUvScale ImVec2 --- @field TexUvWhitePixel ImVec2 --- @field Fonts ImVector --- @field Sources ImVector --- @field TexUvLines ImVec4[] # 0-based table --- @field TexNextUniqueID int --- @field FontNextUniqueID int --- @field DrawListSharedDatas ImVector --- @field Builder ImFontAtlasBuilder --- @field FontLoader ImFontLoader --- @field FontLoaderName string --- @field FontLoaderData any --- @field FontLoaderFlags unsigned_int --- @field RefCount int --- @field OwnerContext ImGuiContext MT.ImFontAtlas = {} MT.ImFontAtlas.__index = MT.ImFontAtlas --- @return ImFontAtlas --- @nodiscard function ImFontAtlas() --- @type ImFontAtlas local this = setmetatable({}, MT.ImFontAtlas) this.Flags = 0 this.TexDesiredFormat = ImTextureFormat.RGBA32 this.TexGlyphPadding = 1 this.TexMinWidth = 512 this.TexMinHeight = 128 this.TexMaxWidth = 8192 this.TexMaxHeight = 8192 this.TexRef = ImTextureRef() this.TexData = nil this.TexList = ImVector() this.Locked = false this.RendererHasTextures = false this.TexPixelsUseColors = nil this.TexUvScale = nil this.TexUvWhitePixel = nil this.Fonts = ImVector() this.Sources = ImVector() this.TexUvLines = {} this.TexNextUniqueID = 1 this.FontNextUniqueID = 1 this.DrawListSharedDatas = ImVector() this.Builder = nil this.FontLoader = nil this.FontLoaderName = nil this.FontLoaderData = nil this.FontLoaderFlags = nil this.RefCount = 0 this.OwnerContext = nil return this end --- @class ImFontAtlasRect --- @field x unsigned_short --- @field y unsigned_short --- @field w unsigned_short --- @field h unsigned_short --- @field uv0 ImVec2 --- @field uv1 ImVec2 --- @alias ImFontAtlasRectId int ImFontAtlasRectId_Invalid = -1 --- @return ImFontAtlasRect --- @nodiscard function ImFontAtlasRect() return { x = nil, y = nil, w = nil, h = nil, uv0 = ImVec2(), uv1 = ImVec2() } end --- @class ImFontGlyph --- @field Colored boolean --- @field Visible boolean --- @field SourceIdx unsigned_int --- @field Codepoint unsigned_int --- @field AdvanceX float --- @field X0 float --- @field Y0 float --- @field X1 float --- @field Y1 float --- @field U0 float --- @field V0 float --- @field U1 float --- @field V1 float --- @field PackId int --- @return ImFontGlyph --- @nodiscard function ImFontGlyph() return { Colored = false, Visible = false, SourceIdx = 0, Codepoint = 0, AdvanceX = 0, X0 = 0, Y0 = 0, X1 = 0, Y1 = 0, U0 = 0, V0 = 0, U1 = 0, V1 = 0, PackId = -1 } end --- @class ImGuiKeyData --- @field Down bool --- @field DownDuration float --- @field DownDurationPrev float --- @field AnalogValue float --- @return ImGuiKeyData --- @nodiscard function ImGuiKeyData() return { Down = false, DownDuration = 0.0, DownDurationPrev = 0.0, AnalogValue = 0.0 } end --- @enum ImGuiConfigFlags ImGuiConfigFlags = { None = 0, NavEnableKeyboard = bitLShift(1, 0), NavEnableGamepad = bitLShift(1, 1), NoMouse = bitLShift(1, 4), NoMouseCursorChange = bitLShift(1, 5), NoKeyboard = bitLShift(1, 6), DockingEnable = bitLShift(1, 7), ViewportsEnable = bitLShift(1, 10), IsSRGB = bitLShift(1, 20), IsTouchScreen = bitLShift(1, 21) } --- @class ImGuiIO MT.ImGuiIO = {} MT.ImGuiIO.__index = MT.ImGuiIO --- @return ImGuiIO function ImGuiIO() local this = { Ctx = nil, KeyCtrl = false, KeyShift = false, KeyAlt = false, KeySuper = false, KeyMods = nil, BackendFlags = ImGuiBackendFlags.None, ConfigFlags = ImGuiConfigFlags.None, DisplaySize = ImVec2(-1.0, -1.0), DeltaTime = 1.0 / 60.0, DisplayFramebufferScale = ImVec2(1.0, 1.0), MousePos = ImVec2(), MousePosPrev = ImVec2(), WantSetMousePos = false, MouseDelta = ImVec2(), MouseDown = {[0] = false, [1] = false, [2] = false}, MouseWheel = 0, MouseWheelH = 0, MouseCtrlLeftAsRightClick = false, MouseWheelRequestAxisSwap = false, ConfigColorEditFlags = ImGuiColorEditFlags.DefaultOptions_, ConfigMacOSXBehaviors = false, ConfigNavCursorVisibleAuto = true, ConfigNavCursorVisibleAlways = false, ConfigInputTrickleEventQueue = true, ConfigWindowsResizeFromEdges = true, ConfigDebugIniSettings = false, ConfigWindowsCopyContentsWithCtrlC = false, ConfigWindowsMoveFromTitleBarOnly = false, ConfigErrorRecovery = true, ConfigErrorRecoveryEnableAssert = true, ConfigErrorRecoveryEnableDebugLog = true, ConfigErrorRecoveryEnableTooltip = true, ConfigDebugHighlightIdConflicts = false, ConfigDebugHighlightIdConflictsShowItemPicker = true, IniFilename = "imgui.ini", -- Roblox: no disk access, only used as a flag (nil disables .ini handling) IniSavingRate = 5.0, LogFilename = "imgui_log.txt", WantSaveIniSettings = false, ConfigDockingNoSplit = false, ConfigDockingNoDockingOver = false, ConfigDockingWithShift = false, ConfigDockingAlwaysTabBar = false, ConfigDockingTransparentPayload = false, ConfigViewportsNoAutoMerge = false, ConfigViewportsNoTaskBarIcon = false, ConfigViewportsNoDecoration = true, ConfigViewportsNoDefaultParent = true, ConfigViewportsPlatformFocusSetsImGuiFocus = true, ConfigMemoryCompactTimer = 60.0, MouseDrawCursor = false, MouseClicked = {[0] = false, [1] = false, [2] = false}, MouseReleased = {[0] = false, [1] = false, [2] = false}, MouseClickedCount = {[0] = 0, [1] = 0, [2] = 0}, MouseClickedLastCount = {[0] = 0, [1] = 0, [2] = 0}, MouseDownDuration = {[0] = -1, [1] = -1, [2] = -1}, MouseDownDurationPrev = {[0] = -1, [1] = -1, [2] = -1}, MouseDragMaxDistanceAbs = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, MouseDragMaxDistanceSqr = {[0] = 0, [1] = 0, [2] = 0}, MouseDownOwned = {[0] = nil, [1] = nil, [2] = nil}, MouseDownOwnedUnlessPopupClose = {[0] = nil, [1] = nil, [2] = nil}, MouseClickedTime = {[0] = 0, [1] = 0, [2] = 0}, MouseReleasedTime = {[0] = 0, [1] = 0, [2] = 0}, MouseClickedPos = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, MouseDoubleClicked = {[0] = false, [1] = false, [2] = false}, MouseDoubleClickTime = 0.30, MouseSingleClickDelay = 0.50, MouseDoubleClickMaxDist = 6.0, MouseDragThreshold = 6.0, KeyRepeatDelay = 0.275, KeyRepeatRate = 0.050, KeysData = {}, -- size = ImGuiKey.NamedKey_COUNT WantCaptureMouse = nil, WantCaptureKeyboard = nil, WantTextInput = nil, Framerate = 0, NavActive = false, NavVisible = false, MetricsRenderWindows = 0, Fonts = nil, FontDefault = nil, BackendPlatformUserData = nil, BackendRendererUserData = nil, InputQueueCharacters = ImVector(), AppAcceptingEvents = true, InputQueueSurrogate = 0 } for i = 0, ImGuiKey.NamedKey_COUNT - 1 do this.KeysData[i] = ImGuiKeyData() end return setmetatable(this, MT.ImGuiIO) end --- @class ImGuiPlatformImeData --- @field WantVisible bool --- @field WantTextInput bool --- @field InputPos ImVec2 --- @field InputLineHeight float --- @field ViewportId ImGuiID --- @return ImGuiPlatformImeData --- @nodiscard function ImGuiPlatformImeData() return { WantVisible = false, WantTextInput = false, InputPos = ImVec2(), InputLineHeight = 0.0, ViewportId = 0 } end --- @param dest ImGuiPlatformImeData --- @param src ImGuiPlatformImeData function ImGuiPlatformImeData_Copy(dest, src) dest.WantVisible = src.WantVisible dest.WantTextInput = src.WantTextInput ImVec2_Copy(dest.InputPos, src.InputPos) dest.InputLineHeight = src.InputLineHeight dest.ViewportId = src.ViewportId end --- @param data1 ImGuiPlatformImeData --- @param data2 ImGuiPlatformImeData function ImGuiPlatformImeData_Compare(data1, data2) if data1.WantVisible ~= data2.WantVisible or data1.WantTextInput ~= data2.WantTextInput or data1.InputPos ~= data2.InputPos or data1.InputLineHeight ~= data2.InputLineHeight or data1.ViewportId ~= data2.ViewportId then return false end return true end --- @enum ImGuiViewportFlags ImGuiViewportFlags = { None = 0, IsPlatformWindow = bitLShift(1, 0), IsPlatformMonitor = bitLShift(1, 1), OwnedByApp = bitLShift(1, 2), NoDecoration = bitLShift(1, 3), NoTaskBarIcon = bitLShift(1, 4), NoFocusOnAppearing = bitLShift(1, 5), NoFocusOnClick = bitLShift(1, 6), NoInputs = bitLShift(1, 7), NoRendererClear = bitLShift(1, 8), NoAutoMerge = bitLShift(1, 9), TopMost = bitLShift(1, 10), CanHostOtherWindows = bitLShift(1, 11), IsMinimized = bitLShift(1, 12), IsFocused = bitLShift(1, 13) } --- @class ImGuiViewport --- @field ID ImGuiID --- @field Flags ImGuiViewportFlags --- @field Pos ImVec2 --- @field Size ImVec2 --- @field FramebufferScale ImVec2 --- @field WorkPos ImVec2 --- @field WorkSize ImVec2 --- @field DpiScale float --- @field ParentViewportId ImGuiID --- @field ParentViewport ImGuiViewport --- @field DrawData ImDrawData --- @field RendererUserData any --- @field PlatformUserData any --- @field PlatformHandle any --- @field PlatformHandleRaw any --- @field PlatformWindowCreated bool --- @field PlatformRequestMove bool --- @field PlatformRequestResize bool --- @field PlatformRequestClose bool MT.ImGuiViewport = {} MT.ImGuiViewport.__index = MT.ImGuiViewport function MT.ImGuiViewport:GetCenter() return ImVec2(self.Pos.x + self.Size.x * 0.5, self.Pos.y + self.Size.y * 0.5) end function MT.ImGuiViewport:GetWorkCenter() return ImVec2(self.WorkPos.x + self.WorkSize.x * 0.5, self.WorkPos.y + self.WorkSize.y * 0.5) end --- @return ImGuiViewport --- @nodiscard function ImGuiViewport() return setmetatable({ ID = 0, Flags = 0, Pos = ImVec2(), Size = ImVec2(), FramebufferScale = ImVec2(), WorkPos = ImVec2(), WorkSize = ImVec2(), DpiScale = 0, PlatformHandle = nil, PlatformHandleRaw = nil, PlatformWindowCreated = false }, MT.ImGuiViewport) end --- @class ImGuiPlatformIO --- @field Platform_GetClipboardTextFn fun(ctx?: ImGuiContext): string --- @field Platform_CreateWindow fun(vp: ImGuiViewport) --- @field Platform_OnChangedViewport fun(vp: ImGuiViewport) --- @field Monitors ImVector --- @field Textures ImVector --- @field Viewports ImVector MT.ImGuiPlatformIO = {} MT.ImGuiPlatformIO.__index = MT.ImGuiPlatformIO --- @return ImGuiPlatformIO --- @nodiscard function ImGuiPlatformIO() local this = { Platform_GetClipboardTextFn = nil, Platform_SetClipboardTextFn = nil, Platform_OpenInShellFn = nil, Platform_OpenInShellUserData = nil, Renderer_TextureMaxWidth = 0, Renderer_TextureMaxHeight = 0, Renderer_RenderState = nil, Monitors = ImVector(), Textures = ImVector(), Viewports = ImVector(), Platform_LocaleDecimalPoint = 46, -- '.' Platform_OnChangedViewport = nil, } return setmetatable(this, MT.ImGuiPlatformIO) end --- @class ImGuiPlatformMonitor --- @field MainPos ImVec2 --- @field MainSize ImVec2 --- @field WorkPos ImVec2 --- @field WorkSize ImVec2 --- @field DpiScale float --- @field PlatformHandle any --- @return ImGuiPlatformMonitor --- @nodiscard function ImGuiPlatformMonitor() return { MainPos = ImVec2(0, 0), MainSize = ImVec2(0, 0), WorkPos = ImVec2(0, 0), WorkSize = ImVec2(0, 0), DpiScale = 1.0, PlatformHandle = nil } end --- @enum ImGuiWindowFlags ImGuiWindowFlags = { None = 0, NoTitleBar = bitLShift(1, 0), NoResize = bitLShift(1, 1), NoMove = bitLShift(1, 2), NoScrollbar = bitLShift(1, 3), NoScrollWithMouse = bitLShift(1, 4), NoCollapse = bitLShift(1, 5), AlwaysAutoResize = bitLShift(1, 6), NoBackground = bitLShift(1, 7), NoSavedSettings = bitLShift(1, 8), NoMouseInputs = bitLShift(1, 9), MenuBar = bitLShift(1, 10), HorizontalScrollbar = bitLShift(1, 11), NoFocusOnAppearing = bitLShift(1, 12), NoBringToFrontOnFocus = bitLShift(1, 13), AlwaysVerticalScrollbar = bitLShift(1, 14), AlwaysHorizontalScrollbar = bitLShift(1, 15), NoNavInputs = bitLShift(1, 16), NoNavFocus = bitLShift(1, 17), UnsavedDocument = bitLShift(1, 18), NoDocking = bitLShift(1, 19), DockNodeHost = bitLShift(1, 23), ChildWindow = bitLShift(1, 24), Tooltip = bitLShift(1, 25), Popup = bitLShift(1, 26), Modal = bitLShift(1, 27), ChildMenu = bitLShift(1, 28) } -- [Internal] ImGuiWindowFlags.NoNav = bitOr(ImGuiWindowFlags.NoNavInputs, ImGuiWindowFlags.NoNavFocus) ImGuiWindowFlags.NoDecoration = bitOr(ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoCollapse) ImGuiWindowFlags.NoInputs = bitOr(ImGuiWindowFlags.NoMouseInputs, ImGuiWindowFlags.NoNavInputs, ImGuiWindowFlags.NoNavFocus) --- @enum ImGuiItemFlags ImGuiItemFlags = { None = 0, NoTabStop = bitLShift(1, 0), NoNav = bitLShift(1, 1), NoNavDefaultFocus = bitLShift(1, 2), ButtonRepeat = bitLShift(1, 3), AutoClosePopups = bitLShift(1, 4), AllowDuplicateId = bitLShift(1, 5), Disabled = bitLShift(1, 6), LiveEditOnInputText = bitLShift(1, 7), LiveEditOnInputScalar = bitLShift(1, 8) } ImGuiItemFlags.LiveEditOnInput = bitOr(ImGuiItemFlags.LiveEditOnInputText, ImGuiItemFlags.LiveEditOnInputScalar) --- @enum ImGuiItemStatusFlags ImGuiItemStatusFlags = { None = 0, HoveredRect = bitLShift(1, 0), HasDisplayRect = bitLShift(1, 1), Edited = bitLShift(1, 2), ToggledSelection = bitLShift(1, 3), ToggledOpen = bitLShift(1, 4), HasDeactivated = bitLShift(1, 5), Deactivated = bitLShift(1, 6), HoveredWindow = bitLShift(1, 7), Visible = bitLShift(1, 8), HasClipRect = bitLShift(1, 9), HasShortcut = bitLShift(1, 10), EditedInternal = bitLShift(1, 11) } --- @enum ImGuiChildFlags ImGuiChildFlags = { None = 0, Borders = bitLShift(1, 0), AlwaysUseWindowPadding = bitLShift(1, 1), ResizeX = bitLShift(1, 2), ResizeY = bitLShift(1, 3), AutoResizeX = bitLShift(1, 4), AutoResizeY = bitLShift(1, 5), AlwaysAutoResize = bitLShift(1, 6), FrameStyle = bitLShift(1, 7), NavFlattened = bitLShift(1, 8) } ImGuiChildFlags.ResizeBoth = bitOr(ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY) ImGuiChildFlags.ResizeXAndY = ImGuiChildFlags.ResizeBoth --- @enum ImGuiNextItemDataFlags ImGuiNextItemDataFlags = { None = 0, HasWidth = bitLShift(1, 0), HasOpen = bitLShift(1, 1), HasShortcut = bitLShift(1, 2), HasRefVal = bitLShift(1, 3), HasStorageID = bitLShift(1, 4), HasColorMarker = bitLShift(1, 5) } --- @enum ImDrawFlags ImDrawFlags = { None = 0, RoundCornersTopLeft = bitLShift(1, 4), RoundCornersTopRight = bitLShift(1, 5), RoundCornersBottomLeft = bitLShift(1, 6), RoundCornersBottomRight = bitLShift(1, 7), RoundCornersNone = bitLShift(1, 8), Closed = bitLShift(1, 9) } ImDrawFlags.RoundCornersTop = bitOr(ImDrawFlags.RoundCornersTopLeft, ImDrawFlags.RoundCornersTopRight) ImDrawFlags.RoundCornersBottom = bitOr(ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersBottomRight) ImDrawFlags.RoundCornersLeft = bitOr(ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersTopLeft) ImDrawFlags.RoundCornersRight = bitOr(ImDrawFlags.RoundCornersBottomRight, ImDrawFlags.RoundCornersTopRight) ImDrawFlags.RoundCornersAll = bitOr(ImDrawFlags.RoundCornersTopLeft, ImDrawFlags.RoundCornersTopRight, ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersBottomRight) ImDrawFlags.RoundCornersDefault_ = ImDrawFlags.RoundCornersAll ImDrawFlags.RoundCornersMask_ = bitOr(ImDrawFlags.RoundCornersAll, ImDrawFlags.RoundCornersNone) ImDrawFlags.InvalidMask_ = 0x8000000F --- @enum ImDrawListFlags ImDrawListFlags = { None = 0, AntiAliasedLines = bitLShift(1, 0), AntiAliasedLinesUseTex = bitLShift(1, 1), AntiAliasedFill = bitLShift(1, 2), AllowVtxOffset = bitLShift(1, 3), TextNoPixelSnap = bitLShift(1, 4) } --- @enum ImFontFlags ImFontFlags = { None = 0, NoLoadError = bitLShift(1, 1), NoLoadGlyphs = bitLShift(1, 2), LockBakedSizes = bitLShift(1, 3), ImplicitRefSize = bitLShift(1, 4) } --- @enum ImGuiMouseSource ImGuiMouseSource = { Mouse = 0, TouchScreen = 1, Pen = 2, COUNT = 3 } --- @enum ImGuiCond ImGuiCond = { None = 0, Always = bitLShift(1, 0), Once = bitLShift(1, 1), FirstUseEver = bitLShift(1, 2), Appearing = bitLShift(1, 3) } --- @enum ImGuiInputFlags ImGuiInputFlags = { None = 0, Repeat = bitLShift(1, 0), RouteActive = bitLShift(1, 10), RouteFocused = bitLShift(1, 11), RouteGlobal = bitLShift(1, 12), RouteAlways = bitLShift(1, 13), RouteOverFocused = bitLShift(1, 14), RouteOverActive = bitLShift(1, 15), RouteUnlessBgFocused = bitLShift(1, 16), RouteFromRootWindow = bitLShift(1, 17), Tooltip = bitLShift(1, 18) } --- @enum ImGuiButtonFlags ImGuiButtonFlags = { None = 0, MouseButtonLeft = bitLShift(1, 0), MouseButtonRight = bitLShift(1, 1), MouseButtonMiddle = bitLShift(1, 2), EnableNav = bitLShift(1, 3), PressedOnClick = bitLShift(1, 4), PressedOnClickRelease = bitLShift(1, 5), PressedOnClickReleaseAnywhere = bitLShift(1, 6), PressedOnRelease = bitLShift(1, 7), PressedOnDoubleClick = bitLShift(1, 8), PressedOnDragDropHold = bitLShift(1, 9), FlattenChildren = bitLShift(1, 11), AllowOverlap = bitLShift(1, 12), AlignTextBaseLine = bitLShift(1, 15), NoKeyModsAllowed = bitLShift(1, 16), NoHoldingActiveId = bitLShift(1, 17), NoNavFocus = bitLShift(1, 18), NoHoveredOnFocus = bitLShift(1, 19), NoSetKeyOwner = bitLShift(1, 20), NoTestKeyOwner = bitLShift(1, 21), NoFocus = bitLShift(1, 22) } ImGuiButtonFlags.MouseButtonMask_ = bitOr(ImGuiButtonFlags.MouseButtonLeft, ImGuiButtonFlags.MouseButtonRight, ImGuiButtonFlags.MouseButtonMiddle) ImGuiButtonFlags.PressedOnMask_ = bitOr(ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnClickReleaseAnywhere, ImGuiButtonFlags.PressedOnRelease, ImGuiButtonFlags.PressedOnDoubleClick, ImGuiButtonFlags.PressedOnDragDropHold) ImGuiButtonFlags.PressedOnDefault_ = ImGuiButtonFlags.PressedOnClickRelease ImGuiButtonFlags.NoKeyModifiers = ImGuiButtonFlags.NoKeyModsAllowed --- @enum ImGuiStyleVar ImGuiStyleVar = { Alpha = 0, DisabledAlpha = 1, WindowPadding = 2, WindowRounding = 3, WindowBorderSize = 4, WindowMinSize = 5, WindowTitleAlign = 6, ChildRounding = 7, ChildBorderSize = 8, PopupRounding = 9, PopupBorderSize = 10, FramePadding = 11, FrameRounding = 12, FrameBorderSize = 13, ItemSpacing = 14, ItemInnerSpacing = 15, IndentSpacing = 16, CellPadding = 17, ScrollbarSize = 18, ScrollbarRounding = 19, ScrollbarPadding = 20, GrabMinSize = 21, GrabRounding = 22, ImageRounding = 23, ImageBorderSize = 24, TabRounding = 25, TabBorderSize = 26, TabMinWidthBase = 27, TabMinWidthShrink = 28, TabBarBorderSize = 29, TabBarOverlineSize = 30, TableAngledHeadersAngle = 31, TableAngledHeadersTextAlign = 32, TreeLinesSize = 33, TreeLinesRounding = 34, MenuItemRounding = 35, SelectableRounding = 36, DragDropTargetRounding = 37, ButtonTextAlign = 38, SelectableTextAlign = 39, SeparatorTextBorderSize = 40, SeparatorTextAlign = 41, SeparatorTextPadding = 42, COUNT = 43 } --- @enum ImGuiHoveredFlags ImGuiHoveredFlags = { None = 0, ChildWindows = bitLShift(1, 0), RootWindow = bitLShift(1, 1), AnyWindow = bitLShift(1, 2), NoPopupHierarchy = bitLShift(1, 3), DockHierarchy = bitLShift(1, 4), AllowWhenBlockedByPopup = bitLShift(1, 5), AllowWhenBlockedByActiveItem = bitLShift(1, 7), AllowWhenOverlappedByItem = bitLShift(1, 8), AllowWhenOverlappedByWindow = bitLShift(1, 9), AllowWhenDisabled = bitLShift(1, 10), NoNavOverride = bitLShift(1, 11), ForTooltip = bitLShift(1, 12), Stationary = bitLShift(1, 13), DelayNone = bitLShift(1, 14), DelayShort = bitLShift(1, 15), DelayNormal = bitLShift(1, 16), NoSharedDelay = bitLShift(1, 17) } --- @enum ImGuiFocusedFlags ImGuiFocusedFlags = { None = 0, ChildWindows = bitLShift(1, 0), -- Return true if any children of the window is focused RootWindow = bitLShift(1, 1), -- Test from root window (top most parent of the current hierarchy) AnyWindow = bitLShift(1, 2), -- Return true if any window is focused NoPopupHierarchy = bitLShift(1, 3), -- Do not consider popup hierarchy DockHierarchy = bitLShift(1, 4), -- Consider docking hierarchy } ImGuiFocusedFlags.RootAndChildWindows = bitOr(ImGuiFocusedFlags.RootWindow, ImGuiFocusedFlags.ChildWindows) ImGuiHoveredFlags.AllowWhenOverlapped = bitOr(ImGuiHoveredFlags.AllowWhenOverlappedByItem, ImGuiHoveredFlags.AllowWhenOverlappedByWindow) ImGuiHoveredFlags.RectOnly = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped) ImGuiHoveredFlags.RootAndChildWindows = bitOr(ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.ChildWindows) ImGuiHoveredFlags.DelayMask_ = bitOr(ImGuiHoveredFlags.DelayNone, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.DelayNormal, ImGuiHoveredFlags.NoSharedDelay) ImGuiHoveredFlags.AllowedMaskForIsWindowHovered = bitOr(ImGuiHoveredFlags.ChildWindows, ImGuiHoveredFlags.RootWindow, ImGuiHoveredFlags.AnyWindow, ImGuiHoveredFlags.NoPopupHierarchy, ImGuiHoveredFlags.DockHierarchy, ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary) ImGuiHoveredFlags.AllowedMaskForIsItemHovered = bitOr(ImGuiHoveredFlags.AllowWhenBlockedByPopup, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem, ImGuiHoveredFlags.AllowWhenOverlapped, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.ForTooltip, ImGuiHoveredFlags.Stationary, ImGuiHoveredFlags.DelayMask_) --- @enum ImGuiKey ImGuiKey = { None = 0, NamedKey_BEGIN = 512, Tab = 512, LeftArrow = 513, RightArrow = 514, UpArrow = 515, DownArrow = 516, PageUp = 517, PageDown = 518, Home = 519, End = 520, Insert = 521, Delete = 522, Backspace = 523, Space = 524, Enter = 525, Escape = 526, LeftCtrl = 527, LeftShift = 528, LeftAlt = 529, LeftSuper = 530, RightCtrl = 531, RightShift = 532, RightAlt = 533, RightSuper = 534, Menu = 535, -- 1 ~ 9 K0 = 536, K1 = 537, K2 = 538, K3 = 539, K4 = 540, K5 = 541, K6 = 542, K7 = 543, K8 = 544, K9 = 545, A = 546, B = 547, C = 548, D = 549, E = 550, F = 551, G = 552, H = 553, I = 554, J = 555, K = 556, L = 557, M = 558, N = 559, O = 560, P = 561, Q = 562, R = 563, S = 564, T = 565, U = 566, V = 567, W = 568, X = 569, Y = 570, Z = 571, F1 = 572, F2 = 573, F3 = 574, F4 = 575, F5 = 576, F6 = 577, F7 = 578, F8 = 579, F9 = 580, F10 = 581, F11 = 582, F12 = 583, F13 = 584, F14 = 585, F15 = 586, F16 = 587, F17 = 588, F18 = 589, F19 = 590, F20 = 591, F21 = 592, F22 = 593, F23 = 594, F24 = 595, Apostrophe = 596, Comma = 597, Minus = 598, Period = 599, Slash = 600, Semicolon = 601, Equal = 602, LeftBracket = 603, Backslash = 604, RightBracket = 605, GraveAccent = 606, CapsLock = 607, ScrollLock = 608, NumLock = 609, PrintScreen = 610, Pause = 611, Keypad0 = 612, Keypad1 = 613, Keypad2 = 614, Keypad3 = 615, Keypad4 = 616, Keypad5 = 617, Keypad6 = 618, Keypad7 = 619, Keypad8 = 620, Keypad9 = 621, KeypadDecimal = 622, KeypadDivide = 623, KeypadMultiply = 624, KeypadSubtract = 625, KeypadAdd = 626, KeypadEnter = 627, KeypadEqual = 628, AppBack = 629, AppForward = 630, Oem102 = 631, GamepadStart = 632, GamepadBack = 633, GamepadFaceLeft = 634, GamepadFaceRight = 635, GamepadFaceUp = 636, GamepadFaceDown = 637, GamepadDpadLeft = 638, GamepadDpadRight = 639, GamepadDpadUp = 640, GamepadDpadDown = 641, GamepadL1 = 642, GamepadR1 = 643, GamepadL2 = 644, GamepadR2 = 645, GamepadL3 = 646, GamepadR3 = 647, GamepadLStickLeft = 648, GamepadLStickRight = 649, GamepadLStickUp = 650, GamepadLStickDown = 651, GamepadRStickLeft = 652, GamepadRStickRight = 653, GamepadRStickUp = 654, GamepadRStickDown = 655, MouseLeft = 656, MouseRight = 657, MouseMiddle = 658, MouseX1 = 659, MouseX2 = 660, MouseWheelX = 661, MouseWheelY = 662, ReservedForModCtrl = 663, ReservedForModShift = 664, ReservedForModAlt = 665, ReservedForModSuper = 666, NamedKey_END = 667 } ImGuiKey.NamedKey_COUNT = ImGuiKey.NamedKey_END - ImGuiKey.NamedKey_BEGIN ImGuiMod_None = 0 ImGuiMod_Ctrl = bitLShift(1, 12) ImGuiMod_Shift = bitLShift(1, 13) ImGuiMod_Alt = bitLShift(1, 14) ImGuiMod_Super = bitLShift(1, 15) ImGuiMod_Mask_ = 0xF000 --- @enum ImGuiCol ImGuiCol = { Text = 0, TextDisabled = 1, WindowBg = 2, ChildBg = 3, PopupBg = 4, Border = 5, BorderShadow = 6, FrameBg = 7, FrameBgHovered = 8, FrameBgActive = 9, TitleBg = 10, TitleBgActive = 11, TitleBgCollapsed = 12, MenuBarBg = 13, ScrollbarBg = 14, ScrollbarGrab = 15, ScrollbarGrabHovered = 16, ScrollbarGrabActive = 17, CheckMark = 18, CheckboxSelectedBg = 19, SliderGrab = 20, SliderGrabActive = 21, Button = 22, ButtonHovered = 23, ButtonActive = 24, Header = 25, HeaderHovered = 26, HeaderActive = 27, Separator = 28, SeparatorHovered = 29, SeparatorActive = 30, ResizeGrip = 31, ResizeGripHovered = 32, ResizeGripActive = 33, InputTextCursor = 34, TabHovered = 35, Tab = 36, TabSelected = 37, TabSelectedOverline = 38, TabDimmed = 39, TabDimmedSelected = 40, TabDimmedSelectedOverline = 41, DockingPreview = 42, DockingEmptyBg = 43, PlotLines = 44, PlotLinesHovered = 45, PlotHistogram = 46, PlotHistogramHovered = 47, TableHeaderBg = 48, TableBorderStrong = 49, TableBorderLight = 50, TableRowBg = 51, TableRowBgAlt = 52, TextLink = 53, TextSelectedBg = 54, TreeLines = 55, DragDropTarget = 56, DragDropTargetBg = 57, UnsavedMarker = 58, NavCursor = 59, NavWindowingHighlight = 60, NavWindowingDimBg = 61, ModalWindowDimBg = 62, COUNT = 63 } --- @enum ImGuiBackendFlags ImGuiBackendFlags = { None = 0, HasGamepad = bitLShift(1, 0), HasMouseCursors = bitLShift(1, 1), HasSetMousePos = bitLShift(1, 2), RendererHasVtxOffset = bitLShift(1, 3), RendererHasTextures = bitLShift(1, 4), -- [BETA] Multi-Viewports RendererHasViewports = bitLShift(1, 10), PlatformHasViewports = bitLShift(1, 11), HasMouseHoveredViewport = bitLShift(1, 12), HasParentViewport = bitLShift(1, 13) } --- @enum ImGuiDragDropFlags ImGuiDragDropFlags = { None = 0, SourceNoPreviewTooltip = bitLShift(1, 0), SourceNoDisableHover = bitLShift(1, 1), SourceNoHoldToOpenOthers = bitLShift(1, 2), SourceAllowNullID = bitLShift(1, 3), SourceExtern = bitLShift(1, 4), PayloadAutoExpire = bitLShift(1, 5), PayloadNoCrossContext = bitLShift(1, 6), PayloadNoCrossProcess = bitLShift(1, 7), AcceptBeforeDelivery = bitLShift(1, 10), AcceptNoDrawDefaultRect = bitLShift(1, 11), AcceptNoPreviewTooltip = bitLShift(1, 12), AcceptDrawAsHovered = bitLShift(1, 13) } ImGuiDragDropFlags.AcceptPeekOnly = bitOr(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoDrawDefaultRect) IM_COL32_R_SHIFT = 0 IM_COL32_G_SHIFT = 8 IM_COL32_B_SHIFT = 16 IM_COL32_A_SHIFT = 24 IM_COL32_A_MASK = 0xFF000000 --- @param R ImU32 --- @param G ImU32 --- @param B ImU32 --- @param A ImU32 IM_COL32 = function(R, G, B, A) return (bitOr(bitLShift(A, IM_COL32_A_SHIFT), bitLShift(B, IM_COL32_B_SHIFT), bitLShift(G, IM_COL32_G_SHIFT), bitLShift(R, IM_COL32_R_SHIFT))) end IM_COL32_WHITE = IM_COL32(255, 255, 255, 255) IM_COL32_BLACK = IM_COL32(0, 0, 0, 255) IM_COL32_BLACK_TRANS = IM_COL32(0, 0, 0, 0) --- @enum ImGuiPopupFlags ImGuiPopupFlags = { None = 0, MouseButtonLeft = bitLShift(1, 2), MouseButtonRight = bitLShift(2, 2), MouseButtonMiddle = bitLShift(3, 2), NoReopen = bitLShift(1, 5), NoOpenOverExistingPopup = bitLShift(1, 7), NoOpenOverItems = bitLShift(1, 8), AnyPopupId = bitLShift(1, 10), AnyPopupLevel = bitLShift(1, 11) } ImGuiPopupFlags.AnyPopup = bitOr(ImGuiPopupFlags.AnyPopupId, ImGuiPopupFlags.AnyPopupLevel) ImGuiPopupFlags.MouseButtonShift_ = 2 ImGuiPopupFlags.MouseButtonMask_ = 0x0C ImGuiPopupFlags.InvalidMask_ = 0x03 --- @enum ImGuiComboFlags ImGuiComboFlags = { None = 0, PopupAlignLeft = bitLShift(1, 0), HeightSmall = bitLShift(1, 1), HeightRegular = bitLShift(1, 2), HeightLarge = bitLShift(1, 3), HeightLargest = bitLShift(1, 4), NoArrowButton = bitLShift(1, 5), NoPreview = bitLShift(1, 6), WidthFitPreview = bitLShift(1, 7) } ImGuiComboFlags.HeightMask_ = bitOr(ImGuiComboFlags.HeightSmall, ImGuiComboFlags.HeightRegular, ImGuiComboFlags.HeightLarge, ImGuiComboFlags.HeightLargest) ImGuiComboFlags.CustomPreview = bitLShift(1, 20) --- @enum ImGuiSelectableFlags ImGuiSelectableFlags = { None = 0, NoAutoClosePopups = bitLShift(1, 0), SpanAllColumns = bitLShift(1, 1), AllowDoubleClick = bitLShift(1, 2), Disabled = bitLShift(1, 3), AllowOverlap = bitLShift(1, 4), Highlight = bitLShift(1, 5), SelectOnNav = bitLShift(1, 6), NoHoldingActiveID = bitLShift(1, 20), SelectOnClick = bitLShift(1, 22), SelectOnRelease = bitLShift(1, 23), SpanAvailWidth = bitLShift(1, 24), SetNavIdOnHover = bitLShift(1, 25), NoPadWithHalfSpacing = bitLShift(1, 26), NoSetKeyOwner = bitLShift(1, 27), } --- @enum ImGuiColorEditFlags ImGuiColorEditFlags = { None = 0, NoAlpha = bitLShift(1, 1), NoPicker = bitLShift(1, 2), NoOptions = bitLShift(1, 3), NoSmallPreview = bitLShift(1, 4), NoInputs = bitLShift(1, 5), NoTooltip = bitLShift(1, 6), NoLabel = bitLShift(1, 7), NoSidePreview = bitLShift(1, 8), NoDragDrop = bitLShift(1, 9), NoBorder = bitLShift(1, 10), NoColorMarkers = bitLShift(1, 11), -- Alpha preview AlphaOpaque = bitLShift(1, 12), AlphaNoBg = bitLShift(1, 13), AlphaPreviewHalf = bitLShift(1, 14), -- User Options (right-click on widget to change some of them) AlphaBar = bitLShift(1, 18), HDR = bitLShift(1, 19), DisplayRGB = bitLShift(1, 20), DisplayHSV = bitLShift(1, 21), DisplayHex = bitLShift(1, 22), Uint8 = bitLShift(1, 23), Float = bitLShift(1, 24), PickerHueBar = bitLShift(1, 25), PickerHueWheel = bitLShift(1, 26), PickerNoRotate = bitLShift(1, 27), InputRGB = bitLShift(1, 28), InputHSV = bitLShift(1, 29) } ImGuiColorEditFlags.DefaultOptions_ = bitOr(ImGuiColorEditFlags.Uint8, ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.InputRGB, ImGuiColorEditFlags.PickerHueBar) ImGuiColorEditFlags.AlphaMask_ = bitOr( ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaOpaque, ImGuiColorEditFlags.AlphaNoBg, ImGuiColorEditFlags.AlphaPreviewHalf ) ImGuiColorEditFlags.DisplayMask_ = bitOr( ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.DisplayHSV, ImGuiColorEditFlags.DisplayHex ) ImGuiColorEditFlags.DataTypeMask_ = bitOr( ImGuiColorEditFlags.Uint8, ImGuiColorEditFlags.Float ) ImGuiColorEditFlags.PickerMask_ = bitOr( ImGuiColorEditFlags.PickerHueWheel, ImGuiColorEditFlags.PickerHueBar ) ImGuiColorEditFlags.InputMask_ = bitOr( ImGuiColorEditFlags.InputRGB, ImGuiColorEditFlags.InputHSV ) --- @enum ImGuiSliderFlags ImGuiSliderFlags = { None = 0, Logarithmic = bitLShift(1, 5), NoRoundToFormat = bitLShift(1, 6), NoInput = bitLShift(1, 7), WrapAround = bitLShift(1, 8), ClampOnInput = bitLShift(1, 9), ClampZeroRange = bitLShift(1, 10), NoSpeedTweaks = bitLShift(1, 11), ColorMarkers = bitLShift(1, 12), InvalidMask_ = 0x7000000F, } ImGuiSliderFlags.AlwaysClamp = bitOr(ImGuiSliderFlags.ClampOnInput, ImGuiSliderFlags.ClampZeroRange) ImGuiSliderFlags.Vertical = bitLShift(1, 20) ImGuiSliderFlags.ReadOnly = bitLShift(1, 21) --- @class ImGuiWindowClass --- @field ClassId ImGuiID --- @field ParentViewportId ImGuiID --- @field FocusRouteParentWindowId ImGuiID --- @field ViewportFlagsOverrideSet ImGuiViewportFlags --- @field ViewportFlagsOverrideClear ImGuiViewportFlags --- @return ImGuiWindowClass --- @nodiscard function ImGuiWindowClass() return { ClassId = 0, ParentViewportId = 0xFFFFFFFF, FocusRouteParentWindowId = 0, ViewportFlagsOverrideSet = 0, ViewportFlagsOverrideClear = 0, TabItemFlagsOverrideSet = 0, DockNodeFlagsOverrideSet = 0, DockingAlwaysTabBar = false, DockingAllowUnclassed = true } end --- @enum ImGuiInputTextFlags ImGuiInputTextFlags = { None = 0, -- Basic filters (also see ImGuiInputTextFlags.CallbackCharFilter) CharsDecimal = bitLShift(1, 0), CharsHexadecimal = bitLShift(1, 1), CharsScientific = bitLShift(1, 2), CharsUppercase = bitLShift(1, 3), CharsNoBlank = bitLShift(1, 4), -- Inputs AllowTabInput = bitLShift(1, 5), EnterReturnsTrue = bitLShift(1, 6), EscapeClearsAll = bitLShift(1, 7), CtrlEnterForNewLine = bitLShift(1, 8), -- Other options ReadOnly = bitLShift(1, 9), Password = bitLShift(1, 10), AlwaysOverwrite = bitLShift(1, 11), AutoSelectAll = bitLShift(1, 12), ParseEmptyRefVal = bitLShift(1, 13), DisplayEmptyRefVal = bitLShift(1, 14), NoHorizontalScroll = bitLShift(1, 15), NoUndoRedo = bitLShift(1, 16), -- Elide display / Alignment ElideLeft = bitLShift(1, 17), -- Callback features CallbackCompletion = bitLShift(1, 18), CallbackHistory = bitLShift(1, 19), CallbackAlways = bitLShift(1, 20), CallbackCharFilter = bitLShift(1, 21), CallbackResize = bitLShift(1, 22), CallbackEdit = bitLShift(1, 23), -- Multi-line Word-Wrapping [BETA] WordWrap = bitLShift(1, 24), -- [Internal] Multiline = bitLShift(1, 26), TempInput = bitLShift(1, 27), LocalizeDecimalPoint = bitLShift(1, 28), } --- @class ImGuiInputTextCallbackData --- @return ImGuiInputTextCallbackData function ImGuiInputTextCallbackData() return {} end --- @alias ImGuiInputTextCallback fun(data: ImGuiInputTextCallbackData) --- @alias ImGuiMemAllocFunc fun(T: function, start_idx: int, end_idx: int, userdata: any): table --- @alias ImGuiMemFreeFunc fun(owner: table, field: string, userdata: any) --- @alias ImDrawCallback fun(parent_list: ImDrawList, cmd: ImDrawCmd) --- @enum ImGuiTreeNodeFlags ImGuiTreeNodeFlags = { None = 0, Selected = bitLShift(1, 0), Framed = bitLShift(1, 1), AllowOverlap = bitLShift(1, 2), NoTreePushOnOpen = bitLShift(1, 3), NoAutoOpenOnLog = bitLShift(1, 4), DefaultOpen = bitLShift(1, 5), OpenOnDoubleClick = bitLShift(1, 6), OpenOnArrow = bitLShift(1, 7), Leaf = bitLShift(1, 8), Bullet = bitLShift(1, 9), FramePadding = bitLShift(1, 10), SpanAvailWidth = bitLShift(1, 11), SpanFullWidth = bitLShift(1, 12), SpanLabelWidth = bitLShift(1, 13), SpanAllColumns = bitLShift(1, 14), LabelSpanAllColumns = bitLShift(1, 15), NavLeftJumpsToParent = bitLShift(1, 17), DrawLinesNone = bitLShift(1, 18), DrawLinesFull = bitLShift(1, 19), DrawLinesToNodes = bitLShift(1, 20), NoNavFocus = bitLShift(1, 27), ClipLabelForTrailingButton = bitLShift(1, 28), UpsideDownArrow = bitLShift(1, 29), } ImGuiTreeNodeFlags.CollapsingHeader = bitOr(ImGuiTreeNodeFlags.Framed, ImGuiTreeNodeFlags.NoTreePushOnOpen, ImGuiTreeNodeFlags.NoAutoOpenOnLog) ImGuiTreeNodeFlags.OpenOnMask_ = bitOr(ImGuiTreeNodeFlags.OpenOnDoubleClick, ImGuiTreeNodeFlags.OpenOnArrow) ImGuiTreeNodeFlags.DrawLinesMask_ = bitOr(ImGuiTreeNodeFlags.DrawLinesNone, ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes) --- @enum ImGuiTableFlags ImGuiTableFlags = { None = 0, Resizable = bitLShift(1, 0), Reorderable = bitLShift(1, 1), Hideable = bitLShift(1, 2), Sortable = bitLShift(1, 3), NoSavedSettings = bitLShift(1, 4), ContextMenuInBody = bitLShift(1, 5), RowBg = bitLShift(1, 6), BordersInnerH = bitLShift(1, 7), BordersOuterH = bitLShift(1, 8), BordersInnerV = bitLShift(1, 9), BordersOuterV = bitLShift(1, 10), NoBordersInBody = bitLShift(1, 11), NoBordersInBodyUntilResize = bitLShift(1, 12), SizingFixedFit = bitLShift(1, 13), SizingFixedSame = bitLShift(2, 13), SizingStretchProp = bitLShift(3, 13), SizingStretchSame = bitLShift(4, 13), NoHostExtendX = bitLShift(1, 16), NoHostExtendY = bitLShift(1, 17), NoKeepColumnsVisible = bitLShift(1, 18), PreciseWidths = bitLShift(1, 19), NoClip = bitLShift(1, 20), PadOuterX = bitLShift(1, 21), NoPadOuterX = bitLShift(1, 22), NoPadInnerX = bitLShift(1, 23), ScrollX = bitLShift(1, 24), ScrollY = bitLShift(1, 25), SortMulti = bitLShift(1, 26), SortTristate = bitLShift(1, 27), HighlightHoveredColumn = bitLShift(1, 28), } ImGuiTableFlags.BordersH = bitOr(ImGuiTableFlags.BordersInnerH, ImGuiTableFlags.BordersOuterH) ImGuiTableFlags.BordersV = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersOuterV) ImGuiTableFlags.BordersInner = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersInnerH) ImGuiTableFlags.BordersOuter = bitOr(ImGuiTableFlags.BordersOuterV, ImGuiTableFlags.BordersOuterH) ImGuiTableFlags.Borders = bitOr(ImGuiTableFlags.BordersInner, ImGuiTableFlags.BordersOuter) ImGuiTableFlags.SizingMask_ = bitOr(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.SizingFixedSame, ImGuiTableFlags.SizingStretchProp, ImGuiTableFlags.SizingStretchSame) --- @enum ImGuiTableColumnFlags ImGuiTableColumnFlags = { None = 0, Disabled = bitLShift(1, 0), DefaultHide = bitLShift(1, 1), DefaultSort = bitLShift(1, 2), WidthStretch = bitLShift(1, 3), WidthFixed = bitLShift(1, 4), NoResize = bitLShift(1, 5), NoReorder = bitLShift(1, 6), NoHide = bitLShift(1, 7), NoClip = bitLShift(1, 8), NoSort = bitLShift(1, 9), NoSortAscending = bitLShift(1, 10), NoSortDescending = bitLShift(1, 11), NoHeaderLabel = bitLShift(1, 12), NoHeaderWidth = bitLShift(1, 13), PreferSortAscending = bitLShift(1, 14), PreferSortDescending = bitLShift(1, 15), IndentEnable = bitLShift(1, 16), IndentDisable = bitLShift(1, 17), AngledHeader = bitLShift(1, 18), IsEnabled = bitLShift(1, 24), IsVisible = bitLShift(1, 25), IsSorted = bitLShift(1, 26), IsHovered = bitLShift(1, 27), NoDirectResize_ = bitLShift(1, 30), } ImGuiTableColumnFlags.WidthMask_ = bitOr(ImGuiTableColumnFlags.WidthStretch, ImGuiTableColumnFlags.WidthFixed) ImGuiTableColumnFlags.IndentMask_ = bitOr(ImGuiTableColumnFlags.IndentEnable, ImGuiTableColumnFlags.IndentDisable) ImGuiTableColumnFlags.StatusMask_ = bitOr(ImGuiTableColumnFlags.IsEnabled, ImGuiTableColumnFlags.IsVisible, ImGuiTableColumnFlags.IsSorted, ImGuiTableColumnFlags.IsHovered) --- @enum ImGuiTableRowFlags ImGuiTableRowFlags = { None = 0, Headers = bitLShift(1, 0) } --- @enum ImGuiTableBgTarget ImGuiTableBgTarget = { None = 0, RowBg0 = 1, RowBg1 = 2, CellBg = 3 } --- @enum ImGuiSortDirection ImGuiSortDirection = { None = 0, Ascending = 1, Descending = 2 } --- @class ImGuiPayload --- Drag and drop payload. `Data` is any Lua value (C++ stores raw bytes); `DataSize` kept for API parity. local IM_PAYLOAD = {} IM_PAYLOAD.__index = IM_PAYLOAD function IM_PAYLOAD:Clear() ImGuiPayload_Clear(self) end function IM_PAYLOAD:IsDataType(t) return ImGuiPayload_IsDataType(self, t) end function IM_PAYLOAD:IsPreview() return self.Preview end function IM_PAYLOAD:IsDelivery() return self.Delivery end function ImGuiPayload() return setmetatable({ Data = nil, DataSize = 0, SourceId = 0, SourceParentId = 0, DataFrameCount = -1, DataType = "", Preview = false, Delivery = false }, IM_PAYLOAD) end function ImGuiPayload_Clear(p) p.SourceId = 0; p.SourceParentId = 0; p.Data = nil; p.DataSize = 0; p.DataType = ""; p.DataFrameCount = -1; p.Preview = false; p.Delivery = false end function ImGuiPayload_IsDataType(p, t) return p.DataFrameCount ~= -1 and p.DataType == t end function ImGuiPayload_IsPreview(p) return p.Preview end function ImGuiPayload_IsDelivery(p) return p.Delivery end --- @class ImGuiTextBuffer # string builder: Buf is a list of string chunks local ImGuiTextBufferMT = {} ImGuiTextBufferMT.__index = ImGuiTextBufferMT function ImGuiTextBuffer() return setmetatable({ Buf = {} }, ImGuiTextBufferMT) end function ImGuiTextBufferMT:clear() self.Buf = {} end function ImGuiTextBufferMT:empty() return #self.Buf == 0 end function ImGuiTextBufferMT:append(str) self.Buf[#self.Buf + 1] = str end function ImGuiTextBufferMT:appendf(fmt, ...) self.Buf[#self.Buf + 1] = string.format(fmt, ...) end function ImGuiTextBufferMT:c_str() return table.concat(self.Buf) end function ImGuiTextBufferMT:size() return #self:c_str() end --- @class ImGuiSettingsHandler --- Fns take (ctx, handler, ...) like upstream. ReadOpenFn(ctx, handler, name) returns entry; ReadLineFn(ctx, handler, entry, line); --- WriteAllFn(ctx, handler, buf: ImGuiTextBuffer) function ImGuiSettingsHandler() return { TypeName = nil, TypeHash = 0, ClearAllFn = nil, ReadInitFn = nil, ReadOpenFn = nil, ReadLineFn = nil, ApplyAllFn = nil, WriteAllFn = nil, CleanupFn = nil, UserData = nil } end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_impl_roblox.lua'] = function() --- ImGui Backend for Roblox --- - Renderer: exact software rasterizer (1:1 with imgui's triangles) into 256x256 EditableImage tiles at native --- screen resolution; only tiles whose content changed are redrawn/uploaded (see RenderDrawData). --- - Platform: UserInputService --- - Files: an in-memory file system (VFS), pre-filled with the fonts from imgui_impl_roblox_fonts.lua --- Requires "Allow Mesh / Image APIs" (EditableImage) in game settings. local UserInputService = game:GetService("UserInputService") local Players = game:GetService("Players") local AssetService = game:GetService("AssetService") local floor, ceil, min, max = math.floor, math.ceil, math.min, math.max local readu8, readu32, writeu32, readstring = buffer.readu8, buffer.readu32, buffer.writeu32, buffer.readstring local band, rshift = bit32.band, bit32.rshift local ImGui_ImplRoblox_GetBackendData local ImGui_ImplRoblox_UpdateTexture local ImGui_ImplRoblox_RenderDrawData local ImGui_ImplRoblox_Shutdown local KEY_MAP = {} -- Enum.KeyCode -> ImGuiKey do local names = { Return = "Enter", Escape = "Escape", Backspace = "Backspace", Tab = "Tab", Space = "Space", KeypadEnter = "KeypadEnter", Up = "UpArrow", Down = "DownArrow", Left = "LeftArrow", Right = "RightArrow", Home = "Home", End = "End", PageUp = "PageUp", PageDown = "PageDown", Insert = "Insert", Delete = "Delete", LeftControl = "LeftCtrl", RightControl = "RightCtrl", LeftShift = "LeftShift", RightShift = "RightShift", LeftAlt = "LeftAlt", RightAlt = "RightAlt", LeftSuper = "LeftSuper", RightSuper = "RightSuper", Quote = "Apostrophe", Comma = "Comma", Minus = "Minus", Period = "Period", Slash = "Slash", Semicolon = "Semicolon", Equals = "Equal", LeftBracket = "LeftBracket", BackSlash = "Backslash", RightBracket = "RightBracket", Backquote = "GraveAccent", CapsLock = "CapsLock", KeypadPeriod = "KeypadDecimal", KeypadDivide = "KeypadDivide", KeypadMultiply = "KeypadMultiply", KeypadMinus = "KeypadSubtract", KeypadPlus = "KeypadAdd", KeypadEquals = "KeypadEqual", } local digits = { "Zero", "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine" } for i = 0, 9 do names[digits[i + 1]] = "K" .. i names["Keypad" .. digits[i + 1]] = "Keypad" .. i end for i = 1, 12 do names["F" .. i] = "F" .. i end for c in ("ABCDEFGHIJKLMNOPQRSTUVWXYZ"):gmatch(".") do names[c] = c end for rbx_name, imgui_name in pairs(names) do KEY_MAP[Enum.KeyCode[rbx_name]] = ImGuiKey[imgui_name] end end -- Roblox has no "text input" event, so characters come from KeyCode.Value (ASCII for printable keys) + a US layout shift table. local SHIFTED = { ["1"] = "!", ["2"] = "@", ["3"] = "#", ["4"] = "$", ["5"] = "%", ["6"] = "^", ["7"] = "&", ["8"] = "*", ["9"] = "(", ["0"] = ")", ["-"] = "_", ["="] = "+", ["["] = "{", ["]"] = "}", ["\\"] = "|", [";"] = ":", ["'"] = "\"", [","] = "<", ["."] = ">", ["/"] = "?", ["`"] = "~", } local MOUSE_BUTTONS = { [Enum.UserInputType.MouseButton1] = 0, -- ImGuiMouseButton.Left [Enum.UserInputType.MouseButton2] = 1, -- ImGuiMouseButton.Right [Enum.UserInputType.MouseButton3] = 2, -- ImGuiMouseButton.Middle } --- @return boolean ctrl, boolean shift, boolean alt local function ImGui_ImplRoblox_UpdateKeyModifiers() local io = ImGui.GetIO() local K = Enum.KeyCode local ctrl = UserInputService:IsKeyDown(K.LeftControl) or UserInputService:IsKeyDown(K.RightControl) local shift = UserInputService:IsKeyDown(K.LeftShift) or UserInputService:IsKeyDown(K.RightShift) local alt = UserInputService:IsKeyDown(K.LeftAlt) or UserInputService:IsKeyDown(K.RightAlt) io:AddKeyEvent(ImGuiMod_Ctrl, ctrl) io:AddKeyEvent(ImGuiMod_Shift, shift) io:AddKeyEvent(ImGuiMod_Alt, alt) io:AddKeyEvent(ImGuiMod_Super, UserInputService:IsKeyDown(K.LeftSuper) or UserInputService:IsKeyDown(K.RightSuper)) return ctrl, shift, alt end --- @return table? function ImGui_ImplRoblox_GetBackendData() return ImGui.GetCurrentContext() and ImGui.GetIO().BackendPlatformUserData or nil end local function ImGui_ImplRoblox_UpdateMonitors(w, h) local platform_io = ImGui.GetPlatformIO() platform_io.Monitors:resize(0) local imgui_monitor = ImGuiPlatformMonitor() ImVec2_Copy(imgui_monitor.MainSize, ImVec2(w, h)) ImVec2_Copy(imgui_monitor.WorkSize, ImVec2(w, h)) platform_io.Monitors:push_back(imgui_monitor) end --------------------------------------------------------- -- PLATFORM DATA & CALLBACKS --------------------------------------------------------- -- Games can't touch the OS clipboard, so copy/paste only works inside ImGui local clipboard = "" local function ImGui_ImplRoblox_PlatformSetClipboardText(ctx, text) clipboard = text end local function ImGui_ImplRoblox_PlatformGetClipboardText(ctx) return clipboard end --------------------------------------------------------- -- FILE SYSTEM (in-memory, Roblox has no file access) --------------------------------------------------------- local VFS = {} -- path -> string of raw bytes --- Registers a file so ImGui can load it, e.g. ImGui_ImplRoblox.AddFile("fonts/MyFont.ttf", bytes) --- then io.Fonts:AddFontFromFileTTF("fonts/MyFont.ttf", 16) local function ImGui_ImplRoblox_AddFile(path, bytes) VFS[path] = bytes end for path, hex in pairs(IM_INCLUDE("imgui_impl_roblox_fonts.lua")) do VFS[path] = hex:gsub("%s", ""):gsub("%x%x", function(h) return string.char(tonumber(h, 16)) end) end function ImStd.ImFileOpen(filename, mode) local data = VFS[filename] return data and { Data = data, Pos = 0 } or nil end function ImStd.ImFileClose(f) end function ImStd.ImFileGetSize(f) return #f.Data end function ImStd.ImFileRead(f, data, count) local s, pos = f.Data, f.Pos count = min(count, #s - pos) for i = 1, count do data[i] = string.byte(s, pos + i) end f.Pos = pos + count return count end function ImStd.ImFileLoadToMemory(filename, mode) local f = ImStd.ImFileOpen(filename, mode) if not f or #f.Data == 0 then return end local file_data = {} local size = ImStd.ImFileRead(f, file_data, #f.Data) return file_data, size end --------------------------------------------------------- -- TEXTURE MANAGEMENT --------------------------------------------------------- -- Copies a region of ImTextureData pixels (1-based byte table) into our RGBA8 buffer local function CopyTexturePixels(tex, dst, x, y, w, h) local bpp, tex_w = tex.BytesPerPixel, tex.Width for row = 0, h - 1 do local src, src_base = tex:GetPixelsAt(x, y + row) local dst_off = ((y + row) * tex_w + x) * 4 if bpp == 4 then for i = 0, w - 1 do local s = src_base + i * 4 writeu32(dst, dst_off + i * 4, src[s] + src[s + 1] * 256 + src[s + 2] * 65536 + src[s + 3] * 16777216) end else -- Alpha8: white with alpha for i = 0, w - 1 do writeu32(dst, dst_off + i * 4, 16777215 + src[src_base + i] * 16777216) end end end end function ImGui_ImplRoblox_UpdateTexture(tex) local bd = ImGui_ImplRoblox_GetBackendData() if tex.Status == ImTextureStatus.WantCreate then local t = { Buffer = buffer.create(tex.Width * tex.Height * 4), Width = tex.Width, Height = tex.Height } CopyTexturePixels(tex, t.Buffer, 0, 0, tex.Width, tex.Height) bd.TextureCount = bd.TextureCount + 1 bd.Textures[bd.TextureCount] = t tex.BackendUserData = bd.TextureCount tex:SetTexID(bd.TextureCount) tex:SetStatus(ImTextureStatus.OK) elseif tex.Status == ImTextureStatus.WantUpdates then local t = bd.Textures[tex.BackendUserData] IM_ASSERT(t ~= nil) for _, r in tex.Updates:iter() do CopyTexturePixels(tex, t.Buffer, r.x, r.y, r.w, r.h) end tex:SetStatus(ImTextureStatus.OK) elseif tex.Status == ImTextureStatus.WantDestroy then if tex.BackendUserData then bd.Textures[tex.BackendUserData] = nil tex.BackendUserData = nil end tex:SetTexID(ImTextureID_Invalid) tex:SetStatus(ImTextureStatus.Destroyed) end end --------------------------------------------------------- -- RENDERING (software rasterizer into tile buffers) --------------------------------------------------------- -- Buffer layout: 4 bytes per pixel, R G B A, row-major, 0-based offsets. ImU32 colours are already R | G<<8 | B<<16 | A<<24. -- Blending is non-premultiplied "over" with a transparent (alpha 0) background, so the game stays visible behind ImGui. local buf, buf_w -- buffer/width of the tile being drawn local TILE_SIZE -- Vector2, set below -- Blends one pixel (r, g, b, a are 0..255). One u32 read/write, one division in the general case. -- FillSpan below inlines the same math with per-span constants - keep the two in sync. @native local function BlendPixel(o, r, g, b, a) if a >= 255 then writeu32(buf, o, floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + 4278190080) return end if a <= 0 then return end local d = readu32(buf, o) local da = rshift(d, 24) if da == 0 then writeu32(buf, o, floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + floor(a + 0.5) * 16777216) return end local sa = a / 255 local dr, dg, db = band(d, 255), band(rshift(d, 8), 255), band(rshift(d, 16), 255) if da == 255 then local ns = 1 - sa writeu32(buf, o, floor(r * sa + dr * ns + 0.5) + floor(g * sa + dg * ns + 0.5) * 256 + floor(b * sa + db * ns + 0.5) * 65536 + 4278190080) else local k = da * ((1 - sa) / 255) local oa = sa + k local inv = 1 / oa writeu32(buf, o, floor((r * sa + dr * k) * inv + 0.5) + floor((g * sa + dg * k) * inv + 0.5) * 256 + floor((b * sa + db * k) * inv + 0.5) * 65536 + floor(oa * 255 + 0.5) * 16777216) end end -- Fills pixels [x0, x1) of row y with one colour @native local function FillSpan(y, x0, x1, r, g, b, a) if a <= 0 then return end local o0 = (y * buf_w + x0) * 4 local o1 = o0 + (x1 - x0 - 1) * 4 if a >= 255 then local packed = floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + 4278190080 for o = o0, o1, 4 do writeu32(buf, o, packed) end return end local packed0 = floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + floor(a + 0.5) * 16777216 local sa = a / 255 local ns = 1 - sa local c1 = ns / 255 local rs, gs, bs = r * sa, g * sa, b * sa local last_d, last_v = -1, 0 -- UI backgrounds are mostly flat: reuse the previous result for the same destination for o = o0, o1, 4 do local d = readu32(buf, o) local da = rshift(d, 24) if d == last_d then writeu32(buf, o, last_v) elseif da == 0 then writeu32(buf, o, packed0) else last_d = d local dr, dg, db = band(d, 255), band(rshift(d, 8), 255), band(rshift(d, 16), 255) if da == 255 then last_v = floor(rs + dr * ns + 0.5) + floor(gs + dg * ns + 0.5) * 256 + floor(bs + db * ns + 0.5) * 65536 + 4278190080 else local k = da * c1 local oa = sa + k local inv = 1 / oa last_v = floor((rs + dr * k) * inv + 0.5) + floor((gs + dg * k) * inv + 0.5) * 256 + floor((bs + db * k) * inv + 0.5) * 65536 + floor(oa * 255 + 0.5) * 16777216 end writeu32(buf, o, last_v) end end end @native local function UnpackColor(col) return col % 256, floor(col / 256) % 256, floor(col / 65536) % 256, floor(col / 16777216) % 256 end -- Nearest texel at (u, v) as r, g, b, a (0..255) @native local function SampleTexture(t, u, v) local tw, th = t.Width, t.Height local tx, ty = floor(u * tw), floor(v * th) if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end if ty < 0 then ty = 0 elseif ty >= th then ty = th - 1 end local o = (ty * tw + tx) * 4 local tb = t.Buffer return readu8(tb, o), readu8(tb, o + 1), readu8(tb, o + 2), readu8(tb, o + 3) end -- Axis aligned, single colour quad (rects, glyphs, images). Pixel centers inside [x0, x1) x [y0, y1) are drawn. @native local function DrawRect(x0, y0, x1, y1, u0, v0, u1, v1, col, t, cx0, cy0, cx1, cy1) local r, g, b, a = UnpackColor(col) if a == 0 then return end local px0, py0 = max(ceil(x0 - 0.5), cx0), max(ceil(y0 - 0.5), cy0) local px1, py1 = min(ceil(x1 - 0.5), cx1), min(ceil(y1 - 0.5), cy1) if px0 >= px1 or py0 >= py1 then return end if not t or (u0 == u1 and v0 == v1) then if t then local tr, tg, tb, ta = SampleTexture(t, u0, v0) r, g, b, a = r * tr / 255, g * tg / 255, b * tb / 255, a * ta / 255 end if a <= 0 then return end -- Rows of a flat rect usually blend over identical rows: when this row's destination equals the previous -- row's (exact string compare), the result is identical too, so memcpy the previous row's result. local len = (px1 - px0) * 4 local prev_dst, prev_o = nil, 0 for y = py0, py1 - 1 do local o = (y * buf_w + px0) * 4 if a >= 255 then if prev_dst then buffer.copy(buf, o, buf, prev_o, len) else FillSpan(y, px0, px1, r, g, b, a); prev_dst = true end else local dst = readstring(buf, o, len) if dst == prev_dst then buffer.copy(buf, o, buf, prev_o, len) else FillSpan(y, px0, px1, r, g, b, a) prev_dst = dst end end prev_o = o end return end local du, dv = (u1 - u0) / (x1 - x0), (v1 - v0) / (y1 - y0) local tw, th, tbuf = t.Width, t.Height, t.Buffer local r255, g255, b255, a255 = r / 255, g / 255, b / 255, a / 255 for y = py0, py1 - 1 do local ty = floor((v0 + (y + 0.5 - y0) * dv) * th) if ty < 0 then ty = 0 elseif ty >= th then ty = th - 1 end local trow = ty * tw local o = (y * buf_w + px0) * 4 for x = px0, px1 - 1 do local tx = floor((u0 + (x + 0.5 - x0) * du) * tw) if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end local to = (trow + tx) * 4 local ta = readu8(tbuf, to + 3) if ta > 0 then BlendPixel(o, readu8(tbuf, to) * r255, readu8(tbuf, to + 1) * g255, readu8(tbuf, to + 2) * b255, ta * a255) end o = o + 4 end end end -- Generic triangle: per-vertex colour + uv, top-left fill rule, clipped to [cx0, cx1) x [cy0, cy1) @native local function DrawTriangle(va, vb, vc, t, cx0, cy0, cx1, cy1, ox, oy) local x0, y0 = va[1][1] - ox, va[1][2] - oy local x1, y1 = vb[1][1] - ox, vb[1][2] - oy local x2, y2 = vc[1][1] - ox, vc[1][2] - oy local area = (x1 - x0) * (y2 - y0) - (y1 - y0) * (x2 - x0) if area == 0 then return end if area < 0 then -- make the winding consistent so "inside" means all edge functions >= 0 vb, vc = vc, vb x1, y1, x2, y2 = x2, y2, x1, y1 area = -area end local minx, maxx = max(floor(min(x0, x1, x2)), cx0), min(ceil(max(x0, x1, x2)), cx1 - 1) local miny, maxy = max(floor(min(y0, y1, y2)), cy0), min(ceil(max(y0, y1, y2)), cy1 - 1) if minx > maxx or miny > maxy then return end -- Edge functions E(p) = A*px + B*py + C, w0 is opposite va, w1 opposite vb, w2 opposite vc local A0, B0 = y1 - y2, x2 - x1; local C0 = -(A0 * x1 + B0 * y1) local A1, B1 = y2 - y0, x0 - x2; local C1 = -(A1 * x2 + B1 * y2) local A2, B2 = y0 - y1, x1 - x0; local C2 = -(A2 * x0 + B2 * y0) local tl0 = A0 > 0 or (A0 == 0 and B0 > 0) local tl1 = A1 > 0 or (A1 == 0 and B1 > 0) local tl2 = A2 > 0 or (A2 == 0 and B2 > 0) local inv = 1 / area local ra, ga, ba, aa = UnpackColor(va[3]) local rb, gb, bb, ab = UnpackColor(vb[3]) local rc, gc, bc, ac = UnpackColor(vc[3]) local ua, vva, ub, vvb, uc, vvc = va[2][1], va[2][2], vb[2][1], vb[2][2], vc[2][1], vc[2][2] local textured = t and not (ua == ub and ua == uc and vva == vvb and vva == vvc) if t and not textured then -- constant uv (e.g. the atlas white pixel): fold the texel into the vertex colours local tr, tg, tb, ta = SampleTexture(t, ua, vva) ra, ga, ba, aa = ra * tr / 255, ga * tg / 255, ba * tb / 255, aa * ta / 255 rb, gb, bb, ab = rb * tr / 255, gb * tg / 255, bb * tb / 255, ab * ta / 255 rc, gc, bc, ac = rc * tr / 255, gc * tg / 255, bc * tb / 255, ac * ta / 255 end local flat = not textured and ra == rb and ra == rc and ga == gb and ga == gc and ba == bb and ba == bc and aa == ab and aa == ac if flat and aa <= 0 then return end for y = miny, maxy do local py = y + 0.5 -- Narrow the x range of this row using the edges (expanded by one pixel, exact test below) local xl, xr = minx, maxx local e0, e1, e2 = B0 * py + C0, B1 * py + C1, B2 * py + C2 if A0 ~= 0 then local xe = -e0 / A0 - 0.5; if A0 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end if A1 ~= 0 then local xe = -e1 / A1 - 0.5; if A1 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end if A2 ~= 0 then local xe = -e2 / A2 - 0.5; if A2 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end local row = y * buf_w for x = xl, xr do local px = x + 0.5 local w0, w1, w2 = A0 * px + e0, A1 * px + e1, A2 * px + e2 if (w0 > 0 or (w0 == 0 and tl0)) and (w1 > 0 or (w1 == 0 and tl1)) and (w2 > 0 or (w2 == 0 and tl2)) then local o = (row + x) * 4 if flat then BlendPixel(o, ra, ga, ba, aa) else w0, w1, w2 = w0 * inv, w1 * inv, w2 * inv local r = w0 * ra + w1 * rb + w2 * rc local g = w0 * ga + w1 * gb + w2 * gc local b = w0 * ba + w1 * bb + w2 * bc local a = w0 * aa + w1 * ab + w2 * ac if textured then local tr, tg, tb, ta = SampleTexture(t, w0 * ua + w1 * ub + w2 * uc, w0 * vva + w1 * vvb + w2 * vvc) r, g, b, a = r * tr / 255, g * tg / 255, b * tb / 255, a * ta / 255 end BlendPixel(o, r, g, b, a) end end end end end -- Quads emitted by PrimRect/PrimRectUV/RenderText use indices (a, b, c, a, c, d) with a=TL, b=TR, c=BR, d=BL. -- When such a quad is axis aligned with one colour it is drawn with the much cheaper DrawRect. @native local function TryDrawRect(va, vb, vc, vd, t, cx0, cy0, cx1, cy1, ox, oy) local pa, pb, pc, pd = va[1], vb[1], vc[1], vd[1] if not (pa[2] == pb[2] and pb[1] == pc[1] and pc[2] == pd[2] and pd[1] == pa[1] and pa[1] < pb[1] and pa[2] < pd[2]) then return false end local col = va[3] if vb[3] ~= col or vc[3] ~= col or vd[3] ~= col then return false end local ta, tb, tc, td = va[2], vb[2], vc[2], vd[2] if not (tb[1] == tc[1] and tb[2] == ta[2] and td[1] == ta[1] and td[2] == tc[2]) then return false end DrawRect(pa[1] - ox, pa[2] - oy, pc[1] - ox, pc[2] - oy, ta[1], ta[2], tc[1], tc[2], col, t, cx0, cy0, cx1, cy1) return true end -- Tiles: the screen is covered by TILE x TILE EditableImages (one ImageLabel each). Every frame each primitive -- (triangle, or axis aligned quad) is hashed into the tiles it touches; only tiles whose hash changed are -- re-rasterized and uploaded. Static UI therefore costs ~nothing to draw, and the result is pixel-identical to a -- full redraw (the hash covers everything that affects a tile's pixels: geometry, uv, colour, texture, clip, order). local TILE = 256 TILE_SIZE = Vector2.new(TILE, TILE) local P1, P2 = 2147483647, 2147483629 -- two independent 31 bit hashes per tile (collision odds ~2^-62) -- Primitive arrays (reused between frames, no per-frame allocation) local pr_a, pr_b, pr_c, pr_d, pr_t = {}, {}, {}, {}, {} -- vertices (pr_d == false -> triangle), texture local pr_cx0, pr_cy0, pr_cx1, pr_cy1 = {}, {}, {}, {} -- clip (screen pixels) @native local function HashVertex(h1, h2, v) local p, u, c = v[1], v[2], v[3] local x, y = p[1], p[2] local uv = u[1] * 8192 + u[2] h1 = (h1 * 48271 + x * 4096 + y) % P1 h1 = (h1 * 48271 + uv * 4096) % P1 h1 = (h1 * 48271 + c) % P1 h2 = (h2 * 16807 + y * 4093 + x) % P2 h2 = (h2 * 16807 + uv * 65521) % P2 h2 = (h2 * 16807 + c) % P2 return h1, h2 end local function GetTile(bd, index, tx, ty) local tile = bd.Tiles[index] if tile then return tile end local img = AssetService:CreateEditableImage({ Size = Vector2.new(TILE, TILE) }) assert(img, "imgui_impl_roblox: EditableImage memory budget exceeded") local label = Instance.new("ImageLabel") label.Name = "Tile" .. index label.BackgroundTransparency = 1 label.BorderSizePixel = 0 label.Size = UDim2.fromOffset(TILE, TILE) label.Position = UDim2.fromOffset(tx * TILE, ty * TILE) label.ResampleMode = Enum.ResamplerMode.Pixelated label.ImageContent = Content.fromObject(img) label.Visible = false label.Parent = bd.Gui tile = { Image = img, Label = label, Buffer = buffer.create(TILE * TILE * 4), H1 = -1, H2 = -1, Visible = false } bd.Tiles[index] = tile return tile end local function DestroyTiles(bd) for _, tile in pairs(bd.Tiles) do tile.Label:Destroy(); tile.Image:Destroy() end bd.Tiles = {} end @native function ImGui_ImplRoblox_RenderDrawData(draw_data) local bd = ImGui_ImplRoblox_GetBackendData() if draw_data.Textures ~= nil then for _, tex in draw_data.Textures:iter() do if tex.Status ~= ImTextureStatus.OK then ImGui_ImplRoblox_UpdateTexture(tex) bd.ForceRedraw = true -- texture contents changed: tiles sampling it must be redrawn end end end local sw, sh = floor(draw_data.DisplaySize.x), floor(draw_data.DisplaySize.y) if sw <= 0 or sh <= 0 then return end local cols, rows = ceil(sw / TILE), ceil(sh / TILE) if cols ~= bd.TileCols or rows ~= bd.TileRows then DestroyTiles(bd) bd.TileCols, bd.TileRows = cols, rows end local ntiles = cols * rows local ox, oy = draw_data.DisplayPos.x, draw_data.DisplayPos.y -- Per tile: hashes and the list of primitives touching it local th1, th2, tn, tl = bd.TH1, bd.TH2, bd.TN, bd.TL for t = 0, ntiles - 1 do th1[t], th2[t], tn[t] = 0, 0, 0 if not tl[t] then tl[t] = {} end end -- Pass 1: collect primitives, hash them into tiles local n = 0 for _, draw_list in draw_data.CmdLists:iter() do local vtx, idx = draw_list.VtxBuffer.Data, draw_list.IdxBuffer.Data for _, pcmd in draw_list.CmdBuffer:iter() do if pcmd.UserCallback ~= nil then pcmd.UserCallback(draw_list, pcmd) elseif pcmd.ElemCount > 0 then local clip = pcmd.ClipRect local cx0, cy0 = max(floor(clip.x - ox), 0), max(floor(clip.y - oy), 0) local cx1, cy1 = min(floor(clip.z - ox), sw), min(floor(clip.w - oy), sh) if cx1 > cx0 and cy1 > cy0 then local tex_id = pcmd:GetTexID() local t = bd.Textures[tex_id] local ch1 = ((cx0 * 8191 + cy0) * 8191 + cx1) % P1 local ch2 = ((cy1 * 8191 + cx1) * 8191 + cy0 + tex_id) % P2 local vo = pcmd.VtxOffset local i, last = pcmd.IdxOffset + 1, pcmd.IdxOffset + pcmd.ElemCount while i <= last do local ia, ic = idx[i], idx[i + 2] local va, vb, vc = vtx[vo + ia], vtx[vo + idx[i + 1]], vtx[vo + ic] local vd = false local pa, pb, pc = va[1], vb[1], vc[1] local bx0, by0, bx1, by1 if i + 5 <= last and idx[i + 3] == ia and idx[i + 4] == ic then local d = vtx[vo + idx[i + 5]] local pd = d[1] -- axis aligned quad (TL, TR, BR, BL) with one colour and a matching uv rect if pa[2] == pb[2] and pb[1] == pc[1] and pc[2] == pd[2] and pd[1] == pa[1] and pa[1] < pb[1] and pa[2] < pd[2] then local col = va[3] local ta, tb, tc, td = va[2], vb[2], vc[2], d[2] if vb[3] == col and vc[3] == col and d[3] == col and tb[1] == tc[1] and tb[2] == ta[2] and td[1] == ta[1] and td[2] == tc[2] then vd = d bx0, by0 = ceil(pa[1] - ox - 0.5), ceil(pa[2] - oy - 0.5) bx1, by1 = ceil(pc[1] - ox - 0.5), ceil(pc[2] - oy - 0.5) end end end if vd then i = i + 6 else bx0, by0 = floor(min(pa[1], pb[1], pc[1]) - ox), floor(min(pa[2], pb[2], pc[2]) - oy) bx1, by1 = ceil(max(pa[1], pb[1], pc[1]) - ox) + 1, ceil(max(pa[2], pb[2], pc[2]) - oy) + 1 i = i + 3 end if bx0 < cx0 then bx0 = cx0 end if by0 < cy0 then by0 = cy0 end if bx1 > cx1 then bx1 = cx1 end if by1 > cy1 then by1 = cy1 end if bx0 < bx1 and by0 < by1 then n = n + 1 pr_a[n], pr_b[n], pr_c[n], pr_d[n], pr_t[n] = va, vb, vc, vd, t pr_cx0[n], pr_cy0[n], pr_cx1[n], pr_cy1[n] = cx0, cy0, cx1, cy1 local h1, h2 = HashVertex(ch1, ch2, va) h1, h2 = HashVertex(h1, h2, vb) h1, h2 = HashVertex(h1, h2, vc) if vd then h1, h2 = HashVertex(h1, h2, vd) end for ty = floor(by0 / TILE), floor((by1 - 1) / TILE) do for tx = floor(bx0 / TILE), floor((bx1 - 1) / TILE) do local ti = ty * cols + tx local k = tn[ti] + 1 tn[ti] = k tl[ti][k] = n th1[ti] = (th1[ti] * 48271 + h1) % P1 th2[ti] = (th2[ti] * 16807 + h2 + k) % P2 end end end end end end end end -- Pass 2: redraw + upload changed tiles local force = bd.ForceRedraw bd.ForceRedraw = false for ty = 0, rows - 1 do for tx = 0, cols - 1 do local ti = ty * cols + tx local count = tn[ti] local tile = bd.Tiles[ti] if count == 0 then if tile and tile.Visible then tile.Visible = false tile.Label.Visible = false tile.H1 = -1 end else tile = tile or GetTile(bd, ti, tx, ty) if force or tile.H1 ~= th1[ti] or tile.H2 ~= th2[ti] then tile.H1, tile.H2 = th1[ti], th2[ti] local x0, y0 = tx * TILE, ty * TILE local x1, y1 = x0 + TILE, y0 + TILE buf, buf_w = tile.Buffer, TILE buffer.fill(buf, 0, 0) local list = tl[ti] local tox, toy = ox + x0, oy + y0 for k = 1, count do local p = list[k] local cx0, cy0 = max(pr_cx0[p], x0) - x0, max(pr_cy0[p], y0) - y0 local cx1, cy1 = min(pr_cx1[p], x1) - x0, min(pr_cy1[p], y1) - y0 local va, vc, vd = pr_a[p], pr_c[p], pr_d[p] if vd then local pa, pc, ta, tc = va[1], vc[1], va[2], vc[2] DrawRect(pa[1] - tox, pa[2] - toy, pc[1] - tox, pc[2] - toy, ta[1], ta[2], tc[1], tc[2], va[3], pr_t[p], cx0, cy0, cx1, cy1) else DrawTriangle(va, pr_b[p], vc, pr_t[p], cx0, cy0, cx1, cy1, tox, toy) end end tile.Image:WritePixelsBuffer(Vector2.zero, TILE_SIZE, buf) end if not tile.Visible then tile.Visible = true tile.Label.Visible = true end end end end -- drop references so old vertex tables can be collected for k = n + 1, bd.LastPrimCount do pr_a[k], pr_b[k], pr_c[k], pr_d[k], pr_t[k] = nil, nil, nil, nil, nil end bd.LastPrimCount = n end --------------------------------------------------------- -- CORE LIFECYCLE --------------------------------------------------------- --- @param parent Instance? # where the ScreenGui goes, defaults to the local player's PlayerGui function ImGui_ImplRoblox_Init(parent) local io = ImGui.GetIO() local gui = Instance.new("ScreenGui") gui.Name = "ImGui" gui.IgnoreGuiInset = true -- so GetMouseLocation() and the tiles share the same origin gui.ResetOnSpawn = false gui.DisplayOrder = 1000 gui.Parent = parent or Players.LocalPlayer:WaitForChild("PlayerGui") local bd = { Time = os.clock(), Gui = gui, Connections = {}, Textures = {}, TextureCount = 0, MouseX = -1, MouseY = -1, Tiles = {}, TileCols = 0, TileRows = 0, TH1 = {}, TH2 = {}, TN = {}, TL = {}, LastPrimCount = 0, ForceRedraw = true, } io.BackendPlatformUserData = bd io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset) local platform_io = ImGui.GetPlatformIO() platform_io.Platform_SetClipboardTextFn = ImGui_ImplRoblox_PlatformSetClipboardText platform_io.Platform_GetClipboardTextFn = ImGui_ImplRoblox_PlatformGetClipboardText local screen = gui.AbsoluteSize ImGui_ImplRoblox_UpdateMonitors(screen.X, screen.Y) local function connect(signal, fn) table.insert(bd.Connections, signal:Connect(fn)) end connect(UserInputService.InputBegan, function(input, game_processed) local io = ImGui.GetIO() local button = MOUSE_BUTTONS[input.UserInputType] if button then io:AddMouseSourceEvent(ImGuiMouseSource.Mouse) io:AddMouseButtonEvent(button, true) elseif input.UserInputType == Enum.UserInputType.Keyboard and not game_processed then local ctrl, shift, alt = ImGui_ImplRoblox_UpdateKeyModifiers() local key = KEY_MAP[input.KeyCode] if key then io:AddKeyEvent(key, true) end -- Text: printable ASCII keys, skipped while Ctrl/Alt are held (shortcuts) local v = input.KeyCode.Value if v >= 32 and v < 127 and not (ctrl or alt) then local c = string.char(v) if shift then c = SHIFTED[c] or c:upper() end io:AddInputCharacter(string.byte(c)) end end end) connect(UserInputService.InputEnded, function(input, game_processed) local io = ImGui.GetIO() local button = MOUSE_BUTTONS[input.UserInputType] if button then io:AddMouseButtonEvent(button, false) elseif input.UserInputType == Enum.UserInputType.Keyboard then ImGui_ImplRoblox_UpdateKeyModifiers() local key = KEY_MAP[input.KeyCode] if key then io:AddKeyEvent(key, false) end end end) connect(UserInputService.InputChanged, function(input, game_processed) if input.UserInputType == Enum.UserInputType.MouseWheel then ImGui.GetIO():AddMouseWheelEvent(0, input.Position.Z) end end) connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end) connect(UserInputService.WindowFocusReleased, function() ImGui.GetIO():AddFocusEvent(false) end) end function ImGui_ImplRoblox_Shutdown() local io = ImGui.GetIO() local bd = ImGui_ImplRoblox_GetBackendData() for _, c in ipairs(bd.Connections) do c:Disconnect() end DestroyTiles(bd) bd.Gui:Destroy() io.BackendPlatformUserData = nil io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor( ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset ))) end function ImGui_ImplRoblox_NewFrame() local io = ImGui.GetIO() local bd = ImGui_ImplRoblox_GetBackendData() local screen = bd.Gui.AbsoluteSize local w, h = floor(screen.X), floor(screen.Y) if w ~= bd.ScreenW or h ~= bd.ScreenH then bd.ScreenW, bd.ScreenH = w, h ImGui_ImplRoblox_UpdateMonitors(w, h) end ImVec2_CopyV(io.DisplaySize, w, h) local current_time = os.clock() io.DeltaTime = (current_time > bd.Time) and (current_time - bd.Time) or (1.0 / 60.0) bd.Time = current_time local m = UserInputService:GetMouseLocation() if m.X ~= bd.MouseX or m.Y ~= bd.MouseY then bd.MouseX, bd.MouseY = m.X, m.Y io:AddMouseSourceEvent(ImGuiMouseSource.Mouse) io:AddMousePosEvent(m.X, m.Y) end end ImGui_ImplRoblox = { Init = ImGui_ImplRoblox_Init, Shutdown = ImGui_ImplRoblox_Shutdown, NewFrame = ImGui_ImplRoblox_NewFrame, RenderDrawData = ImGui_ImplRoblox_RenderDrawData, AddFile = ImGui_ImplRoblox_AddFile, } return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_impl_roblox_fonts.lua'] = function() -- [Roblox] Embedded copies of resource/fonts/*.ttf (Roblox can't read files). Generated: hex encoded bytes. -- Add your own fonts the same way, or at runtime with ImGui_ImplRoblox.AddFile(path, bytes). return { ["resource/fonts/ProggyClean.ttf"] = [[ 00010000000c0080000300404f532f3288eb7490000001480000004e636d617002122375000003a0000001526376742000000000000004fc00000002676c796612af8956000007040000928068656164 d79166d3000000cc0000003668686561084201c30000010400000024686d74788a007e8000000198000002066c6f63618c73b0d800000500000002046d61787001ae00da00000128000000206e616d65 2559bb96000099840000019e706f7374a6ac83ef00009b24000005d27072657069020112000004f40000000800010000000100003c55e9d55f0f3cf50003080000000000b767778400000000bd92a6d7 0000fe80038005000000000300020000000000000001000004c0fe40000003800000000003800001000000000000000000000000000000020001000001010090002400000000000200080040000a0000 00760008000000000000038001900005000002bc028a0000008f02bc028a000001c50032020000000000040900000000000000000000000000000000000000000000416c74730040000020ac08000000 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0029002a002b002c002d002e002f0030003100320033003400350036003700380039003a003b003c003d003e003f0040004100420043004400450046004700480049004a004b004c004d004e004f0050 005100520053005400550056005700580059005a005b005c005d005e01020060006100a30084008500bd009600e80086008e008b009d00a9008a01030083009300f200f3008d0097008800c300de00f1 009e00aa00f500f400f600a200ad00c900c700ae006200630090006400cb006500c800ca00cf00cc00cd00ce00e9006600d300d100af006700f0009100d600d400d5006800eb00ed0089006a0069006b 006d006c006e00a0006f0071007000720073007500740076007700ea0078007a0079007b007d007c00b800a1007f007e0080008100ec00ee00ba010400ab010501060b766572746963616c626172096f 76657273636f726507616d6163726f6e044575726f07756e696539313200000000000001ffff000200010000000c00000010001800020000000400000002000000010000000100000000000100000000 e50db79300000000e5afbb4200000000e5b3d43b ]], } end __FILES['imgui_internal.lua'] = function() --- ImGui Sincerely WIP -- (internal structures/api) --- @meta local type = ImGui._GetTypeFunc() local rawget = rawget local mathMin = math.min; local mathMax = math.max local mathFloor = math.floor; local mathCeil = math.ceil local bitNot = bit32.bnot local bitAnd = bit32.band; local bitOr = bit32.bor local bitLShift = bit32.lshift; local bitRShift = bit32.rshift local t_sort = table.sort --- @alias ImGuiTableColumnIdx ImS16 -- TODO: Implement actual ImString type --- @alias ImString char[]|string --- @alias ImStringBuffer char[] -- NOTE: temporary solution --- @param buf char[] --- @param buf_begin int --- @param buf_end int # exclusive function ImGui._ByteArrayToString(buf, buf_begin, buf_end) local str = {} for i = buf_begin, buf_end - 1 do table.insert(str, string.char(buf[i])) end return table.concat(str) end --- ImPool: pool of objects keyed by ID. Public indices are 0-based like upstream (Buf is stored 1-based). --- `ctor` creates a new element. Removed slots are recycled via FreeIdx (-1 = none; free slots chain through `_NextFree`). local IM_POOL = {} IM_POOL.__index = IM_POOL function ImPool(ctor) return setmetatable({ Buf = {}, Map = {}, FreeIdx = 0, AliveCount = 0, BufSize = 0, _Ctor = ctor }, IM_POOL) end function IM_POOL:GetByKey(key) local i = self.Map[key]; return i and self.Buf[i + 1] or nil end function IM_POOL:GetByIndex(n) return self.Buf[n + 1] end function IM_POOL:GetIndex(p) return p._PoolIdx end function IM_POOL:Contains(p) return p ~= nil and self.Buf[(p._PoolIdx or -1) + 1] == p end function IM_POOL:GetMapSize() return self.BufSize end function IM_POOL:Clear() self.Buf = {}; self.Map = {}; self.FreeIdx = 0; self.AliveCount = 0; self.BufSize = 0 end function IM_POOL:Add() local idx if self._Free and #self._Free > 0 then idx = table.remove(self._Free) else idx = self.BufSize; self.BufSize = self.BufSize + 1 end local p = self._Ctor and self._Ctor() or {} p._PoolIdx = idx self.Buf[idx + 1] = p self.AliveCount = self.AliveCount + 1 return p end function IM_POOL:GetOrAddByKey(key) local i = self.Map[key] if i then return self.Buf[i + 1] end local p = self:Add(); self.Map[key] = p._PoolIdx; return p end function IM_POOL:Remove(key, p) if type(key) == "table" then p = key; key = nil end if key == nil then for k, i in pairs(self.Map) do if i == p._PoolIdx then key = k break end end end if key ~= nil then self.Map[key] = nil end self.Buf[p._PoolIdx + 1] = false self._Free = self._Free or {} table.insert(self._Free, p._PoolIdx) self.AliveCount = self.AliveCount - 1 end function IM_POOL:Reserve(n) end -- NOTE: removed slots hold `false`; iterate with `for i = 0, pool:GetMapSize() - 1 do local t = pool:GetByIndex(i) if t then ... end end` --- @type ImGuiContext? local GImGui -- Sets local `GImGui` in this file(imgui_internal.lua). -- This is currently only used in main code `ImGui.SetCurrentContext()` --- @param ctx ImGuiContext? function ImGui._SetCurrentContext_Internal(ctx) GImGui = ctx end local setmetatable = setmetatable local MT = ImGui.GetMetatables() IM_TABSIZE = 4 FLT_MIN = 1.1754943508223e-38 FLT_MAX = 3.4028234663853e+38 DBL_MAX = 1.7976931348623e+308 INT_MIN = -0x7fffffff - 1 INT_MAX = 0x7fffffff UINT_MAX = 0x7fffffff * 2 + 1 NAV_WINDOWING_HIGHLIGHT_DELAY = 0.5 NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10 NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60 IM_PI = math.pi ImPow = math.pow ImLog = math.log ImAbs = math.abs ImFabs = math.abs ImFmod = function(a, b) if b < 0 then b = -b end; if a < 0 then return -(-a % b) else return a % b end; end ImRound64 = function(val) return math.floor(val + 0.5) end -- FIXME: Positive values only ImCeil = math.ceil ImSin = math.sin ImCos = math.cos ImAcos = math.acos ImAtan2 = math.atan2 ImSqrt = math.sqrt --- @generic T: number --- @param a T --- @param b T --- @param mn T --- @param mx T --- @return T function ImAddClampOverflow(a, b, mn, mx) if b < 0 and (a < mn - b) then return mn end if b > 0 and (a > mx - b) then return mx end return a + b end --- @generic T: number --- @param a T --- @param b T --- @param mn T --- @param mx T --- @return T function ImSubClampOverflow(a, b, mn, mx) if b > 0 and (a < mn + b) then return mn end if b < 0 and (a > mx + b) then return mx end return a - b end --- @overload fun(lhs: number, rhs: number): number --- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 function ImMin(lhs, rhs) if type(lhs) == "number" and type(rhs) == "number" then return mathMin(lhs, rhs) elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(mathMin(lhs[1], rhs[1]), mathMin(lhs[2], rhs[2])) end end --- @overload fun(lhs: number, rhs: number): number --- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 function ImMax(lhs, rhs) if type(lhs) == "number" and type(rhs) == "number" then return mathMax(lhs, rhs) elseif type(lhs) == "table" and type(rhs) == "table" then return ImVec2(mathMax(lhs[1], rhs[1]), mathMax(lhs[2], rhs[2])) end end --- @param base table --- @param count int --- @param cmp_func fun(lhs, rhs): bool ImStd.ImQsort = function(base, count, cmp_func) if count > 0 then t_sort(base, cmp_func) end end --- @overload fun(v: number, mn: number, mx: number): number --- @overload fun(v: ImVec2, mn: ImVec2, mx: ImVec2): ImVec2 function ImClamp(v, mn, mx) if type(v) == "number" and type(mn) == "number" and type(mx) == "number" then return mathMin(mathMax(v, mn), mx) elseif type(v) == "table" and type(mn) == "table" and type(mx) == "table" then return ImVec2(mathMax(mn[1], mathMin(v[1], mx[1])), mathMax(mn[2], mathMin(v[2], mx[2]))) end end --- @overload fun(a: number, b: number, t: number): number --- @overload fun(a: ImVec2, b: ImVec2, t: number): ImVec2 --- @overload fun(a: ImVec2, b: ImVec2, t: ImVec2): ImVec2 function ImLerp(a, b, t) if type(a) == "number" and type(b) == "number" and type(t) == "number" then return ((a) + ((b) - (a)) * (t)) elseif type(a) == "table" and type(b) == "table" and type(t) == "number" then return ImVec2(a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t) elseif type(a) == "table" and type(b) == "table" and type(t) == "table" then return ImVec2(a[1] + (b[1] - a[1]) * t[1], a[2] + (b[2] - a[2]) * t[2]) end end local function _Trunc(val) if val >= 0 then return mathFloor(val) else return mathCeil(val) end end --- @overload fun(v: float): float --- @overload fun(v: ImVec2): ImVec2 function ImTrunc(v) if type(v) == "number" then return _Trunc(v) elseif type(v) == "table" then return ImVec2(_Trunc(v[1]), _Trunc(v[2])) end end ImTrunc64 = _Trunc --- @param f float function ImCeilFast(f) local i if f >= 0 then i = math.floor(f) else i = math.ceil(f) end -- same as `ImTrunc()` if f > i then return i + 1 end return i end function IM_ROUNDUP_TO_EVEN(n) return (ImCeil((n) / 2) * 2) end function ImRsqrt(x) return (1 / ImSqrt(x)) end function IM_TRUNC(VAL) return math.floor(VAL) end -- Positive values only! function IM_ROUND(VAL) return math.floor(VAL + 0.5) end function ImFloor(f) if f >= 0 or math.floor(f) == f then return math.floor(f) else return math.floor(f) - 1 end end --- @param v int function ImIsPowerOfTwo(v) return (v ~= 0) and (bitAnd(v, (v - 1)) == 0) end function ImUpperPowerOfTwo(v) if v <= 0 then return 0 end if v <= 1 then return 1 end v = v - 1 v = bitOr(v, bitRShift(v, 1)) v = bitOr(v, bitRShift(v, 2)) v = bitOr(v, bitRShift(v, 4)) v = bitOr(v, bitRShift(v, 8)) v = bitOr(v, bitRShift(v, 16)) return v + 1 end --- @param v unsigned_int --- @return unsigned_int function ImCountSetBits(v) local count = 0 while v > 0 do v = bitAnd(v, v - 1) count = count + 1 end return count end --- @param avg float --- @param sample float --- @param n int --- @return float function ImStd.ImExponentialMovingAverage(avg, sample, n) avg = avg - avg / n avg = avg + sample / n return avg end -- Uses `string.match` internally --- @param str string function ImAtof(str) return tonumber(string.match(str, "[+-]?%d*%.?%d+")) end --- @param s table # 1-based --- @param c any --- @param n int function ImStd.memset(s, c, n) for i = 1, n do s[i] = c end end do local _memmove = function(dest, dest_start, src, src_start, count) if count <= 0 then return end -- more compact instead of writing separate if-else and for loops local c = (dest == src and dest_start >= src_start) for i = (c and count - 1 or 0), (c and 0 or count - 1), (c and -1 or 1) do dest[dest_start + i] = src[src_start + i] end end if table.move then --- [GMod] Platform specific: the `table.move` polyfill in non-x86-64 currently uses `unpack` which will break if too many elements -- Remove this check when the polyfill is fixed or removed if not gmod or (gmod and BRANCH == "x86-64") then _memmove = function(dest, dest_start, src, src_start, count) table.move(src, src_start, src_start + count - 1, dest_start, dest) end end end ImStd.memmove = _memmove end --- @param str1 ImStringBuffer --- @param str2 ImStringBuffer function ImStd.strcmp(str1, str2) local i = 1 while true do local c1 = str1[i] or 0 local c2 = str2[i] or 0 if c1 ~= c2 then return c1 - c2 end if c1 == 0 then return 0 end i = i + 1 end end --- @param str1 ImStringBuffer --- @param str2 ImStringBuffer --- @param max_count int function ImStd.strncmp(str1, str2, max_count) for i = 1, max_count do local c1 = str1[i] or 0 local c2 = str2[i] or 0 if c1 ~= c2 then return c1 - c2 end if c1 == 0 then return 0 end end return 0 end function ImSaturate(f) return ((f < 0.0 and 0.0) or (f > 1.0 and 1.0) or f) end IM_F32_TO_INT8_UNBOUND = function(val) return math.floor(val * 255.0 + (val >= 0 and 0.5 or -0.5)) end IM_F32_TO_INT8_SAT = function(val) return math.floor(ImSaturate(val) * 255.0 + 0.5) end --- @param s ImString --- @param i int --- @return char function ImStrByte(s, i) if type(s) == "string" then return string.byte(s, i, i) else --- @cast s char[] return s[i] end end --- @class ImGuiColorMod --- @field Col ImGuiCol --- @field BackupValue ImVec4 --- @param col ImGuiCol --- @param backup_value ImVec4 --- @return ImGuiColorMod function ImGuiColorMod(col, backup_value) local this = { Col = col, BackupValue = ImVec4() } ImVec4_Copy(this.BackupValue, backup_value) return this end --- @param lhs ImVec2 --- @return float function ImLengthSqr(lhs) return (lhs.x * lhs.x) + (lhs.y * lhs.y) end --- @param v ImVec2 --- @param cos_a float --- @param sin_a float --- @return ImVec2 --- @nodiscard function ImRotate(v, cos_a, sin_a) return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a) end --- @param a ImVec2 --- @param b ImVec2 function ImDot(a, b) return a.x * b.x + a.y * b.y end --- @param lhs ImVec2 --- @param rhs ImVec2 --- @nodiscard function ImMul(lhs, rhs) return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y) end --- @param str char[] --- @param begin? int function ImStd.ImStrlen(str, begin) if begin == nil then begin = 1 end local l = #str for i = begin, l do if str[i] == 0 then return i - begin end end IM_ASSERT(false) end -- FIXME: should also accept count? -- FIXME: avoid dynamic type checking? -- string.find with patterns disabled --- @param str string|char[] --- @param s string|char --- @param start_pos? int --- @return int? function ImMemchr(str, s, start_pos) local start = start_pos or 1 if start < 1 then start = 1 end if type(str) == "table" then for i = start, #str do if str[i] == 0 then break end if str[i] == s then return i end end return nil end --- @cast str string local pos = string.find(str, s, start, true) return pos end IMGUI_FONT_SIZE_MAX = 512.0 IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE = 128.0 IMGUI_WINDOW_HARD_MIN_SIZE = 4.0 IM_DRAWLIST_ARCFAST_TABLE_SIZE = 48 IM_DRAWLIST_ARCFAST_SAMPLE_MAX = IM_DRAWLIST_ARCFAST_TABLE_SIZE function IM_ASSERT_USER_ERROR(_EXPR, _MSG) if not (_EXPR) or (_EXPR) == 0 then error(_MSG, 2) end end function IM_ASSERT_USER_ERROR_RET(_EXPR, _MSG) if not (_EXPR) or (_EXPR) == 0 then error(_MSG, 2) end end function IMGUI_DEBUG_LOG_ACTIVEID(_str, ...) local g = GImGui if bitAnd(g.DebugLogFlags, ImGuiDebugLogFlags.EventActiveId) ~= 0 then print(string.format(_str, ...)) end end function IMGUI_DEBUG_LOG_POPUP(_str, ...) local g = GImGui if bitAnd(g.DebugLogFlags, ImGuiDebugLogFlags.EventPopup) ~= 0 then print(string.format(_str, ...)) end end function IMGUI_DEBUG_LOG_FONT(_str, ...) local g2 = GImGui if g2 and bitAnd(g2.DebugLogFlags, ImGuiDebugLogFlags.EventFont) ~= 0 then print(string.format(_str, ...)) end end function IMGUI_DEBUG_LOG_VIEWPORT(_str, ...) local g = GImGui if bitAnd(g.DebugLogFlags, ImGuiDebugLogFlags.EventViewport) ~= 0 then print(string.format(_str, ...)) end end --- @alias ImGuiSelectionUserData any ImGuiSelectionUserData_Invalid = -1 ImGuiKeyOwner_Any = 0 ImGuiKeyOwner_NoOwner = 4294967295 --- @param button ImGuiMouseButton --- @return ImGuiKey function ImGui.MouseButtonToKey(button) IM_ASSERT(button >= 0 and button < ImGuiMouseButton.COUNT) return ImGuiKey.MouseLeft + button end --- @param key ImGuiKey function ImGui.IsNamedKey(key) return key >= ImGuiKey.NamedKey_BEGIN and key < ImGuiKey.NamedKey_END end --- @param key ImGuiKey function ImGui.IsKeyboardKey(key) return key >= ImGuiKey_Keyboard_BEGIN and key < ImGuiKey_Keyboard_END end --- @param key ImGuiKey function ImGui.IsGamepadKey(key) return key >= ImGuiKey_Gamepad_BEGIN and key < ImGuiKey_Gamepad_END end --- @param key ImGuiKey function ImGui.IsMouseKey(key) return key >= ImGuiKey_Mouse_BEGIN and key < ImGuiKey_Mouse_END end --- @param key ImGuiKey function ImGui.IsAliasKey(key) return key >= ImGuiKey_Aliases_BEGIN and key < ImGuiKey_Aliases_END end --- @param key ImGuiKey function ImGui.IsLRModKey(key) return key >= ImGuiKey.LeftCtrl and key <= ImGuiKey.RightSuper end --- @param key ImGuiKey --- @return bool function ImGui.IsNamedKeyOrMod(key) return (key >= ImGuiKey.NamedKey_BEGIN and key < ImGuiKey.NamedKey_END) or key == ImGuiMod_Ctrl or key == ImGuiMod_Shift or key == ImGuiMod_Alt or key == ImGuiMod_Super end --- @param key ImGuiKey --- @return ImGuiKey function ImGui.ConvertSingleModFlagToKey(key) if key == ImGuiMod_Ctrl then return ImGuiKey.ReservedForModCtrl elseif key == ImGuiMod_Shift then return ImGuiKey.ReservedForModShift elseif key == ImGuiMod_Alt then return ImGuiKey.ReservedForModAlt elseif key == ImGuiMod_Super then return ImGuiKey.ReservedForModSuper end return key end --- @param ctx ImGuiContext --- @param key ImGuiKey function ImGui.GetKeyOwnerData(ctx, key) if bitAnd(key, ImGuiMod_Mask_) ~= 0 then key = ImGui.ConvertSingleModFlagToKey(key) end IM_ASSERT(ImGui.IsNamedKey(key)) return ctx.KeysOwnerData[key - ImGuiKey.NamedKey_BEGIN] end --- @class ImGuiKeyOwnerData --- @return ImGuiKeyOwnerData --- @nodiscard function ImGuiKeyOwnerData() return { OwnerCurr = ImGuiKeyOwner_NoOwner, OwnerNext = ImGuiKeyOwner_NoOwner, LockThisFrame = false, LockUntilRelease = false } end --- @param size float --- @return float function ImGui.GetRoundedFontSize(size) return IM_ROUND(size) end --- @param window ImGuiWindow --- @param r ImRect --- @return ImRect --- @nodiscard function ImGui.WindowRectAbsToRel(window, r) local off = window.DC.CursorStartPos return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y) end --- @param window ImGuiWindow --- @param r ImRect --- @nodiscard function ImGui.WindowRectRelToAbs(window, r) local off = window.DC.CursorStartPos return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y) end --- @param dir ImGuiDir --- @return bool function ImGui.IsActiveIdUsingNavDir(dir) local g = GImGui return bit32.band(g.ActiveIdUsingNavDirMask, bit32.lshift(1, dir)) ~= 0 end --- @param window ImGuiWindow --- @param p ImVec2 --- @return ImVec2 --- @nodiscard function ImGui.WindowPosAbsToRel(window, p) local off = window.DC.CursorStartPos return ImVec2(p.x - off.x, p.y - off.y) end --- @param c char --- @return bool # True if this character is a ' ' or '\t' function ImCharIsBlankA(c) return c == 32 or c == 9 end --- @param c char function ImCharIsBlankW(c) return c == 32 or c == 9 or c == 0x3000 end --- @enum ImGuiNavMoveFlags ImGuiNavMoveFlags = { None = 0, LoopX = bitLShift(1, 0), LoopY = bitLShift(1, 1), WrapX = bitLShift(1, 2), WrapY = bitLShift(1, 3), AllowCurrentNavId = bitLShift(1, 4), AlsoScoreVisibleSet = bitLShift(1, 5), ScrollToEdgeY = bitLShift(1, 6), Forwarded = bitLShift(1, 7), DebugNoResult = bitLShift(1, 8), FocusApi = bitLShift(1, 9), IsTabbing = bitLShift(1, 10), IsPageMove = bitLShift(1, 11), Activate = bitLShift(1, 12), NoSelect = bitLShift(1, 13), NoSetNavCursorVisible = bitLShift(1, 14), NoClearActiveId = bitLShift(1, 15), } ImGuiNavMoveFlags.WrapMask_ = bitOr(ImGuiNavMoveFlags.LoopX, ImGuiNavMoveFlags.LoopY, ImGuiNavMoveFlags.WrapX, ImGuiNavMoveFlags.WrapY) --- @enum ImGuiNavLayer ImGuiNavLayer = { Main = 0, Menu = 1, COUNT = 2 } ImGuiItemFlags.ReadOnly = bitLShift(1, 11) ImGuiItemFlags.MixedValue = bitLShift(1, 12) ImGuiItemFlags.NoWindowHoverableCheck = bitLShift(1, 13) ImGuiItemFlags.AllowOverlap = bitLShift(1, 14) ImGuiItemFlags.NoNavDisableMouseHover = bitLShift(1, 15) ImGuiItemFlags.NoMarkEdited = bitLShift(1, 16) ImGuiItemFlags.NoFocus = bitLShift(1, 17) ImGuiItemFlags.Inputable = bitLShift(1, 20) ImGuiItemFlags.HasSelectionUserData = bitLShift(1, 21) ImGuiItemFlags.IsMultiSelect = bitLShift(1, 22) ImGuiItemFlags.Default_ = bitOr(ImGuiItemFlags.AutoClosePopups, ImGuiItemFlags.LiveEditOnInputText) --- @enum ImDrawTextFlags ImDrawTextFlags = { None = 0, CpuFineClip = bitLShift(1, 0), WrapKeepBlanks = bitLShift(1, 1), StopOnNewLine = bitLShift(1, 2) } --- @enum ImGuiFocusRequestFlags ImGuiFocusRequestFlags = { None = 0, RestoreFocusedChild = bitLShift(1, 0), UnlessBelowModal = bitLShift(1, 1) } --- @enum ImGuiTextFlags ImGuiTextFlags = { None = 0, NoWidthForLargeClippedText = bitLShift(1, 0) } --- @enum ImWcharClass ImWcharClass = { Blank = 0, Punct = 1, Other = 2 } --- @class ImVec1 --- @field x number local IM_VEC1 = {} IM_VEC1.__index = IM_VEC1 local function ImVec1(x) return setmetatable({x = x or 0}, IM_VEC1) end function IM_VEC1:__tostring() return string.format("ImVec1(%g)", self.x) end --- @param dest ImVec1 --- @param src ImVec1 function ImVec1_Copy(dest, src) dest.x = src.x end --- @class ImRect --- @field [1] ImVec2 --- @field [2] ImVec2 --- @field Min ImVec2 --- @field Max ImVec2 local IM_RECT = {} --- @param t ImRect --- @param k string IM_RECT.__index = function(t, k) local method = IM_RECT[k] if method ~= nil then return method end if k == "Min" then return rawget(t, 1) elseif k == "Max" then return rawget(t, 2) end end --- @param t ImRect --- @param k string --- @param v ImVec2 IM_RECT.__newindex = function(t, k, v) if k == "Min" then ImVec2_Copy(rawget(t, 1), v) elseif k == "Max" then ImVec2_Copy(rawget(t, 2), v) else IM_ASSERT(false) end end --- @return ImRect --- @nodiscard function ImRect(a, b, c, d) if c and d then return setmetatable({ ImVec2(a, b), ImVec2(c, d) }, IM_RECT) end return setmetatable({ ImVec2(a and a.x or 0, a and a.y or 0), ImVec2(b and b.x or 0, b and b.y or 0) }, IM_RECT) end function IM_RECT:__eq(other) return self[1] == other[1] and self[2] == other[2] end function IM_RECT:__tostring() return string.format("ImRect(Min: %g,%g, Max: %g,%g)", self.Min.x, self.Min.y, self.Max.x, self.Max.y) end --- @param p ImRect|ImVec2 function IM_RECT:Contains(p) if p.Min then --- @cast p ImRect return p[1][1] >= self[1][1] and p[2][1] <= self[2][1] and p[1][2] >= self[1][2] and p[2][2] <= self[2][2] else --- @cast p ImVec2 return p[1] >= self[1][1] and p[2] >= self[1][2] and p[1] < self[2][1] and p[2] < self[2][2] end end --- @param p ImVec2 --- @param pad ImVec2 function IM_RECT:ContainsWithPad(p, pad) return p[1] >= self[1][1] - pad[1] and p[2] >= self[1][2] - pad[2] and p[1] < self[2][1] + pad[1] and p[2] < self[2][2] + pad[2] end --- @param r ImRect function IM_RECT:Overlaps(r) return self[1][1] <= r[2][1] and self[2][1] >= r[1][1] and self[1][2] <= r[2][2] and self[2][2] >= r[1][2] end --- @nodiscard function IM_RECT:GetCenter() return ImVec2((self[1][1] + self[2][1]) * 0.5, (self[1][2] + self[2][2]) * 0.5) end function IM_RECT:GetWidth() return self[2][1] - self[1][1] end function IM_RECT:GetHeight() return self[2][2] - self[1][2] end --- @nodiscard function IM_RECT:GetSize() return ImVec2(self[2][1] - self[1][1], self[2][2] - self[1][2]) end --- @nodiscard function IM_RECT:GetTL() return ImVec2(self[1][1], self[1][2]) end --- @nodiscard function IM_RECT:GetTR() return ImVec2(self[2][1], self[1][2]) end --- @nodiscard function IM_RECT:GetBL() return ImVec2(self[1][1], self[2][2]) end --- @nodiscard function IM_RECT:GetBR() return ImVec2(self[2][1], self[2][2]) end --- @param r ImRect function IM_RECT:ClipWith(r) ImVec2_Copy(self[1], ImMax(self[1], r[1])); ImVec2_Copy(self[2], ImMin(self[2], r[2])) end --- @param r ImRect function IM_RECT:ClipWithFull(r) ImVec2_Copy(self[1], ImClamp(self[1], r[1], r[2])); ImVec2_Copy(self[2], ImClamp(self[2], r[1], r[2])) end --- @param p ImRect|ImVec2 function IM_RECT:Add(p) if p.Min then --- @cast p ImRect if (self[1][1] > p[1][1]) then self[1][1] = p[1][1] end if (self[1][2] > p[1][2]) then self[1][2] = p[1][2] end if (self[2][1] < p[2][1]) then self[2][1] = p[2][1] end if (self[2][2] < p[2][2]) then self[2][2] = p[2][2] end else --- @cast p ImVec2 if p[1] < self[1][1] then self[1][1] = p[1] end if p[2] < self[1][2] then self[1][2] = p[2] end if p[1] > self[2][1] then self[2][1] = p[1] end if p[2] > self[2][2] then self[2][2] = p[2] end end end --- @param amount float|ImVec2 function IM_RECT:Expand(amount) if type(amount) == "number" then self[1][1] = self[1][1] - amount; self[1][2] = self[1][2] - amount self[2][1] = self[2][1] + amount; self[2][2] = self[2][2] + amount elseif type(amount) == "table" then self[1][1] = self[1][1] - amount[1]; self[1][2] = self[1][2] - amount[2] self[2][1] = self[2][1] + amount[1]; self[2][2] = self[2][2] + amount[2] end end --- @nodiscard function IM_RECT:ToVec4() return ImVec4(self[1][1], self[1][2], self[2][1], self[2][2]) end --- @param d ImVec2 function IM_RECT:Translate(d) self[1][1] = self[1][1] + d[1]; self[1][2] = self[1][2] + d[2] self[2][1] = self[2][1] + d[1]; self[2][2] = self[2][2] + d[2] end --- @param dy float function IM_RECT:TranslateY(dy) self[1][2] = self[1][2] + dy; self[2][2] = self[2][2] + dy end function IM_RECT:IsInverted() return self[1][1] > self[2][1] or self[1][2] > self[2][2] end function IM_RECT:GetArea() return (self[2][1] - self[1][1]) * (self[2][2] - self[1][2]) end --- @nodiscard function IM_RECT:AsVec4() return ImVec4(self[1][1], self[1][2], self[2][1], self[2][2]) end --- @param dest ImRect --- @param src ImRect function ImRect_Copy(dest, src) dest[1][1] = src[1][1]; dest[1][2] = src[1][2] dest[2][1] = src[2][1]; dest[2][2] = src[2][2] end --- @param dest ImRect --- @param src ImVec4 function ImRect_CopyFromV4(dest, src) dest[1][1] = src[1]; dest[1][2] = src[2] dest[2][1] = src[3]; dest[2][2] = src[4] end --- @param _ARRAY ImU32[] --- @param _N int function IM_BITARRAY_TESTBIT(_ARRAY, _N) return bitAnd(_ARRAY[bitRShift(_N - 1, 5) + 1], bitLShift(1, bitAnd(_N - 1, 31))) ~= 0 end --- @param _ARRAY ImU32[] --- @param _N int function IM_BITARRAY_CLEARBIT(_ARRAY, _N) local idx = bitRShift(_N - 1, 5) + 1 _ARRAY[idx] = bitAnd(_ARRAY[idx], bitNot(bitLShift(1, bitAnd(_N - 1, 31)))) end --- @param arr ImU32[] --- @param n int function ImBitArraySetBit(arr, n) local mask = bitLShift(1, bitAnd(n - 1, 31)) local idx = bitRShift(n - 1, 5) + 1 arr[idx] = bitOr(arr[idx], mask) end --- @alias ImBitArrayForNamedKeys ImBitArray --- NOTE: This struct is expensive to create --- @class ImBitArray --- @field Data ImU32[] --- @param BITCOUNT int --- @param OFFSET? int --- @return ImBitArray function ImBitArray(BITCOUNT, OFFSET) if OFFSET == nil then OFFSET = 0 end local this = { Data = {} } local size = bitRShift(BITCOUNT + 31, 5) this.ClearAllBits = function(self) local data = self.Data; for i = 1, size do data[i] = 0 end end this.SetAllBits = function(self) local data = self.Data; for i = 1, size do data[i] = 0xFFFFFFFF end end --- @param n int # 1-based --- @return boolean this.TestBit = function(self, n) n = n + OFFSET; IM_ASSERT(n >= 1 and n <= BITCOUNT); return IM_BITARRAY_TESTBIT(self.Data, n); end --- @param n int # 1-based this.SetBit = function(self, n) n = n + OFFSET; IM_ASSERT(n >= 1 and n <= BITCOUNT); ImBitArraySetBit(self.Data, n); end this:ClearAllBits() return this end function MT.ImDrawList:PathClear() self._Path:clear() end --- @param pos ImVec2 function MT.ImDrawList:PathLineTo(pos) self._Path:push_back(pos) end function MT.ImDrawList:PathLineToMergeDuplicate(pos) local path_size = self._Path.Size if path_size == 0 or self._Path.Data[path_size].x ~= pos.x or self._Path.Data[path_size].y ~= pos.y then self._Path:push_back(pos) end end function MT.ImDrawList:PathFillConvex(col) self:AddConvexPolyFilled(self._Path.Data, self._Path.Size, col) self._Path.Size = 0 end --- @param col ImU32 --- @param thickness? float --- @param flags? ImDrawFlags function MT.ImDrawList:PathStroke(col, thickness, flags) if not thickness then thickness = 1.0 end if not flags then flags = 0 end self:AddPolyline(self._Path.Data, self._Path.Size, col, thickness, flags) self._Path.Size = 0 end --- @param col ImU32 function ImGui.SetNextItemColorMarker(col) local g = GImGui g.NextItemData.HasFlags = bitOr(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) g.NextItemData.ColorMarker = col end --- @class ImDrawListSharedData --- @field TexUvWhitePixel ImVec2 --- @field TexUvLines ImVec4[] --- @field FontAtlas ImFontAtlas --- @field Font ImFont --- @field FontSize float --- @field FontScale float --- @field CurveTessellationTol float --- @field CircleTessellationMaxError float --- @field InitialFringeScale float --- @field InitialFlags ImDrawListFlags --- @field ClipRectFullscreen? ImVec4 --- @field TempBuffer ImVector --- @field DrawLists ImVector --- @field Context? ImGuiContext --- @field ArcFastVtx table # 1-based table --- @field ArcFastRadiusCutoff float --- @field CircleSegmentCounts table # 1-based table MT.ImDrawListSharedData = {} MT.ImDrawListSharedData.__index = MT.ImDrawListSharedData --- @return ImDrawListSharedData --- @nodiscard function ImDrawListSharedData() local this = setmetatable({ TexUvWhitePixel = nil, TexUvLines = nil, FontAtlas = nil, Font = nil, FontSize = 0, FontScale = 0, CurveTessellationTol = 0, CircleTessellationMaxError = 0, InitialFringeScale = 1, InitialFlags = 0, ClipRectFullscreen = nil, TempBuffer = ImVector(ImVec2), DrawLists = ImVector(), ArcFastVtx = {}, ArcFastRadiusCutoff = nil, CircleSegmentCounts = {}, Context = nil }, MT.ImDrawListSharedData) for i = 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE do local a = ((i - 1) * 2 * IM_PI) / IM_DRAWLIST_ARCFAST_TABLE_SIZE this.ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)) end return this end --- @class ImFontAtlasBuilder --- @field PackContext stbrp_context --- @field PackNodes ImVector --- @field Rects ImVector --- @field RectsIndex ImVector --- @field TempBuffer ImVector --- @field RectsIndexFreeListStart int --- @field RectsPackedCount int --- @field RectsPackedSurface int --- @field RectsDiscardedCount int --- @field RectsDiscardedSurface int --- @field FrameCount int --- @field MaxRectSize ImVec2 --- @field MaxRectBounds ImVec2 --- @field LockDisableResize bool --- @field PreloadedAllGlyphsRanges bool --- @field BakedPool ImVector --- @field BakedMap table # LUA: No ImGuiStorage --- @field BakedDiscardedCount int --- @field PackIdMouseCursors ImFontAtlasRectId --- @field PackIdLinesTexData ImFontAtlasRectId MT.ImFontAtlasBuilder = {} MT.ImFontAtlasBuilder.__index = MT.ImFontAtlasBuilder --- @return ImFontAtlasBuilder function ImFontAtlasBuilder() --- @type ImFontAtlasBuilder local this = setmetatable({}, MT.ImFontAtlasBuilder) this.PackContext = nil -- struct stbrp_context_opaque { char data[80]; }; this.PackNodes = ImVector() this.Rects = ImVector() this.RectsIndex = ImVector() this.TempBuffer = ImVector() this.RectsIndexFreeListStart = -1 this.RectsPackedCount = 0 this.RectsPackedSurface = 0 this.RectsDiscardedCount = 0 this.RectsDiscardedSurface = 0 this.FrameCount = -1 this.MaxRectSize = ImVec2() this.MaxRectBounds = ImVec2() this.LockDisableResize = false this.PreloadedAllGlyphsRanges = false this.BakedPool = ImVector() -- ImStableVector this.BakedMap = {} this.BakedDiscardedCount = 0 this.PackIdMouseCursors = -1 this.PackIdLinesTexData = -1 return this end --- @class ImFontStackData --- @field Font ImFont --- @field FontSizeBeforeScaling float --- @field FontSizeAfterScaling float --- @return ImFontStackData --- @param font ImFont --- @param font_size_before_scaling float --- @param font_size_after_scaling float --- @nodiscard function ImFontStackData(font, font_size_before_scaling, font_size_after_scaling) return { Font = font, FontSizeBeforeScaling = font_size_before_scaling, FontSizeAfterScaling = font_size_after_scaling } end --- `GetVarPtr()` is currently only used on `g.Style` in Dear ImGui, and we don't have pointers! --- @class ImGuiStyleVarInfo --- @field Count ImU32 --- @field DataType ImGuiDataType --- @field Key string # key in parent structure. Note that the cpp Dear ImGui uses `ImU32 Offset`! --- @param count ImU32 --- @param data_type ImGuiDataType --- @param key string --- @return ImGuiStyleVarInfo --- @nodiscard function ImGuiStyleVarInfo(count, data_type, key) return { Count = count, DataType = data_type, Key = key } end --- @class ImGuiStyleMod --- @field VarIdx ImGuiStyleVar --- @field BackupVal table --- @param idx ImGuiStyleVar --- @param v int|float|ImVec2 function ImGuiStyleMod(idx, v) local this = { VarIdx = idx, BackupVal = {nil, nil} } --- @cast this ImGuiStyleMod if type(v) == "number" then this.BackupVal[1] = v else -- ImVec2 this.BackupVal[1] = v.x; this.BackupVal[2] = v.y end return this end --- Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo() --- @class ImGuiDataTypeInfo --- @field Size size_t # Size in bytes --- @field Name string # Short descriptive name for the type, for debugging --- @field PrintFmt string # Default printf format for the type --- @field ScanFmt string # Default scanf format for the type --- @class ImGuiLastItemData --- @field ID ImGuiID --- @field ItemFlags ImGuiItemFlags --- @field StatusFlags ImGuiItemStatusFlags --- @field Rect ImRect --- @field NavRect ImRect --- @field DisplayRect ImRect --- @field ClipRect ImRect --- @field Shortcut ImGuiKeyChord --- @return ImGuiLastItemData --- @nodiscard function ImGuiLastItemData() return { ID = 0, ItemFlags = 0, StatusFlags = 0, Rect = ImRect(), NavRect = ImRect(), DisplayRect = ImRect(), ClipRect = ImRect(), Shortcut = 0 } end --- @param dest ImGuiLastItemData --- @param src ImGuiLastItemData function ImGuiLastItemData_Copy(dest, src) dest.ID = src.ID dest.ItemFlags = src.ItemFlags dest.StatusFlags = src.StatusFlags ImRect_Copy(dest.Rect, src.Rect) ImRect_Copy(dest.NavRect, src.NavRect) ImRect_Copy(dest.DisplayRect, src.DisplayRect) ImRect_Copy(dest.ClipRect, src.ClipRect) dest.Shortcut = src.Shortcut end --- @class ImGuiTreeNodeStackData --- @field ID ImGuiID --- @field TreeFlags ImGuiTreeNodeFlags --- @field ItemFlags ImGuiItemFlags --- @field NavRect ImRect --- @field DrawLinesX1 float --- @field DrawLinesToNodesY2 float --- @field DrawLinesTableColumn ImGuiTableColumnIdx --- @return ImGuiTreeNodeStackData --- @nodiscard local function ImGuiTreeNodeStackData() return { ID = nil, TreeFlags = nil, ItemFlags = nil, NavRect = ImRect(), DrawLinesX1 = nil, DrawLinesToNodesY2 = nil, DrawLinesTableColumn = nil } end --- @class ImGuiNextItemData --- @field HasFlags ImGuiNextItemDataFlags --- @field ItemFlagsSet ImGuiItemFlags --- @field FocusScopeId ImGuiID --- @field SelectionUserData any --- @field Width number --- @field Shortcut ImGuiKeyChord --- @field ShortcutFlags ImGuiInputFlags --- @field OpenVal boolean --- @field OpenCond ImGuiCond --- @field RefVal any --- @field StorageId ImGuiID --- @field ColorMarker ImU32 local IMGUI_NEXT_ITEM_DATA = {} IMGUI_NEXT_ITEM_DATA.__index = IMGUI_NEXT_ITEM_DATA function IMGUI_NEXT_ITEM_DATA:ClearFlags() self.HasFlags = ImGuiNextItemDataFlags.None self.ItemFlagsSet = ImGuiItemFlags.None end --- @return ImGuiNextItemData --- @nodiscard function ImGuiNextItemData() return setmetatable({ HasFlags = 0, ItemFlagsSet = 0, FocusScopeId = 0, SelectionUserData = -1, Width = 0.0, Shortcut = 0, ShortcutFlags = 0, OpenVal = false, OpenCond = 0, RefVal = 0, StorageId = 0, ColorMarker = 0 }, IMGUI_NEXT_ITEM_DATA) end --- @class ImGuiNextWindowData --- @field HasFlags ImGuiNextWindowDataFlags --- @field PosCond ImGuiCond --- @field SizeCond ImGuiCond --- @field CollapsedCond ImGuiCond --- @field PosVal ImVec2? --- @field PosPivotVal ImVec2? --- @field SizeVal ImVec2? --- @field ContentSizeVal ImVec2? --- @field ScrollVal ImVec2? --- @field WindowFlags ImGuiWindowFlags? --- @field ChildFlags ImGuiChildFlags? --- @field CollapsedVal boolean? --- @field SizeConstraintRect ImRect? --- @field SizeCallback function? --- @field SizeCallbackUserData any --- @field BgAlphaVal number? --- @field MenuBarOffsetMinVal ImVec2? --- @field RefreshFlagsVal int? local IMGUI_NEXT_WINDOW_DATA = {} IMGUI_NEXT_WINDOW_DATA.__index = IMGUI_NEXT_WINDOW_DATA function IMGUI_NEXT_WINDOW_DATA:ClearFlags() self.HasFlags = ImGuiNextWindowDataFlags.None end --- @return ImGuiNextWindowData --- @nodiscard function ImGuiNextWindowData() return setmetatable({ HasFlags = 0, PosCond = 0, SizeCond = 0, CollapsedCond = 0, PosVal = ImVec2(), PosPivotVal = ImVec2(), SizeVal = ImVec2(), ContentSizeVal = ImVec2(), ScrollVal = ImVec2(), WindowFlags = nil, ChildFlags = nil, WindowFlagsSet = 0, WindowFlagsClear = 0, ChildFlagsSet = 0, ChildFlagsClear = 0, ViewportId = 0, DockId = 0, DockCond = 0, PosUndock = false, WindowClass = nil, CollapsedVal = nil, SizeConstraintRect = nil, SizeCallback = nil, SizeCallbackUserData = nil, BgAlphaVal = nil, MenuBarOffsetMinVal = ImVec2(), RefreshFlagsVal = nil }, IMGUI_NEXT_WINDOW_DATA) end --- @enum ImGuiWindowBgClickFlags ImGuiWindowBgClickFlags = { None = 0, Move = bitLShift(1, 0), } --- @enum ImGuiNextWindowDataFlags ImGuiNextWindowDataFlags = { None = 0, HasPos = bitLShift(1, 0), HasSize = bitLShift(1, 1), HasContentSize = bitLShift(1, 2), HasCollapsed = bitLShift(1, 3), HasSizeConstraint = bitLShift(1, 4), HasFocus = bitLShift(1, 5), HasBgAlpha = bitLShift(1, 6), HasScroll = bitLShift(1, 7), HasWindowFlags = bitLShift(1, 8), HasChildFlags = bitLShift(1, 9), HasRefreshPolicy = bitLShift(1, 10), HasViewport = bitLShift(1, 11), HasDock = bitLShift(1, 12), HasWindowClass = bitLShift(1, 13) } --- @enum ImGuiLayoutType ImGuiLayoutType = { Horizontal = 0, Vertical = 1 } --- @enum ImGuiSeparatorFlags ImGuiSeparatorFlags = { None = 0, Horizontal = bitLShift(1, 0), -- Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar Vertical = bitLShift(1, 1), SpanAllColumns = bitLShift(1, 2) -- Make separator cover all columns of a legacy Columns() set } --- @class ImGuiStyle MT.ImGuiStyle = {} MT.ImGuiStyle.__index = MT.ImGuiStyle --- @return ImGuiStyle --- @nodiscard function ImGuiStyle() --- @type ImGuiStyle local this = { FontSizeBase = 0.0, FontScaleMain = 1.0, FontScaleDpi = 1.0, Alpha = 1.0, DisabledAlpha = 0.60, FramePadding = ImVec2(4, 3), FrameRounding = 0.0, FrameBorderSize = 0.0, WindowPadding = ImVec2(8, 8), TouchExtraPadding = ImVec2(0, 0), IndentSpacing = 21.0, WindowRounding = 0, WindowBorderSize = 1, ScrollbarSize = 14.0, ScrollbarRounding = 9.0, ScrollbarPadding = 2.0, GrabMinSize = 12.0, GrabRounding = 0.0, ImageRounding = 0.0, ImageBorderSize = 0.0, WindowBorderHoverPadding = 4.0, TreeLinesFlags = ImGuiTreeNodeFlags.DrawLinesNone, TreeLinesSize = 1.0, TreeLinesRounding = 0.0, MenuItemRounding = 0.0, SelectableRounding = 0.0, ColorMarkerSize = 3.0, ColorButtonPosition = ImGuiDir.Right, InputTextCursorSize = 1.0, SeparatorSize = 1.0, SeparatorTextBorderSize = 3.0, SeparatorTextAlign = ImVec2(0.0, 0.5), SeparatorTextPadding = ImVec2(20.0, 3.0), DisplaySafeAreaPadding = ImVec2(3, 3), DisplayWindowPadding = ImVec2(19, 19), AntiAliasedLines = true, AntiAliasedLinesUseTex = true, AntiAliasedFill = true, CurveTessellationTol = 1.25, CircleTessellationMaxError = 0.30, HoverStationaryDelay = 0.15, HoverDelayShort = 0.15, HoverDelayNormal = 0.40, Colors = {}, ButtonTextAlign = ImVec2(0.5, 0.5), SelectableTextAlign = ImVec2(0.0, 0.0), WindowMinSize = ImVec2(32, 32), WindowTitleAlign = ImVec2(0.0, 0.5), WindowMenuButtonPosition = ImGuiDir.Left, ChildRounding = 0.0, ChildBorderSize = 1.0, PopupRounding = 0.0, PopupBorderSize = 1.0, DockingSeparatorSize = 2.0, DockingNodeHasCloseButton = true, MouseCursorScale = 1.0, ItemSpacing = ImVec2(8, 4), ItemInnerSpacing = ImVec2(4, 4), CellPadding = ImVec2(4, 2), ColumnsMinSpacing = 6.0, LogSliderDeadzone = 4.0, TabRounding = 5.0, TabBorderSize = 0.0, TabMinWidthBase = 1.0, TabMinWidthShrink = 80.0, TabCloseButtonMinWidthSelected = -1.0, TabCloseButtonMinWidthUnselected = 0.0, TabBarBorderSize = 1.0, TabBarOverlineSize = 1.0, TableAngledHeadersAngle = 35.0 * (IM_PI / 180.0), TableAngledHeadersTextAlign = ImVec2(0.5, 0.0), DragDropTargetRounding = 0.0, DragDropTargetBorderSize = 2.0, DragDropTargetPadding = 3.0, HoverFlagsForTooltipMouse = bitOr(ImGuiHoveredFlags.Stationary, ImGuiHoveredFlags.DelayShort, ImGuiHoveredFlags.AllowWhenDisabled), HoverFlagsForTooltipNav = bitOr(ImGuiHoveredFlags.NoSharedDelay, ImGuiHoveredFlags.DelayNormal, ImGuiHoveredFlags.AllowWhenDisabled), -- [Internal] _MainScale = 1.0, _NextFrameFontSizeBase = 0.0 } ImGui.StyleColorsDark(this) setmetatable(this, MT.ImGuiStyle) return this end --- @class ImGuiWindowStackData --- @return ImGuiWindowStackData --- @nodiscard function ImGuiWindowStackData() return { Window = nil, ParentLastItemDataBackup = ImGuiLastItemData(), StackSizesInBegin = nil, DisabledOverrideReenable = nil, DisabledOverrideReenableAlphaBackup = nil } end --- @class ImGuiComboPreviewData --- @field PreviewRect ImRect --- @field BackupCursorPos ImVec2 --- @field BackupCursorMaxPos ImVec2 --- @field BackupCursorPosPrevLine ImVec2 --- @field BackupPrevLineTextBaseOffset float --- @field BackupLayout ImGuiLayoutType --- @return ImGuiComboPreviewData --- @nodiscard local function ImGuiComboPreviewData() return { PreviewRect = ImRect(), BackupCursorPos = ImVec2(), BackupCursorMaxPos = ImVec2(), BackupCursorPosPrevLine = ImVec2(), BackupPrevLineTextBaseOffset = 0.0, BackupLayout = 0 } end --- @alias IMSTB_TEXTEDIT_STRING ImGuiInputTextState --- @alias ImStbTexteditState STB_TexteditState --- @class ImGuiInputTextState --- @field Ctx ImGuiContext # parent UI context (needs to be set explicitly by parent) --- @field Stb ImStbTexteditState # State for stb_textedit.lua --- @field Flags ImGuiInputTextFlags --- @field ID ImGuiID # widget id owning the text state --- @field TextLen int # UTF-8 length of the string in TextA (in bytes) --- @field TextSrc ImStringBuffer # == TextA.Data unless read-only, in which case == buf passed to InputText(). For _ReadOnly fields, pointer will be null outside the InputText() call --- @field TextA ImVector # main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1) --- @field TextToRevertTo ImVector # value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) --- @field CallbackTextBackup ImVector # temporary storage for callback to support automatic reconcile of undo-stack --- @field BufCapacity int # end-user buffer capacity (include zero terminator) --- @field Scroll ImVec2 # horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) --- @field LineCount int # last line count (solely for debugging) --- @field WrapWidth float # word-wrapping width --- @field CursorAnim float # timer for cursor blink, reset on every user action so the cursor reappears immediately --- @field CursorFollow bool # set when we want scrolling to follow the current cursor position (not always!) --- @field CursorCenterY bool # set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field) --- @field SelectedAllMouseLock bool # after a double-click to select all, we ignore further mouse drags to update selection --- @field EditedBefore bool # edited since activated --- @field EditedThisFrame bool # edited this frame MT.ImGuiInputTextState = {} MT.ImGuiInputTextState.__index = MT.ImGuiInputTextState local function ImGuiInputTextState() local this = { Ctx = nil, Stb = STB_TexteditState(), -- FIXME: no global! Flags = 0, ID = 0, TextLen = 0, TextSrc = nil, TextA = ImVector(), TextToRevertTo = ImVector(), CallbackTextBackup = ImVector(), BufCapacity = 0, Scroll = ImVec2(), LineCount = 0, WrapWidth = 0.0, CursorAnim = 0.0, CursorFollow = false, CursorCenterY = false, SelectedAllMouseLock = false, EditedBefore = false, EditedThisFrame = false, } return setmetatable(this, MT.ImGuiInputTextState) end --- @class ImGuiInputTextDeactivatedState --- @field ID ImGuiID # widget id owning the text state (which just got deactivated) --- @field ElapseFrame int --- @field TextA ImVector # text buffer local IMGUI_INPUT_TEXT_DEACTIVATED_STATE = {} IMGUI_INPUT_TEXT_DEACTIVATED_STATE.__index = IMGUI_INPUT_TEXT_DEACTIVATED_STATE function IMGUI_INPUT_TEXT_DEACTIVATED_STATE:ClearFreeMemory() self.ID = 0 self.ElapseFrame = 0 self.TextA:clear() end --- @return ImGuiInputTextDeactivatedState --- @nodiscard local function ImGuiInputTextDeactivatedState() return setmetatable({ ID = 0, ElapseFrame = 0, TextA = ImVector() }, IMGUI_INPUT_TEXT_DEACTIVATED_STATE) end --- @alias ImGuiKeyRoutingIndex ImS16 --- @class ImGuiKeyRoutingData --- @field NextEntryIndex ImGuiKeyRoutingIndex --- @field Mods ImU16 --- @field RoutingCurrScore ImU16 --- @field RoutingNextScore ImU16 --- @field RoutingCurr ImGuiID --- @field RoutingNext ImGuiID --- @return ImGuiKeyRoutingData --- @nodiscard function ImGuiKeyRoutingData() return { NextEntryIndex = -1, Mods = 0, RoutingCurrScore = 0, RoutingNextScore = 0, RoutingCurr = ImGuiKeyOwner_NoOwner, RoutingNext = ImGuiKeyOwner_NoOwner } end --- @class ImGuiKeyRoutingTable --- @field Index ImGuiKeyRoutingIndex[] --- @field Entries ImVector --- @field EntriesNext ImVector local _ImGuiKeyRoutingTable = {} _ImGuiKeyRoutingTable.__index = _ImGuiKeyRoutingTable function _ImGuiKeyRoutingTable:Clear() for n = 1, ImGuiKey.NamedKey_COUNT do self.Index[n] = -1 end self.Entries:clear() self.EntriesNext:clear() end --- @return ImGuiKeyRoutingTable local function ImGuiKeyRoutingTable() local this = setmetatable({ Index = {}, Entries = ImVector(), EntriesNext = ImVector() }, _ImGuiKeyRoutingTable) this:Clear() return this end --- @class ImGuiTextIndex --- @field Offsets ImVector --- @field EndOffset int local IMGUI_TEXT_INDEX = {} IMGUI_TEXT_INDEX.__index = IMGUI_TEXT_INDEX function IMGUI_TEXT_INDEX:clear() self.Offsets:clear(); self.EndOffset = 0; end function IMGUI_TEXT_INDEX:get_line_begin(base, n) return base + (self.Offsets.Size ~= 0 and self.Offsets[n] or 0) end function IMGUI_TEXT_INDEX:get_line_end(base, n) return base + ((n + 1 < self.Offsets.Size) and (self.Offsets[n + 1] - 1) or self.EndOffset) end --- @return ImGuiTextIndex local function ImGuiTextIndex() return setmetatable({ Offsets = ImVector(), EndOffset = 0 }, IMGUI_TEXT_INDEX) end --- @class ImGuiDebugAllocEntry --- @field FrameCount int --- @field AllocCount int --- @field FreeCount int --- @return ImGuiDebugAllocEntry local function ImGuiDebugAllocEntry() return { FrameCount = 0, AllocCount = 0, FreeCount = 0 } end --- @class ImGuiDebugAllocInfo --- @field TotalAllocCount int --- @field TotalFreeCount int --- @field LastEntriesIdx ImS16 --- @field LastEntriesBuf ImGuiDebugAllocEntry[] --- @return ImGuiDebugAllocInfo local function ImGuiDebugAllocInfo() local this = { TotalAllocCount = 0, TotalFreeCount = 0, LastEntriesIdx = 1, LastEntriesBuf = {nil, nil, nil, nil, nil, nil}, } for i = 1, 6 do this.LastEntriesBuf[i] = ImGuiDebugAllocEntry() end return this end --- @class ImGuiMetricsConfig --- @return ImGuiMetricsConfig local function ImGuiMetricsConfig() return { HighlightMonitorIdx = -1, HighlightViewportID = 0, } end --- @class ImGuiNavItemData --- @field Window ImGuiWindow? --- @field ID ImGuiID --- @field FocusScopeId ImGuiID --- @field RectRel ImRect --- @field ItemFlags ImGuiItemFlags --- @field SelectionUserData ImGuiSelectionUserData --- @field DistBox float --- @field DistCenter float --- @field DistAxial float local IMGUI_NAV_ITEM_DATA = {} IMGUI_NAV_ITEM_DATA.__index = IMGUI_NAV_ITEM_DATA function IMGUI_NAV_ITEM_DATA:Clear() self.Window = nil self.ID = 0 self.FocusScopeId = 0 self.ItemFlags = 0 self.SelectionUserData = ImGuiSelectionUserData_Invalid self.DistBox = FLT_MAX self.DistCenter = FLT_MAX self.DistAxial = FLT_MAX end --- @return ImGuiNavItemData local function ImGuiNavItemData() local this = setmetatable({ }, IMGUI_NAV_ITEM_DATA) this.RectRel = ImRect() this:Clear() return this end --- @class ImGuiContext --- @field Initialized bool --- @field WithinFrameScope bool --- @field WithinFrameScopeWithImplicitWindow bool --- @field FrameCount int --- @field FrameCountEnded int --- @field CurrentWindow ImGuiWindow --- @field HoveredWindow ImGuiWindow --- @field Style ImGuiStyle --- @field FontAtlases ImVector --- @field Font ImFont --- @field FontBaked ImFontBaked? --- @field FontSize float --- @field FontSizeBase float --- @field FontBakedScale float --- @field FontRasterizerDensity float --- @field DrawListSharedData ImDrawListSharedData --- @field NextItemData ImGuiNextItemData --- @field LastItemData ImGuiLastItemData --- @field NextWindowData ImGuiNextWindowData --- @field WithinEndChildID ImGuiID --- @field WithinEndPopupID ImGuiID --- @field StyleVarStack ImVector --- @field AnyIdHasBeenEditedThisFrame bool --- @field ActiveId ImGuiID --- @field ActiveIdMouseButton ImS8 --- @field Windows ImVector --- @field WindowsFocusOrder ImVector --- @field WindowsTempSortBuffer ImVector --- @field CurrentWindowStack ImVector --- @field FocusScopeStack ImVector --- @field ItemFlagsStack ImVector --- @field GroupStack ImVector --- @field OpenPopupStack ImVector --- @field BeginPopupStack ImVector --- @field TreeNodeStack ImVector --- @field IO ImGuiIO --- @field PlatformIO ImGuiPlatformIO --- @field Viewports ImVector --- @field DebugLogFlags ImGuiDebugLogFlags --- @field DebugFlashStyleColorIdx ImGuiCol --- @field ColorEditCurrentID ImGuiID # Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others) --- @field ColorEditSavedID ImGuiID # ID we are saving/restoring HS for --- @field ColorEditSavedHue float # Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips --- @field ColorEditSavedSat float # Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips --- @field ColorEditSavedColor ImU32 # RGB value with alpha set to 0 --- @field ColorPickerRef ImVec4 # Initial/reference color at the time of opening the color picker --- @field MenusIdSubmittedThisFrame ImVector --- @field InputTextState ImGuiInputTextState --- @field InputTextLineIndex ImGuiTextIndex --- @field InputTextDeactivatedState ImGuiInputTextDeactivatedState --- @field InputTextPasswordFontBackupBaked ImFontBaked --- @field KeysMayBeCharInput ImBitArrayForNamedKeys --- @field KeysOwnerData ImGuiKeyOwnerData[] --- @field KeysRoutingTable ImGuiKeyRoutingTable --- @field NavFocusRoute ImVector --- @field PlatformImeData ImGuiPlatformImeData --- @field PlatformImeDataPrev ImGuiPlatformImeData --- @field UserTextures ImVector --- @field DebugMetricsConfig ImGuiMetricsConfig --- @field DebugAllocInfo ImGuiDebugAllocInfo --- @field TempBuffer ImVector ---------------------------------------------------------------- -- [SECTION] Tab bar, Tab item support (public flags from imgui.h + private extensions) ---------------------------------------------------------------- --- @enum ImGuiTabBarFlags ImGuiTabBarFlags = { None = 0, Reorderable = bitLShift(1, 0), AutoSelectNewTabs = bitLShift(1, 1), TabListPopupButton = bitLShift(1, 2), NoCloseWithMiddleMouseButton = bitLShift(1, 3), NoTabListScrollingButtons = bitLShift(1, 4), NoTooltip = bitLShift(1, 5), DrawSelectedOverline = bitLShift(1, 6), FittingPolicyMixed = bitLShift(1, 7), FittingPolicyShrink = bitLShift(1, 8), FittingPolicyScroll = bitLShift(1, 9), -- Private DockNode = bitLShift(1, 20), IsFocused = bitLShift(1, 21), SaveSettings = bitLShift(1, 22), } ImGuiTabBarFlags.FittingPolicyMask_ = bitOr(ImGuiTabBarFlags.FittingPolicyMixed, ImGuiTabBarFlags.FittingPolicyShrink, ImGuiTabBarFlags.FittingPolicyScroll) ImGuiTabBarFlags.FittingPolicyDefault_ = ImGuiTabBarFlags.FittingPolicyMixed ImGuiTabBarFlags.FittingPolicyResizeDown = ImGuiTabBarFlags.FittingPolicyShrink --- @enum ImGuiTabItemFlags ImGuiTabItemFlags = { None = 0, UnsavedDocument = bitLShift(1, 0), SetSelected = bitLShift(1, 1), NoCloseWithMiddleMouseButton = bitLShift(1, 2), NoPushId = bitLShift(1, 3), NoTooltip = bitLShift(1, 4), NoReorder = bitLShift(1, 5), Leading = bitLShift(1, 6), Trailing = bitLShift(1, 7), NoAssumedClosure = bitLShift(1, 8), -- Private NoCloseButton = bitLShift(1, 20), Button = bitLShift(1, 21), Invisible = bitLShift(1, 22), Unsorted = bitLShift(1, 23), } ImGuiTabItemFlags.SectionMask_ = bitOr(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing) -- Storage for one active tab item. In this port the label is stored in `Name` (C++ uses NameOffset into TabBar.TabsNames) --- @class ImGuiTabItem --- @return ImGuiTabItem function ImGuiTabItem() return { ID = 0, Flags = 0, Window = nil, LastFrameVisible = -1, LastFrameSelected = -1, Offset = 0.0, Width = 0.0, ContentWidth = 0.0, RequestedWidth = -1.0, NameOffset = -1, Name = nil, BeginOrder = -1, -- 0-based IndexDuringLayout = -1, -- 0-based WantClose = false, } end -- Storage for a tab bar. Tabs: ImVector of ImGuiTabItem tables (references; "pointers" stay valid across reorders) --- @class ImGuiTabBar --- @return ImGuiTabBar function ImGuiTabBar() return { Window = nil, Tabs = ImVector(), Flags = 0, ID = 0, SelectedTabId = 0, NextSelectedTabId = 0, NextScrollToTabId = 0, VisibleTabId = 0, CurrFrameVisible = -1, PrevFrameVisible = -1, BarRect = ImRect(), BarRectPrevWidth = 0.0, CurrTabsContentsHeight = 0.0, PrevTabsContentsHeight = 0.0, WidthAllTabs = 0.0, WidthAllTabsIdeal = 0.0, ScrollingAnim = 0.0, ScrollingTarget = 0.0, ScrollingTargetDistToVisibility = 0.0, ScrollingSpeed = 0.0, ScrollingRectMinX = 0.0, ScrollingRectMaxX = 0.0, SeparatorMinX = 0.0, SeparatorMaxX = 0.0, ReorderRequestTabId = 0, ReorderRequestOffset = 0, BeginCount = 0, WantLayout = false, VisibleTabWasSubmitted = false, TabsAddedNew = false, ScrollButtonEnabled = false, TabsActiveCount = 0, LastTabItemIdx = -1, -- 0-based ItemSpacingY = 0.0, FramePadding = ImVec2(), BackupCursorPos = ImVec2(), } end --- @class ImGuiShrinkWidthItem function ImGuiShrinkWidthItem() return { Index = 0, Width = 0.0, InitialWidth = 0.0 } end --- @param shared_font_atlas? ImFontAtlas --- @return ImGuiContext --- @nodiscard function ImGuiContext(shared_font_atlas) -- TODO: tidy up / complete this structure local this = { Style = ImGuiStyle(), ColorStack = ImVector(), StyleVarStack = ImVector(), Config = nil, Initialized = false, WithinFrameScope = false, WithinFrameScopeWithImplicitWindow = false, Windows = ImVector(), -- Windows sorted in display order, back to front WindowsById = {}, -- Map window's ID to window ref WindowsBorderHoverPadding = 0, WindowsActiveCount = 0, WindowsTempSortBuffer = ImVector(), CurrentWindowStack = ImVector(), CurrentWindow = nil, WindowsFocusOrder = ImVector(), IO = ImGuiIO(), PlatformIO = ImGuiPlatformIO(), ConfigFlagsCurrFrame = ImGuiConfigFlags.None, ConfigFlagsLastFrame = ImGuiConfigFlags.None, MouseLastValidPos = ImVec2(), KeysMayBeCharInput = ImBitArray(ImGuiKey.NamedKey_COUNT, -ImGuiKey.NamedKey_BEGIN), KeysOwnerData = {}, -- size = ImGuiKey.NamedKey_COUNT KeysRoutingTable = ImGuiKeyRoutingTable(), InputEventsQueue = ImVector(), InputEventsNextMouseSource = ImGuiMouseSource.Mouse, InputEventsNextEventId = 1, MovingWindow = nil, WheelingWindow = nil, WheelingWindowStartFrame = -1, WheelingWindowScrolledFrame = -1, WheelingWindowReleaseTimer = 0.0, WheelingWindowRefMousePos = ImVec2(), WheelingWindowWheelRemainder = ImVec2(), WheelingAxisAvg = ImVec2(), ActiveIdClickOffset = ImVec2(), HoveredWindow = nil, HoveredWindowUnderMovingWindow = nil, HoveredIdIsDisabled = false, ActiveIdFromShortcut = false, AnyIdHasBeenEditedThisFrame = false, ActiveId = 0, ActiveIdWindow = nil, ActiveIdMouseButton = -1, ActiveIdIsJustActivated = false, ActiveIdWasSelected = false, ActiveIdWasSoleSelected = false, LastActiveIdWasSelected = false, LastActiveIdWasSoleSelected = false, ActiveIdNoClearOnFocusLoss = false, ActiveIdHasBeenPressedBefore = false, ActiveIdIsAlive = nil, ActiveIdPreviousFrame = 0, ActiveIdTimer = 0.0, LastActiveId = 0, LastActiveIdTimer = 0.0, ActiveIdUsingNavDirMask = 0x00, ActiveIdUsingAllKeyboardKeys = false, DeactivatedItemData = { ID = 0, ElapseFrame = 0, HasBeenEditedBefore = false, IsAlive = false }, HoveredId = 0, HoveredIdTimer = 0.0, HoveredIdNotActiveTimer = 0.0, HoveredIdAllowOverlap = false, HoverItemDelayId = 0, HoverItemDelayIdPreviousFrame = 0, HoverItemUnlockedStationaryId = 0, HoverWindowUnlockedStationaryId = 0, HoverItemDelayTimer = 0.0, HoverItemDelayClearTimer = 0.0, ActiveIdAllowOverlap = false, NavLayer = ImGuiNavLayer.Main, NavId = 0, NavOpenContextMenuItemId = 0, NavOpenContextMenuWindowId = 0, NavWindow = nil, NavHighlightActivatedId = 0, NavHighlightActivatedTimer = 0.0, NavCursorVisible = false, NavCursorHideFrames = 0, NavHighlightItemUnderNav = false, NavIdIsAlive = false, NavInputSource = ImGuiInputSource.Keyboard, NavWindowingTarget = nil, NavWindowingTargetAnim = nil, NavWindowingListWindow = nil, NavWindowingTimer = 0.0, NavWindowingHighlightAlpha = 0.0, NavWindowingToggleLayer = false, NavWindowingToggleKey = ImGuiKey.None, NavWindowingInputSource = ImGuiInputSource.None, NavWindowingAccumDeltaPos = ImVec2(0.0, 0.0), NavWindowingAccumDeltaSize = ImVec2(0.0, 0.0), DimBgRatio = 0.0, LastKeyboardKeyPressTime = -1.0, LastKeyModsChangeTime = -1.0, LastKeyModsChangeFromNoneTime = -1.0, ConfigNavWindowingKeyNext = bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Tab), ConfigNavWindowingKeyPrev = bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiKey.Tab), ConfigNavWindowingWithGamepad = true, NavFocusRoute = ImVector(), NavAnyRequest = false, NavInitRequest = false, NavInitRequestFromMove = false, NavInitResult = ImGuiNavItemData(), NavMoveSubmitted = false, NavMoveScoringItems = false, NavMoveForwardToNextFrame = false, NavMoveFlags = ImGuiNavMoveFlags.None, NavMoveScrollFlags = ImGuiScrollFlags.None, NavMoveKeyMods = ImGuiMod_None, NavMoveDir = ImGuiDir.None, NavMoveDirForDebug = ImGuiDir.None, NavMoveClipDir = ImGuiDir.None, NavMoveResultLocal = ImGuiNavItemData(), NavMoveResultOther = ImGuiNavItemData(), NavMoveResultLocalVisible = ImGuiNavItemData(), NavTabbingResultFirst = ImGuiNavItemData(), NavScoringRect = ImRect(), NavScoringNoClipRect = ImRect(), ConfigNavEnableTabbing = true, NavTabbingCounter = 0, NavTabbingDir = 0, NavNextActivateId = 0, NavNextActivateFlags = ImGuiActivateFlags.None, NavActivateId = 0, NavActivateDownId = 0, NavActivatePressedId = 0, NavActivateFlags = ImGuiActivateFlags.None, FrameCount = -1, FrameCountEnded = -1, FrameCountPlatformEnded = -1, FrameCountRendered = -1, Time = 0, NextItemData = ImGuiNextItemData(), LastItemData = ImGuiLastItemData(), NextWindowData = ImGuiNextWindowData(), Viewports = ImVector(), FallbackMonitor = nil, GcCompactAll = false, CurrentViewport = nil, MouseViewport = nil, MouseLastHoveredViewport = nil, PlatformLastFocusedViewportId = 1, ViewportCreatedCount = 0, PlatformWindowsCreatedCount = 0, ViewportFocusedStampCount = 0, Font = nil, FontSize = 0.0, FontSizeBase = 0.0, CurrentDpiScale = 0.0, FontRefSize = 0.0, FontRasterizerDensity = 1.0, FontAtlases = ImVector(), FontStack = ImVector(), OpenPopupStack = ImVector(), BeginPopupStack = ImVector(), TreeNodeStack = ImVector(ImGuiTreeNodeStackData), WithinEndChildID = 0, WithinEndPopupID = 0, BeginMenuDepth = 0, BeginComboDepth = 0, ColorEditCurrentID = 0, ColorEditSavedID = 0, ColorEditSavedHue = 0.0, ColorEditSavedSat = 0.0, ColorEditSavedColor = 0, ColorPickerRef = ImVec4(), MenusIdSubmittedThisFrame = ImVector(), DrawListSharedData = ImDrawListSharedData(), StackSizesInBeginForCurrentWindow = nil, MouseCursor = ImGuiMouseCursor.Arrow, MouseStationaryTimer = 0.0, InputTextState = ImGuiInputTextState(), InputTextLineIndex = ImGuiTextIndex(), InputTextDeactivatedState = ImGuiInputTextDeactivatedState(), InputTextPasswordFontBackupBaked = ImFontBaked(), InputTextReactivateId = 0, TempInputId = 0, ActiveIdValueOnActivation = 0, DataTypeZeroValue = 0, ComboPreviewData = ImGuiComboPreviewData(), CurrentTabBar = nil, TabBars = ImPool(ImGuiTabBar), -- ImPool -- Docking DockContext = ImGuiDockContext(), DockNodeWindowMenuHandler = nil, DebugHoveredDockNode = nil, CurrentTabBarStack = ImVector(), -- holds ImGuiTabBar references directly (no ImGuiPtrOrIndex needed in Lua) ShrinkWidthBuffer = ImVector(), -- ImGuiShrinkWidthItem WindowResizeBorderExpectedRect = ImRect(), WindowResizeRelativeMode = false, ScrollbarSeekMode = 0, ScrollbarClickDeltaToGrabCenter = 0.0, SliderGrabClickOffset = 0.0, SliderCurrentAccum = 0.0, SliderCurrentAccumDirty = false, DragCurrentAccumDirty = false, DragCurrentAccum = 0.0, DragSpeedDefaultRatio = 1.0 / 100.0, TooltipOverrideCount = 0, TooltipPreviousWindow = nil, FocusScopeStack = ImVector(), CurrentFocusScopeId = 0, CurrentItemFlags = ImGuiItemFlags.None, DisabledAlphaBackup = 0.0, DisabledStackSize = 0, ItemFlagsStack = ImVector(), GroupStack = ImVector(), PlatformImeData = ImGuiPlatformImeData(), PlatformImeDataPrev = ImGuiPlatformImeData(), -- Extensions UserTextures = ImVector(), -- Settings SettingsLoaded = false, SettingsDirtyTimer = 0.0, SettingsIniData = "", -- In memory .ini settings (string) SettingsHandlers = ImVector(), -- List of .ini settings handlers SettingsWindows = ImVector(), SettingsTables = ImVector(), -- Hooks Hooks = ImVector(), HookIdNext = 0, -- Drag and Drop DragDropActive = false, DragDropWithinSource = false, DragDropWithinTarget = false, DragDropSourceFlags = 0, DragDropSourceFrameCount = -1, DragDropMouseButton = -1, DragDropPayload = ImGuiPayload(), DragDropTargetRect = ImRect(), DragDropTargetClipRect = ImRect(), DragDropTargetId = 0, DragDropTargetFullViewport = 0, DragDropAcceptFlagsCurr = 0, DragDropAcceptFlagsPrev = 0, DragDropAcceptIdCurrRectSurface = 0.0, DragDropAcceptFrameCount = -1, DragDropHoldJustPressedId = 0, DragDropAcceptIdPrev = 0, DragDropAcceptIdCurr = 0, -- Clipper ClipperTempDataStacked = 0, ClipperTempData = ImVector(), -- Logging LogEnabled = false, LogLineFirstItem = false, LogFlags = 0, LogWindow = nil, LogFile = nil, LogBuffer = ImGuiTextBuffer(), LogNextPrefix = nil, LogNextSuffix = nil, LogLinePosY = FLT_MAX, LogDepthRef = 0, LogDepthToExpand = 2, LogDepthToExpandDefault = 2, -- Error handling ErrorCallback = nil, ErrorCallbackUserData = nil, ErrorTooltipLockedPos = ImVec2(), ErrorFirst = true, ErrorCountCurrentFrame = 0, StackSizesInNewFrame = nil, ContextName = "", DebugBreakInWindow = 0, LocalizationTable = {}, DebugLogFlags = bitOr(ImGuiDebugLogFlags.EventError, ImGuiDebugLogFlags.OutputToTTY), DebugFlashStyleColorIdx = nil, DebugMetricsConfig = ImGuiMetricsConfig(), DebugAllocInfo = ImGuiDebugAllocInfo(), --- Misc FramerateSecPerFrame = {}, -- size = 60 FramerateSecPerFrameIdx = 0, FramerateSecPerFrameCount = 0, FramerateSecPerFrameAccum = 0, WantCaptureMouseNextFrame = -1, WantCaptureKeyboardNextFrame = -1, WantTextInputNextFrame = -1, TempBuffer = ImVector(), -- Tables (imgui_tables.lua) CurrentTable = nil, DebugBreakInTable = 0, TablesTempDataStacked = 0, TablesTempData = ImVector(), Tables = ImPool(), -- ImPool, 0-based indices (imgui_tables.lua) TablesLastTimeActive = ImVector(), -- [table_idx + 1] = float DrawChannelsTempMergeBuffer = ImVector(), SettingsTables = ImVector(), -- ImChunkStream: plain vector, SettingsOffset = 1-based index } for i = 0, 59 do this.FramerateSecPerFrame[i] = 0 end this.IO.Fonts = (shared_font_atlas ~= nil) and shared_font_atlas or ImFontAtlas() if shared_font_atlas == nil then this.IO.Fonts.OwnerContext = this end for i = 0, ImGuiKey.NamedKey_COUNT - 1 do this.KeysOwnerData[i] = ImGuiKeyOwnerData() end this.IO.Ctx = this this.InputTextState.Ctx = this ImVec2_Copy(this.PlatformImeDataPrev.InputPos, ImVec2(-1.0, -1.0)) return this end --- @class ImGuiWindowSettings --- @field ID int # Window ID --- @field Pos ImVec2 # Window position --- @field Size ImVec2 # Window size --- @field Collapsed bool # Whether window is collapsed --- @field IsChild bool # Whether window is a child window --- @field WantApply bool # Set when loaded from .ini data --- @field WantDelete bool # Set to invalidate/delete the settings entry --- @field Name string # Window name local IMGUI_WINDOW_SETTINGS = {} IMGUI_WINDOW_SETTINGS.__index = IMGUI_WINDOW_SETTINGS function IMGUI_WINDOW_SETTINGS:GetName() return self.Name end function ImGuiWindowSettings() return setmetatable({ ID = 0, Pos = ImVec2(0, 0), Size = ImVec2(0, 0), Collapsed = false, IsChild = false, WantApply = false, WantDelete = false, Name = "", ViewportId = 0, ViewportPos = ImVec2(0, 0), DockId = 0, DockOrder = -1, ClassId = 0, LastUsedDate = 0, }, IMGUI_WINDOW_SETTINGS) end --- @class ImGuiMenuColumns --- @field TotalWidth ImU32 --- @field NextTotalWidth ImU32 --- @field Spacing ImU16 --- @field OffsetIcon ImU16 # Always zero for now --- @field OffsetLabel ImU16 # Offsets are locked in Update() --- @field OffsetShortcut ImU16 --- @field OffsetMark ImU16 --- @field Widths ImU16[] # Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) MT.ImGuiMenuColumns = {} MT.ImGuiMenuColumns.__index = MT.ImGuiMenuColumns --- @return ImGuiMenuColumns local function ImGuiMenuColumns() return setmetatable({ TotalWidth = 0, NextTotalWidth = 0, Spacing = 0, OffsetIcon = 0, OffsetLabel = 0, OffsetShortcut = 0, OffsetMark = 0, Widths = {0, 0, 0, 0} }, MT.ImGuiMenuColumns) end --- @class ImGuiWindowTempData --- @field CursorPos ImVec2 --- @field CursorPosPrevLine ImVec2 --- @field CursorStartPos ImVec2 --- @field CursorMaxPos ImVec2 --- @field IdealMaxPos ImVec2 --- @field CurrLineSize ImVec2 --- @field PrevLineSize ImVec2 --- @field CurrLineTextBaseOffset float --- @field PrevLineTextBaseOffset float --- @field IsSameLine bool --- @field IsSetPos bool --- @field Indent ImVec1 --- @field ColumnsOffset ImVec1 --- @field GroupOffset ImVec1 --- @field CursorStartPosLossyness ImVec2 --- @field TextWrapPos float --- @field TextWrapPosStack ImVector --- @field MenuBarAppending bool --- @field MenuBarOffset ImVec2 --- @field MenuColumns ImGuiMenuColumns --- @field TreeDepth int --- @field TreeHasStackDataDepthMask ImU32 --- @field TreeRecordsClippedNodesY2Mask ImU32 --- @field ChildWindows ImVector --- @field LayoutType ImGuiLayoutType --- @return ImGuiWindowTempData --- @nodiscard local function ImGuiWindowTempData() return { DockTabItemStatusFlags = 0, DockTabItemRect = ImRect(), CursorPos = ImVec2(), CursorPosPrevLine = ImVec2(), CursorStartPos = ImVec2(), CursorMaxPos = ImVec2(), IdealMaxPos = ImVec2(), CurrLineSize = ImVec2(), PrevLineSize = ImVec2(), CurrLineTextBaseOffset = 0, PrevLineTextBaseOffset = 0, IsSameLine = false, IsSetPos = false, Indent = ImVec1(), ColumnsOffset = ImVec1(), GroupOffset = ImVec1(), CursorStartPosLossyness = ImVec2(), ItemWidth = 0, ItemWidthDefault = 0, TextWrapPos = 0, ItemWidthStack = ImVector(), TextWrapPosStack = ImVector(), MenuBarAppending = false, -- FIXME: Remove this MenuBarOffset = ImVec2(), MenuColumns = ImGuiMenuColumns(), TreeDepth = 0, TreeHasStackDataDepthMask = nil, TreeRecordsClippedNodesY2Mask = nil, ChildWindows = ImVector(), CurrentTableIdx = -1, -- 0-based index into g.Tables, -1 if none CurrentColumns = nil, -- ImGuiOldColumns (legacy Columns API) StateStorage = nil, LayoutType = nil } end --- @class ImGuiWindow --- @field Ctx ImGuiContext --- @field Name string --- @field ID ImGuiID --- @field Flags ImGuiWindowFlags --- @field FlagsPreviousFrame ImGuiWindowFlags --- @field ChildFlags ImGuiChildFlags --- @field WindowClass ImGuiWindowClass --- @field Viewport ImGuiViewportP --- @field ViewportId ImGuiID --- @field ViewportPos ImVec2 --- @field ViewportAllowPlatformMonitorExtend int --- @field Pos ImVec2 --- @field Size ImVec2 --- @field SizeFull ImVec2 --- @field ContentSize ImVec2 --- @field ContentSizeIdeal ImVec2 --- @field ContentSizeExplicit ImVec2 --- @field Scroll ImVec2 --- @field IsExplicitChild bool --- @field FocusOrder short # 1-based, order within WindowsFocusOrder, altered when windows are focused. Can be -1 if invalid --- @field IDStack ImVector --- @field DC ImGuiWindowTempData --- @field OuterRectClipped ImRect --- @field InnerRect ImRect --- @field InnerClipRect ImRect --- @field WorkRect ImRect --- @field ParentWorkRect ImRect --- @field ClipRect ImRect --- @field ContentRegionRect ImRect --- @field DrawList ImDrawList # Points to DrawListInst --- @field DrawListInst ImDrawList --- @field ParentWindow? ImGuiWindow --- @field RootWindow ImGuiWindow --- @field RootWindowPopupTree ImGuiWindow --- @field RootWindowDockTree ImGuiWindow --- @field StateStorage {[ImGuiID]: bool} --- @field MemoryDrawListIdxCapacity int --- @field MemoryDrawListVtxCapacity int --- @field MemoryCompacted bool MT.ImGuiWindow = {} MT.ImGuiWindow.__index = MT.ImGuiWindow --- @return ImRect --- @nodiscard function MT.ImGuiWindow:Rect() return ImRect(self.Pos.x, self.Pos.y, self.Pos.x + self.Size.x, self.Pos.y + self.Size.y) end --- @return ImRect --- @nodiscard function MT.ImGuiWindow:TitleBarRect() return ImRect(self.Pos, ImVec2(self.Pos.x + self.SizeFull.x, self.Pos.y + self.TitleBarHeight)) end --- @return ImRect --- @nodiscard function MT.ImGuiWindow:MenuBarRect() local y1 = self.Pos.y + self.TitleBarHeight return ImRect(self.Pos.x, y1, self.Pos.x + self.SizeFull.x, y1 + self.MenuBarHeight) end --- @return ImGuiWindow --- @nodiscard function ImGuiWindow(ctx, name) local this = { ID = 0, MoveId = 0, Ctx = ctx, Name = name, Flags = 0, ChildFlags = 0, WindowClass = ImGuiWindowClass(), Pos = ImVec2(), Size = ImVec2(), -- Current size (==SizeFull or collapsed title bar size) SizeFull = ImVec2(), Active = false, WasActive = false, Collapsed = false, SkipItems = false, SkipRefresh = false, Appearing = false, Hidden = false, IsFallbackWindow = false, IsExplicitChild = nil, ResizeBorderHovered = -1, ResizeBorderHeld = -1, BeginCount = 0, BeginCountPreviousFrame = 0, BeginOrderWithinParent = 0, BeginOrderWithinContext = 0, FocusOrder = nil, HiddenFramesCanSkipItems = 0, HiddenFramesCannotSkipItems = 0, HiddenFramesForRenderOnly = 0, DisableInputsFrames = 0, WindowRounding = 0, WindowBorderSize = 1, TitleBarHeight = 0, MenuBarHeight = 0, DecoOuterSizeX1 = 0, DecoOuterSizeY1 = 0, DecoOuterSizeX2 = 0, DecoOuterSizeY2 = 0, DecoInnerSizeX1 = 0, DecoInnerSizeY1 = 0, ContentSize = ImVec2(), ContentSizeIdeal = ImVec2(), ContentSizeExplicit = ImVec2(), AutoFitFramesX = -1, AutoFitFramesY = -1, AutoFitOnlyGrows = false, HasCloseButton = true, BgClickFlags = 0, SetWindowPosAllowFlags = 0, SetWindowSizeAllowFlags = 0, SetWindowCollapsedAllowFlags = 0, SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX), SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX), SettingsOffset = -1, ScrollbarSizes = ImVec2(), Scroll = ImVec2(), ScrollbarX = false, ScrollbarY = false, ScrollMax = ImVec2(), ScrollTarget = ImVec2(FLT_MAX, FLT_MAX), ScrollTargetCenterRatio = ImVec2(0.5, 0.5), ScrollTargetEdgeSnapDist = ImVec2(), ScrollbarXStabilizeToggledHistory = 0, DrawList = nil, DrawListInst = ImDrawList(ctx.DrawListSharedData), RootWindow = nil, RootWindowPopupTree = nil, RootWindowDockTree = nil, ParentWindow = nil, ParentWindowInBeginStack = nil, IDStack = ImVector(), ViewportAllowPlatformMonitorExtend = -1, Viewport = nil, ViewportId = 0, ViewportPos = ImVec2(FLT_MAX, FLT_MAX), ViewportOwned = nil, DC = ImGuiWindowTempData(), OuterRectClipped = ImRect(), InnerRect = ImRect(), InnerClipRect = ImRect(), WorkRect = ImRect(), ParentWorkRect = ImRect(), ContentRegionRect = ImRect(), ClipRect = ImRect(), LastFrameActive = -1, LastFrameJustFocused = -1, LastTimeActive = -1.0, StateStorage = {}, ColumnsStorage = ImVector(), -- ImVector WriteAccessed = false, FontWindowScale = 1.0, FontWindowScaleParents = 1.0, HitTestHoleSize = ImVec2(), NavLastChildNavWindow = nil, NavLastIds = {[0] = 0, [1] = 0}, -- FIXME: 1-based instead NavRectRel = {[0] = ImRect(), [1] = ImRect()}, NavPreferredScoringPosRel = {[0] = ImVec2(), [1] = ImVec2()}, NavRootFocusScopeId = 0 } this.DrawList = this.DrawListInst this.DrawList._OwnerName = name setmetatable(this, MT.ImGuiWindow) this.ID = ImHashStr(name) this.IDStack:push_back(this.ID) this.MoveId = this:GetID("#MOVE") this.TabId = this:GetID("#TAB") -- Docking this.ChildId = this.ChildId or 0 this.SetWindowDockAllowFlags = 0 this.ParentWindowForFocusRoute = nil this.DockIsActive = false this.DockNodeIsVisible = false this.DockTabIsVisible = false this.DockTabWantClose = false this.DockOrder = -1 this.DockStyle = { Colors = {} } for i = 0, 8 do this.DockStyle.Colors[i] = 0 end this.DockNode = nil this.DockNodeAsHost = nil this.DockId = 0 return this end --- @class ImDrawDataBuilder --- @field Layers [ImVector?, ImVector?] --- @field LayerData1 ImVector --- @return ImDrawDataBuilder --- @nodiscard local function ImDrawDataBuilder() return { Layers = {nil, nil}, LayerData1 = ImVector() } end --- @class ImGuiViewportP : ImGuiViewport --- @field Window? ImGuiWindow --- @field Idx int # Initial value = -1, then becomes 1-based index --- @field LastFrameActive int --- @field LastFocusedStampCount int --- @field LastNameHash ImGuiID --- @field LastPos ImVec2 --- @field LastSize ImVec2 --- @field Alpha float --- @field LastAlpha float --- @field LastFocusedHadNavWindow bool --- @field PlatformMonitor short --- @field BgFgDrawListsLastTimeActive [int, int] # 1-based --- @field BgFgDrawLists [ImDrawList, ImDrawList] # 1-based --- @field DrawDataP ImDrawData --- @field DrawDataBuilder ImDrawDataBuilder --- @field LastPlatformPos ImVec2 --- @field LastPlatformSize ImVec2 --- @field LastRendererSize ImVec2 --- @field WorkInsetMin ImVec2 --- @field WorkInsetMax ImVec2 --- @field BuildWorkInsetMin ImVec2 --- @field BuildWorkInsetMax ImVec2 local IMGUI_VIEWPORT_P = {} IMGUI_VIEWPORT_P.__index = IMGUI_VIEWPORT_P setmetatable(IMGUI_VIEWPORT_P, {__index = MT.ImGuiViewport}) function IMGUI_VIEWPORT_P:ClearRequestFlags() self.PlatformRequestClose = false self.PlatformRequestMove = false self.PlatformRequestResize = false end function IMGUI_VIEWPORT_P:CalcWorkRectPos(inset_min) return ImVec2(self.Pos.x + inset_min.x, self.Pos.y + inset_min.y) end function IMGUI_VIEWPORT_P:CalcWorkRectSize(inset_min, inset_max) return ImVec2(ImMax(0.0, self.Size.x - inset_min.x - inset_max.x), ImMax(0.0, self.Size.y - inset_min.y - inset_max.y)) end function IMGUI_VIEWPORT_P:UpdateWorkRect() self.WorkPos = self:CalcWorkRectPos(self.WorkInsetMin) self.WorkSize = self:CalcWorkRectSize(self.WorkInsetMin, self.WorkInsetMax) end --- @nodiscard function IMGUI_VIEWPORT_P:GetMainRect() return ImRect(self.Pos.x, self.Pos.y, self.Pos.x + self.Size.x, self.Pos.y + self.Size.y) end --- @nodiscard function IMGUI_VIEWPORT_P:GetWorkRect() return ImRect(self.WorkPos.x, self.WorkPos.y, self.WorkPos.x + self.WorkSize.x, self.WorkPos.y + self.WorkSize.y) end --- @nodiscard function IMGUI_VIEWPORT_P:GetBuildWorkRect() local pos = self:CalcWorkRectPos(self.BuildWorkInsetMin) local size = self:CalcWorkRectSize(self.BuildWorkInsetMin, self.BuildWorkInsetMax) return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y) end --- @return ImGuiViewportP --- @nodiscard function ImGuiViewportP() local this = setmetatable(ImGuiViewport(), IMGUI_VIEWPORT_P) --- @cast this ImGuiViewportP this.Window = nil this.Idx = -1 this.LastFrameActive = -1 this.LastFocusedStampCount = -1 this.LastNameHash = 0 this.LastPos = ImVec2() -- ImGuiViewport() { memset(this, 0, sizeof(*this)); } this.LastSize = ImVec2() this.Alpha = 1.0 this.LastAlpha = 1.0 this.LastFocusedHadNavWindow = false this.PlatformMonitor = -1 this.BgFgDrawListsLastTimeActive = {-1, -1} this.BgFgDrawLists = {nil, nil} this.DrawDataP = ImDrawData() this.DrawDataBuilder = ImDrawDataBuilder() this.LastPlatformPos = ImVec2(FLT_MAX, FLT_MAX) this.LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX) this.LastRendererSize = ImVec2(FLT_MAX, FLT_MAX) this.WorkInsetMin = ImVec2(0, 0) this.WorkInsetMax = ImVec2(0, 0) this.BuildWorkInsetMin = ImVec2(0, 0) this.BuildWorkInsetMax = ImVec2(0, 0) return this end --- @class ImFontLoader --- @field Name string --- @field LoaderInit? fun(atlas: ImFontAtlas): bool --- @field LoaderShutdown? fun(atlas: ImFontAtlas) --- @field FontSrcInit? fun(atlas: ImFontAtlas, src: ImFontConfig): bool --- @field FontSrcDestroy? fun(atlas: ImFontAtlas, src: ImFontConfig) --- @field FontSrcContainsGlyph? fun(atlas: ImFontAtlas, src: ImFontConfig, codepoint: ImWchar): bool --- @field FontBakedInit? fun(atlas: ImFontAtlas, src: ImFontConfig, baked: ImFontBaked, loader_data_for_baked_src?: any): bool --- @field FontBakedDestroy? fun(atlas: ImFontAtlas, src: ImFontConfig, baked: ImFontBaked, loader_data_for_baked_src?: any) --- @field FontBakedLoadGlyph fun(atlas: ImFontAtlas, src: ImFontConfig, baked: ImFontBaked, loader_data_for_baked_src?: any, codepoint: ImWchar, out_glyph?: ImFontGlyph, advance_x?: float): bool, float? --- @field FontBakedSrcLoaderDataSize unsigned_int MT.ImFontLoader = {} MT.ImFontLoader.__index = MT.ImFontLoader --- @return ImFontLoader --- @nodiscard function ImFontLoader() --- @type ImFontLoader local this = setmetatable({}, MT.ImFontLoader) this.Name = nil this.LoaderInit = nil this.LoaderShutdown = nil this.FontSrcInit = nil this.FontSrcDestroy = nil this.FontSrcContainsGlyph = nil this.FontBakedInit = nil this.FontBakedDestroy = nil this.FontBakedLoadGlyph = nil this.FontBakedSrcLoaderDataSize = 0 return this end --- @class ImFontAtlasRectEntry --- @field TargetIndex int # 0-based! When IsUsed = true, TargetIndex = this rect's index in Rects; IsUsed = false, TargetIndex = the next unused RectsIndex entry's index --- @field Generation unsigned_int # How many times this entry is reused --- @field IsUsed bool --- @return ImFontAtlasRectEntry --- @nodiscard function ImFontAtlasRectEntry() return { TargetIndex = 0, Generation = 0, IsUsed = false } end local ImFontAtlasRectId_IndexMask_ = 0x0007FFFF local ImFontAtlasRectId_GenerationMask_ = 0x3FF00000 local ImFontAtlasRectId_GenerationShift_ = 20 --- @param id ImFontAtlasRectId # Expects 0-based! --- @return int # 0-based! function ImFontAtlasRectId_GetIndex(id) return bitAnd(id, ImFontAtlasRectId_IndexMask_) end --- @param id ImFontAtlasRectId # Expects 0-based! --- @return unsigned_int function ImFontAtlasRectId_GetGeneration(id) return bitRShift(bitAnd(id, ImFontAtlasRectId_GenerationMask_), ImFontAtlasRectId_GenerationShift_) end --- @param index_idx int # Expects 0-based! --- @param gen_idx int --- @return ImFontAtlasRectId # 0-based! function ImFontAtlasRectId_Make(index_idx, gen_idx) IM_ASSERT(index_idx >= 0 and index_idx <= ImFontAtlasRectId_IndexMask_ and gen_idx <= bitRShift(ImFontAtlasRectId_GenerationMask_, ImFontAtlasRectId_GenerationShift_)) return bitOr(index_idx, bitLShift(gen_idx, ImFontAtlasRectId_GenerationShift_)) end --- @class ImFontAtlasPostProcessData --- @field FontAtlas ImFontAtlas --- @field Font ImFont --- @field FontSrc ImFontConfig --- @field FontBaked ImFontBaked --- @field Glyph ImFontGlyph --- @field Pixels unsigned_char[] --- @field _PixelsBase int # LUA: in cpp code the `Pixels` is a pointer. we can do this to avoid creating another custom structure to mimic it --- @field Format ImTextureFormat --- @field Pitch int --- @field Width int --- @field Height int --- @param atlas ImFontAtlas --- @param font ImFont --- @param font_src ImFontConfig --- @param font_baked ImFontBaked --- @param glyph ImFontGlyph --- @param pixels unsigned_char[] --- @param pixels_base int --- @param format ImTextureFormat --- @param pitch int --- @param width int --- @param height int --- @return ImFontAtlasPostProcessData --- @nodiscard function ImFontAtlasPostProcessData(atlas, font, font_src, font_baked, glyph, pixels, pixels_base, format, pitch, width, height) return { FontAtlas = atlas, Font = font, FontSrc = font_src, FontBaked = font_baked, Glyph = glyph, Pixels = pixels, _PixelsBase = pixels_base, Format = format, Pitch = pitch, Width = width, Height = height, } end --- @enum ImGuiInputSource ImGuiInputSource = { None = 0, Mouse = 1, Keyboard = 2, Gamepad = 3, COUNT = 4 } --- @class ImGuiInputEventMousePos --- @field PosX float --- @field PosY float --- @field MouseSource ImGuiMouseSource --- @return ImGuiInputEventMousePos --- @nodiscard function ImGuiInputEventMousePos() return { PosX = 0, PosY = 0, MouseSource = ImGuiMouseSource.Mouse } end --- @class ImGuiInputEventMouseButton --- @field Button int --- @field Down bool --- @field MouseSource ImGuiMouseSource --- @return ImGuiInputEventMouseButton --- @nodiscard function ImGuiInputEventMouseButton() return { Button = 0, Down = false, MouseSource = ImGuiMouseSource.Mouse } end --- @class ImGuiInputEventMouseWheel --- @field WheelX float --- @field WheelY float --- @field MouseSource ImGuiMouseSource --- @return ImGuiInputEventMouseWheel --- @nodiscard function ImGuiInputEventMouseWheel() return { WheelX = 0, WheelY = 0, MouseSource = ImGuiMouseSource.Mouse } end --- @class ImGuiInputEventKey --- @field Key ImGuiKey --- @field Down bool --- @field AnalogValue float --- @return ImGuiInputEventKey --- @nodiscard function ImGuiInputEventKey() return { Key = 0, Down = false, AnalogValue = 0 } end --- @class ImGuiInputEventText --- @field Char unsigned_int --- @return ImGuiInputEventText --- @nodiscard function ImGuiInputEventText() return { Char = nil } end --- @class ImGuiInputEventAppFocused --- @field Focused bool --- @return ImGuiInputEventAppFocused --- @nodiscard function ImGuiInputEventAppFocused() return { Focused = nil } end --- @class ImGuiInputEventMouseViewport --- @field HoveredViewportID ImGuiID --- @return ImGuiInputEventMouseViewport --- @nodiscard function ImGuiInputEventMouseViewport() return { HoveredViewportID = 0 } end --- @class ImGuiInputEvent --- @return ImGuiInputEvent --- @nodiscard function ImGuiInputEvent() return { Type = 0, Source = 0, EventId = 0, -- union MousePos = nil, -- if Type == ImGuiInputEventType.MousePos MouseWheel = nil, -- if Type == ImGuiInputEventType.MouseWheel MouseButton = nil, -- if Type == ImGuiInputEventType.MouseButton MouseViewport = nil, -- if Type == ImGuiInputEventType.MouseViewport Key = nil, -- if Type == ImGuiInputEventType.Key Text = nil, -- if Type == ImGuiInputEventType.Text AppFocused = nil, -- if Type == ImGuiInputEventType.Focus } end ImGuiKey_Keyboard_BEGIN = ImGuiKey.NamedKey_BEGIN ImGuiKey_Keyboard_END = ImGuiKey.GamepadStart ImGuiKey_Gamepad_BEGIN = ImGuiKey.GamepadStart ImGuiKey_Gamepad_END = ImGuiKey.GamepadRStickDown + 1 ImGuiKey_Mouse_BEGIN = ImGuiKey.MouseLeft ImGuiKey_Mouse_END = ImGuiKey.MouseWheelY + 1 ImGuiKey_Aliases_BEGIN = ImGuiKey_Mouse_BEGIN ImGuiKey_Aliases_END = ImGuiKey_Mouse_END ImGuiKey.NavKeyboardTweakSlow = ImGuiMod_Ctrl ImGuiKey.NavKeyboardTweakFast = ImGuiMod_Shift ImGuiKey.NavGamepadTweakSlow = ImGuiKey.GamepadL1 ImGuiKey.NavGamepadTweakFast = ImGuiKey.GamepadR1 ImGuiKey.NavGamepadMenu = ImGuiKey.GamepadFaceLeft ImGuiKey.NavGamepadContextMenu = ImGuiKey.GamepadFaceUp --- @enum ImGuiInputEventType ImGuiInputEventType = { None = 0, MousePos = 1, MouseWheel = 2, MouseButton = 3, MouseViewport = 4, Key = 5, Text = 6, Focus = 7, COUNT = 8 } ImGuiInputFlags.RepeatRateDefault = bitLShift(1, 1) ImGuiInputFlags.RepeatRateNavMove = bitLShift(1, 2) ImGuiInputFlags.RepeatRateNavTweak = bitLShift(1, 3) ImGuiInputFlags.RepeatUntilRelease = bitLShift(1, 4) ImGuiInputFlags.RepeatUntilKeyModsChange = bitLShift(1, 5) ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone = bitLShift(1, 6) ImGuiInputFlags.RepeatUntilOtherKeyPress = bitLShift(1, 7) ImGuiInputFlags.LockThisFrame = bitLShift(1, 20) ImGuiInputFlags.LockUntilRelease = bitLShift(1, 21) ImGuiInputFlags.CondHovered = bitLShift(1, 22) ImGuiInputFlags.CondActive = bitLShift(1, 23) ImGuiInputFlags.CondDefault_ = bitOr(ImGuiInputFlags.CondHovered, ImGuiInputFlags.CondActive) ImGuiInputFlags.RepeatRateMask_ = bitOr(ImGuiInputFlags.RepeatRateDefault, ImGuiInputFlags.RepeatRateNavMove, ImGuiInputFlags.RepeatRateNavTweak) ImGuiInputFlags.RepeatUntilMask_ = bitOr(ImGuiInputFlags.RepeatUntilRelease, ImGuiInputFlags.RepeatUntilKeyModsChange, ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone, ImGuiInputFlags.RepeatUntilOtherKeyPress) ImGuiInputFlags.RepeatMask_ = bitOr(ImGuiInputFlags.Repeat, ImGuiInputFlags.RepeatRateMask_, ImGuiInputFlags.RepeatUntilMask_) ImGuiInputFlags.CondMask_ = bitOr(ImGuiInputFlags.CondHovered, ImGuiInputFlags.CondActive) ImGuiInputFlags.RouteTypeMask_ = bitOr(ImGuiInputFlags.RouteActive, ImGuiInputFlags.RouteFocused, ImGuiInputFlags.RouteGlobal, ImGuiInputFlags.RouteAlways) ImGuiInputFlags.RouteOptionsMask_ = bitOr(ImGuiInputFlags.RouteOverFocused, ImGuiInputFlags.RouteOverActive, ImGuiInputFlags.RouteUnlessBgFocused, ImGuiInputFlags.RouteFromRootWindow) ImGuiInputFlags.SupportedByIsKeyPressed = ImGuiInputFlags.RepeatMask_ ImGuiInputFlags.SupportedByIsMouseClicked = ImGuiInputFlags.Repeat ImGuiInputFlags.SupportedByShortcut = bitOr(ImGuiInputFlags.RepeatMask_, ImGuiInputFlags.RouteTypeMask_, ImGuiInputFlags.RouteOptionsMask_) ImGuiInputFlags.SupportedBySetNextItemShortcut = bitOr(ImGuiInputFlags.RepeatMask_, ImGuiInputFlags.RouteTypeMask_, ImGuiInputFlags.RouteOptionsMask_, ImGuiInputFlags.Tooltip) ImGuiInputFlags.SupportedBySetKeyOwner = bitOr(ImGuiInputFlags.LockThisFrame, ImGuiInputFlags.LockUntilRelease) ImGuiInputFlags.SupportedBySetItemKeyOwner = bitOr(ImGuiInputFlags.SupportedBySetKeyOwner, ImGuiInputFlags.CondMask_) --- @enum ImGuiAxis # can be used to index ImVec2 ImGuiAxis = { None = 0, X = 1, Y = 2 } --- @enum ImGuiPlotType ImGuiPlotType = { Lines = 0, Histogram = 1 } --- @enum ImGuiActivateFlags ImGuiActivateFlags = { None = 0, PreferInput = bitLShift(1, 0), PreferTweak = bitLShift(1, 1), TryToPreserveState = bitLShift(1, 2), FromTabbing = bitLShift(1, 3), FromShortcut = bitLShift(1, 4), FromFocusApi = bitLShift(1, 5) } --- @enum ImGuiScrollFlags ImGuiScrollFlags = { None = 0, KeepVisibleEdgeX = bitLShift(1, 0), KeepVisibleEdgeY = bitLShift(1, 1), KeepVisibleCenterX = bitLShift(1, 2), KeepVisibleCenterY = bitLShift(1, 3), AlwaysCenterX = bitLShift(1, 4), AlwaysCenterY = bitLShift(1, 5), NoScrollParent = bitLShift(1, 6), } ImGuiScrollFlags.MaskX_ = bitOr(ImGuiScrollFlags.KeepVisibleEdgeX, ImGuiScrollFlags.KeepVisibleCenterX, ImGuiScrollFlags.AlwaysCenterX) ImGuiScrollFlags.MaskY_ = bitOr(ImGuiScrollFlags.KeepVisibleEdgeY, ImGuiScrollFlags.KeepVisibleCenterY, ImGuiScrollFlags.AlwaysCenterY) --- @class ImGuiGroupData --- @field WindowID ImGuiID --- @field BackupCursorPos ImVec2 --- @field BackupCursorMaxPos ImVec2 --- @field BackupCursorPosPrevLine ImVec2 --- @field BackupIndent ImVec1 --- @field BackupGroupOffset ImVec1 --- @field BackupCurrLineSize ImVec2 --- @field BackupCurrLineTextBaseOffset float --- @field BackupActiveIdIsAlive ImGuiID --- @field BackupAnyIdHasBeenEditedThisFrame bool --- @field BackupDeactivatedIdIsAlive bool --- @field BackupHoveredIdIsAlive bool --- @field BackupIsSameLine bool --- @field EmitItem bool --- @return ImGuiGroupData --- @nodiscard function ImGuiGroupData() return { WindowID = nil, BackupCursorPos = ImVec2(), BackupCursorMaxPos = ImVec2(), BackupCursorPosPrevLine = ImVec2(), BackupIndent = ImVec1(), BackupGroupOffset = ImVec1(), BackupCurrLineSize = ImVec2(), BackupCurrLineTextBaseOffset = nil, BackupActiveIdIsAlive = nil, BackupAnyIdHasBeenEditedThisFrame = nil, BackupDeactivatedIdIsAlive = nil, BackupHoveredIdIsAlive = nil, BackupIsSameLine = nil, EmitItem = nil } end --- @enum ImGuiTooltipFlags ImGuiTooltipFlags = { None = 0, OverridePrevious = bitLShift(1, 1) } --- @enum ImGuiPopupPositionPolicy ImGuiPopupPositionPolicy = { Default = 0, ComboBox = 1, Tooltip = 2 } --- @class ImGuiPopupData --- @field PopupId ImGuiID --- @field Window ImGuiWindow --- @field RestoreNavWindow ImGuiWindow --- @field ParentNavLayer int --- @field OpenFrameCount int --- @field OpenParentId ImGuiID --- @field OpenPopupPos ImVec2 --- @field OpenMousePos ImVec2 --- @return ImGuiPopupData --- @nodiscard function ImGuiPopupData() return { PopupId = 0, Window = nil, RestoreNavWindow = nil, ParentNavLayer = -1, OpenFrameCount = -1, OpenParentId = 0, OpenPopupPos = ImVec2(), OpenMousePos = ImVec2() } end --- @enum ImGuiWindowRefreshFlags ImGuiWindowRefreshFlags = { None = 0, TryToAvoidRefresh = bitLShift(1, 0), RefreshOnHover = bitLShift(1, 1), RefreshOnFocus = bitLShift(1, 2) } --- @enum ImGuiNavRenderCursorFlags ImGuiNavRenderCursorFlags = { None = 0, Compact = bitLShift(1, 1), -- Compact highlight, no padding/distance from focused item AlwaysDraw = bitLShift(1, 2), -- Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse } --- @enum ImGuiDebugLogFlags ImGuiDebugLogFlags = { -- Event types None = 0, EventError = bitLShift(1, 0), -- Error submitted by IM_ASSERT_USER_ERROR() EventActiveId = bitLShift(1, 1), EventFocus = bitLShift(1, 2), EventPopup = bitLShift(1, 3), EventNav = bitLShift(1, 4), EventClipper = bitLShift(1, 5), EventSelection = bitLShift(1, 6), EventIO = bitLShift(1, 7), EventFont = bitLShift(1, 8), EventInputRouting = bitLShift(1, 9), EventDocking = bitLShift(1, 10), EventViewport = bitLShift(1, 11), EventTable = bitLShift(1, 12), OutputToTTY = bitLShift(1, 20), OutputToDebugger = bitLShift(1, 21), OutputToTestEngine = bitLShift(1, 22), } ImGuiDebugLogFlags.EventMask_ = bitOr( ImGuiDebugLogFlags.EventError, ImGuiDebugLogFlags.EventActiveId, ImGuiDebugLogFlags.EventFocus, ImGuiDebugLogFlags.EventPopup, ImGuiDebugLogFlags.EventNav, ImGuiDebugLogFlags.EventClipper, ImGuiDebugLogFlags.EventSelection, ImGuiDebugLogFlags.EventTable, ImGuiDebugLogFlags.EventIO, ImGuiDebugLogFlags.EventFont, ImGuiDebugLogFlags.EventInputRouting, ImGuiDebugLogFlags.EventDocking, ImGuiDebugLogFlags.EventViewport ) --- @enum ImGuiLocKey ImGuiLocKey = { VersionStr = 1, TableSizeOne = 2, TableSizeAllFit = 3, TableSizeAllDefault = 4, TableReset = 5, TableResetOrder = 6, TableResetVisibility = 7, WindowingMainMenuBar = 8, WindowingPopup = 9, WindowingUntitled = 10, OpenLink_s = 11, CopyLink = 12, DockingHideTabBar = 13, DockingHoldShiftToDock = 14, DockingDragToUndockOrMoveNode = 15, COUNT = 15 } --- @class ImGuiLocEntry --- @field Key ImGuiLocKey --- @field Text string --- @param key ImGuiLocKey --- @return string function ImGui.LocalizeGetMsg(key) local g = GImGui local msg = g.LocalizationTable[key] if msg then return msg else return "*Missing Text*" end end --- @param id ImGuiID function ImGui.TempInputIsActive(id) local g = GImGui return (g.TempInputId == id and g.ActiveId == id) or (g.InputTextDeactivatedState.ID == id) end --- @param id ImGuiID --- @return ImGuiInputTextState? function ImGui.GetInputTextState(id) local g = GImGui if id ~= 0 and g.InputTextState.ID == id then return g.InputTextState end return nil end -- Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] --- @class ImGuiFocusScopeData --- @field ID ImGuiID --- @field WindowID ImGuiID --- @return ImGuiFocusScopeData --- @nodiscard function ImGuiFocusScopeData() return { ID = nil, WindowID = nil } end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_tables.lua'] = function() --- ImGui Sincerely WIP -- (Tables and Columns Code) --- @type ImGuiContext? local GImGui -- Sets local `GImGui` in this file(imgui_tables.lua). -- This is currently only used in main code `ImGui.SetCurrentContext()` --- @param ctx ImGuiContext? function ImGui._SetCurrentContext_Tables(ctx) GImGui = ctx end --- @param str_id string --- @param columns_count int --- @param flags? ImGuiTableFlags --- @param outer_size? ImVec2 --- @param inner_width? float function ImGui.BeginTable(str_id, columns_count, flags, outer_size, inner_width) if flags == nil then flags = 0 end if outer_size == nil then outer_size = ImVec2(0.0, 0.0) end if inner_width == nil then inner_width = 0.0 end -- TODO: return true end function ImGui.EndTable() -- TODO: end function ImGui.TableNextColumn() -- TODO: end function ImGui.TablePushBackgroundChannel() -- TODO: end function ImGui.TablePopBackgroundChannel() -- TODO: end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_tabs.lua'] = function() --- ImGui Sincerely -- Tab bars & tab items: 1:1 port of imgui_widgets.cpp [SECTION] Widgets: BeginTabBar/BeginTabItem (docking branch) -- -- Port notes: -- - tab_bar.Tabs is an ImVector of ImGuiTabItem tables (references). C++ pointer arithmetic on the array is replaced by -- index lookups. tab_bar.LastTabItemIdx and tab orders are 0-based like upstream. -- - Tab names are stored on the tab itself (tab.Name) instead of tab_bar.TabsNames. -- - ImGui.BeginTabItem(label, p_open, flags) returns `visible, p_open`. local MT = ImGui.GetMetatables() local GImGui local function SyncContext() GImGui = ImGui.GetCurrentContext() end local function ImLinearSweep(current, target, speed) if current < target then return ImMin(current + speed, target) end if current > target then return ImMax(current - speed, target) end return current end local function TabItemGetSectionIdx(tab) if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then return 0 end if bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then return 2 end return 1 end -- Stable sorts (C++ ImQsort is not stable, but the comparers are total orders in practice) local function SortTabsBySection(tab_bar) table.sort(tab_bar.Tabs.Data, function(a, b) if a == nil or b == nil then return false end local sa, sb = TabItemGetSectionIdx(a), TabItemGetSectionIdx(b) if sa ~= sb then return sa < sb end return a.IndexDuringLayout < b.IndexDuringLayout end) end local function SortTabsByBeginOrder(tab_bar) local data = tab_bar.Tabs.Data if not data then return end local arr = {} for i = 1, tab_bar.Tabs.Size do arr[i] = data[i] end table.sort(arr, function(a, b) return a.BeginOrder < b.BeginOrder end) for i = 1, tab_bar.Tabs.Size do data[i] = arr[i] end end local function TabBarCalcScrollableWidth(tab_bar, sections) return tab_bar.BarRect:GetWidth() - sections[1].Width - sections[3].Width - sections[2].Spacing end local function ImGuiTabBarSection() return { TabCount = 0, Width = 0.0, WidthAfterShrinkMinWidth = 0.0, Spacing = 0.0 } end -- items: 1-based array of ImGuiShrinkWidthItem, `first` = 1-based index of first item, `count` items function ImGui.ShrinkWidths(items, first, count, width_excess, width_min) if count <= 0 then return end if count == 1 then local it = items[first] if it.Width >= 0.0 then it.Width = ImMax(it.Width - width_excess, width_min) end return end local slice = {} for n = 1, count do slice[n] = items[first + n - 1] end table.sort(slice, function(a, b) if a.Width ~= b.Width then return a.Width > b.Width end return a.Index < b.Index end) for n = 1, count do items[first + n - 1] = slice[n] end local it = slice local count_same_width = 1 while width_excess > 0.001 and count_same_width < count do while count_same_width < count and it[1].Width <= it[count_same_width + 1].Width do count_same_width = count_same_width + 1 end local max_width_to_remove_per_item = (count_same_width < count and it[count_same_width + 1].Width >= 0.0) and (it[1].Width - it[count_same_width + 1].Width) or (it[1].Width - 1.0) max_width_to_remove_per_item = ImMin(it[1].Width - width_min, max_width_to_remove_per_item) if max_width_to_remove_per_item <= 0.0 then break end local base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item) for item_n = 1, count_same_width do local w = ImMin(base_width_to_remove_per_item, it[item_n].Width - width_min) it[item_n].Width = it[item_n].Width - w width_excess = width_excess - w end end width_excess = 0.0 for n = 1, count do local width_rounded = ImTrunc(it[n].Width) width_excess = width_excess + it[n].Width - width_rounded it[n].Width = width_rounded end local guard = 0 while width_excess > 0.0 and guard < 10000 do guard = guard + 1 local progressed = false for n = 1, count do if width_excess <= 0.0 then break end local width_to_add = ImMin(it[n].InitialWidth - it[n].Width, 1.0) if width_to_add > 0 then progressed = true end it[n].Width = it[n].Width + width_to_add width_excess = width_excess - width_to_add end if not progressed then break end end end --------------------------------------------------------------------------------------- -- [SECTION] Widgets: BeginTabBar, EndTabBar, etc. --------------------------------------------------------------------------------------- function ImGui.TabBarFindByID(id) SyncContext() return GImGui.TabBars:GetByKey(id) end function ImGui.TabBarRemove(tab_bar) SyncContext() GImGui.TabBars:Remove(tab_bar.ID, tab_bar) end function ImGui.BeginTabBar(str_id, flags) if flags == nil then flags = 0 end SyncContext() local g = GImGui local window = g.CurrentWindow if window.SkipItems then return false end local id = window:GetID(str_id) local tab_bar = g.TabBars:GetOrAddByKey(id) local tab_bar_bb = ImRect(window.DC.CursorPos.x, window.DC.CursorPos.y, window.WorkRect.Max.x, window.DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2) tab_bar.ID = id tab_bar.SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window.WindowPadding.x * 0.5) tab_bar.SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window.WindowPadding.x * 0.5) flags = bit32.bor(flags, ImGuiTabBarFlags.IsFocused) return ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags) end function ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags) SyncContext() local g = GImGui local window = g.CurrentWindow if window.SkipItems then return false end IM_ASSERT(tab_bar.ID ~= 0) if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then ImGui.PushOverrideID(tab_bar.ID) end g.CurrentTabBarStack:push_back(tab_bar) g.CurrentTabBar = tab_bar tab_bar.Window = window ImVec2_Copy(tab_bar.BackupCursorPos, window.DC.CursorPos) if tab_bar.CurrFrameVisible == g.FrameCount then ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY) tab_bar.BeginCount = tab_bar.BeginCount + 1 return true end if bit32.band(flags, ImGuiTabBarFlags.Reorderable) ~= bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) or (tab_bar.TabsAddedNew and bit32.band(flags, ImGuiTabBarFlags.Reorderable) == 0) then if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then SortTabsByBeginOrder(tab_bar) end end tab_bar.TabsAddedNew = false if bit32.band(flags, ImGuiTabBarFlags.FittingPolicyMask_) == 0 then flags = bit32.bor(flags, ImGuiTabBarFlags.FittingPolicyDefault_) end tab_bar.Flags = flags tab_bar.BarRect = ImRect(tab_bar_bb.Min, tab_bar_bb.Max) tab_bar.WantLayout = true tab_bar.PrevFrameVisible = tab_bar.CurrFrameVisible tab_bar.CurrFrameVisible = g.FrameCount tab_bar.PrevTabsContentsHeight = tab_bar.CurrTabsContentsHeight tab_bar.CurrTabsContentsHeight = 0.0 tab_bar.ItemSpacingY = g.Style.ItemSpacing.y ImVec2_Copy(tab_bar.FramePadding, g.Style.FramePadding) tab_bar.TabsActiveCount = 0 tab_bar.LastTabItemIdx = -1 tab_bar.BeginCount = 1 ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY) local col = ImGui.GetColorU32(bit32.band(flags, ImGuiTabBarFlags.IsFocused) ~= 0 and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected) if g.Style.TabBarBorderSize > 0.0 then local y = tab_bar.BarRect.Max.y window.DrawList:AddRectFilled(ImVec2(tab_bar.SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar.SeparatorMaxX, y), col) end return true end function ImGui.EndTabBar() SyncContext() local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end local tab_bar = g.CurrentTabBar IM_ASSERT(tab_bar ~= nil, "Mismatched BeginTabBar()/EndTabBar()!") if tab_bar.WantLayout then ImGui.TabBarLayout(tab_bar) end local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) if tab_bar.VisibleTabWasSubmitted or tab_bar.VisibleTabId == 0 or tab_bar_appearing then tab_bar.CurrTabsContentsHeight = ImMax(window.DC.CursorPos.y - tab_bar.BarRect.Max.y, tab_bar.CurrTabsContentsHeight) window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.CurrTabsContentsHeight else window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.PrevTabsContentsHeight end if tab_bar.BeginCount > 1 then ImVec2_Copy(window.DC.CursorPos, tab_bar.BackupCursorPos) end tab_bar.LastTabItemIdx = -1 if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0 then ImGui.PopID() end g.CurrentTabBarStack:pop_back() if g.CurrentTabBarStack.Size == 0 then g.CurrentTabBar = nil else g.CurrentTabBar = g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size] end end function ImGui.TabBarLayout(tab_bar) SyncContext() local g = GImGui tab_bar.WantLayout = false local scroll_to_selected_tab = (tab_bar.BarRectPrevWidth > tab_bar.BarRect:GetWidth()) tab_bar.BarRectPrevWidth = tab_bar.BarRect:GetWidth() -- Garbage collect by compacting list local tabs = tab_bar.Tabs local tab_dst_n = 0 local need_sort_by_section = false local sections = { ImGuiTabBarSection(), ImGuiTabBarSection(), ImGuiTabBarSection() } -- 1-based: [1]=Leading,[2]=Central,[3]=Trailing for tab_src_n = 0, tabs.Size - 1 do local tab = tabs.Data[tab_src_n + 1] if tab.LastFrameVisible < tab_bar.PrevFrameVisible or tab.WantClose then if tab_bar.VisibleTabId == tab.ID then tab_bar.VisibleTabId = 0 end if tab_bar.SelectedTabId == tab.ID then tab_bar.SelectedTabId = 0 end if tab_bar.NextSelectedTabId == tab.ID then tab_bar.NextSelectedTabId = 0 end else if tab_dst_n ~= tab_src_n then tabs.Data[tab_dst_n + 1] = tab end tab.IndexDuringLayout = tab_dst_n local curr_tab_section_n = TabItemGetSectionIdx(tab) if tab_dst_n > 0 then local prev_tab = tabs.Data[tab_dst_n] local prev_tab_section_n = TabItemGetSectionIdx(prev_tab) if curr_tab_section_n == 0 and prev_tab_section_n ~= 0 then need_sort_by_section = true end if prev_tab_section_n == 2 and curr_tab_section_n ~= 2 then need_sort_by_section = true end end sections[curr_tab_section_n + 1].TabCount = sections[curr_tab_section_n + 1].TabCount + 1 tab_dst_n = tab_dst_n + 1 end end if tabs.Size ~= tab_dst_n then for i = tab_dst_n + 1, tabs.Size do tabs.Data[i] = nil end tabs.Size = tab_dst_n end if need_sort_by_section then SortTabsBySection(tab_bar) end local tab_spacing = g.Style.ItemInnerSpacing.x sections[1].Spacing = (sections[1].TabCount > 0 and (sections[2].TabCount + sections[3].TabCount) > 0) and tab_spacing or 0.0 sections[2].Spacing = (sections[2].TabCount > 0 and sections[3].TabCount > 0) and tab_spacing or 0.0 local scroll_to_tab_id = 0 if tab_bar.NextScrollToTabId ~= 0 then scroll_to_tab_id = tab_bar.NextScrollToTabId tab_bar.NextScrollToTabId = 0 end if tab_bar.NextSelectedTabId ~= 0 then tab_bar.SelectedTabId = tab_bar.NextSelectedTabId tab_bar.NextSelectedTabId = 0 scroll_to_tab_id = tab_bar.SelectedTabId end if tab_bar.ReorderRequestTabId ~= 0 then if ImGui.TabBarProcessReorder(tab_bar) then if tab_bar.ReorderRequestTabId == tab_bar.SelectedTabId then scroll_to_tab_id = tab_bar.ReorderRequestTabId end end tab_bar.ReorderRequestTabId = 0 end local tab_list_popup_button = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.TabListPopupButton) ~= 0 if tab_list_popup_button then local tab_to_select = ImGui.TabBarTabListPopupButton(tab_bar) if tab_to_select then tab_bar.SelectedTabId = tab_to_select.ID scroll_to_tab_id = tab_to_select.ID end end -- shrink buffer layout: leading, trailing, central (0-based offsets) local shrink_buffer_indexes = { 0, sections[1].TabCount + sections[3].TabCount, sections[1].TabCount } local swb = g.ShrinkWidthBuffer swb:resize(tabs.Size) for i = 1, tabs.Size do if swb.Data[i] == nil then swb.Data[i] = ImGuiShrinkWidthItem() end end local shrink_min_width = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0) and g.Style.TabMinWidthShrink or 1.0 local most_recently_selected_tab = nil local curr_section_n = -1 local found_selected_tab_id = false for tab_n = 0, tabs.Size - 1 do local tab = tabs.Data[tab_n + 1] IM_ASSERT(tab.LastFrameVisible >= tab_bar.PrevFrameVisible) if (most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected) and bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then most_recently_selected_tab = tab end if tab.ID == tab_bar.SelectedTabId then found_selected_tab_id = true end if scroll_to_tab_id == 0 and g.NavJustMovedToId == tab.ID then scroll_to_tab_id = tab.ID end local tab_name = ImGui.TabBarGetTabName(tab_bar, tab) local has_close_button_or_unsaved_marker = bit32.band(tab.Flags, ImGuiTabItemFlags.NoCloseButton) == 0 or bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 tab.ContentWidth = (tab.RequestedWidth >= 0.0) and tab.RequestedWidth or ImGui.TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then tab.ContentWidth = ImMax(tab.ContentWidth, g.Style.TabMinWidthBase) end local section_n = TabItemGetSectionIdx(tab) local section = sections[section_n + 1] section.Width = section.Width + tab.ContentWidth + ((section_n == curr_section_n) and tab_spacing or 0.0) section.WidthAfterShrinkMinWidth = section.WidthAfterShrinkMinWidth + ImMin(tab.ContentWidth, shrink_min_width) + ((section_n == curr_section_n) and tab_spacing or 0.0) curr_section_n = section_n local item = swb.Data[shrink_buffer_indexes[section_n + 1] + 1] shrink_buffer_indexes[section_n + 1] = shrink_buffer_indexes[section_n + 1] + 1 item.Index = tab_n item.Width = tab.ContentWidth item.InitialWidth = tab.ContentWidth tab.Width = ImMax(tab.ContentWidth, 1.0) end local width_all_tabs_after_min_width_shrink = 0.0 tab_bar.WidthAllTabsIdeal = 0.0 for section_n = 1, 3 do tab_bar.WidthAllTabsIdeal = tab_bar.WidthAllTabsIdeal + sections[section_n].Width + sections[section_n].Spacing width_all_tabs_after_min_width_shrink = width_all_tabs_after_min_width_shrink + sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing end local can_scroll = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0 local width_all_tabs_to_use_for_scroll = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0) and tab_bar.WidthAllTabs or width_all_tabs_after_min_width_shrink tab_bar.ScrollButtonEnabled = (width_all_tabs_to_use_for_scroll > tab_bar.BarRect:GetWidth() and tabs.Size > 1) and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTabListScrollingButtons) == 0 and can_scroll if tab_bar.ScrollButtonEnabled then local scroll_and_select_tab = ImGui.TabBarScrollingButtons(tab_bar) if scroll_and_select_tab then if bit32.band(scroll_and_select_tab.Flags, ImGuiTabItemFlags.Button) == 0 then tab_bar.SelectedTabId = scroll_and_select_tab.ID end scroll_to_tab_id = scroll_and_select_tab.ID end end if scroll_to_tab_id == 0 and scroll_to_selected_tab then scroll_to_tab_id = tab_bar.SelectedTabId end local section_0_w = sections[1].Width + sections[1].Spacing local section_1_w = sections[2].Width + sections[2].Spacing local section_2_w = sections[3].Width + sections[3].Spacing local central_section_is_visible = (section_0_w + section_2_w) < tab_bar.BarRect:GetWidth() local width_excess if central_section_is_visible then width_excess = ImMax(section_1_w - (tab_bar.BarRect:GetWidth() - section_0_w - section_2_w), 0.0) else width_excess = (section_0_w + section_2_w) - tab_bar.BarRect:GetWidth() end local can_shrink = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyShrink) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0 if width_excess >= 1.0 and (can_shrink or not central_section_is_visible) then local shrink_data_count = central_section_is_visible and sections[2].TabCount or (sections[1].TabCount + sections[3].TabCount) local shrink_data_offset = central_section_is_visible and (sections[1].TabCount + sections[3].TabCount) or 0 ImGui.ShrinkWidths(swb.Data, shrink_data_offset + 1, shrink_data_count, width_excess, shrink_min_width) for tab_n = shrink_data_offset, shrink_data_offset + shrink_data_count - 1 do local item = swb.Data[tab_n + 1] local tab = tabs.Data[item.Index + 1] local shrinked_width = IM_TRUNC(item.Width) if shrinked_width >= 0.0 then shrinked_width = ImMax(1.0, shrinked_width) local section_n = TabItemGetSectionIdx(tab) sections[section_n + 1].Width = sections[section_n + 1].Width - (tab.Width - shrinked_width) tab.Width = shrinked_width end end end -- Layout all active tabs local section_tab_index = 0 local tab_offset = 0.0 tab_bar.WidthAllTabs = 0.0 for section_n = 0, 2 do local section = sections[section_n + 1] if section_n == 2 then tab_offset = ImMin(ImMax(0.0, tab_bar.BarRect:GetWidth() - section.Width), tab_offset) end for tab_n = 0, section.TabCount - 1 do local tab = tabs.Data[section_tab_index + tab_n + 1] tab.Offset = tab_offset tab.NameOffset = -1 tab_offset = tab_offset + tab.Width + ((tab_n < section.TabCount - 1) and g.Style.ItemInnerSpacing.x or 0.0) end tab_bar.WidthAllTabs = tab_bar.WidthAllTabs + ImMax(section.Width + section.Spacing, 0.0) tab_offset = tab_offset + section.Spacing section_tab_index = section_tab_index + section.TabCount end local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) if found_selected_tab_id == false and not tab_bar_appearing then tab_bar.SelectedTabId = 0 end if tab_bar.SelectedTabId == 0 and tab_bar.NextSelectedTabId == 0 and most_recently_selected_tab ~= nil then tab_bar.SelectedTabId = most_recently_selected_tab.ID scroll_to_tab_id = tab_bar.SelectedTabId end tab_bar.VisibleTabId = tab_bar.SelectedTabId tab_bar.VisibleTabWasSubmitted = false -- CTRL+TAB can override visible tab temporarily if g.NavWindowingTarget ~= nil and g.NavWindowingTarget.DockNode and g.NavWindowingTarget.DockNode.TabBar == tab_bar then tab_bar.VisibleTabId = g.NavWindowingTarget.TabId scroll_to_tab_id = tab_bar.VisibleTabId end if scroll_to_tab_id ~= 0 then ImGui.TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections) elseif tab_bar.ScrollButtonEnabled and ImGui.IsMouseHoveringRect(tab_bar.BarRect.Min, tab_bar.BarRect.Max, true) and ImGui.IsWindowContentHoverable(g.CurrentWindow) then local wheel = g.IO.MouseWheelRequestAxisSwap and g.IO.MouseWheel or g.IO.MouseWheelH local wheel_key = g.IO.MouseWheelRequestAxisSwap and ImGuiKey.MouseWheelY or ImGuiKey.MouseWheelX if ImGui.TestKeyOwner(wheel_key, tab_bar.ID) and wheel ~= 0.0 then local scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0 tab_bar.ScrollingTargetDistToVisibility = 0.0 tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget - scroll_step) end ImGui.SetKeyOwner(wheel_key, tab_bar.ID) end tab_bar.ScrollingAnim = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingAnim) tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget) if tab_bar.ScrollingAnim ~= tab_bar.ScrollingTarget then tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, 70.0 * g.FontSize) tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, math.abs(tab_bar.ScrollingTarget - tab_bar.ScrollingAnim) / 0.3) local teleport = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) or (tab_bar.ScrollingTargetDistToVisibility > 10.0 * g.FontSize) tab_bar.ScrollingAnim = teleport and tab_bar.ScrollingTarget or ImLinearSweep(tab_bar.ScrollingAnim, tab_bar.ScrollingTarget, g.IO.DeltaTime * tab_bar.ScrollingSpeed) else tab_bar.ScrollingSpeed = 0.0 end tab_bar.ScrollingRectMinX = tab_bar.BarRect.Min.x + sections[1].Width + sections[1].Spacing tab_bar.ScrollingRectMaxX = tab_bar.BarRect.Max.x - sections[3].Width - sections[2].Spacing local window = g.CurrentWindow ImVec2_Copy(window.DC.CursorPos, tab_bar.BarRect.Min) ImGui.ItemSize(ImVec2(tab_bar.WidthAllTabs, tab_bar.BarRect:GetHeight()), tab_bar.FramePadding.y) window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, tab_bar.BarRect.Min.x + tab_bar.WidthAllTabsIdeal) end function ImGui.TabBarCalcTabID(tab_bar, label, docked_window) if docked_window ~= nil then IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0) local id = docked_window.TabId ImGui.KeepAliveID(id) return id end return ImGui.GetCurrentContext().CurrentWindow:GetID(label) end function ImGui.TabBarCalcMaxTabWidth() return ImGui.GetCurrentContext().FontSize * 20.0 end function ImGui.TabBarFindTabByID(tab_bar, tab_id) if tab_id ~= 0 then for n = 1, tab_bar.Tabs.Size do local tab = tab_bar.Tabs.Data[n] if tab.ID == tab_id then return tab end end end return nil end --- @param order int # 0-based visible order function ImGui.TabBarFindTabByOrder(tab_bar, order) if order < 0 or order >= tab_bar.Tabs.Size then return nil end return tab_bar.Tabs.Data[order + 1] end --- @return int # 0-based order function ImGui.TabBarGetTabOrder(tab_bar, tab) local i = tab_bar.Tabs:find_index(tab) return i and (i - 1) or -1 end function ImGui.TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar) local most_recently_selected_tab = nil for n = 1, tab_bar.Tabs.Size do local tab = tab_bar.Tabs.Data[n] if most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected then if tab.Window and tab.Window.WasActive then most_recently_selected_tab = tab end end end return most_recently_selected_tab end function ImGui.TabBarGetCurrentTab(tab_bar) if tab_bar.LastTabItemIdx < 0 or tab_bar.LastTabItemIdx >= tab_bar.Tabs.Size then return nil end return tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] end function ImGui.TabBarGetTabName(tab_bar, tab) if tab.Window then return tab.Window.Name end if tab.Name == nil then return "N/A" end return tab.Name end function ImGui.TabBarGetTabPos(tab_bar, tab) if bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 then return tab_bar.BarRect.Min + ImVec2(IM_TRUNC(tab.Offset - tab_bar.ScrollingAnim), 0.0) end return tab_bar.BarRect.Min + ImVec2(tab.Offset, 0.0) end function ImGui.TabBarAddTab(tab_bar, tab_flags, window) local g = ImGui.GetCurrentContext() IM_ASSERT(ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil) IM_ASSERT(g.CurrentTabBar ~= tab_bar) if not window.HasCloseButton then tab_flags = bit32.bor(tab_flags, ImGuiTabItemFlags.NoCloseButton) end local new_tab = ImGuiTabItem() new_tab.ID = window.TabId new_tab.Flags = tab_flags new_tab.LastFrameVisible = tab_bar.CurrFrameVisible if new_tab.LastFrameVisible == -1 then new_tab.LastFrameVisible = g.FrameCount - 1 end new_tab.Window = window tab_bar.Tabs:push_back(new_tab) end function ImGui.TabBarRemoveTab(tab_bar, tab_id) local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) if tab then tab_bar.Tabs:erase(tab_bar.Tabs:find_index(tab)) end if tab_bar.VisibleTabId == tab_id then tab_bar.VisibleTabId = 0 end if tab_bar.SelectedTabId == tab_id then tab_bar.SelectedTabId = 0 end if tab_bar.NextSelectedTabId == tab_id then tab_bar.NextSelectedTabId = 0 end end function ImGui.TabBarCloseTab(tab_bar, tab) if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) ~= 0 then return end if bit32.band(tab.Flags, bit32.bor(ImGuiTabItemFlags.UnsavedDocument, ImGuiTabItemFlags.NoAssumedClosure)) == 0 then tab.WantClose = true if tab_bar.VisibleTabId == tab.ID then tab.LastFrameVisible = -1 tab_bar.SelectedTabId = 0 tab_bar.NextSelectedTabId = 0 end else if tab_bar.VisibleTabId ~= tab.ID then ImGui.TabBarQueueFocus(tab_bar, tab) end end end function ImGui.TabBarScrollClamp(tab_bar, scrolling) scrolling = ImMin(scrolling, tab_bar.WidthAllTabs - tab_bar.BarRect:GetWidth()) return ImMax(scrolling, 0.0) end function ImGui.TabBarScrollToTab(tab_bar, tab_id, sections) local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) if tab == nil then return end if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then tab = tab_bar.Tabs.Data[sections[1].TabCount + 1] elseif bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then tab = tab_bar.Tabs.Data[sections[1].TabCount + sections[2].TabCount + 1] end if tab == nil or bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= 0 then return end local g = ImGui.GetCurrentContext() local margin = ImClamp(tab_bar.ScrollingRectMaxX - tab_bar.ScrollingRectMinX - tab.Width, g.Style.ItemInnerSpacing.x, g.FontSize * 1.0) local order = ImGui.TabBarGetTabOrder(tab_bar, tab) local scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections) local tab_x1 = tab.Offset - sections[1].Width + ((order > sections[1].TabCount - 1) and -margin or 0.0) local tab_x2 = tab.Offset - sections[1].Width + tab.Width + ((order + 1 < tab_bar.Tabs.Size - sections[3].TabCount) and margin or 1.0) tab_bar.ScrollingTargetDistToVisibility = 0.0 if tab_bar.ScrollingTarget > tab_x1 or (tab_x2 - tab_x1 >= scrollable_width) then tab_bar.ScrollingTargetDistToVisibility = ImMax(tab_bar.ScrollingAnim - tab_x2, 0.0) tab_bar.ScrollingTarget = tab_x1 elseif tab_bar.ScrollingTarget < tab_x2 - scrollable_width then tab_bar.ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar.ScrollingAnim, 0.0) tab_bar.ScrollingTarget = tab_x2 - scrollable_width end end --- TabBarQueueFocus(tab_bar, tab) or TabBarQueueFocus(tab_bar, tab_name) function ImGui.TabBarQueueFocus(tab_bar, tab) if type(tab) == "string" then IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0) tab_bar.NextSelectedTabId = ImGui.TabBarCalcTabID(tab_bar, tab, nil) return end tab_bar.NextSelectedTabId = tab.ID end function ImGui.TabBarQueueReorder(tab_bar, tab, offset) IM_ASSERT(offset ~= 0) IM_ASSERT(tab_bar.ReorderRequestTabId == 0) tab_bar.ReorderRequestTabId = tab.ID tab_bar.ReorderRequestOffset = offset end function ImGui.TabBarQueueReorderFromMousePos(tab_bar, src_tab, mouse_pos) local g = ImGui.GetCurrentContext() IM_ASSERT(tab_bar.ReorderRequestTabId == 0) if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) == 0 then return end local tab_spacing = g.Style.ItemInnerSpacing.x local is_central_section = bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 local bar_offset = tab_bar.BarRect.Min.x - (is_central_section and tab_bar.ScrollingTarget or 0) local dir = ((bar_offset + src_tab.Offset) > mouse_pos.x) and -1 or 1 local src_idx = ImGui.TabBarGetTabOrder(tab_bar, src_tab) local dst_idx = src_idx local i = src_idx while i >= 0 and i < tab_bar.Tabs.Size do local dst_tab = tab_bar.Tabs.Data[i + 1] if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then break end if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) then break end dst_idx = i local x1 = bar_offset + dst_tab.Offset - tab_spacing local x2 = bar_offset + dst_tab.Offset + dst_tab.Width + tab_spacing if (dir < 0 and mouse_pos.x > x1) or (dir > 0 and mouse_pos.x < x2) then break end i = i + dir end if dst_idx ~= src_idx then ImGui.TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx) end end function ImGui.TabBarProcessReorder(tab_bar) local tab1 = ImGui.TabBarFindTabByID(tab_bar, tab_bar.ReorderRequestTabId) if tab1 == nil or bit32.band(tab1.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end local tab1_order = ImGui.TabBarGetTabOrder(tab_bar, tab1) local tab2_order = tab1_order + tab_bar.ReorderRequestOffset if tab2_order < 0 or tab2_order >= tab_bar.Tabs.Size then return false end local tab2 = tab_bar.Tabs.Data[tab2_order + 1] if bit32.band(tab2.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end if bit32.band(tab1.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(tab2.Flags, ImGuiTabItemFlags.SectionMask_) then return false end -- Move tab1 to tab2's position, shifting the tabs in between table.remove(tab_bar.Tabs.Data, tab1_order + 1) table.insert(tab_bar.Tabs.Data, tab2_order + 1, tab1) if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.SaveSettings) ~= 0 then ImGui.MarkIniSettingsDirty() end return true end function ImGui.TabBarScrollingButtons(tab_bar) local g = ImGui.GetCurrentContext() local window = g.CurrentWindow local arrow_button_size = ImVec2(g.FontSize - 2.0, g.FontSize + g.Style.FramePadding.y * 2.0) local scrolling_buttons_width = arrow_button_size.x * 2.0 local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) local select_dir = 0 local tc = g.Style.Colors[ImGuiCol.Text] local arrow_col = ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5) ImGui.PushStyleColor(ImGuiCol.Text, arrow_col) ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0)) ImGui.PushItemFlag(bit32.bor(ImGuiItemFlags.ButtonRepeat, ImGuiItemFlags.NoNav), true) local backup_repeat_delay = g.IO.KeyRepeatDelay local backup_repeat_rate = g.IO.KeyRepeatRate g.IO.KeyRepeatDelay = 0.250 g.IO.KeyRepeatRate = 0.200 local x = ImMax(tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.x - scrolling_buttons_width) ImVec2_CopyV(window.DC.CursorPos, x, tab_bar.BarRect.Min.y) if ImGui.ArrowButtonEx("##<", ImGuiDir.Left, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = -1 end ImVec2_CopyV(window.DC.CursorPos, x + arrow_button_size.x, tab_bar.BarRect.Min.y) if ImGui.ArrowButtonEx("##>", ImGuiDir.Right, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = 1 end ImGui.PopItemFlag() ImGui.PopStyleColor(2) g.IO.KeyRepeatRate = backup_repeat_rate g.IO.KeyRepeatDelay = backup_repeat_delay local tab_to_scroll_to = nil if select_dir ~= 0 then local tab_item = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId) if tab_item then local selected_order = ImGui.TabBarGetTabOrder(tab_bar, tab_item) local target_order = selected_order + select_dir while tab_to_scroll_to == nil do local idx = (target_order >= 0 and target_order < tab_bar.Tabs.Size) and target_order or selected_order tab_to_scroll_to = tab_bar.Tabs.Data[idx + 1] if bit32.band(tab_to_scroll_to.Flags, ImGuiTabItemFlags.Button) ~= 0 then target_order = target_order + select_dir selected_order = selected_order + select_dir if not (target_order < 0 or target_order >= tab_bar.Tabs.Size) then tab_to_scroll_to = nil end end end end end ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos) tab_bar.BarRect.Max.x = tab_bar.BarRect.Max.x - (scrolling_buttons_width + 1.0) return tab_to_scroll_to end function ImGui.TabBarTabListPopupButton(tab_bar) local g = ImGui.GetCurrentContext() local window = g.CurrentWindow local tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x - g.Style.FramePadding.y, tab_bar.BarRect.Min.y) tab_bar.BarRect.Min.x = tab_bar.BarRect.Min.x + tab_list_popup_button_width local tc = g.Style.Colors[ImGuiCol.Text] ImGui.PushStyleColor(ImGuiCol.Text, ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5)) ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0)) local open = ImGui.BeginCombo("##v", nil, bit32.bor(ImGuiComboFlags.NoPreview, ImGuiComboFlags.HeightLargest)) ImGui.PopStyleColor(2) local tab_to_select = nil if open then for n = 1, tab_bar.Tabs.Size do local tab = tab_bar.Tabs.Data[n] if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then local tab_name = ImGui.TabBarGetTabName(tab_bar, tab) if ImGui.Selectable(tab_name, tab_bar.SelectedTabId == tab.ID) then tab_to_select = tab end end end ImGui.EndCombo() end ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos) return tab_to_select end --------------------------------------------------------------------------------------- -- [SECTION] Widgets: BeginTabItem, EndTabItem, etc. --------------------------------------------------------------------------------------- --- @return bool visible, bool? p_open function ImGui.BeginTabItem(label, p_open, flags) if flags == nil then flags = 0 end local g = ImGui.GetCurrentContext() local window = g.CurrentWindow if window.SkipItems then return false, p_open end local tab_bar = g.CurrentTabBar IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") IM_ASSERT(bit32.band(flags, ImGuiTabItemFlags.Button) == 0) local ret ret, p_open = ImGui.TabItemEx(tab_bar, label, p_open, flags, nil) if ret and bit32.band(flags, ImGuiTabItemFlags.NoPushId) == 0 then local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] ImGui.PushOverrideID(tab.ID) end return ret, p_open end function ImGui.EndTabItem() local g = ImGui.GetCurrentContext() local window = g.CurrentWindow if window.SkipItems then return end local tab_bar = g.CurrentTabBar IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") IM_ASSERT(tab_bar.LastTabItemIdx >= 0) local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] if bit32.band(tab.Flags, ImGuiTabItemFlags.NoPushId) == 0 then ImGui.PopID() end end function ImGui.TabItemButton(label, flags) if flags == nil then flags = 0 end local g = ImGui.GetCurrentContext() local window = g.CurrentWindow if window.SkipItems then return false end local tab_bar = g.CurrentTabBar IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") return (ImGui.TabItemEx(tab_bar, label, nil, bit32.bor(flags, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder), nil)) end function ImGui.TabItemSpacing(str_id, flags, width) local g = ImGui.GetCurrentContext() local window = g.CurrentWindow if window.SkipItems then return end local tab_bar = g.CurrentTabBar IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") ImGui.SetNextItemWidth(width) ImGui.TabItemEx(tab_bar, str_id, nil, bit32.bor(flags or 0, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder, ImGuiTabItemFlags.Invisible), nil) end --- @return bool ret, bool? p_open function ImGui.TabItemEx(tab_bar, label, p_open, flags, docked_window) local g = ImGui.GetCurrentContext() if tab_bar.WantLayout then local backup_next_item_data = {} for k, v in pairs(g.NextItemData) do backup_next_item_data[k] = v end ImGui.TabBarLayout(tab_bar) for k, v in pairs(backup_next_item_data) do g.NextItemData[k] = v end end local window = g.CurrentWindow if window.SkipItems then return false, p_open end local style = g.Style local id = ImGui.TabBarCalcTabID(tab_bar, label, docked_window) if p_open ~= nil and not p_open then ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav) return false, p_open end IM_ASSERT(p_open == nil or bit32.band(flags, ImGuiTabItemFlags.Button) == 0) IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) ~= bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) local has_p_open = (p_open ~= nil) if bit32.band(flags, ImGuiTabItemFlags.NoCloseButton) ~= 0 then has_p_open = false elseif not has_p_open then flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseButton) end local tab = ImGui.TabBarFindTabByID(tab_bar, id) local tab_is_new = false if tab == nil then tab = ImGuiTabItem() tab_bar.Tabs:push_back(tab) tab.ID = id tab_bar.TabsAddedNew = true tab_is_new = true end tab_bar.LastTabItemIdx = ImGui.TabBarGetTabOrder(tab_bar, tab) local size = ImGui.TabItemCalcSize(label, has_p_open or bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0) tab.RequestedWidth = -1.0 if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) ~= 0 then size.x = g.NextItemData.Width tab.RequestedWidth = size.x end if tab_is_new then tab.Width = ImMax(1.0, size.x) end tab.ContentWidth = size.x tab.BeginOrder = tab_bar.TabsActiveCount tab_bar.TabsActiveCount = tab_bar.TabsActiveCount + 1 local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) local tab_bar_focused = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.IsFocused) ~= 0 local tab_appearing = (tab.LastFrameVisible + 1 < g.FrameCount) local tab_just_unsaved = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) == 0 local is_tab_button = bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0 tab.LastFrameVisible = g.FrameCount tab.Flags = flags tab.Window = docked_window if docked_window ~= nil then IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0) tab.NameOffset = -1 tab.Name = nil else tab.NameOffset = 0 tab.Name = label end if not is_tab_button then if tab_appearing and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) ~= 0 and tab_bar.NextSelectedTabId == 0 then if not tab_bar_appearing or tab_bar.SelectedTabId == 0 then ImGui.TabBarQueueFocus(tab_bar, tab) end end if bit32.band(flags, ImGuiTabItemFlags.SetSelected) ~= 0 and tab_bar.SelectedTabId ~= id then ImGui.TabBarQueueFocus(tab_bar, tab) end end local tab_contents_visible = (tab_bar.VisibleTabId == id) if tab_contents_visible then tab_bar.VisibleTabWasSubmitted = true end if not tab_contents_visible and tab_bar.SelectedTabId == 0 and tab_bar_appearing and docked_window == nil then if tab_bar.Tabs.Size == 1 and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) == 0 then tab_contents_visible = true end end if tab_appearing and (not tab_bar_appearing or tab_is_new) then ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav) if is_tab_button then return false, p_open end return tab_contents_visible, p_open end if tab_bar.SelectedTabId == id then tab.LastFrameSelected = g.FrameCount end local backup_main_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) local is_central_section = bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 size.x = tab.Width local pos = ImGui.TabBarGetTabPos(tab_bar, tab) ImVec2_Copy(window.DC.CursorPos, pos) local bb = ImRect(pos, pos + size) local want_clip_rect = is_central_section and (bb.Min.x < tab_bar.ScrollingRectMinX or bb.Max.x > tab_bar.ScrollingRectMaxX) if want_clip_rect then ImGui.PushClipRect(ImVec2(ImClamp(bb.Min.x, tab_bar.ScrollingRectMinX, tab_bar.ScrollingRectMaxX), bb.Min.y - 1), ImVec2(tab_bar.ScrollingRectMaxX, bb.Max.y), true) end local backup_cursor_max_pos = ImVec2(window.DC.CursorMaxPos.x, window.DC.CursorMaxPos.y) ImGui.ItemSize(bb:GetSize(), style.FramePadding.y) ImVec2_Copy(window.DC.CursorMaxPos, backup_cursor_max_pos) if not ImGui.ItemAdd(bb, id) then if want_clip_rect then ImGui.PopClipRect() end ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos) return tab_contents_visible, p_open end local button_flags = bit32.bor(is_tab_button and ImGuiButtonFlags.PressedOnClickRelease or ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.AllowOverlap) if g.DragDropActive and not ImGuiPayload_IsDataType(g.DragDropPayload, IMGUI_PAYLOAD_TYPE_WINDOW) then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) end local hovered, held, pressed if bit32.band(flags, ImGuiTabItemFlags.Invisible) ~= 0 then hovered, held, pressed = false, false, false else pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags) end if pressed and not is_tab_button then ImGui.TabBarQueueFocus(tab_bar, tab) end if held and docked_window and g.ActiveId == id and g.ActiveIdIsJustActivated then g.ActiveIdWindow = docked_window end local node = docked_window and docked_window.DockNode or nil local single_floating_window_node = node and node:IsFloatingNode() and (node.Windows.Size == 1) if held and single_floating_window_node and ImGui.IsMouseDragging(0, 0.0) then ImGui.StartMouseMovingWindow(docked_window) elseif held and not tab_appearing and ImGui.IsMouseDragging(0) then local drag_dir = 0 local drag_distance_from_edge_x = 0.0 if not g.DragDropActive and (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) ~= 0 or docked_window ~= nil) then if g.IO.MouseDelta.x < 0.0 and g.IO.MousePos.x < bb.Min.x then drag_dir = -1 drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos) elseif g.IO.MouseDelta.x > 0.0 and g.IO.MousePos.x > bb.Max.x then drag_dir = 1 drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos) end end local can_undock = docked_window ~= nil and bit32.band(docked_window.Flags, ImGuiWindowFlags.NoMove) == 0 and bit32.band(node.MergedFlags, ImGuiDockNodeFlags.NoUndocking) == 0 if can_undock then local undocking_tab = (g.DragDropActive and g.DragDropPayload.SourceId == id) if not undocking_tab then local threshold_base = g.FontSize local threshold_x = threshold_base * 2.2 local threshold_y = (threshold_base * 1.5) + ImClamp((math.abs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0) * 0.20, 0.0, threshold_base * 4.0) local distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y) if distance_from_edge_y >= threshold_y then undocking_tab = true end if drag_distance_from_edge_x > threshold_x then if (drag_dir < 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == 0) or (drag_dir > 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == tab_bar.Tabs.Size - 1) then undocking_tab = true end end end if undocking_tab then ImGui.DockContextQueueUndockWindow(g, docked_window) g.MovingWindow = docked_window ImGui.SetActiveID(g.MovingWindow.MoveId, g.MovingWindow) ImVec2_Copy(g.ActiveIdClickOffset, g.ActiveIdClickOffset - (g.MovingWindow.Pos - bb.Min)) g.ActiveIdNoClearOnFocusLoss = true ImGui.SetActiveIdUsingAllKeyboardKeys() end end end local is_visible = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 and bit32.band(flags, ImGuiTabItemFlags.Invisible) == 0 if is_visible then local display_draw_list = window.DrawList local col_idx if held or hovered then col_idx = ImGuiCol.TabHovered elseif tab_contents_visible then col_idx = tab_bar_focused and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected else col_idx = tab_bar_focused and ImGuiCol.Tab or ImGuiCol.TabDimmed end ImGui.TabItemBackground(display_draw_list, bb, flags, ImGui.GetColorU32(col_idx)) if tab_contents_visible and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DrawSelectedOverline) ~= 0 and style.TabBarOverlineSize > 0.0 then local tl = ImVec2(bb.Min.x, bb.Min.y + style.TabBarOverlineSize * 0.5) local tr = ImVec2(bb.Max.x, bb.Min.y + style.TabBarOverlineSize * 0.5) local overline_col = ImGui.GetColorU32(tab_bar_focused and ImGuiCol.TabSelectedOverline or ImGuiCol.TabDimmedSelectedOverline) if style.TabRounding > 0.0 then local rounding = style.TabRounding display_draw_list:PathArcToFast(tl + ImVec2(rounding, rounding), rounding, 7, 9) display_draw_list:PathArcToFast(tr + ImVec2(-rounding, rounding), rounding, 9, 11) display_draw_list:PathStroke(overline_col, style.TabBarOverlineSize) else display_draw_list:AddLine(tl, tr, overline_col, style.TabBarOverlineSize) end end ImGui.RenderNavCursor(bb, id) local hovered_unblocked = ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) if tab_bar.SelectedTabId ~= tab.ID and hovered_unblocked and (ImGui.IsMouseClicked(1) or ImGui.IsMouseReleased(1)) and not is_tab_button then ImGui.TabBarQueueFocus(tab_bar, tab) end if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) ~= 0 then flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) end local close_button_id = has_p_open and ImGui.GetIDWithSeed("#CLOSE", nil, docked_window and docked_window.ID or id) or 0 local label_flags = tab_just_unsaved and bit32.band(flags, bit32.bnot(ImGuiTabItemFlags.UnsavedDocument)) or flags local just_closed, text_clipped = ImGui.TabItemLabelAndCloseButton(display_draw_list, bb, label_flags, tab_bar.FramePadding, label, id, close_button_id, tab_contents_visible) if just_closed and has_p_open then p_open = false ImGui.TabBarCloseTab(tab_bar, tab) end if docked_window and (hovered or g.HoveredId == close_button_id) then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) end if text_clipped and g.HoveredId == id and not held then if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTooltip) == 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.NoTooltip) == 0 then local label_end = ImGui.FindRenderedTextEnd(label) ImGui.SetItemTooltip("%s", string.sub(label, 1, label_end - 1)) end end end if want_clip_rect then ImGui.PopClipRect() end ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos) if is_tab_button then return pressed, p_open end return tab_contents_visible, p_open end function ImGui.SetTabItemClosed(label) local g = ImGui.GetCurrentContext() local is_within_manual_tab_bar = g.CurrentTabBar and bit32.band(g.CurrentTabBar.Flags, ImGuiTabBarFlags.DockNode) == 0 if is_within_manual_tab_bar then local tab_bar = g.CurrentTabBar local tab_id = ImGui.TabBarCalcTabID(tab_bar, label, nil) local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) if tab then tab.WantClose = true end else local window = ImGui.FindWindowByName(label) if window and window.DockIsActive then local node = window.DockNode if node then local tab_id = ImGui.TabBarCalcTabID(node.TabBar, label, window) ImGui.TabBarRemoveTab(node.TabBar, tab_id) window.DockTabWantClose = true end end end end --- TabItemCalcSize(label, has_close_button_or_unsaved_marker) or TabItemCalcSize(window) function ImGui.TabItemCalcSize(label, has_close_button_or_unsaved_marker) if type(label) == "table" then local window = label return ImGui.TabItemCalcSize(window.Name, window.HasCloseButton or bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0) end local g = ImGui.GetCurrentContext() local label_size = ImGui.CalcTextSize(label, nil, true) local size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0) if has_close_button_or_unsaved_marker then size.x = size.x + g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize) else size.x = size.x + g.Style.FramePadding.x + 1.0 end return ImVec2(ImMin(size.x, ImGui.TabBarCalcMaxTabWidth()), size.y) end function ImGui.TabItemBackground(draw_list, bb, flags, col) local g = ImGui.GetCurrentContext() local width = bb:GetWidth() IM_ASSERT(width > 0.0) local rounding = ImMax(0.0, ImMin(bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0 and g.Style.FrameRounding or g.Style.TabRounding, width * 0.5 - 1.0)) local y1 = bb.Min.y + 1.0 local y2 = bb.Max.y - g.Style.TabBarBorderSize draw_list:AddRectFilled(ImVec2(bb.Min.x, y1), ImVec2(bb.Max.x, y2), col, rounding, ImDrawFlags.RoundCornersTop) if g.Style.TabBorderSize > 0.0 then draw_list:PathLineTo(ImVec2(bb.Min.x, y2)) draw_list:PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9) draw_list:PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12) draw_list:PathLineTo(ImVec2(bb.Max.x, y2)) draw_list:PathStroke(ImGui.GetColorU32(ImGuiCol.Border), g.Style.TabBorderSize) end end --- @return bool just_closed, bool text_clipped function ImGui.TabItemLabelAndCloseButton(draw_list, bb, flags, frame_padding, label, tab_id, close_button_id, is_contents_visible) local g = ImGui.GetCurrentContext() local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) if bb:GetWidth() <= 1.0 then return false, false end local text_ellipsis_clip_bb = ImRect(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y) local text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x local button_sz = g.FontSize local button_pos = ImVec2(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y) local close_button_pressed = false local close_button_visible = false local is_hovered = g.HoveredId == tab_id or g.HoveredId == close_button_id or g.ActiveId == tab_id or g.ActiveId == close_button_id if close_button_id ~= 0 then if is_contents_visible then close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)) else close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)) end end local unsaved_marker_visible = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and (button_pos.x + button_sz <= bb.Max.x) and (not close_button_visible or not is_hovered) if unsaved_marker_visible then local bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5 ImGui.RenderBullet(draw_list, bullet_pos, ImGui.GetColorU32(ImGuiCol.UnsavedMarker)) elseif close_button_visible then local last_item_backup = ImGuiLastItemData() ImGuiLastItemData_Copy(last_item_backup, g.LastItemData) if ImGui.CloseButton(close_button_id, button_pos) then close_button_pressed = true end ImGuiLastItemData_Copy(g.LastItemData, last_item_backup) if is_hovered and bit32.band(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) == 0 and ImGui.IsMouseClicked(2) then close_button_pressed = true end end local ellipsis_max_x = text_ellipsis_clip_bb.Max.x if close_button_visible or unsaved_marker_visible then local visible_without_hover = unsaved_marker_visible or ((is_contents_visible and g.Style.TabCloseButtonMinWidthSelected or g.Style.TabCloseButtonMinWidthUnselected) < 0.0) if visible_without_hover then text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 0.90 ellipsis_max_x = ellipsis_max_x - button_sz * 0.90 else text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 1.00 end end ImGui.LogSetNextTextDecoration("/", "\\") ImGui.RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, label_end, label_size) return close_button_pressed, text_clipped end return true end __FILES['imgui_widgets.lua'] = function() --- ImGui Sincerely WIP -- (Widgets Code) --- @type ImGuiContext? local GImGui -- Sets local `GImGui` in this file(imgui_widgets.lua). -- This is currently only used in main code `ImGui.SetCurrentContext()` --- @param ctx ImGuiContext? function ImGui._SetCurrentContext_Widgets(ctx) GImGui = ctx end local DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70 -- Time for drag-hold to activate items accepting the ImGuiButtonFlags.PressedOnDragDropHold button behavior local DRAG_MOUSE_THRESHOLD_FACTOR = 0.50 -- Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags local IM_S8_MIN = -128 local IM_S8_MAX = 127 local IM_U8_MIN = 0 local IM_U8_MAX = 0xFF local IM_S16_MIN = -32768 local IM_S16_MAX = 32767 local IM_U16_MIN = 0 local IM_U16_MAX = 0xFFFF local IM_S32_MIN = INT_MIN local IM_S32_MAX = INT_MAX local IM_U32_MIN = 0 local IM_U32_MAX = UINT_MAX ---------------------------------------------------------------- -- [SECTION] TEXT ---------------------------------------------------------------- --- @param text string --- @param text_end? int --- @param flags? ImGuiTextFlags function ImGui.TextEx(text, text_end, flags) if not flags then flags = 0 end local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end if not text or text == "" then text = "" text_end = 1 end if text_end == nil then text_end = #text + 1 end local text_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) local wrap_pos_x = window.DC.TextWrapPos local wrap_enabled = (wrap_pos_x >= 0.0) if (text_end - 1 <= 2000) or wrap_enabled then local wrap_width = wrap_enabled and ImGui.CalcWrapWidthForPos(window.DC.CursorPos, wrap_pos_x) or 0.0 local text_size = ImGui.CalcTextSize(text, text_end, false, wrap_width) local bb = ImRect(text_pos, text_pos + text_size) ImGui.ItemSize(text_size, 0.0) if not ImGui.ItemAdd(bb, 0) then return end ImGui.RenderTextWrapped(bb.Min, text, text_end, wrap_width) else local line = 1 local line_height = ImGui.GetTextLineHeight() local text_size = ImVec2(0, 0) local pos = ImVec2(text_pos.x, text_pos.y) if not g.LogEnabled then local lines_skippable = ImFloor((window.ClipRect.Min.y - text_pos.y) / line_height) if lines_skippable > 0 then local lines_skipped = 0 while line < text_end and lines_skipped < lines_skippable do local line_end = ImMemchr(text, "\n", line) if not line_end then line_end = text_end end if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then local line_size = ImGui.CalcTextSizeEx(text, line, line_end) text_size.x = ImMax(text_size.x, line_size.x) end line = line_end + 1 lines_skipped = lines_skipped + 1 end pos.y = pos.y + lines_skipped * line_height end end if line < text_end then local line_rect = ImRect(pos, pos + ImVec2(FLT_MAX, line_height)) while line < text_end do if ImGui.IsClippedEx(line_rect, 0) then break end local line_end = ImMemchr(text, "\n", line) if not line_end then line_end = text_end end local line_size = ImGui.CalcTextSizeEx(text, line, line_end) text_size.x = ImMax(text_size.x, line_size.x) ImGui.RenderText(pos, text, line, nil, false) line = line_end + 1 line_rect.Min.y = line_rect.Min.y + line_height line_rect.Max.y = line_rect.Max.y + line_height pos.y = pos.y + line_height end local lines_skipped = 0 while line < text_end do local line_end = ImMemchr(text, "\n", line) if not line_end then line_end = text_end end if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then local line_size = ImGui.CalcTextSizeEx(text, line, line_end) text_size.x = ImMax(text_size.x, line_size.x) end line = line_end + 1 lines_skipped = lines_skipped + 1 end pos.y = pos.y + lines_skipped * line_height end text_size.y = pos.y - text_pos.y local bb = ImRect(text_pos, text_pos + text_size) ImGui.ItemSize(text_size, 0.0) ImGui.ItemAdd(bb, 0) end end --- @param text string --- @param text_end? int function ImGui.TextUnformatted(text, text_end) ImGui.TextEx(text, text_end, ImGuiTextFlags.NoWidthForLargeClippedText) end --- @param fmt string --- @param ... any function ImGui.TextV(fmt, ...) local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local text = ImFormatString(fmt, ...) ImGui.TextEx(text, nil, ImGuiTextFlags.NoWidthForLargeClippedText) end --- @param fmt string --- @param ... any function ImGui.Text(fmt, ...) if select('#', ...) > 0 then ImGui.TextV(fmt, ...) else ImGui.TextEx(fmt) end end --- @param col ImVec4 --- @param fmt string --- @param ... any function ImGui.TextColored(col, fmt, ...) ImGui.PushStyleColor(ImGuiCol.Text, col) ImGui.TextV(fmt, ...) ImGui.PopStyleColor() end --- @param fmt string --- @param ... any function ImGui.TextDisabled(fmt, ...) local g = GImGui ImGui.PushStyleColor(ImGuiCol.Text, g.Style.Colors[ImGuiCol.TextDisabled]) ImGui.TextV(fmt, ...) ImGui.PopStyleColor() end --- @param fmt string --- @param ... any function ImGui.TextWrapped(fmt, ...) local g = GImGui local need_backup = (g.CurrentWindow.DC.TextWrapPos < 0.0) if need_backup then ImGui.PushTextWrapPos(0.0) end ImGui.TextV(fmt, ...) if need_backup then ImGui.PopTextWrapPos() end end -- align_x: 0.0f = left, 0.5f = center, 1.0f = right. -- size_x : 0.0f = shortcut for GetContentRegionAvail().x -- FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) --- @param align_x float --- @param size_x float --- @param fmt string --- @param ... any function ImGui.TextAligned(align_x, size_x, fmt, ...) local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local text = ImFormatString(fmt, ...) local text_end = #text + 1 local text_size = ImGui.CalcTextSize(text, text_end) size_x = ImGui.CalcItemSize(ImVec2(size_x, 0.0), 0.0, text_size.y).x local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) local pos_max = ImVec2(pos.x + size_x, window.ClipRect.Max.y) local size = ImVec2(ImMin(size_x, text_size.x), text_size.y) window.DC.CursorMaxPos.x = ImMax(window.DC.CursorMaxPos.x, pos.x + text_size.x) window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, pos.x + text_size.x) if align_x > 0.0 and text_size.x < size_x then pos.x = pos.x + ImTrunc((size_x - text_size.x) * align_x) end ImGui.RenderTextEllipsis(window.DrawList, pos, pos_max, pos_max.x, text, text_end, text_size) local backup_max_pos = ImVec2() ImVec2_Copy(backup_max_pos, window.DC.CursorMaxPos) ImGui.ItemSize(size) ImGui.ItemAdd(ImRect(pos, pos + size), 0) window.DC.CursorMaxPos.x = backup_max_pos.x -- Cancel out extending content size because right-aligned text would otherwise mess it up if size_x < text_size.x and ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.ForTooltip)) then ImGui.SetTooltip("%.*s", text_end - 1, text) end end -- Add a label+text combo aligned to other label+value widgets --- @param label string --- @param fmt string --- @param ... any function ImGui.LabelText(label, fmt, ...) local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui local style = g.Style local w = ImGui.CalcItemWidth() local value_text = ImFormatString(fmt, ...) local value_text_end = #value_text + 1 local value_size = ImGui.CalcTextSize(value_text, value_text_end, false) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) local value_bb = ImRect(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)) local total_bb = ImRect(pos, pos + ImVec2(w + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)) ImGui.ItemSize(total_bb, style.FramePadding.y) if not ImGui.ItemAdd(total_bb, 0) then return end -- Render ImGui.RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text, value_text_end, value_size, ImVec2(0.0, 0.0)) if label_size.x > 0.0 then ImGui.RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) end end --- @param fmt string --- @param ... any function ImGui.BulletText(fmt, ...) local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui local style = g.Style local text = ImFormatString(fmt, ...) local text_end = #text + 1 local label_size = ImGui.CalcTextSize(text, text_end, false) local total_size = ImVec2(g.FontSize + ((label_size.x > 0.0) and (label_size.x + style.FramePadding.x * 2) or 0.0), label_size.y) -- Empty text doesn't add padding local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) pos.y = pos.y + window.DC.CurrLineTextBaseOffset ImGui.ItemSize(total_size, 0.0) local bb = ImRect(pos, pos + total_size) if not ImGui.ItemAdd(bb, 0) then return end -- Render local text_col = ImGui.GetColorU32(ImGuiCol.Text) ImGui.RenderBullet(window.DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5, g.FontSize * 0.5), text_col) ImGui.RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0), text, 1, text_end, false) end -- va_list variants: identical to the varargs versions in Lua ImGui.TextColoredV = ImGui.TextColored ImGui.TextDisabledV = ImGui.TextDisabled ImGui.TextWrappedV = ImGui.TextWrapped ImGui.TextAlignedV = ImGui.TextAligned ImGui.LabelTextV = ImGui.LabelText ImGui.BulletTextV = ImGui.BulletText -- Value(prefix, b) / Value(prefix, int) / Value(prefix, float, float_format) -- Lua can't tell int from float: integers without float_format print as %d, otherwise %.3f function ImGui.Value(prefix, v, float_format) if type(v) == "boolean" then ImGui.Text("%s: %s", prefix, v and "true" or "false") elseif float_format then ImGui.Text("%s: " .. float_format, prefix, v) elseif math.floor(v) == v then ImGui.Text("%s: %d", prefix, v) else ImGui.Text("%s: %.3f", prefix, v) end end ---------------------------------------------------------------- -- [SECTION] MAIN: BUTTONS, SCROLLBARS, ... ---------------------------------------------------------------- --- @param bb ImRect --- @param id ImGuiID --- @param flags? ImGuiButtonFlags function ImGui.ButtonBehavior(bb, id, flags) if flags == nil then flags = 0 end local g = GImGui local window = g.CurrentWindow local item_flags = (g.LastItemData.ID == id) and g.LastItemData.ItemFlags or g.CurrentItemFlags if bit32.band(flags, ImGuiButtonFlags.AllowOverlap) ~= 0 then item_flags = bit32.bor(item_flags, ImGuiItemFlags.AllowOverlap) end if bit32.band(item_flags, ImGuiItemFlags.NoFocus) ~= 0 then flags = bit32.bor(flags, ImGuiButtonFlags.NoFocus, ImGuiButtonFlags.NoNavFocus) end -- Default only reacts to left mouse button if bit32.band(flags, ImGuiButtonFlags.MouseButtonMask_) == 0 then flags = bit32.bor(flags, ImGuiButtonFlags.MouseButtonLeft) end -- Default behavior requires click + release inside bounding box if bit32.band(flags, ImGuiButtonFlags.PressedOnMask_) == 0 then flags = bit32.bor(flags, (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and ImGuiButtonFlags.PressedOnClick or ImGuiButtonFlags.PressedOnDefault_) end local backup_hovered_window = g.HoveredWindow local flatten_hovered_children = (bit32.band(flags, ImGuiButtonFlags.FlattenChildren) ~= 0) and g.HoveredWindow and g.HoveredWindow.RootWindowDockTree == window.RootWindowDockTree if flatten_hovered_children then g.HoveredWindow = window end local pressed = false local hovered = ImGui.ItemHoverable(bb, id, item_flags) if g.DragDropActive then if (bit32.band(flags, ImGuiButtonFlags.PressedOnDragDropHold) ~= 0) and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoHoldToOpenOthers) == 0) and ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) then hovered = true ImGui.SetHoveredID(id) if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER) and (g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) then pressed = true g.DragDropHoldJustPressedId = id ImGui.FocusWindow(window) end end if (g.DragDropAcceptIdPrev == id) and (bit32.band(g.DragDropAcceptFlagsPrev, ImGuiDragDropFlags.AcceptDrawAsHovered) ~= 0) then hovered = true end end if (flatten_hovered_children) then g.HoveredWindow = backup_hovered_window end local test_owner_id = (bit32.band(flags, ImGuiButtonFlags.NoTestKeyOwner) ~= 0) and ImGuiKeyOwner_Any or id if hovered then IM_ASSERT(id ~= 0) local mouse_button_clicked = -1 local mouse_button_released = -1 for button = 0, 2 do if bit32.band(flags, bit32.lshift(ImGuiButtonFlags.MouseButtonLeft, button)) ~= 0 then -- Handle ImGuiButtonFlags.MouseButtonRight and ImGuiButtonFlags.MouseButtonMiddle here. if (ImGui.IsMouseClickedEx(button, ImGuiInputFlags.None, test_owner_id) and mouse_button_clicked == -1) then mouse_button_clicked = button end if (ImGui.IsMouseReleased(button, test_owner_id) and mouse_button_released == -1) then mouse_button_released = button end end end local mods_ok = (bit32.band(flags, ImGuiButtonFlags.NoKeyModsAllowed) == 0) or (not g.IO.KeyCtrl and not g.IO.KeyShift and not g.IO.KeyAlt) if mods_ok then if mouse_button_clicked ~= -1 and g.ActiveId ~= id then --- @cast mouse_button_clicked ImGuiMouseButton if bit32.band(flags, ImGuiButtonFlags.NoSetKeyOwner) == 0 then ImGui.SetKeyOwner(ImGui.MouseButtonToKey(mouse_button_clicked), id) end if bit32.band(flags, bit32.bor(ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnClickReleaseAnywhere)) ~= 0 then ImGui.SetActiveID(id, window) g.ActiveIdMouseButton = mouse_button_clicked if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) elseif bit32.band(flags, ImGuiButtonFlags.NoFocus) == 0 then ImGui.FocusWindow(window, ImGuiFocusRequestFlags.RestoreFocusedChild) end end if (bit32.band(flags, ImGuiButtonFlags.PressedOnClick) ~= 0) or ((bit32.band(flags, ImGuiButtonFlags.PressedOnDoubleClick) ~= 0) and g.IO.MouseClickedCount[mouse_button_clicked] == 2) then pressed = true if bit32.band(flags, ImGuiButtonFlags.NoHoldingActiveId) ~= 0 then ImGui.ClearActiveID() else ImGui.SetActiveID(id, window) end g.ActiveIdMouseButton = mouse_button_clicked if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) elseif bit32.band(flags, ImGuiButtonFlags.NoFocus) == 0 then ImGui.FocusWindow(window, ImGuiFocusRequestFlags.RestoreFocusedChild) end end if bit32.band(flags, ImGuiButtonFlags.PressedOnRelease) ~= 0 then -- FIXME: Traditionally ImGuiButtonFlags.PressedOnRelease never took ActiveId. Adding it in 2026-03-20 since ImGuiButtonFlags_NoHoldingActiveId can always be added. -- We don't yet perform an explicit ClearActiveID() to reduce scope of change, but this possibility could be investigated. if bit32.band(flags, ImGuiButtonFlags.NoHoldingActiveId) == 0 then ImGui.SetActiveID(id, window) -- Hold on ID end g.ActiveIdMouseButton = mouse_button_clicked end end if bit32.band(flags, ImGuiButtonFlags.PressedOnRelease) ~= 0 then if mouse_button_released ~= -1 then local has_repeated_at_least_once = (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay if not has_repeated_at_least_once then pressed = true end if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then ImGui.SetFocusID(id, window) -- FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. end ImGui.ClearActiveID() end end -- 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). -- Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. if g.ActiveId == id and (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) then if g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0 and ImGui.IsMouseClickedEx(g.ActiveIdMouseButton, ImGuiInputFlags.Repeat, test_owner_id) then pressed = true end end end if pressed and g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = false end end -- Keyboard/Gamepad navigation handling -- We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse if bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0 then if g.NavId == id and g.NavCursorVisible and g.NavHighlightItemUnderNav then if bit32.band(flags, ImGuiButtonFlags.NoHoveredOnFocus) == 0 then hovered = true end end if g.NavActivateDownId == id then local nav_activated_by_code = (g.NavActivateId == id) local nav_activated_by_inputs = (g.NavActivatePressedId == id) if not nav_activated_by_inputs and bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0 then -- Avoid pressing multiple keys from triggering excessive amount of repeat events local key1 = ImGui.GetKeyData(g, ImGuiKey.Space) local key2 = ImGui.GetKeyData(g, ImGuiKey.Enter) local key3 = ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate) local t1 = ImMax(ImMax(key1.DownDuration, key2.DownDuration), key3.DownDuration) nav_activated_by_inputs = ImGui.CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0 end if nav_activated_by_code or nav_activated_by_inputs then -- Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. pressed = true ImGui.SetActiveID(id, window) g.ActiveIdSource = g.NavInputSource if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromShortcut) == 0 then ImGui.SetFocusID(id, window) end if bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromShortcut) ~= 0 then g.ActiveIdFromShortcut = true end end end end local held = false if g.ActiveId == id then if g.ActiveIdSource == ImGuiInputSource.Mouse then if g.ActiveIdIsJustActivated then g.ActiveIdClickOffset = g.IO.MousePos - bb.Min end local mouse_button = g.ActiveIdMouseButton if mouse_button == -1 then -- Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). ImGui.ClearActiveID() elseif ImGui.IsMouseDown(mouse_button, test_owner_id) then held = true else local release_in = hovered and (bit32.band(flags, ImGuiButtonFlags.PressedOnClickRelease) ~= 0) local release_anywhere = (bit32.band(flags, ImGuiButtonFlags.PressedOnClickReleaseAnywhere) ~= 0) if (release_in or release_anywhere) and not g.DragDropActive then -- Report as pressed when releasing the mouse (this is the most common path) local is_double_click_release = (bit32.band(flags, ImGuiButtonFlags.PressedOnDoubleClick) ~= 0) and g.IO.MouseReleased[mouse_button] and g.IO.MouseClickedLastCount[mouse_button] == 2 local is_repeating_already = (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay local is_button_avail_or_owned = ImGui.TestKeyOwner(ImGui.MouseButtonToKey(mouse_button), test_owner_id) if not is_double_click_release and not is_repeating_already and is_button_avail_or_owned then pressed = true end end ImGui.ClearActiveID() end if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 and g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = false end elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then -- When activated using Nav, we hold on the ActiveID until activation button is released if g.NavActivateDownId == id then held = true -- hovered == true not true as we are already likely hovered on direct activation. else ImGui.ClearActiveID() end end if pressed then g.ActiveIdHasBeenPressedBefore = true end end if g.NavHighlightActivatedId == id and (bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0) then hovered = true end return pressed, hovered, held end --- @param label string --- @param size_arg? ImVec2 --- @param flags? ImGuiButtonFlags --- @return bool function ImGui.ButtonEx(label, size_arg, flags) if size_arg == nil then size_arg = ImVec2(0, 0) end if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local style = g.Style local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local pos = ImVec2() -- Don't modify the cursor! ImVec2_Copy(pos, window.DC.CursorPos) if bit32.band(flags, ImGuiButtonFlags.AlignTextBaseLine) ~= 0 and style.FramePadding.y < window.DC.CurrLineTextBaseOffset then pos.y = pos.y + window.DC.CurrLineTextBaseOffset - style.FramePadding.y end local size = ImGui.CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0, label_size.y + style.FramePadding.y * 2.0) local bb = ImRect(pos, pos + size) ImGui.ItemSize(size, style.FramePadding.y) if not ImGui.ItemAdd(bb, id) then return false end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) local col if held and hovered then col = ImGui.GetColorU32(ImGuiCol.ButtonActive) elseif hovered then col = ImGui.GetColorU32(ImGuiCol.ButtonHovered) else col = ImGui.GetColorU32(ImGuiCol.Button) end ImGui.RenderNavCursor(bb, id) ImGui.RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding) -- if (g.LogEnabled) -- LogSetNextTextDecoration("[", "]"); ImGui.RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, label_end, label_size, style.ButtonTextAlign, bb) -- Automatically close popups --if (pressed && !(flags & ImGuiButtonFlags.DontClosePopups) && (window->Flags & ImGuiWindowFlags.Popup)) -- CloseCurrentPopup(); -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed end --- @param label string --- @param size_arg? ImVec2 --- @return bool function ImGui.Button(label, size_arg) return ImGui.ButtonEx(label, size_arg, ImGuiButtonFlags.None) end --- @param label string --- @return bool function ImGui.SmallButton(label) local g = GImGui local backup_padding_y = g.Style.FramePadding.y g.Style.FramePadding.y = 0.0 local pressed = ImGui.ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags.AlignTextBaseLine) g.Style.FramePadding.y = backup_padding_y return pressed end --- @param str_id string --- @param size_arg ImVec2 --- @param flags? ImGuiButtonFlags function ImGui.InvisibleButton(str_id, size_arg, flags) if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end -- Ensure zero-size fits to contents local size = ImGui.CalcItemSize(ImVec2(size_arg.x ~= 0.0 and size_arg.x or -FLT_MIN, size_arg.y ~= 0.0 and size_arg.y or -FLT_MIN), 0.0, 0.0) local id = window:GetID(str_id) local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) ImGui.ItemSize(size) local item_flags = (bit32.band(flags, ImGuiButtonFlags.EnableNav) ~= 0) and ImGuiItemFlags.None or ImGuiItemFlags.NoNav if not ImGui.ItemAdd(bb, id, nil, item_flags) then return false end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) ImGui.RenderNavCursor(bb, id) -- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags) return pressed end --- @param str_id string --- @param dir ImGuiDir --- @param size ImVec2 --- @param flags? ImGuiButtonFlags function ImGui.ArrowButtonEx(str_id, dir, size, flags) if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local id = window:GetID(str_id) local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) local default_size = ImGui.GetFrameHeight() ImGui.ItemSize(size, (size.y >= default_size) and g.Style.FramePadding.y or -1.0) if not ImGui.ItemAdd(bb, id) then return false end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) -- Render local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button) local text_col = ImGui.GetColorU32(ImGuiCol.Text) ImGui.RenderNavCursor(bb, id) ImGui.RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding) ImGui.RenderArrow(window.DrawList, bb.Min + ImVec2(ImMax(0.0, (size.x - g.FontSize) * 0.5), ImMax(0.0, (size.y - g.FontSize) * 0.5)), text_col, dir) -- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags) return pressed end --- @param str_id string --- @param dir ImGuiDir function ImGui.ArrowButton(str_id, dir) local sz = ImGui.GetFrameHeight() return ImGui.ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags.None) end --- @param id ImGuiID --- @param pos ImVec2 --- @return bool function ImGui.CloseButton(id, pos) local g = GImGui local window = g.CurrentWindow local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize)) local bb_interact = ImRect() ImRect_Copy(bb_interact, bb) local area_to_visible_ratio = window.OuterRectClipped:GetArea() / bb:GetArea() if area_to_visible_ratio < 1.5 then bb_interact:Expand(ImTrunc(bb_interact:GetSize() * -0.25)) end local is_clipped = not ImGui.ItemAdd(bb_interact, id) local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) if is_clipped then return pressed end local bg_col if held then bg_col = ImGui.GetColorU32(ImGuiCol.ButtonActive) else bg_col = ImGui.GetColorU32(ImGuiCol.ButtonHovered) end if hovered then window.DrawList:AddRectFilled(bb.Min, bb.Max, bg_col) end local cross_center = bb:GetCenter() - ImVec2(0.5, 0.5) local cross_extent = g.FontSize * 0.5 * 0.7071 - 1 local cross_col = ImGui.GetColorU32(ImGuiCol.Text) local cross_thickness = 1.0 -- FIXME-DPI window.DrawList:AddLine(cross_center + ImVec2(cross_extent, cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness) window.DrawList:AddLine(cross_center + ImVec2(cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, cross_extent), cross_col, cross_thickness) return pressed end --- @return bool function ImGui.CollapseButton(id, pos) local g = GImGui local window = g.CurrentWindow local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize)) local is_clipped = not ImGui.ItemAdd(bb, id) local pressed, hovered = ImGui.ButtonBehavior(bb, id) if hovered then window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.ButtonHovered)) end if window.Collapsed then ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Right, 1) else ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Down, 1) end return pressed end --- @param window ImGuiWindow --- @param axis ImGuiAxis --- @return ImGuiID function ImGui.GetWindowScrollbarID(window, axis) if axis == ImGuiAxis.X then return window:GetID("#SCROLLX") else return window:GetID("#SCROLLY") end end --- @param window ImGuiWindow --- @param axis ImGuiAxis --- @return ImRect --- @nodiscard function ImGui.GetWindowScrollbarRect(window, axis) local g = GImGui local outer_rect = window:Rect() local inner_rect = window.InnerRect -- (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) local scrollbar_size = window.ScrollbarSizes[axis == ImGuiAxis.X and ImGuiAxis.Y or ImGuiAxis.X] IM_ASSERT(scrollbar_size >= 0.0) local border_size = IM_ROUND(window.WindowBorderSize * 0.5) local border_top = (bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) ~= 0) and IM_ROUND(g.Style.FrameBorderSize * 0.5) or (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) ~= 0 and border_size or 0) if axis == ImGuiAxis.X then return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size) else return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size) end end --- @param window ImGuiWindow --- @param bb ImRect --- @param threshold float --- @param axis ImGuiAxis function ImGui.ExtendHitBoxWhenNearViewportEdge(window, bb, threshold, axis) local window_rect = window.RootWindow:Rect() local viewport_rect = window.Viewport:GetMainRect() if window_rect.Min[axis] == viewport_rect.Min[axis] and bb.Min[axis] > window_rect.Min[axis] and bb.Min[axis] - threshold <= window_rect.Min[axis] then bb.Min[axis] = window_rect.Min[axis] end if window_rect.Max[axis] == viewport_rect.Max[axis] and bb.Max[axis] < window_rect.Max[axis] and bb.Max[axis] + threshold >= window_rect.Max[axis] then bb.Max[axis] = window_rect.Max[axis] end end --- @param bb_frame ImRect --- @param id ImGuiID --- @param axis ImGuiAxis --- @param p_scroll_v number --- @param size_visible_v number --- @param size_contents_v number --- @param draw_rounding_flags ImDrawFlags --- @return bool is_held --- @return number scroll_v # Updated p_scroll_v function ImGui.ScrollbarEx(bb_frame, id, axis, p_scroll_v, size_visible_v, size_contents_v, draw_rounding_flags) local g = GImGui local window = g.CurrentWindow if window.SkipItems then return false, p_scroll_v end local bb_frame_width = bb_frame:GetWidth() local bb_frame_height = bb_frame:GetHeight() if bb_frame_width <= 0.0 or bb_frame_height <= 0.0 then return false, p_scroll_v end local alpha = 1.0 if axis == ImGuiAxis.Y and bb_frame_height < bb_frame_width then alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0, 1.0)) end if alpha <= 0.0 then return false, p_scroll_v end local style = g.Style local allow_interaction = (alpha >= 1.0) local bb = ImRect() ImRect_Copy(bb, bb_frame) local padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5)) bb:Expand(-padding) -- V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) local scrollbar_size_v if axis == ImGuiAxis.X then scrollbar_size_v = bb:GetWidth() else scrollbar_size_v = bb:GetHeight() end if scrollbar_size_v < 1.0 then return false, p_scroll_v end IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0) local win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), 1) local grab_h_minsize = ImMin(bb:GetSize()[axis], style.GrabMinSize) local grab_h_pixels = ImTrunc(ImClamp(scrollbar_size_v * (size_visible_v / win_size_v), grab_h_minsize, scrollbar_size_v)) local grab_h_norm = grab_h_pixels / scrollbar_size_v -- As a special thing, we allow scrollbar near the edge of a screen/viewport to be reachable with mouse at the extreme edge (#9276) local bb_hit = ImRect() ImRect_Copy(bb_hit, bb_frame) ImGui.ExtendHitBoxWhenNearViewportEdge(window, bb_hit, g.Style.WindowBorderSize, ImGuiAxis.X + ImGuiAxis.Y - axis) -- swap axis here ImGui.ItemAdd(bb_frame, id, nil, ImGuiItemFlags.NoNav) local pressed, hovered, held = ImGui.ButtonBehavior(bb_hit, id, ImGuiButtonFlags.NoNavFocus) local scroll_max = ImMax(1, size_contents_v - size_visible_v) local scroll_ratio = ImSaturate(p_scroll_v / scroll_max) local grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v if held and allow_interaction and grab_h_norm < 1.0 then local scrollbar_pos_v = bb.Min[axis] local mouse_pos_v = g.IO.MousePos[axis] local clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v) local held_dir if clicked_v_norm < grab_v_norm then held_dir = -1 elseif clicked_v_norm > grab_v_norm + grab_h_norm then held_dir = 1 else held_dir = 0 end if g.ActiveIdIsJustActivated then local scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false) or g.IO.KeyShift or held_dir == 0 if scroll_to_clicked_location then g.ScrollbarSeekMode = 0 else g.ScrollbarSeekMode = held_dir end if held_dir == 0 and not g.IO.KeyShift then g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5 else g.ScrollbarClickDeltaToGrabCenter = 0.0 end end if g.ScrollbarSeekMode == 0 then scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5) / (1.0 - grab_h_norm)) p_scroll_v = scroll_v_norm * scroll_max else if ImGui.IsMouseClickedEx(ImGuiMouseButton.Left, ImGuiInputFlags.Repeat) and held_dir == g.ScrollbarSeekMode then local page_dir if g.ScrollbarSeekMode > 0.0 then page_dir = 1.0 else page_dir = -1.0 end p_scroll_v = ImClamp(p_scroll_v + page_dir * size_visible_v, 0, scroll_max) end end scroll_ratio = ImSaturate(p_scroll_v / scroll_max) grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v end local bg_col = ImGui.GetColorU32(ImGuiCol.ScrollbarBg) local grab_col if held then grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrabActive, alpha) elseif hovered then grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrabHovered, alpha) else grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrab, alpha) end window.DrawList:AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window.WindowRounding, draw_rounding_flags) local grab_rect if axis == ImGuiAxis.X then local x1 = ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) grab_rect = ImRect(x1, bb.Min.y, x1 + grab_h_pixels, bb.Max.y) else local y1 = ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) grab_rect = ImRect(bb.Min.x, y1, bb.Max.x, y1 + grab_h_pixels) end window.DrawList:AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding) return held, p_scroll_v end --- @param axis ImGuiAxis function ImGui.Scrollbar(axis) local g = GImGui local window = g.CurrentWindow local id = ImGui.GetWindowScrollbarID(window, axis) -- Calculate scrollbar bounding box local bb = ImGui.GetWindowScrollbarRect(window, axis) local rounding_corners = ImGui.CalcRoundingFlagsForRectInRect(bb, window:Rect(), g.Style.WindowBorderSize) local size_visible = window.InnerRect.Max[axis] - window.InnerRect.Min[axis] local size_contents = window.ContentSize[axis] + window.WindowPadding[axis] * 2.0 local scroll = window.Scroll[axis] local held held, scroll = ImGui.ScrollbarEx(bb, id, axis, scroll, size_visible, size_contents, rounding_corners) window.Scroll[axis] = scroll end -- - `uv0` and `uv1` are texture coordinates --- @param tex_ref ImTextureRef --- @param image_size ImVec2 --- @param uv0? ImVec2 --- @param uv1? ImVec2 --- @param bg_col? ImVec4 --- @param tint_col? ImVec4 function ImGui.ImageWithBg(tex_ref, image_size, uv0, uv1, bg_col, tint_col) if uv0 == nil then uv0 = ImVec2(0, 0) end if uv1 == nil then uv1 = ImVec2(1, 1) end if bg_col == nil then bg_col = ImVec4(0, 0, 0, 0) end if tint_col == nil then tint_col = ImVec4(1, 1, 1, 1) end local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui local padding = ImVec2(g.Style.ImageBorderSize, g.Style.ImageBorderSize) local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + image_size + padding * 2.0) ImGui.ItemSize(bb) if not ImGui.ItemAdd(bb, 0) then return end -- Render local rounding = g.Style.ImageRounding if bg_col.w > 0.0 then window.DrawList:AddRectFilled(bb.Min + padding, bb.Max - padding, ImGui.GetColorU32(bg_col), rounding) end if rounding > 0.0 then window.DrawList:AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col), rounding) else window.DrawList:AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col)) end if g.Style.ImageBorderSize > 0.0 then window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Border), rounding, g.Style.ImageBorderSize, ImDrawFlags.None) end end --- @param tex_ref ImTextureRef --- @param image_size ImVec2 --- @param uv0? ImVec2 --- @param uv1? ImVec2 function ImGui.Image(tex_ref, image_size, uv0, uv1) ImGui.ImageWithBg(tex_ref, image_size, uv0, uv1) end --- @param id ImGuiID --- @param tex_ref ImTextureRef --- @param image_size ImVec2 --- @param uv0 ImVec2 --- @param uv1 ImVec2 --- @param bg_col ImVec4 --- @param tint_col ImVec4 --- @param flags? ImGuiButtonFlags function ImGui.ImageButtonEx(id, tex_ref, image_size, uv0, uv1, bg_col, tint_col, flags) if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local padding = g.Style.FramePadding local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + image_size + padding * 2.0) ImGui.ItemSize(bb) if not ImGui.ItemAdd(bb, id) then return false end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) -- Render local col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button) ImGui.RenderNavCursor(bb, id) ImGui.RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding) if bg_col.w > 0.0 then window.DrawList:AddRectFilled(bb.Min + padding, bb.Max - padding, ImGui.GetColorU32(bg_col)) end local image_rounding = ImMax(g.Style.FrameRounding - ImMax(padding.x, padding.y), g.Style.ImageRounding) if image_rounding > 0.0 then window.DrawList:AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col), image_rounding) else window.DrawList:AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col)) end return pressed end -- - ImageButton() adds style.FramePadding*2.0 to provided size. This is in order to facilitate fitting an image in a button. -- - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) -- FIXME: Maybe that's not the best design? --- @param str_id string --- @param tex_ref ImTextureRef --- @param image_size ImVec2 --- @param uv0 ImVec2 --- @param uv1 ImVec2 --- @param bg_col ImVec4 --- @param tint_col ImVec4 function ImGui.ImageButton(str_id, tex_ref, image_size, uv0, uv1, bg_col, tint_col) local g = GImGui local window = g.CurrentWindow if window.SkipItems then return false end return ImGui.ImageButtonEx(window:GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col) end --- @param label string --- @param v bool --- @return bool is_pressed --- @return bool is_checked # The updated `v` passed in function ImGui.Checkbox(label, v) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false, v end local g = GImGui local style = g.Style local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local square_sz = ImGui.GetFrameHeight() local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) local total_width if label_size.x > 0.0 then total_width = square_sz + style.ItemInnerSpacing.x + label_size.x else total_width = square_sz end local total_bb = ImRect(pos, pos + ImVec2(total_width, label_size.y + style.FramePadding.y * 2.0)) ImGui.ItemSize(total_bb, style.FramePadding.y) local is_visible = ImGui.ItemAdd(total_bb, id) local is_multi_select = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0) if not is_visible then if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(total_bb) then -- Extra layer of "no logic clip" for box-select support -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)) return false, v end end local checked = v if is_multi_select then -- TODO: MultiSelectItemHeader() end local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id) if is_multi_select then -- TODO: MultiSelectItemFooter() elseif pressed then checked = not checked end if v ~= checked then v = checked pressed = true ImGui.MarkItemEdited(id) end local check_bb = ImRect(pos, pos + ImVec2(square_sz, square_sz)) local mixed_value = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.MixedValue) ~= 0) if is_visible then ImGui.RenderNavCursor(total_bb, id) local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ((mixed_value or checked) and ImGuiCol.CheckboxSelectedBg or ImGuiCol.FrameBg))) local check_col = ImGui.GetColorU32(ImGuiCol.CheckMark) ImGui.RenderFrame(check_bb.Min, check_bb.Max, bg_col, true, style.FrameRounding) if mixed_value then -- Undocumented tristate/mixed/indeterminate checkbox (#2644) -- This may seem awkwardly designed because the aim is to make ImGuiItemFlags.MixedValue supported by all widgets (not just checkbox) local pad_val = ImMax(1.0, IM_TRUNC(square_sz / 3.6)) local pad = ImVec2(pad_val, pad_val) window.DrawList:AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding) elseif v then local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0)) ImGui.RenderCheckMark(window.DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0) end end local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y) if g.LogEnabled then -- ImGui.LogRenderedText(label_pos, mixed_value and "[~]" or (v and "[x]" or "[ ]")) end if is_visible and label_size.x > 0.0 then ImGui.RenderText(label_pos, label, 1, label_end, false) end -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)) return pressed, v end --- @param label string --- @param flags int --- @param flags_value int --- @return bool is_pressed --- @return int flags_new # Updated `flags` function ImGui.CheckboxFlags(label, flags, flags_value) local all_on = bit32.band(flags, flags_value) == flags_value local any_on = bit32.band(flags, flags_value) ~= 0 local pressed if not all_on and any_on then local g = GImGui g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.MixedValue) pressed, all_on = ImGui.Checkbox(label, all_on) else pressed, all_on = ImGui.Checkbox(label, all_on) end if pressed then if all_on then flags = bit32.bor(flags, flags_value) else flags = bit32.band(flags, bit32.bnot(flags_value)) end end return pressed, flags end ImGui.CheckboxFlagsT = ImGui.CheckboxFlags --- @param label string --- @param active bool --- @return bool is_pressed function ImGui.RadioButtonEx(label, active) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local style = g.Style local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local square_sz = ImGui.GetFrameHeight() local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) local check_bb = ImRect(pos, pos + ImVec2(square_sz, square_sz)) local total_bb = ImRect(pos, pos + ImVec2(square_sz + (label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0), label_size.y + style.FramePadding.y * 2.0)) ImGui.ItemSize(total_bb, style.FramePadding.y) if not ImGui.ItemAdd(total_bb, id) then return false end local center = check_bb:GetCenter() center.x = IM_ROUND(center.x) center.y = IM_ROUND(center.y) local radius = (square_sz - 1.0) * 0.5 local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id) if (pressed) then ImGui.MarkItemEdited(id) end ImGui.RenderNavCursor(total_bb, id) local num_segment = window.DrawList:_CalcCircleAutoSegmentCount(radius) local col if held and hovered then col = ImGui.GetColorU32(ImGuiCol.FrameBgActive) else if hovered then col = ImGui.GetColorU32(ImGuiCol.FrameBgHovered) else col = ImGui.GetColorU32(ImGuiCol.FrameBg) end end window.DrawList:AddCircleFilled(center, radius, col, num_segment) if active then local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0)) window.DrawList:AddCircleFilled(center, radius - pad, ImGui.GetColorU32(ImGuiCol.CheckMark)) end if style.FrameBorderSize > 0.0 then window.DrawList:AddCircle(center + ImVec2(1, 1), radius, ImGui.GetColorU32(ImGuiCol.BorderShadow), num_segment, style.FrameBorderSize) window.DrawList:AddCircle(center, radius, ImGui.GetColorU32(ImGuiCol.Border), num_segment, style.FrameBorderSize) end local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y) if g.LogEnabled then -- ImGui.LogRenderedText(label_pos, active and "(x)" or "( )") end if label_size.x > 0.0 then ImGui.RenderText(label_pos, label, 1, label_end, false) end return pressed end -- `rawequal` is used here to check if v == v_button --- @param label string --- @param v any --- @param v_button any --- @return bool is_pressed --- @return any v # Updated v function ImGui.RadioButton(label, v, v_button) local pressed = ImGui.RadioButtonEx(label, rawequal(v, v_button)) if pressed then v = v_button end return pressed, v end -- size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size --- @param fraction float --- @param size_arg? ImVec2 --- @param overlay? string function ImGui.ProgressBar(fraction, size_arg, overlay) if size_arg == nil then size_arg = ImVec2(-FLT_MIN, 0) end local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui local style = g.Style local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) local size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0) local bb = ImRect(pos, pos + size) ImGui.ItemSize(size, style.FramePadding.y) if not ImGui.ItemAdd(bb, 0) then return end -- Fraction < 0.0 will display an indeterminate progress bar animation -- The value must be animated along with time, so e.g. passing '-1.0 * ImGui.GetTime()' as fraction works local is_indeterminate = (fraction < 0.0) if not is_indeterminate then fraction = ImSaturate(fraction) end -- Out of courtesy we accept a NaN fraction without crashing local fill_n0 = 0.0 local fill_n1 = (fraction == fraction) and fraction or 0.0 if is_indeterminate then local fill_width_n = 0.2 fill_n0 = ImFmod(-fraction, 1.0) * (1.0 + fill_width_n) - fill_width_n fill_n1 = ImSaturate(fill_n0 + fill_width_n) fill_n0 = ImSaturate(fill_n0) end -- Render ImGui.RenderFrame(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding) bb:Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)) local fill_x0 = ImLerp(bb.Min.x, bb.Max.x, fill_n0) local fill_x1 = ImLerp(bb.Min.x, bb.Max.x, fill_n1) if fill_x0 < fill_x1 then ImGui.RenderRectFilledInRangeH(window.DrawList, bb, ImGui.GetColorU32(ImGuiCol.PlotHistogram), fill_x0, fill_x1, style.FrameRounding) end -- Default displaying the fraction as percentage string, but user can override it -- Don't display text for indeterminate bars by default if not is_indeterminate or overlay ~= nil then if overlay == nil then overlay = ImFormatString("%.0f%%", fraction * 100 + 0.01) end local overlay_size = ImGui.CalcTextSize(overlay, nil) if overlay_size.x > 0.0 then local text_x = is_indeterminate and ((bb.Min.x + bb.Max.x - overlay_size.x) * 0.5) or (fill_x1 + style.ItemSpacing.x) ImGui.RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, nil, overlay_size, ImVec2(0.0, 0.5), bb) end end end function ImGui.Bullet() local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui local style = g.Style local line_height = ImMax(ImMin(window.DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize) local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(g.FontSize, line_height)) ImGui.ItemSize(bb) if not ImGui.ItemAdd(bb, 0) then ImGui.SameLine(0, style.FramePadding.x * 2) return end -- Render and stay on same line local text_col = ImGui.GetColorU32(ImGuiCol.Text) ImGui.RenderBullet(window.DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5, line_height * 0.5), text_col) ImGui.SameLine(0, style.FramePadding.x * 2.0) end --- @param label string function ImGui.TextLink(label) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) local size = ImGui.CalcTextSize(label, label_end, false) local bb = ImRect(pos, pos + size) ImGui.ItemSize(size, 0.0) if not ImGui.ItemAdd(bb, id) then return false end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) ImGui.RenderNavCursor(bb, id) if hovered then ImGui.SetMouseCursor(ImGuiMouseCursor.Hand) end local text_colf = ImVec4() ImVec4_Copy(text_colf, g.Style.Colors[ImGuiCol.TextLink]) local line_colf = ImVec4() ImVec4_Copy(line_colf, text_colf) do -- FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, -- as we are currently experimenting/planning a different styling system. local h, s, v = ImGui.ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z) if held or hovered then v = ImSaturate(v + (held and 0.4 or 0.3)) h = ImFmod(h + 0.02, 1.0) end text_colf.x, text_colf.y, text_colf.z = ImGui.ColorConvertHSVtoRGB(h, s, v) v = ImSaturate(v - 0.20) line_colf.x, line_colf.y, line_colf.z = ImGui.ColorConvertHSVtoRGB(h, s, v) end local line_y = bb.Max.y + ImFloor(g.FontBaked.Descent * g.FontBakedScale * 0.20) window.DrawList:AddLineH(bb.Min.x, bb.Max.x, line_y, ImGui.GetColorU32(line_colf), 1.0 * ImTrunc(g.Style._MainScale)) -- FIXME-DPI ImGui.PushStyleColor(ImGuiCol.Text, ImGui.GetColorU32(text_colf)) ImGui.RenderText(bb.Min, label, 1, label_end, false) ImGui.PopStyleColor() -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags) return pressed end --- @param label string --- @param url string function ImGui.TextLinkOpenURL(label, url) local g = GImGui if url == nil then url = label end local pressed = ImGui.TextLink(label) if pressed and g.PlatformIO.Platform_OpenInShellFn ~= nil then g.PlatformIO.Platform_OpenInShellFn(g, url) end ImGui.SetItemTooltip(ImGui.LocalizeGetMsg(ImGuiLocKey.OpenLink_s), url) if ImGui.BeginPopupContextItem() then if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.CopyLink)) then ImGui.SetClipboardText(url) end ImGui.EndPopup() end return pressed end ---------------------------------------------------------------- -- [SECTION] Low-level Layout helpers ---------------------------------------------------------------- function ImGui.Spacing() local window = ImGui.GetCurrentWindow() if window.SkipItems then return end ImGui.ItemSize(ImVec2(0, 0)) end --- @param size ImVec2 function ImGui.Dummy(size) local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) ImGui.ItemSize(size) ImGui.ItemAdd(bb, 0) end function ImGui.NewLine() local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui local backup_layout_type = window.DC.LayoutType window.DC.LayoutType = ImGuiLayoutType.Vertical window.DC.IsSameLine = false if window.DC.CurrLineSize.y > 0.0 then -- In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ImGui.ItemSize(ImVec2(0, 0)) else ImGui.ItemSize(ImVec2(0.0, g.FontSize)) end window.DC.LayoutType = backup_layout_type end function ImGui.AlignTextToFramePadding() local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui window.DC.CurrLineSize.y = ImMax(window.DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2) window.DC.CurrLineTextBaseOffset = ImMax(window.DC.CurrLineTextBaseOffset, g.Style.FramePadding.y) end --- @param flags ImGuiSeparatorFlags --- @param thickness float function ImGui.SeparatorEx(flags, thickness) if thickness == nil then thickness = 1.0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local g = GImGui IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, bit32.bor(ImGuiSeparatorFlags.Horizontal, ImGuiSeparatorFlags.Vertical)))) -- Check that only 1 option is selected IM_ASSERT(thickness > 0.0) if bit32.band(flags, ImGuiSeparatorFlags.Vertical) ~= 0 then -- Vertical separator, for menu bars (use current line height). local y1 = window.DC.CursorPos.y local y2 = window.DC.CursorPos.y + window.DC.CurrLineSize.y local bb = ImRect(ImVec2(window.DC.CursorPos.x, y1), ImVec2(window.DC.CursorPos.x + thickness, y2)) ImGui.ItemSize(ImVec2(thickness, 0.0)) if not ImGui.ItemAdd(bb, 0) then return end -- Draw window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator)) if g.LogEnabled then ImGui.LogText(" |") end elseif bit32.band(flags, ImGuiSeparatorFlags.Horizontal) ~= 0 then -- Horizontal Separator local x1 = window.DC.CursorPos.x local x2 = window.WorkRect.Max.x -- Preserve legacy behavior inside Columns() -- Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. -- We currently don't need to provide the same feature for tables because tables naturally have border features. local columns = (bit32.band(flags, ImGuiSeparatorFlags.SpanAllColumns) ~= 0) and window.DC.CurrentColumns or nil if columns then x1 = window.Pos.x + window.DC.Indent.x -- Used to be Pos.x before 2023/10/03 x2 = window.Pos.x + window.Size.x ImGui.PushColumnsBackground() end -- We don't provide our width to the layout so that it doesn't get feed back into AutoFit -- FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) local bb = ImRect(ImVec2(x1, window.DC.CursorPos.y), ImVec2(x2, window.DC.CursorPos.y + thickness)) ImGui.ItemSize(ImVec2(0.0, thickness)) if ImGui.ItemAdd(bb, 0) then -- Draw window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator)) if g.LogEnabled then ImGui.LogRenderedText(bb.Min, "--------------------------------") end end if columns then ImGui.PopColumnsBackground() columns.LineMinY = window.DC.CursorPos.y end end end function ImGui.Separator() local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end -- Those flags should eventually be configurable by the user local flags if window.DC.LayoutType == ImGuiLayoutType.Horizontal then flags = ImGuiSeparatorFlags.Vertical else flags = ImGuiSeparatorFlags.Horizontal end -- Only applies to legacy Columns() api as they relied on Separator() a lot. if window.DC.CurrentColumns then flags = bit32.bor(flags, ImGuiSeparatorFlags.SpanAllColumns) end ImGui.SeparatorEx(flags, ImMax(g.Style.SeparatorSize, 1.0)) end --- @param id ImGuiID --- @param label string --- @param label_end? int --- @param extra_w float function ImGui.SeparatorTextEx(id, label, label_end, extra_w) local g = GImGui local window = g.CurrentWindow local style = g.Style local label_size = ImGui.CalcTextSize(label, label_end, false) local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) local padding = style.SeparatorTextPadding local separator_thickness = style.SeparatorTextBorderSize local min_size = ImVec2(label_size.x + extra_w + padding.x * 2.0, ImMax(label_size.y + padding.y * 2.0, separator_thickness)) local bb = ImRect(pos, ImVec2(window.WorkRect.Max.x, pos.y + min_size.y)) local text_baseline_y = ImTrunc((bb:GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.999) -- ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)) ImGui.ItemSize(min_size, text_baseline_y) if not ImGui.ItemAdd(bb, id) then return end local sep1_x1 = pos.x local sep2_x2 = bb.Max.x local seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5 + 0.999) local label_avail_w = ImMax(0.0, sep2_x2 - sep1_x1 - padding.x * 2.0) local label_pos = ImVec2(pos.x + padding.x + ImMax(0.0, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y) -- FIXME-ALIGN -- This allows using SameLine() to position something in the 'extra_w' window.DC.CursorPosPrevLine.x = label_pos.x + label_size.x local separator_col = ImGui.GetColorU32(ImGuiCol.Separator) if label_size.x > 0.0 then local sep1_x2 = label_pos.x - style.ItemSpacing.x local sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x if sep1_x2 > sep1_x1 and separator_thickness > 0.0 then window.DrawList:AddLineH(sep1_x1, sep1_x2, seps_y, separator_col, separator_thickness) end if sep2_x2 > sep2_x1 and separator_thickness > 0.0 then window.DrawList:AddLineH(sep2_x1, sep2_x2, seps_y, separator_col, separator_thickness) end if g.LogEnabled then ImGui.LogSetNextTextDecoration("---", nil) end ImGui.RenderTextEllipsis(window.DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, label_size) else if g.LogEnabled then ImGui.LogText("---") end if separator_thickness > 0.0 then window.DrawList:AddLineH(sep1_x1, sep2_x2, seps_y, separator_col, separator_thickness) end end end --- @param label string function ImGui.SeparatorText(label) local window = ImGui.GetCurrentWindow() if window.SkipItems then return end ImGui.SeparatorTextEx(0, label, ImGui.FindRenderedTextEnd(label), 0.0) end ---------------------------------------------------------------- -- [SECTION] COMBO BOX ---------------------------------------------------------------- --- @param items_count float --- @return float local function CalcMaxPopupHeightFromItemCount(items_count) local g = GImGui if items_count <= 0 then return FLT_MAX end return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2) end --- @param label string --- @param preview_value? string --- @param flags? ImGuiComboFlags function ImGui.BeginCombo(label, preview_value, flags) if flags == nil then flags = 0 end local g = GImGui local window = ImGui.GetCurrentWindow() local backup_next_window_data_flags = g.NextWindowData.HasFlags g.NextWindowData:ClearFlags() if window.SkipItems then return false end local style = g.Style local id = window:GetID(label) IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiComboFlags.NoArrowButton, ImGuiComboFlags.NoPreview)) ~= bit32.bor(ImGuiComboFlags.NoArrowButton, ImGuiComboFlags.NoPreview)) -- Can't use both flags together if bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0 then IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiComboFlags.NoPreview, ImGuiComboFlags.CustomPreview)) == 0) end local arrow_size if (bit32.band(flags, ImGuiComboFlags.NoArrowButton) ~= 0) then arrow_size = 0.0 else arrow_size = ImGui.GetFrameHeight() end local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local preview_width if ((bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0) and (preview_value ~= nil)) then preview_width = ImGui.CalcTextSize(preview_value, nil, false).x else preview_width = 0.0 end local w if bit32.band(flags, ImGuiComboFlags.NoPreview) ~= 0 then w = arrow_size elseif bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0 then w = arrow_size + preview_width + style.FramePadding.x * 2.0 else w = ImGui.CalcItemWidth() end local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0)) local label_offset = (label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0 local total_bb = ImRect(bb.Min, bb.Max + ImVec2(label_offset, 0.0)) ImGui.ItemSize(total_bb, style.FramePadding.y) if not ImGui.ItemAdd(total_bb, id, bb) then return false end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) local popup_id = ImHashStr("##ComboPopup", nil, id) local popup_open = ImGui.IsPopupOpen(popup_id, ImGuiPopupFlags.None) if pressed and not popup_open then ImGui.OpenPopupEx(popup_id, ImGuiPopupFlags.None) popup_open = true end -- Render shape local frame_col = ImGui.GetColorU32(hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg) local value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size) ImGui.RenderNavCursor(bb, id) if bit32.band(flags, ImGuiComboFlags.NoPreview) == 0 then window.DrawList:AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (bit32.band(flags, ImGuiComboFlags.NoArrowButton) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersLeft) end if bit32.band(flags, ImGuiComboFlags.NoArrowButton) == 0 then local bg_col = ImGui.GetColorU32((popup_open or hovered) and ImGuiCol.ButtonHovered or ImGuiCol.Button) local text_col = ImGui.GetColorU32(ImGuiCol.Text) window.DrawList:AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersRight) if value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x then ImGui.RenderArrow(window.DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir.Down, 1.0) end end ImGui.RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding) -- Custom preview if bit32.band(flags, ImGuiComboFlags.CustomPreview) ~= 0 then g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y) IM_ASSERT(preview_value == nil or preview_value == "") preview_value = nil end -- Render preview and label if preview_value ~= nil and bit32.band(flags, ImGuiComboFlags.NoPreview) == 0 then if g.LogEnabled then ImGui.LogSetNextTextDecoration("{", "}") end ImGui.RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, nil, nil) end if label_size.x > 0 then ImGui.RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label, 1, label_end, false) end if not popup_open then return false end g.NextWindowData.HasFlags = backup_next_window_data_flags return ImGui.BeginComboPopup(popup_id, bb, flags) end --- @param popup_id ImGuiID --- @param bb ImRect --- @param flags ImGuiComboFlags function ImGui.BeginComboPopup(popup_id, bb, flags) local g = GImGui if not ImGui.IsPopupOpen(popup_id, ImGuiPopupFlags.None) then g.NextWindowData:ClearFlags() return false end local w = bb:GetWidth() if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) ~= 0 then g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w) else if bit32.band(flags, ImGuiComboFlags.HeightMask_) == 0 then flags = bit32.bor(flags, ImGuiComboFlags.HeightRegular) end IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiComboFlags.HeightMask_))) local popup_max_height_in_items = -1 if bit32.band(flags, ImGuiComboFlags.HeightRegular) ~= 0 then popup_max_height_in_items = 8 elseif bit32.band(flags, ImGuiComboFlags.HeightSmall) ~= 0 then popup_max_height_in_items = 4 elseif bit32.band(flags, ImGuiComboFlags.HeightLarge) ~= 0 then popup_max_height_in_items = 20 end local constraint_min = ImVec2(0.0, 0.0) local constraint_max = ImVec2(FLT_MAX, FLT_MAX) if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) == 0 or g.NextWindowData.SizeVal.x <= 0.0 then constraint_min.x = w end if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) == 0 or g.NextWindowData.SizeVal.y <= 0.0 then constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items) end ImGui.SetNextWindowSizeConstraints(constraint_min, constraint_max) end -- This is essentially a specialized version of BeginPopupEx() local name = ImFormatString("##Combo_%02d", g.BeginComboDepth) -- Set position given a custom constraint (peak into expected window size so we can position it) -- FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? -- FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? local popup_window = ImGui.FindWindowByName(name) if popup_window then if popup_window.WasActive then -- Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. local size_expected = ImGui.CalcWindowNextAutoFitSize(popup_window) popup_window.AutoPosLastDirection = (bit32.band(flags, ImGuiComboFlags.PopupAlignLeft) ~= 0) and ImGuiDir.Left or ImGuiDir.Down local r_outer = ImGui.GetPopupAllowedExtentRect(popup_window) local pos pos, popup_window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(bb:GetBL(), size_expected, popup_window.AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy.ComboBox) ImGui.SetNextWindowPos(pos) end end -- We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() local window_flags = bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.Popup, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoMove) ImGui.PushStyleVarX(ImGuiStyleVar.WindowPadding, g.Style.FramePadding.x) -- Horizontally align ourselves with the framed text local _, ret = ImGui.Begin(name, nil, window_flags) ImGui.PopStyleVar() if not ret then ImGui.EndPopup() if not g.IO.ConfigDebugBeginReturnValueOnce and not g.IO.ConfigDebugBeginReturnValueLoop then -- Begin may only return false with those debug tools activated. IM_ASSERT(false) -- This should never happen as we tested for IsPopupOpen() above end return false end g.BeginComboDepth = g.BeginComboDepth + 1 return true end function ImGui.EndCombo() local g = GImGui g.BeginComboDepth = g.BeginComboDepth - 1 local name = ImFormatString("##Combo_%02d", g.BeginComboDepth) -- FIXME: Move those to helpers? if g.CurrentWindow.Name ~= name then IM_ASSERT_USER_ERROR_RET(false, "Calling EndCombo() in wrong window!") end ImGui.EndPopup() end -- Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements -- (Experimental, see GitHub issues: #1658, #4168) function ImGui.BeginComboPreview() local g = GImGui local window = g.CurrentWindow local preview_data = g.ComboPreviewData if window.SkipItems or not (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0) then return false end IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data.PreviewRect.Min.x and g.LastItemData.Rect.Min.y == preview_data.PreviewRect.Min.y) -- Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags.CustomPreview flag? if not window.ClipRect:Overlaps(preview_data.PreviewRect) then -- Narrower test (optional) return false end -- FIXME: This could be contained in a PushWorkRect() api ImVec2_Copy(preview_data.BackupCursorPos, window.DC.CursorPos) ImVec2_Copy(preview_data.BackupCursorMaxPos, window.DC.CursorMaxPos) ImVec2_Copy(preview_data.BackupCursorPosPrevLine, window.DC.CursorPosPrevLine) preview_data.BackupPrevLineTextBaseOffset = window.DC.PrevLineTextBaseOffset preview_data.BackupLayout = window.DC.LayoutType ImVec2_Copy(window.DC.CursorPos, preview_data.PreviewRect.Min + g.Style.FramePadding) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos) window.DC.LayoutType = ImGuiLayoutType.Horizontal window.DC.IsSameLine = false ImGui.PushClipRect(preview_data.PreviewRect.Min, preview_data.PreviewRect.Max, true) return true end function ImGui.EndComboPreview() local g = GImGui local window = g.CurrentWindow local preview_data = g.ComboPreviewData local draw_list = window.DrawList if window.DC.CursorMaxPos.x < preview_data.PreviewRect.Max.x and window.DC.CursorMaxPos.y < preview_data.PreviewRect.Max.y then if draw_list.CmdBuffer.Size > 1 then -- Unlikely case that the PushClipRect() didn't create a command ImVec4_Copy(draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size - 1].ClipRect) ImVec4_Copy(draw_list._CmdHeader.ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect) draw_list:_TryMergeDrawCmds() end end ImGui.PopClipRect() ImVec2_Copy(window.DC.CursorPos, preview_data.BackupCursorPos) ImVec2_Copy(window.DC.CursorMaxPos, ImMax(window.DC.CursorMaxPos, preview_data.BackupCursorMaxPos)) ImVec2_Copy(window.DC.CursorPosPrevLine, preview_data.BackupCursorPosPrevLine) window.DC.PrevLineTextBaseOffset = preview_data.BackupPrevLineTextBaseOffset window.DC.LayoutType = preview_data.BackupLayout window.DC.IsSameLine = false preview_data.PreviewRect = ImRect() end ---------------------------------------------------------------- -- [SECTION] DATA TYPE & DATA FORMATTING [Internal] ---------------------------------------------------------------- local function float(val) return val end local function double(val) return val end local GDefaultRgbaColorMarkers = { IM_COL32(240, 20, 20, 255), IM_COL32(20, 240, 20, 255), IM_COL32(20, 20, 240, 255), IM_COL32(140, 140, 140, 255) } --- @param size size_t --- @param name string --- @param print_fmt string --- @param scan_fmt string --- @return ImGuiDataTypeInfo --- @nodiscard --- @package local function ImGuiDataTypeInfo(size, name, print_fmt, scan_fmt) return { Size = size, Name = name, PrintFmt = print_fmt, ScanFmt = scan_fmt } end local GDataTypeInfo = { ImGuiDataTypeInfo(1, "S8", "%d", "%d"), ImGuiDataTypeInfo(1, "U8", "%u", "%u"), ImGuiDataTypeInfo(2, "S16", "%d", "%d"), ImGuiDataTypeInfo(2, "U16", "%u", "%u"), ImGuiDataTypeInfo(4, "S32", "%d", "%d"), ImGuiDataTypeInfo(4, "U32", "%u", "%u"), ImGuiDataTypeInfo(4, "float", "%.3f", "%f"), ImGuiDataTypeInfo(8, "double", "%f", "%lf"), ImGuiDataTypeInfo(1, "bool", "%d", "%d"), ImGuiDataTypeInfo(0, "string", "%s", "%s") } --- @param data_type ImGuiDataType function ImGui.DataTypeGetInfo(data_type) IM_ASSERT(data_type >= 0 and data_type < ImGuiDataType.COUNT) return GDataTypeInfo[data_type + 1] end --- @param buf char[] --- @param buf_size int --- @param data_type ImGuiDataType --- @param data number --- @param format string function ImGui.DataTypeFormatString(buf, buf_size, data_type, data, format) local str if data_type == ImGuiDataType.S32 then str = ImFormatString(format, (ImS32)(data)) elseif data_type == ImGuiDataType.U32 then str = ImFormatString(format, (ImU32)(data)) elseif data_type == ImGuiDataType.Float then str = ImFormatString(format, data) elseif data_type == ImGuiDataType.Double then str = ImFormatString(format, data) elseif data_type == ImGuiDataType.S8 then str = ImFormatString(format, (ImS8)(data)) elseif data_type == ImGuiDataType.U8 then str = ImFormatString(format, (ImU8)(data)) elseif data_type == ImGuiDataType.S16 then str = ImFormatString(format, (ImS16)(data)) elseif data_type == ImGuiDataType.U16 then str = ImFormatString(format, (ImU16)(data)) else IM_ASSERT(false) end ImStd.ImStrncpy(buf, 1, { string.byte(str, 1, #str) }, 1, ImMin(#str + 1, buf_size)) -- TODO: update this when new ImFormatString is implemented end --- @param data_type ImGuiDataType --- @param op int --- @param arg1 number --- @param arg2 number function ImGui.DataTypeApplyOp(data_type, op, arg1, arg2) IM_ASSERT(op == 43 or op == 45) -- '+' or '-' if data_type == ImGuiDataType.S8 then if op == 43 then return ImAddClampOverflow(arg1, arg2, IM_S8_MIN, IM_S8_MAX) elseif op == 45 then return ImSubClampOverflow(arg1, arg2, IM_S8_MIN, IM_S8_MAX) end elseif data_type == ImGuiDataType.U8 then if op == 43 then return ImAddClampOverflow(arg1, arg2, IM_U8_MIN, IM_U8_MAX) elseif op == 45 then return ImSubClampOverflow(arg1, arg2, IM_U8_MIN, IM_U8_MAX) end elseif data_type == ImGuiDataType.S16 then if op == 43 then return ImAddClampOverflow((ImS16)(arg1), (ImS16)(arg2), IM_S16_MIN, IM_S16_MAX) elseif op == 45 then return ImSubClampOverflow((ImS16)(arg1), (ImS16)(arg2), IM_S16_MIN, IM_S16_MAX) end elseif data_type == ImGuiDataType.U16 then if op == 43 then return ImAddClampOverflow((ImU16)(arg1), (ImU16)(arg2), IM_U16_MIN, IM_U16_MAX) elseif op == 45 then return ImSubClampOverflow((ImU16)(arg1), (ImU16)(arg2), IM_U16_MIN, IM_U16_MAX) end elseif data_type == ImGuiDataType.S32 then if op == 43 then return ImAddClampOverflow(arg1, arg2, IM_S32_MIN, IM_S32_MAX) elseif op == 45 then return ImSubClampOverflow(arg1, arg2, IM_S32_MIN, IM_S32_MAX) end elseif data_type == ImGuiDataType.U32 then if op == 43 then return ImAddClampOverflow(arg1, arg2, IM_U32_MIN, IM_U32_MAX) elseif op == 45 then return ImSubClampOverflow(arg1, arg2, IM_U32_MIN, IM_U32_MAX) end elseif data_type == ImGuiDataType.Float then if op == 43 then return arg1 + arg2 elseif op == 45 then return arg1 - arg2 end elseif data_type == ImGuiDataType.Double then if op == 43 then return arg1 + arg2 elseif op == 45 then return arg1 - arg2 end end IM_ASSERT(false) end local ImParseFormatSanitizeForScanning --- @param buf char[] --- @param data_type ImGuiDataType --- @param data number --- @param format string --- @param data_when_empty? number function ImGui.DataTypeApplyFromText(buf, data_type, data, format, data_when_empty) local type_info = ImGui.DataTypeGetInfo(data_type) local data_backup = data local p = 1 while ImCharIsBlankA(buf[p]) do p = p + 1 end if buf[p] == 0 then if data_when_empty ~= nil then data = data_when_empty return data, data_backup ~= data end return data, false end local format_sanitized, format_sanitized_size = {}, 32 if (data_type == ImGuiDataType.Float or data_type == ImGuiDataType.Double) then format = type_info.ScanFmt else format = ImParseFormatSanitizeForScanning(format, format_sanitized, format_sanitized_size) if format[1] == 0 then format = type_info.ScanFmt end end local v32 = 0 local res = {} if ImStd.sscanf(buf, 1, format, res) < 1 then return data, false end if type_info.Size >= 4 then data = res[1] else v32 = res[1] end if type_info.Size < 4 then if data_type == ImGuiDataType.S8 then data = (ImS8)(ImClamp(v32, IM_S8_MIN, IM_S8_MAX)) elseif data_type == ImGuiDataType.U8 then data = (ImU8)(ImClamp(v32, IM_U8_MIN, IM_U8_MAX)) elseif data_type == ImGuiDataType.S16 then data = (ImS16)(ImClamp(v32, IM_S16_MIN, IM_S16_MAX)) elseif data_type == ImGuiDataType.U16 then data = (ImU16)(ImClamp(v32, IM_U16_MIN, IM_U16_MAX)) else IM_ASSERT(false) end end return data, data_backup ~= data end --- @generic T : number --- @param lhs T --- @param rhs T local function DataTypeCompareT(lhs, rhs) if lhs < rhs then return -1 end if lhs > rhs then return 1 end return 0 end --- @param data_type ImGuiDataType --- @param arg1 number --- @param arg2 number function ImGui.DataTypeCompare(data_type, arg1, arg2) if data_type == ImGuiDataType.S8 then return DataTypeCompareT((ImS8)(arg1), (ImS8)(arg2)) elseif data_type == ImGuiDataType.U8 then return DataTypeCompareT((ImU8)(arg1), (ImU8)(arg2)) elseif data_type == ImGuiDataType.S16 then return DataTypeCompareT((ImS16)(arg1), (ImS16)(arg2)) elseif data_type == ImGuiDataType.U16 then return DataTypeCompareT((ImU16)(arg1), (ImU16)(arg2)) elseif data_type == ImGuiDataType.S32 then return DataTypeCompareT((ImS32)(arg1), (ImS32)(arg2)) elseif data_type == ImGuiDataType.U32 then return DataTypeCompareT((ImU32)(arg1), (ImU32)(arg2)) elseif data_type == ImGuiDataType.Float then return DataTypeCompareT(arg1, arg2) elseif data_type == ImGuiDataType.Double then return DataTypeCompareT(arg1, arg2) end IM_ASSERT(false) return 0 end --- @generic T : number --- @param v T --- @param v_min? T --- @param v_max? T --- @return T, boolean local function DataTypeClampT(v, v_min, v_max) if v_min and v < v_min then return v_min, true end if v_max and v > v_max then return v_max, true end return v, false end --- @param data_type ImGuiDataType --- @param data number --- @param min? number --- @param max? number function ImGui.DataTypeClamp(data_type, data, min, max) if data_type == ImGuiDataType.S8 then return DataTypeClampT((ImS8)(data), min and (ImS8)(min), max and (ImS8)(max)) elseif data_type == ImGuiDataType.U8 then return DataTypeClampT((ImU8)(data), min and (ImU8)(min), max and (ImU8)(max)) elseif data_type == ImGuiDataType.S16 then return DataTypeClampT((ImS16)(data), min and (ImS16)(min), max and (ImS16)(max)) elseif data_type == ImGuiDataType.U16 then return DataTypeClampT((ImU16)(data), min and (ImU16)(min), max and (ImU16)(max)) elseif data_type == ImGuiDataType.S32 then return DataTypeClampT((ImS32)(data), min and (ImS32)(min), max and (ImS32)(max)) elseif data_type == ImGuiDataType.U32 then return DataTypeClampT((ImU32)(data), min and (ImU32)(min), max and (ImU32)(max)) elseif data_type == ImGuiDataType.Float then return DataTypeClampT(data, min, max) elseif data_type == ImGuiDataType.Double then return DataTypeClampT(data, min, max) end IM_ASSERT(false) return data, false end --- @param data_type ImGuiDataType --- @param data number function ImGui.DataTypeIsZero(data_type, data) local g = GImGui return ImGui.DataTypeCompare(data_type, data, g.DataTypeZeroValue) == 0 end local GetMinimumStepAtDecimalPrecision do local min_steps = { 1.0, 0.1, 0.01, 0.001, 0.0001, 0.00001, 0.000001, 0.0000001, 0.00000001, 0.000000001 } --- @param decimal_precision int --- @return float function GetMinimumStepAtDecimalPrecision(decimal_precision) if decimal_precision < 0 then return FLT_MIN end if decimal_precision < #min_steps then return min_steps[decimal_precision + 1] else return ImPow(10.0, -decimal_precision) end end end local ImParseFormatFindStart --- @param format string --- @param data_type ImGuiDataType --- @param v number function ImGui.RoundScalarWithFormatT(format, data_type, v) -- IM_UNUSED(data_type) IM_ASSERT(data_type == ImGuiDataType.Float or data_type == ImGuiDataType.Double) local fmt_start = ImParseFormatFindStart(format) if string.byte(format, fmt_start) ~= 37 or string.byte(format, fmt_start + 1) == 37 then return v -- Don't apply if the value is not visible in the format string end -- TODO: Sanitize format local str = ImFormatString(format, v) v = ImAtof(str) or v return v end ---------------------------------------------------------------- -- [SECTION] INPUTXXX ---------------------------------------------------------------- --- @param fmt string function ImParseFormatFindStart(fmt) local len = #fmt local i = 1 local c while i < len do c = string.byte(fmt, i) if c == 37 and string.byte(fmt, i + 1) ~= 37 then -- '%' return i elseif c == 37 then i = i + 1 end i = i + 1 end return nil end --- @param fmt string --- @param pos int local function ImParseFormatFindEnd(fmt, pos) -- Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format if string.byte(fmt, pos) ~= 37 then -- '%' return pos end local ignored_uppercase_mask = bit32.bor(bit32.lshift(1, 73 - 65), bit32.lshift(1, 76 - 65)) local ignored_lowercase_mask = bit32.bor(bit32.lshift(1, 104 - 97), bit32.lshift(1, 106 - 97), bit32.lshift(1, 108 - 97), bit32.lshift(1, 116 - 97), bit32.lshift(1, 119 - 97), bit32.lshift(1, 122 - 97)) local len = #fmt local c for i = pos, len do c = string.byte(fmt, i) if c >= 65 and c <= 90 and (bit32.band(bit32.lshift(1, c - 65), ignored_uppercase_mask) == 0) then return i + 1 end if c >= 97 and c <= 122 and (bit32.band(bit32.lshift(1, c - 97), ignored_lowercase_mask) == 0) then return i + 1 end end return len + 1 end -- TODO: temporary patch. does not look good --- @param fmt string local function ImParseFormatTrimDecorations(fmt) local fmt_start = ImParseFormatFindStart(fmt) if string.byte(fmt, fmt_start) ~= 37 then -- '%' return "" end --- @cast fmt_start int local fmt_end = ImParseFormatFindEnd(fmt, fmt_start) if string.byte(fmt, fmt_end) ~= 37 then return string.sub(fmt, fmt_start) end return string.sub(fmt, fmt_start, fmt_end) end --- @param fmt_in string --- @param fmt_out char[] --- @param fmt_out_size size_t function ImParseFormatSanitizeForScanning(fmt_in, fmt_out, fmt_out_size) local fmt_end = ImParseFormatFindEnd(fmt_in, 1) -- IM_UNUSED(fmt_out_size) IM_ASSERT(fmt_end < fmt_out_size) local has_type = false local fmt_in_begin = 1 local fmt_out_begin = 1 while fmt_in_begin < fmt_end do repeat local c = string.byte(fmt_in, fmt_in_begin, fmt_in_begin) fmt_in_begin = fmt_in_begin + 1 if (not has_type and ((c >= 48 and c <= 57) or c == 46 or c == 43 or c == 35)) then break end has_type = has_type or ((c >= 97 and c <= 122) or (c >= 65 and c <= 90)) if c ~= 39 and c ~= 36 and c ~= 95 then fmt_out[fmt_out_begin] = c fmt_out_begin = fmt_out_begin + 1 end until true end -- fmt_out[fmt_out_begin] = 0 return string.char(unpack(fmt_out)) -- FIXME: not ideal end --- @param str string --- @param pos int local function ImAtoi(str, pos) local negative = false if string.byte(str, pos) == 45 then -- '-' negative = true pos = pos + 1 end if string.byte(str, pos) == 43 then -- '+' pos = pos + 1 end local len = #str local v = 0 local c = string.byte(str, pos) while c >= 48 and c <= 57 do v = v * 10 + c - 48 pos = pos + 1 c = string.byte(str, pos) if pos > len then break end end return negative and -v or v, pos end --- @param fmt string --- @param default_precision int local function ImParseFormatPrecision(fmt, default_precision) local pos = ImParseFormatFindStart(fmt) if not pos then return default_precision end pos = pos + 1 local len = #fmt local c = string.byte(fmt, pos) while c >= 48 and c <= 57 do pos = pos + 1 c = string.byte(fmt, pos) if pos > len then break end end local precision = INT_MAX if c == 46 then -- '.' precision, pos = ImAtoi(fmt, pos + 1) if precision < 0 or precision > 99 then precision = default_precision end end c = string.byte(fmt, pos) if c == 101 or c == 69 then -- Maximum precision with scientific notation precision = -1 end if (c == 103 or c == 71) and precision == INT_MAX then precision = -1 end return (precision == INT_MAX) and default_precision or precision end --- @param bb ImRect --- @param id ImGuiID --- @param label string --- @param buf char[] --- @param buf_size int --- @param flags? ImGuiInputTextFlags --- @param callback? ImGuiInputTextCallback --- @param user_data any function ImGui.TempInputText(bb, id, label, buf, buf_size, flags, callback, user_data) if flags == nil then flags = 0 end local g = GImGui local window = g.CurrentWindow local is_deactivated = (g.InputTextDeactivatedState.ID == id) local is_active = (g.TempInputId == id) if (not is_active and not is_deactivated) then ImGui.ClearActiveID() end local backup_pos = ImVec2() ImVec2_Copy(backup_pos, window.DC.CursorPos) ImVec2_Copy(window.DC.CursorPos, bb.Min) g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowDuplicateId) local value_changed = ImGui.InputTextEx(label, nil, buf, buf_size, bb:GetSize(), bit32.bor(flags, ImGuiInputTextFlags.TempInput, ImGuiInputTextFlags.AutoSelectAll), callback, user_data) ImGui.KeepAliveID(id) if (not is_active and not is_deactivated) then IM_ASSERT(g.ActiveId == id) g.TempInputId = g.ActiveId end if is_active and g.ActiveId ~= id then g.TempInputId = 0 end ImVec2_Copy(window.DC.CursorPos, backup_pos) return value_changed end --- @param bb ImRect --- @param id ImGuiID --- @param label string --- @param data_type ImGuiDataType --- @param data number --- @param format string --- @param clamp_min? number --- @param clamp_max? number function ImGui.TempInputScalar(bb, id, label, data_type, data, format, clamp_min, clamp_max) local g = GImGui local type_info = ImGui.DataTypeGetInfo(data_type) local data_buf, data_buf_size = {}, 32 format = ImParseFormatTrimDecorations(format) if format == "" then format = type_info.PrintFmt end ImGui.DataTypeFormatString(data_buf, data_buf_size, data_type, data, format) ImStd.ImStrTrimBlanks(data_buf) local flags = bit32.bor(ImGuiInputTextFlags.AutoSelectAll, ImGuiInputTextFlags.LocalizeDecimalPoint) g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.NoMarkEdited) g.LastItemData.ItemFlags = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0) and bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputText) or bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.LiveEditOnInputText)) if not ImGui.TempInputText(bb, id, label, data_buf, data_buf_size, flags) then return data, false end local data_backup = data data = ImGui.DataTypeApplyFromText(data_buf, data_type, data, format, nil) if clamp_min or clamp_max then if clamp_min and clamp_max and ImGui.DataTypeCompare(data_type, clamp_min, clamp_max) > 0 then clamp_min, clamp_max = clamp_max, clamp_min end data = ImGui.DataTypeClamp(data_type, data, clamp_min, clamp_max) end g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.NoMarkEdited)) local value_changed = data_backup ~= data if value_changed then ImGui.MarkItemEdited(id) end return data, value_changed end --- @param label string --- @param data_type ImGuiDataType --- @param data number --- @param step? number --- @param step_fast? number --- @param format? string --- @param flags? ImGuiInputTextFlags function ImGui.InputScalar(label, data_type, data, step, step_fast, format, flags) if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return data, false end local g = GImGui local style = g.Style if format == nil then format = ImGui.DataTypeGetInfo(data_type).PrintFmt end local data_default = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasRefVal) ~= 0) and g.NextItemData.RefVal or g.DataTypeZeroValue local buf, buf_size = {}, 64 -- TODO: IM_COUNTOF() if bit32.band(flags, ImGuiInputTextFlags.DisplayEmptyRefVal) ~= 0 and ImGui.DataTypeCompare(data_type, data, data_default) == 0 then buf[1] = 0 else ImGui.DataTypeFormatString(buf, buf_size, data_type, data, format) end g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoMarkEdited) flags = bit32.bor(flags, ImGuiInputTextFlags.AutoSelectAll, ImGuiInputTextFlags.LocalizeDecimalPoint) local has_step_buttons = (step ~= nil) local button_size = has_step_buttons and ImGui.GetFrameHeight() or 0.0 local ret if has_step_buttons then ImGui.BeginGroup() ImGui.PushID(label) ImGui.SetNextItemWidth(ImMax(1.0, ImGui.CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)) ret = ImGui.InputText("", buf, buf_size, flags) -- IMGUI_TEST_ENGINE_ITEM_INFO() else ret = ImGui.InputText(label, buf, buf_size, flags) end local value_changed = false if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0 then local input_edited = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.EditedInternal) ~= 0 if input_edited then data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, ImGuiInputTextFlags.ParseEmptyRefVal) ~= 0 and data_default or nil) end else -- g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_Edited if (g.DeactivatedItemData.ID == g.LastItemData.ID) then -- g.DeactivatedItemData.HasBeenEditedBefore = false; // Will be set below by MarkItemEdited() -- if (IsItemDeactivated()) // Should be unnecessary data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, ImGuiInputTextFlags.ParseEmptyRefVal) ~= 0 and data_default or nil) end end if has_step_buttons then local backup_frame_padding = ImVec2() ImVec2_Copy(backup_frame_padding, style.FramePadding) style.FramePadding.x = style.FramePadding.y if bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then ImGui.BeginDisabled() end ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true) ImGui.SameLine(0, style.ItemInnerSpacing.x) --- @cast step number if ImGui.ButtonEx("-", ImVec2(button_size, button_size)) then data = ImGui.DataTypeApplyOp(data_type, 45, data, ((g.IO.KeyCtrl and step_fast) and step_fast or step)) value_changed = true ret = true end ImGui.SameLine(0, style.ItemInnerSpacing.x) if ImGui.ButtonEx("+", ImVec2(button_size, button_size)) then data = ImGui.DataTypeApplyOp(data_type, 43, data, ((g.IO.KeyCtrl and step_fast) and step_fast or step)) value_changed = true ret = true end ImGui.PopItemFlag() if bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then ImGui.EndDisabled() end local label_end = ImGui.FindRenderedTextEnd(label) if label_end ~= 1 then ImGui.SameLine(0, style.ItemInnerSpacing.x) ImGui.TextEx(label, label_end) end ImVec2_Copy(style.FramePadding, backup_frame_padding) ImGui.PopID() ImGui.EndGroup() end g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.NoMarkEdited)) if value_changed then ImGui.MarkItemEdited(g.LastItemData.ID) end if bit32.band(flags, ImGuiInputTextFlags.EnterReturnsTrue) ~= 0 then return data, ret end return data, value_changed end --- @param label string --- @param data_type ImGuiDataType --- @param data number[] --- @param components int --- @param step? number --- @param step_fast? number --- @param format? string --- @param flags? ImGuiInputTextFlags function ImGui.InputScalarN(label, data_type, data, components, step, step_fast, format, flags) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local value_changed = false ImGui.BeginGroup() ImGui.PushID(label) ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth()) for i = 1, components do ImGui.PushID(i - 1) if i > 1 then ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) end local changed data[i], changed = ImGui.InputScalar("", data_type, data[i], step, step_fast, format, flags) if changed then value_changed = true end ImGui.PopID() ImGui.PopItemWidth() end ImGui.PopID() local label_end = ImGui.FindRenderedTextEnd(label) if label_end > 1 then ImGui.SameLine(0.0, g.Style.ItemInnerSpacing.x) ImGui.TextEx(label, label_end) end ImGui.EndGroup() return value_changed end --- @param label string --- @param v [float, float, float] --- @param format? string --- @param flags? ImGuiInputTextFlags function ImGui.InputFloat3(label, v, format, flags) if format == nil then format = "%.3f" end return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 3, nil, nil, format, flags) end function ImGui.InputFloat2(label, v, format, flags) return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 2, nil, nil, format or "%.3f", flags) end function ImGui.InputFloat4(label, v, format, flags) return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 4, nil, nil, format or "%.3f", flags) end function ImGui.InputInt2(label, v, flags) return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 2, nil, nil, "%d", flags) end function ImGui.InputInt3(label, v, flags) return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 3, nil, nil, "%d", flags) end function ImGui.InputInt4(label, v, flags) return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 4, nil, nil, "%d", flags) end --- @param label string --- @param v int --- @param step? int --- @param step_fast? int --- @param flags? ImGuiInputTextFlags function ImGui.InputInt(label, v, step, step_fast, flags) if step == nil then step = 1 end if step_fast == nil then step_fast = 100 end if flags == nil then flags = 0 end local format = (bit32.band(flags, ImGuiInputTextFlags.CharsHexadecimal) ~= 0) and "%08X" or "%d" return ImGui.InputScalar(label, ImGuiDataType.S32, v, (step > 0) and step or nil, (step_fast > 0) and step_fast or nil, format, flags) end --- @param label string --- @param v float --- @param step? float --- @param step_fast? float --- @param format? string --- @param flags? ImGuiInputTextFlags function ImGui.InputFloat(label, v, step, step_fast, format, flags) if step == nil then step = .0 end if step_fast == nil then step_fast = .0 end if format == nil then format = "%.3f" end return ImGui.InputScalar(label, ImGuiDataType.Float, v, (step > 0.0 and step or nil), (step_fast > 0.0 and step_fast or nil), format, flags) end --- @param label string --- @param v double --- @param step? double --- @param step_fast? double --- @param format? string --- @param flags? ImGuiInputTextFlags function ImGui.InputDouble(label, v, step, step_fast, format, flags) if step == nil then step = .0 end if step_fast == nil then step_fast = .0 end if format == nil then format = "%.6f" end return ImGui.InputScalar(label, ImGuiDataType.Double, v, (step > 0.0 and step or nil), (step_fast > 0.0 and step_fast or nil), format, flags) end ---------------------------------------------------------------- -- [SECTION] DRAGXXX ---------------------------------------------------------------- -- This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) --- @generic T : number --- @param TYPE fun(val: number): T --- @param SIGNEDTYPE fun(val: number): T --- @param data_type ImGuiDataType --- @param v T --- @param v_speed float --- @param v_min T --- @param v_max T --- @param format string --- @param flags ImGuiSliderFlags --- @return T new_v # Updated `v` --- @return bool changed function ImGui.DragBehaviorT(TYPE, SIGNEDTYPE, data_type, v, v_speed, v_min, v_max, format, flags) local g = GImGui local axis = (bit32.band(flags, ImGuiSliderFlags.Vertical) ~= 0) and ImGuiAxis.Y or ImGuiAxis.X local is_bounded = (v_min < v_max) or ((v_min == v_max) and (v_min ~= 0.0 or (bit32.band(flags, ImGuiSliderFlags.ClampZeroRange) ~= 0))) local is_wrapped = is_bounded and (bit32.band(flags, ImGuiSliderFlags.WrapAround) ~= 0) local is_logarithmic = bit32.band(flags, ImGuiSliderFlags.Logarithmic) ~= 0 local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double) -- Default tweak speed if v_speed == 0.0 and is_bounded and (v_max - v_min < math.huge) then v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio end -- Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings local adjust_delta = 0.0 if g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMousePosValid() and ImGui.IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR) then adjust_delta = g.IO.MouseDelta[axis] if g.IO.KeyAlt and bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) == 0 then adjust_delta = adjust_delta / 100.0 end if g.IO.KeyShift and bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) == 0 then adjust_delta = adjust_delta * 10.0 end elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then local decimal_precision if is_floating_point then decimal_precision = ImParseFormatPrecision(format, 3) else decimal_precision = 0 end local slow_key = (g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakSlow or ImGuiKey.NavKeyboardTweakSlow local fast_key = (g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakFast or ImGuiKey.NavKeyboardTweakFast local tweak_factor if bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) ~= 0 then tweak_factor = 1.0 elseif ImGui.IsKeyDown(slow_key) then tweak_factor = 1.0 / 10.0 elseif ImGui.IsKeyDown(fast_key) then tweak_factor = 10.0 else tweak_factor = 1.0 end adjust_delta = ImGui.GetNavTweakPressedAmount(axis) * tweak_factor v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)) end adjust_delta = adjust_delta * v_speed -- For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter if axis == ImGuiAxis.Y then adjust_delta = -adjust_delta end -- For logarithmic use our range is effectively 0..1 so scale the delta into that range if is_logarithmic and (v_max - v_min < FLT_MAX) and (v_max - v_min > 0.000001) then -- Epsilon to avoid /0 adjust_delta = adjust_delta / (v_max - v_min) end -- Clear current value on activation -- Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. local is_just_activated = g.ActiveIdIsJustActivated local is_already_past_limits_and_pushing_outward = is_bounded and not is_wrapped and ((v >= v_max and adjust_delta > 0.0) or (v <= v_min and adjust_delta < 0.0)) if is_just_activated or is_already_past_limits_and_pushing_outward then g.DragCurrentAccum = 0.0 g.DragCurrentAccumDirty = false elseif adjust_delta ~= 0.0 then g.DragCurrentAccum = g.DragCurrentAccum + adjust_delta g.DragCurrentAccumDirty = true end if not g.DragCurrentAccumDirty then return v, false end local v_cur = (TYPE)(v) local v_old_ref_for_accum_remainder = 0.0 local logarithmic_zero_epsilon = 0.0 -- Only valid when is_logarithmic is true local zero_deadzone_halfsize = 0.0 -- Drag widgets have no deadzone (as it doesn't make sense) if is_logarithmic then -- When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. local decimal_precision if is_floating_point then decimal_precision = ImParseFormatPrecision(format, 3) else decimal_precision = 1 end logarithmic_zero_epsilon = ImPow(0.1, decimal_precision) -- Convert to parametric space, apply delta, convert back local v_old_parametric = ImGui.ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) local v_new_parametric = v_old_parametric + g.DragCurrentAccum v_cur = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, v_new_parametric, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) v_old_ref_for_accum_remainder = v_old_parametric else v_cur = (TYPE)(v_cur + (SIGNEDTYPE)(g.DragCurrentAccum)) end -- Round to user desired precision based on format string if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then v_cur = ImGui.RoundScalarWithFormatT(format, data_type, v_cur) end -- Preserve remainder after rounding has been applied. This also allow slow tweaking of values g.DragCurrentAccumDirty = false if is_logarithmic then -- Convert to parametric space, apply delta, convert back local v_new_parametric = ImGui.ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) g.DragCurrentAccum = g.DragCurrentAccum - (v_new_parametric - v_old_ref_for_accum_remainder) else g.DragCurrentAccum = g.DragCurrentAccum - ((SIGNEDTYPE)(v_cur) - (SIGNEDTYPE)(v)) end -- This does nothing if v_cur == (TYPE)(-0) then v_cur = (TYPE)(0) end if v ~= v_cur and is_bounded then if is_wrapped then -- Wrap values if v_cur < v_min then v_cur = (TYPE)(v_cur + (TYPE)((TYPE)(v_max - v_min) + (is_floating_point and 0 or 1))) end if v_cur > v_max then v_cur = (TYPE)(v_cur - (TYPE)((TYPE)(v_max - v_min) - (is_floating_point and 0 or 1))) end else -- Clamp values + handle overflow/wrap-around for integer types if v_cur < v_min or (v_cur > v and adjust_delta < 0.0 and not is_floating_point) then v_cur = (TYPE)(v_min) end if v_cur > v_max or (v_cur < v and adjust_delta > 0.0 and not is_floating_point) then v_cur = (TYPE)(v_max) end end end -- Apply result if v == v_cur then return v, false end v = v_cur return v, true end --- @param id ImGuiID --- @param data_type ImGuiDataType --- @param v number --- @param v_speed float --- @param min number --- @param max number --- @param format string --- @param flags ImGuiSliderFlags function ImGui.DragBehavior(id, data_type, v, v_speed, min, max, format, flags) IM_ASSERT((flags == 1 or bit32.band(flags, ImGuiSliderFlags.InvalidMask_) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.") local g = GImGui if g.ActiveId == id then if g.ActiveIdSource == ImGuiInputSource.Mouse and not g.IO.MouseDown[0] then ImGui.ClearActiveID() elseif (g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad) and g.NavActivatePressedId == id and not g.ActiveIdIsJustActivated then ImGui.ClearActiveID() end end if g.ActiveId ~= id then return v, false end if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0 or bit32.band(flags, ImGuiSliderFlags.ReadOnly) ~= 0 then return v, false end if data_type == ImGuiDataType.S8 then return ImGui.DragBehaviorT(ImS32, ImS32, ImGuiDataType.S32, v, v_speed, min and min or IM_S8_MIN, max and max or IM_S8_MAX, format, flags) elseif data_type == ImGuiDataType.U8 then return ImGui.DragBehaviorT(ImU32, ImS32, ImGuiDataType.U32, v, v_speed, min and min or IM_U8_MIN, max and max or IM_U8_MAX, format, flags) elseif data_type == ImGuiDataType.S16 then return ImGui.DragBehaviorT(ImS32, ImS32, ImGuiDataType.S32, v, v_speed, min and min or IM_S16_MIN, max and max or IM_S16_MAX, format, flags) elseif data_type == ImGuiDataType.U16 then return ImGui.DragBehaviorT(ImU32, ImS32, ImGuiDataType.U32, v, v_speed, min and min or IM_U16_MIN, max and max or IM_U16_MAX, format, flags) elseif data_type == ImGuiDataType.S32 then return ImGui.DragBehaviorT(ImS32, ImS32, data_type, v, v_speed, min and min or IM_S32_MIN, max and max or IM_S32_MAX, format, flags) elseif data_type == ImGuiDataType.U32 then return ImGui.DragBehaviorT(ImU32, ImS32, data_type, v, v_speed, min and min or IM_U32_MIN, max and max or IM_U32_MAX, format, flags) elseif data_type == ImGuiDataType.Float then return ImGui.DragBehaviorT(float, float, data_type, v, v_speed, min and min or -FLT_MAX, max and max or FLT_MAX, format, flags) elseif data_type == ImGuiDataType.Double then return ImGui.DragBehaviorT(double, double, data_type, v, v_speed, min and min or -DBL_MAX, max and max or DBL_MAX, format, flags) end IM_ASSERT(false) return v, false end --- @param flags ImGuiSliderFlags --- @param data_type ImGuiDataType --- @param min number --- @param max number local function TempInputIsClampEnabled(flags, data_type, min, max) if bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0 and (min ~= nil or max ~= nil) then local clamp_range_dir = 0 if min ~= nil and max ~= nil then clamp_range_dir = ImGui.DataTypeCompare(data_type, min, max) end if min == nil or max == nil or clamp_range_dir < 0 then return true end if clamp_range_dir == 0 then return ImGui.DataTypeIsZero(data_type, min) and (bit32.band(flags, ImGuiSliderFlags.ClampZeroRange) ~= 0) or true end end return false end --- @param label string --- @param data_type ImGuiDataType --- @param data number --- @param v_speed float --- @param min number --- @param max number --- @param format string --- @param flags ImGuiSliderFlags function ImGui.DragScalar(label, data_type, data, v_speed, min, max, format, flags) local window = ImGui.GetCurrentWindow() if window.SkipItems then return data, false end local g = GImGui local style = g.Style local id = window:GetID(label) local w = ImGui.CalcItemWidth() local color_marker = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) ~= 0) and g.NextItemData.ColorMarker or 0 local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0)) local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0, 0.0)) local temp_input_allowed = (bit32.band(flags, ImGuiSliderFlags.NoInput) == 0) ImGui.ItemSize(total_bb, style.FramePadding.y) if not ImGui.ItemAdd(total_bb, id, frame_bb, temp_input_allowed and ImGuiItemFlags.Inputable or 0) then return data, false end -- Default format string when passing NULL if format == nil then format = ImGui.DataTypeGetInfo(data_type).PrintFmt end local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags) local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id) if not temp_input_is_active then local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id) local double_clicked = (hovered and g.IO.MouseClickedCount[0] == 2 and ImGui.TestKeyOwner(ImGuiKey.MouseLeft, id)) local make_active = (clicked or double_clicked or g.NavActivateId == id) if make_active and (clicked or double_clicked) then ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) end if make_active and temp_input_allowed then if (clicked and g.IO.KeyCtrl) or double_clicked or (g.NavActivateId == id and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) then temp_input_is_active = true end end -- (Optional) simple click (without moving) turns Drag into an InputText if g.IO.ConfigDragClickToInputText and temp_input_allowed and not temp_input_is_active then if g.ActiveId == id and hovered and g.IO.MouseReleased[0] and not ImGui.IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR) then g.NavActivateId = id g.NavActivateFlags = ImGuiActivateFlags.PreferInput temp_input_is_active = true end end -- Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) if make_active then g.ActiveIdValueOnActivation = data end if make_active and not temp_input_is_active then ImGui.SetActiveID(id, window) ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) g.ActiveIdUsingNavDirMask = bit32.bor(bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right)) end end if temp_input_is_active then local clamp_enabled = TempInputIsClampEnabled(flags, data_type, min, max) return ImGui.TempInputScalar(frame_bb, id, label, data_type, data, format, clamp_enabled and min or nil, clamp_enabled and max or nil) end -- Draw frame local frame_col = ImGui.GetColorU32(g.ActiveId == id and ImGuiCol.FrameBgActive or hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg) ImGui.RenderNavCursor(frame_bb, id) ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding) if color_marker ~= 0 and style.ColorMarkerSize > 0.0 then ImGui.RenderColorComponentMarker(frame_bb, ImGui.GetColorU32(color_marker, nil, true), style.FrameRounding) end ImGui.RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding) -- Drag behavior local value_changed data, value_changed = ImGui.DragBehavior(id, data_type, data, v_speed, min, max, format, flags) if value_changed then ImGui.MarkItemEdited(id) end -- TODO: ImGui.DataTypeFormatString() should be used here instead of ImFormatString() -- Display value using user-provided display format so user can add prefix/suffix/decorations to the value ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.5)) if label_size.x > 0.0 then ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) end return data, value_changed end --- @param label string --- @param v float --- @param v_speed? float --- @param v_min? float --- @param v_max? float --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.DragFloat(label, v, v_speed, v_min, v_max, format, flags) if v_speed == nil then v_speed = 1.0 end if v_min == nil then v_min = 0.0 end if v_max == nil then v_max = 0.0 end if format == nil then format = "%.3f" end if flags == nil then flags = 0 end return ImGui.DragScalar(label, ImGuiDataType.Float, v, v_speed, v_min, v_max, format, flags) end --- @param label string --- @param v int --- @param v_speed? float --- @param v_min? int --- @param v_max? int --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.DragInt(label, v, v_speed, v_min, v_max, format, flags) if v_speed == nil then v_speed = 1.0 end if v_min == nil then v_min = 0 end if v_max == nil then v_max = 0 end if format == nil then format = "%d" end if flags == nil then flags = 0 end return ImGui.DragScalar(label, ImGuiDataType.S32, v, v_speed, v_min, v_max, format, flags) end -- `v` is mutated in place (1-based), returns value_changed function ImGui.DragScalarN(label, data_type, v, components, v_speed, v_min, v_max, format, flags) if v_speed == nil then v_speed = 1.0 end if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local value_changed = false ImGui.BeginGroup() ImGui.PushID(label) ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth()) for i = 1, components do ImGui.PushID(i - 1) if i > 1 then ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) end if bit32.band(flags, ImGuiSliderFlags.ColorMarkers) ~= 0 then ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]) end local changed v[i], changed = ImGui.DragScalar("", data_type, v[i], v_speed, v_min, v_max, format, flags) value_changed = value_changed or changed ImGui.PopID() ImGui.PopItemWidth() end ImGui.PopID() local label_end = ImGui.FindRenderedTextEnd(label) if label_end > 1 then ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) ImGui.TextEx(label, label_end) end ImGui.EndGroup() return value_changed end local function DragFloatN(n) return function(label, v, v_speed, v_min, v_max, format, flags) return ImGui.DragScalarN(label, ImGuiDataType.Float, v, n, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", flags or 0) end end local function DragIntN(n) return function(label, v, v_speed, v_min, v_max, format, flags) return ImGui.DragScalarN(label, ImGuiDataType.S32, v, n, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", flags or 0) end end ImGui.DragFloat2 = DragFloatN(2) ImGui.DragFloat3 = DragFloatN(3) ImGui.DragFloat4 = DragFloatN(4) ImGui.DragInt2 = DragIntN(2) ImGui.DragInt3 = DragIntN(3) ImGui.DragInt4 = DragIntN(4) -- NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. --- @return float v_current_min --- @return float v_current_max --- @return bool value_changed local function DragRange2(data_type, label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) local window = ImGui.GetCurrentWindow() if window.SkipItems then return v_current_min, v_current_max, false end local g = GImGui local lo = (data_type == ImGuiDataType.Float) and -FLT_MAX or INT_MIN local hi = (data_type == ImGuiDataType.Float) and FLT_MAX or INT_MAX ImGui.PushID(label) ImGui.BeginGroup() ImGui.PushMultiItemsWidths(2, ImGui.CalcItemWidth()) local min_min = (v_min >= v_max) and lo or v_min local min_max = (v_min >= v_max) and v_current_max or ImMin(v_max, v_current_max) local min_flags = bit32.bor(flags, (min_min == min_max) and ImGuiSliderFlags.ReadOnly or 0) local value_changed, changed v_current_min, value_changed = ImGui.DragScalar("##min", data_type, v_current_min, v_speed, min_min, min_max, format, min_flags) ImGui.PopItemWidth() ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) local max_min = (v_min >= v_max) and v_current_min or ImMax(v_min, v_current_min) local max_max = (v_min >= v_max) and hi or v_max local max_flags = bit32.bor(flags, (max_min == max_max) and ImGuiSliderFlags.ReadOnly or 0) v_current_max, changed = ImGui.DragScalar("##max", data_type, v_current_max, v_speed, max_min, max_max, format_max or format, max_flags) value_changed = value_changed or changed ImGui.PopItemWidth() ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) ImGui.TextEx(label, ImGui.FindRenderedTextEnd(label)) ImGui.EndGroup() ImGui.PopID() return v_current_min, v_current_max, value_changed end function ImGui.DragFloatRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) return DragRange2(ImGuiDataType.Float, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", format_max, flags or 0) end function ImGui.DragIntRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags) return DragRange2(ImGuiDataType.S32, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", format_max, flags or 0) end ---------------------------------------------------------------- -- [SECTION] SLIDERXXX ---------------------------------------------------------------- -- Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) --- @param data_type ImGuiDataType --- @param v number --- @param v_min number --- @param v_max number --- @param logarithmic_zero_epsilon float --- @param zero_deadzone_halfsize float function ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if v_min == v_max then return 0.0 end -- IM_UNUSED(data_type) local v_clamped if v_min < v_max then v_clamped = ImClamp(v, v_min, v_max) else v_clamped = ImClamp(v, v_max, v_min) end if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller local flipped = v_max < v_min if flipped then -- Handle the case where the range is backwards v_min, v_max = v_max, v_min end -- Fudge min/max to avoid getting close to log(0) local v_min_fudged if ImAbs(v_min) < logarithmic_zero_epsilon then v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon else v_min_fudged = v_min end local v_max_fudged if ImAbs(v_max) < logarithmic_zero_epsilon then v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon else v_max_fudged = v_max end -- Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) if v_min == 0.0 and v_max < 0.0 then v_min_fudged = -logarithmic_zero_epsilon elseif v_max == 0.0 and v_min < 0.0 then v_max_fudged = -logarithmic_zero_epsilon end local result if v_clamped <= v_min_fudged then result = 0.0 -- Workaround for values that are in-range but below our fudge elseif v_clamped >= v_max_fudged then result = 1.0 -- Workaround for values that are in-range but above our fudge elseif v_min * v_max < 0.0 then -- Range crosses zero, so split into two portions local zero_point_center = (-v_min) / (v_max - v_min) -- The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize if v == 0.0 then result = zero_point_center -- Special case for exactly zero elseif v < 0.0 then result = (1.0 - (ImLog(-v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L else result = zero_point_snap_R + ((ImLog(v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0 - zero_point_snap_R)) end elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider result = 1.0 - (ImLog(-v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)) else result = ImLog(v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged) end return flipped and (1.0 - result) or result else -- Linear slider return (v_clamped - v_min) / (v_max - v_min) end end -- Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) --- @param TYPE fun(val: number): number --- @param SIGNEDTYPE fun(val: number): number --- @param data_type ImGuiDataType --- @param t float --- @param v_min number --- @param v_max number --- @param logarithmic_zero_epsilon float --- @param zero_deadzone_halfsize float function ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) -- We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" -- but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. if t <= 0.0 or v_min == v_max then return v_min end if t >= 1.0 then return v_max end local result = 0 if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller -- Fudge min/max to avoid getting silly results close to zero local v_min_fudged if ImAbs(v_min) < logarithmic_zero_epsilon then v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon else v_min_fudged = v_min end local v_max_fudged if ImAbs(v_max) < logarithmic_zero_epsilon then v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon else v_max_fudged = v_max end local flipped = v_max < v_min -- Check if range is "backwards" if flipped then v_min_fudged, v_max_fudged = v_max_fudged, v_min_fudged end -- Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) if v_max == 0.0 and v_min < 0.0 then v_max_fudged = -logarithmic_zero_epsilon end local t_with_flip = flipped and (1.0 - t) or t -- t, but flipped if necessary to account for us flipping the range if v_min * v_max < 0.0 then -- Range crosses zero, so we have to do this in two parts local zero_point_center = (-ImMin(v_min, v_max)) / ImAbs(v_max - v_min) -- The zero point in parametric space local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize if t_with_flip >= zero_point_snap_L and t_with_flip <= zero_point_snap_R then result = (TYPE)(0.0) -- Special case to make getting exactly zero possible (the epsilon prevents it otherwise) elseif t_with_flip < zero_point_center then result = (TYPE)(-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, 1.0 - (t_with_flip / zero_point_snap_L)))) else result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (t_with_flip - zero_point_snap_R) / (1.0 - zero_point_snap_R))) end elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider result = (TYPE)(-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, 1.0 - t_with_flip))) else result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, t_with_flip)) end else -- Linear slider local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double) if is_floating_point then result = ImLerp(v_min, v_max, t) elseif t < 1.0 then local v_new_off_f = (SIGNEDTYPE)((v_max - v_min)) * t result = (TYPE)((SIGNEDTYPE)(v_min) + (SIGNEDTYPE)(v_new_off_f + 0)) -- LUA: + 0 instead of + ((v_min > v_max) and -0.5 or 0.5) end end return result end --- @generic T : number --- @param TYPE fun(val: number): T --- @param SIGNEDTYPE fun(val: number): T --- @param bb ImRect --- @param id ImGuiID --- @param data_type ImGuiDataType --- @param v T --- @param v_min T --- @param v_max T --- @param format string --- @param flags ImGuiSliderFlags --- @param out_grab_bb ImRect --- @return T v # updated `v` passed in --- @return bool value_changed function ImGui.SliderBehaviorT(TYPE, SIGNEDTYPE, bb, id, data_type, v, v_min, v_max, format, flags, out_grab_bb) local g = GImGui local style = g.Style local axis = (bit32.band(flags, ImGuiSliderFlags.Vertical) ~= 0) and ImGuiAxis.Y or ImGuiAxis.X local is_logarithmic = bit32.band(flags, ImGuiSliderFlags.Logarithmic) ~= 0 local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double) local v_range_f = (v_min < v_max) and (v_max - v_min) or (v_min - v_max) local grab_padding = 2.0 local slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0 local grab_sz = style.GrabMinSize if not is_floating_point and v_range_f >= 0.0 then grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize) end grab_sz = ImMin(grab_sz, slider_sz) local slider_usable_sz = slider_sz - grab_sz local slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5 local slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5 local logarithmic_zero_epsilon = 0.0 local zero_deadzone_halfsize = 0.0 if is_logarithmic then local decimal_precision = is_floating_point and ImParseFormatPrecision(format, 3) or 1 logarithmic_zero_epsilon = ImPow(0.1, decimal_precision) zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5) / ImMax(slider_usable_sz, 1.0) end local value_changed = false if g.ActiveId == id then local set_new_value = false local clicked_t = 0.0 if g.ActiveIdSource == ImGuiInputSource.Mouse then if not g.IO.MouseDown[0] then ImGui.ClearActiveID() else local mouse_abs_pos = g.IO.MousePos[axis] if g.ActiveIdIsJustActivated then local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if axis == ImGuiAxis.Y then grab_t = 1.0 - grab_t end local grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t) local clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5 - 1.0) and (mouse_abs_pos <= grab_pos + grab_sz * 0.5 + 1.0) g.SliderGrabClickOffset = (clicked_around_grab and is_floating_point) and (mouse_abs_pos - grab_pos) or 0.0 end if slider_usable_sz > 0.0 then clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz) end if axis == ImGuiAxis.Y then clicked_t = 1.0 - clicked_t end set_new_value = true end elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then if g.ActiveIdIsJustActivated then g.SliderCurrentAccum = 0.0 g.SliderCurrentAccumDirty = false end local input_delta = (axis == ImGuiAxis.X) and ImGui.GetNavTweakPressedAmount(axis) or -ImGui.GetNavTweakPressedAmount(axis) if input_delta ~= 0.0 then local tweak_slow = ImGui.IsKeyDown((g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakSlow or ImGuiKey.NavKeyboardTweakSlow) local tweak_fast = ImGui.IsKeyDown((g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakFast or ImGuiKey.NavKeyboardTweakFast) local decimal_precision = is_floating_point and ImParseFormatPrecision(format, 3) or 0 if decimal_precision > 0 then input_delta = input_delta / 100.0 if tweak_slow then input_delta = input_delta / 10.0 end else if (v_range_f >= -100.0 and v_range_f <= 100.0 and v_range_f ~= 0.0) or tweak_slow then input_delta = ((input_delta < 0.0) and -1.0 or 1.0) / v_range_f else input_delta = input_delta / 100.0 end end if tweak_fast then input_delta = input_delta * 10.0 end g.SliderCurrentAccum = g.SliderCurrentAccum + input_delta g.SliderCurrentAccumDirty = true end local delta = g.SliderCurrentAccum if g.NavActivatePressedId == id and not g.ActiveIdIsJustActivated then ImGui.ClearActiveID() elseif g.SliderCurrentAccumDirty then clicked_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if (clicked_t >= 1.0 and delta > 0.0) or (clicked_t <= 0.0 and delta < 0.0) then set_new_value = false g.SliderCurrentAccum = 0.0 else set_new_value = true local old_clicked_t = clicked_t clicked_t = ImSaturate(clicked_t + delta) local v_new = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new) end local new_clicked_t = ImGui.ScaleRatioFromValueT(data_type, v_new, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if delta > 0 then g.SliderCurrentAccum = g.SliderCurrentAccum - ImMin(new_clicked_t - old_clicked_t, delta) else g.SliderCurrentAccum = g.SliderCurrentAccum - ImMax(new_clicked_t - old_clicked_t, delta) end end g.SliderCurrentAccumDirty = false end end if set_new_value then if (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0) or (bit32.band(flags, ImGuiSliderFlags.ReadOnly) ~= 0) then set_new_value = false end end if set_new_value then local v_new = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new) end if v ~= v_new then v = v_new value_changed = true end end end if slider_sz < 1.0 then ImRect_Copy(out_grab_bb, ImRect(bb.Min, bb.Min)) else local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if axis == ImGuiAxis.Y then grab_t = 1.0 - grab_t end local grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t) if axis == ImGuiAxis.X then ImRect_Copy(out_grab_bb, ImRect(grab_pos - grab_sz * 0.5, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5, bb.Max.y - grab_padding)) else ImRect_Copy(out_grab_bb, ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5)) end end return v, value_changed end --- @generic T : number --- @param bb ImRect --- @param id ImGuiID --- @param data_type ImGuiDataType --- @param v T --- @param min T --- @param max T --- @param format string --- @param flags ImGuiSliderFlags --- @param out_grab_bb ImRect --- @return T v --- @return bool value_changed function ImGui.SliderBehavior(bb, id, data_type, v, min, max, format, flags, out_grab_bb) IM_ASSERT((flags == 1 or bit32.band(flags, ImGuiSliderFlags.InvalidMask_) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.") IM_ASSERT(bit32.band(flags, ImGuiSliderFlags.WrapAround) == 0) if data_type == ImGuiDataType.S8 then local v32 = (ImS32)((ImS8)(v)); local r v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, ImGuiDataType.S32, v32, min, max, format, flags, out_grab_bb) if r then v = (ImS8)(v32) end return v, r elseif data_type == ImGuiDataType.U8 then local v32 = (ImU32)((ImU8)(v)); local r v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, ImGuiDataType.U32, v32, min, max, format, flags, out_grab_bb) if r then v = (ImU8)(v32) end return v, r elseif data_type == ImGuiDataType.S16 then local v32 = (ImS32)((ImS16)(v)); local r v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, ImGuiDataType.S32, v32, min, max, format, flags, out_grab_bb) if r then v = (ImS16)(v32) end return v, r elseif data_type == ImGuiDataType.U16 then local v32 = (ImU32)((ImU16)(v)); local r v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, ImGuiDataType.U32, v32, min, max, format, flags, out_grab_bb) if r then v = (ImU16)(v32) end return v, r elseif data_type == ImGuiDataType.S32 then IM_ASSERT(min >= math.floor(IM_S32_MIN / 2) and max <= math.floor(IM_S32_MAX / 2)) return ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, data_type, v, min, max, format, flags, out_grab_bb) elseif data_type == ImGuiDataType.U32 then IM_ASSERT(max <= math.floor(IM_U32_MAX / 2)) return ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, data_type, v, min, max, format, flags, out_grab_bb) elseif data_type == ImGuiDataType.Float then IM_ASSERT(min >= -FLT_MAX / 2.0 and max <= FLT_MAX / 2.0) return ImGui.SliderBehaviorT(float, float, bb, id, data_type, v, min, max, format, flags, out_grab_bb) elseif data_type == ImGuiDataType.Double then IM_ASSERT(min >= -DBL_MAX / 2.0 and max <= DBL_MAX / 2.0) return ImGui.SliderBehaviorT(double, double, bb, id, data_type, v, min, max, format, flags, out_grab_bb) end IM_ASSERT(false) return v, false end --- @generic T : number --- @param label string --- @param data_type ImGuiDataType --- @param data T --- @param min T --- @param max T --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.SliderScalar(label, data_type, data, min, max, format, flags) if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return data, false end local g = GImGui local style = g.Style local id = window:GetID(label) local w = ImGui.CalcItemWidth() local color_marker = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) ~= 0) and g.NextItemData.ColorMarker or 0 local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0)) local total_bb_x = frame_bb.Max.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0) local total_bb = ImRect(frame_bb.Min, ImVec2(total_bb_x, frame_bb.Max.y)) local temp_input_allowed = bit32.band(flags, ImGuiSliderFlags.NoInput) == 0 ImGui.ItemSize(total_bb, style.FramePadding.y) local item_flags = temp_input_allowed and ImGuiItemFlags.Inputable or 0 if not ImGui.ItemAdd(total_bb, id, frame_bb, item_flags) then return data, false end if format == nil then format = ImGui.DataTypeGetInfo(data_type).PrintFmt end local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags) local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id) if not temp_input_is_active then local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id) local make_active = clicked or g.NavActivateId == id if make_active and clicked then ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) end if make_active and temp_input_allowed then if (clicked and g.IO.KeyCtrl) or (g.NavActivateId == id and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) then temp_input_is_active = true end end if make_active then g.ActiveIdValueOnActivation = data end if make_active and not temp_input_is_active then ImGui.SetActiveID(id, window) ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right)) end end if temp_input_is_active then local clamp_enabled = bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0 return ImGui.TempInputScalar(frame_bb, id, label, data_type, data, format, clamp_enabled and min or nil, clamp_enabled and max or nil) end local frame_col = ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg)) ImGui.RenderNavCursor(frame_bb, id) ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding) if color_marker ~= 0 and style.ColorMarkerSize > 0.0 then ImGui.RenderColorComponentMarker(frame_bb, ImGui.GetColorU32(color_marker, nil, true), style.FrameRounding) end ImGui.RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding) local grab_bb = ImRect() local value_changed data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, flags, grab_bb) if value_changed then ImGui.MarkItemEdited(id) end if grab_bb.Max.x > grab_bb.Min.x then window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding) end -- TODO: ImGui.DataTypeFormatString() should be used here instead of ImFormatString() -- if g.LogEnabled then -- ImGui.LogSetNextTextDecoration("{", "}") -- end ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.5)) if label_size.x > 0.0 then ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) end -- IMGUI_TEST_ENGINE_ITEM_INFO() return data, value_changed end --- @param label string --- @param data_type ImGuiDataType --- @param v table --- @param components int --- @param v_min number --- @param v_max number --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.SliderScalarN(label, data_type, v, components, v_min, v_max, format, flags) if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local value_changed = false ImGui.BeginGroup() ImGui.PushID(label) ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth()) for i = 1, components do ImGui.PushID(i - 1) if i > 1 then ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) end if bit32.band(flags, ImGuiSliderFlags.ColorMarkers) ~= 0 then ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]) end local changed v[i], changed = ImGui.SliderScalar("", data_type, v[i], v_min, v_max, format, flags) value_changed = value_changed or changed ImGui.PopID() ImGui.PopItemWidth() end ImGui.PopID() local label_end = ImGui.FindRenderedTextEnd(label) if label_end > 1 then ImGui.SameLine(0, g.Style.ItemInnerSpacing.x) ImGui.TextEx(label, label_end) end ImGui.EndGroup() return value_changed end --- @param label string --- @param v [float, float] --- @param v_min float --- @param v_max float --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.SliderFloat2(label, v, v_min, v_max, format, flags) return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 2, v_min, v_max, format, flags) end --- @param label string --- @param v [float, float, float] --- @param v_min float --- @param v_max float --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.SliderFloat3(label, v, v_min, v_max, format, flags) return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 3, v_min, v_max, format, flags) end --- @param label string --- @param v [float, float, float, float] --- @param v_min float --- @param v_max float --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.SliderFloat4(label, v, v_min, v_max, format, flags) return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 4, v_min, v_max, format, flags) end --- @param label string --- @param v float --- @param v_min float --- @param v_max float --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.SliderFloat(label, v, v_min, v_max, format, flags) if format == nil then format = "%.3f" end if flags == nil then flags = 0 end return ImGui.SliderScalar(label, ImGuiDataType.Float, v, v_min, v_max, format, flags) end --- @param label string --- @param v_rad float --- @param v_degrees_min? float --- @param v_degrees_max? float --- @param format? string --- @param flags? ImGuiSliderFlags --- @return float v_rad # updated `v_rad` --- @return bool value_changed function ImGui.SliderAngle(label, v_rad, v_degrees_min, v_degrees_max, format, flags) if v_degrees_min == nil then v_degrees_min = -360.0 end if v_degrees_max == nil then v_degrees_max = 360.0 end if format == nil then format = "%.0f deg" end if flags == nil then flags = 0 end local v_deg = v_rad * 360.0 / (2 * IM_PI) local value_changed v_deg, value_changed = ImGui.SliderFloat(label, v_deg, v_degrees_min, v_degrees_max, format, flags) if value_changed then v_rad = v_deg * (2 * IM_PI) / 360.0 end return v_rad, value_changed end --- @param label string --- @param v int --- @param v_min int --- @param v_max int --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.SliderInt(label, v, v_min, v_max, format, flags) if format == nil then format = "%d" end if flags == nil then flags = 0 end return ImGui.SliderScalar(label, ImGuiDataType.S32, v, v_min, v_max, format, flags) end function ImGui.SliderInt2(label, v, v_min, v_max, format, flags) return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 2, v_min, v_max, format or "%d", flags) end function ImGui.SliderInt3(label, v, v_min, v_max, format, flags) return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 3, v_min, v_max, format or "%d", flags) end function ImGui.SliderInt4(label, v, v_min, v_max, format, flags) return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 4, v_min, v_max, format or "%d", flags) end --- @param label string --- @param size ImVec2 --- @param data_type ImGuiDataType --- @param data number --- @param min number --- @param max number --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.VSliderScalar(label, size, data_type, data, min, max, format, flags) local window = ImGui.GetCurrentWindow() if window.SkipItems then return data, false end local g = GImGui local style = g.Style local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) local bb = ImRect(frame_bb.Min, ImVec2(frame_bb.Max.x + (label_size.x > 0.0 and (style.ItemInnerSpacing.x + label_size.x) or 0.0), frame_bb.Max.y)) ImGui.ItemSize(bb, style.FramePadding.y) if not ImGui.ItemAdd(frame_bb, id) then return data, false end if format == nil then format = ImGui.DataTypeGetInfo(data_type).PrintFmt end local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags) local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id) if clicked or g.NavActivateId == id then if clicked then ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) end ImGui.SetActiveID(id, window) ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Up), bit32.lshift(1, ImGuiDir.Down)) end local frame_col = ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg)) ImGui.RenderNavCursor(frame_bb, id) ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding) local grab_bb = ImRect() local value_changed data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, bit32.bor(flags or 0, ImGuiSliderFlags.Vertical), grab_bb) if value_changed then ImGui.MarkItemEdited(id) end if grab_bb.Max.y > grab_bb.Min.y then window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding) end -- local value_buf, value_buf_size = {}, 64 -- TODO: ImGui.DataTypeFormatString() ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.0)) if label_size.x > 0.0 then ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) end -- IMGUI_TEST_ENGINE_ITEM_INFO() return data, value_changed end --- @param label string --- @param size ImVec2 --- @param v float --- @param v_min float --- @param v_max float --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.VSliderFloat(label, size, v, v_min, v_max, format, flags) if format == nil then format = "%.3f" end return ImGui.VSliderScalar(label, size, ImGuiDataType.Float, v, v_min, v_max, format, flags) end --- @param label string --- @param size ImVec2 --- @param v int --- @param v_min int --- @param v_max int --- @param format? string --- @param flags? ImGuiSliderFlags function ImGui.VSliderInt(label, size, v, v_min, v_max, format, flags) if format == nil then format = "%d" end return ImGui.VSliderScalar(label, size, ImGuiDataType.S32, v, v_min, v_max, format, flags) end ---------------------------------------------------------------- -- [SECTION] INPUT TEXT ---------------------------------------------------------------- --- @param label string --- @param buf char[] --- @param buf_size int --- @param flags? ImGuiInputTextFlags --- @param callback? ImGuiInputTextCallback --- @param user_data any function ImGui.InputText(label, buf, buf_size, flags, callback, user_data) if flags == nil then flags = 0 end IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) return ImGui.InputTextEx(label, nil, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) end --- @param size? ImVec2 function ImGui.InputTextMultiline(label, buf, buf_size, size, flags, callback, user_data) return ImGui.InputTextEx(label, nil, buf, buf_size, size or ImVec2(0, 0), bit32.bor(flags or 0, ImGuiInputTextFlags.Multiline), callback, user_data) end ImStb = {} --- @module "imstb_textedit" local stbte local IMSTB_TEXTEDIT_GETWIDTH_NEWLINE = -1.0 ImStb.TEXTEDIT_memmove = ImStd.memmove --- @param ctx ImGuiContext --- @param text char[] --- @param text_begin int --- @param text_end_display int --- @param text_end int --- @param out_offset? ImVec2 --- @param flags? ImDrawTextFlags local function InputTextCalcTextSize(ctx, text, text_begin, text_end_display, text_end, out_offset, flags) if flags == nil then flags = 0 end local g = ctx local obj = g.InputTextState IM_ASSERT(text_end_display >= text_begin and text_end_display <= text_end) return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj.WrapWidth, text, text_begin, text_end_display, text_end, out_offset, flags) end --- @param obj ImGuiInputTextState --- @return int function ImStb.TEXTEDIT_STRINGLEN(obj) return obj.TextLen end --- @param obj ImGuiInputTextState --- @param idx int # 1-based function ImStb.TEXTEDIT_GETCHAR(obj, idx) IM_ASSERT(idx >= 1 and idx <= obj.TextLen + 1); return obj.TextSrc[idx] end --- @param obj ImGuiInputTextState --- @param line_start_idx int # 1-based --- @param char_idx int # 1-based --- @return float function ImStb.TEXTEDIT_GETWIDTH(obj, line_start_idx, char_idx) local _, c = ImStd.ImTextCharFromUtf8(obj.TextSrc, line_start_idx + char_idx - 1, obj.TextLen + 1); if c == 10 then return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE end; local g = obj.Ctx; return g.FontBaked:GetCharAdvance(c) * g.FontBakedScale end --- @param r StbTexteditRow --- @param obj ImGuiInputTextState --- @param line_start_idx int # 1-based function ImStb.TEXTEDIT_LAYOUTROW(r, obj, line_start_idx) local text = obj.TextSrc local size, text_remaining = InputTextCalcTextSize(obj.Ctx, text, line_start_idx, obj.TextLen + 1, obj.TextLen + 1, nil, bit32.bor(ImDrawTextFlags.StopOnNewLine, ImDrawTextFlags.WrapKeepBlanks)) r.x0 = 0.0 r.x1 = size.x r.baseline_y_delta = size.y r.ymin = 0.0 r.ymax = size.y r.num_chars = text_remaining - line_start_idx end --- @param obj ImGuiInputTextState --- @param idx int function ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) if idx >= obj.TextLen then return obj.TextLen + 1 end return idx + ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1) end --- @param obj ImGuiInputTextState --- @param idx int function ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx) if idx <= 1 then return -1 end local p = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx) return p end local ImCharIsSeparatorW do local separator_list = { 44, 0x3001, 46, 0x3002, 59, 0xFF1B, 40, 0xFF08, 41, 0xFF09, 123, 0xFF5B, 125, 0xFF5D, 91, 0x300C, 93, 0x300D, 124, 0xFF5C, 33, 0xFF01, 92, 0xFFE5, 47, 0x30FB, 0xFF0F, 10, 13 } --- @param c unsigned_int function ImCharIsSeparatorW(c) for i = 1, #separator_list do if c == separator_list[i] then return true end end return false end end --- @param obj ImGuiInputTextState --- @param idx int function ImStb.is_word_boundary_from_right(obj, idx) -- When ImGuiInputTextFlags.Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators if bit32.band(obj.Flags, ImGuiInputTextFlags.Password) ~= 0 or idx <= 1 then return false end local prev = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx) local _, curr_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1) local _, prev_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, prev, obj.TextLen + 1) local prev_white = ImCharIsBlankW(prev_c) local prev_separ = ImCharIsSeparatorW(prev_c) local curr_white = ImCharIsBlankW(curr_c) local curr_separ = ImCharIsSeparatorW(curr_c) return ((prev_white or prev_separ) and not (curr_separ or curr_white)) or (curr_separ and not prev_separ) end --- @param obj ImGuiInputTextState --- @param idx int function ImStb.is_word_boundary_from_left(obj, idx) if bit32.band(obj.Flags, ImGuiInputTextFlags.Password) ~= 0 or idx <= 1 then return false end local prev = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx) local _, prev_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1) local _, curr_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, prev, obj.TextLen + 1) local prev_white = ImCharIsBlankW(prev_c) local prev_separ = ImCharIsSeparatorW(prev_c) local curr_white = ImCharIsBlankW(curr_c) local curr_separ = ImCharIsSeparatorW(curr_c) return (prev_white and not (curr_separ or curr_white)) or (curr_separ and not prev_separ) end --- @param obj ImGuiInputTextState --- @param idx int function ImStb.TEXTEDIT_MOVEWORDLEFT(obj, idx) idx = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx) while idx >= 1 and not ImStb.is_word_boundary_from_right(obj, idx) do idx = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx) end return (idx < 1) and 1 or idx end --- @param obj ImGuiInputTextState --- @param idx int local function STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx) local len = obj.TextLen idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) while idx <= len and not ImStb.is_word_boundary_from_left(obj, idx) do idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) end return (idx > len + 1) and len + 1 or idx end --- @param obj ImGuiInputTextState --- @param idx int local function STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx) idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) local len = obj.TextLen while idx <= len and not ImStb.is_word_boundary_from_right(obj, idx) do idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx) end return (idx > len + 1) and len + 1 or idx end --- @param obj ImGuiInputTextState --- @param idx int function ImStb.TEXTEDIT_MOVEWORDRIGHT(obj, idx) local g = obj.Ctx if g.IO.ConfigMacOSXBehaviors then return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx) else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx) end end -- Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping --- @param obj ImGuiInputTextState --- @param state STB_TexteditState --- @param cursor int function ImStb.TEXTEDIT_MOVELINESTART(obj, state, cursor) if state.single_line then return 1 end if obj.WrapWidth > 0.0 then local g = obj.Ctx local bol = ImStd.ImStrbol(obj.TextSrc, cursor, 1) local p = bol local text_end = obj.TextLen + 1 -- End of line would be enough while p >= bol do local eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, obj.TextSrc, p, text_end, obj.WrapWidth, ImDrawTextFlags.WrapKeepBlanks) if p == cursor then -- If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below) return bol end if eol == cursor and obj.TextA[cursor] ~= 10 and obj.LastMoveDirectionLR == ImGuiDir.Left then return bol end if eol >= cursor then return p end p = (obj.TextSrc[eol] == 10) and eol + 1 or eol end end -- Regular handler, same as stb_textedit_move_line_start() while cursor > 1 do local prev_cursor = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, cursor) if (ImStb.TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE) then break end cursor = prev_cursor end return cursor end --- @param obj ImGuiInputTextState --- @param state STB_TexteditState --- @param cursor int function ImStb.TEXTEDIT_MOVELINEEND(obj, state, cursor) local n = ImStb.TEXTEDIT_STRINGLEN(obj) if state.single_line then return n + 1 end if obj.WrapWidth > 0.0 then local g = obj.Ctx local p = ImStd.ImStrbol(obj.TextSrc, cursor, 1) local text_end = obj.TextLen + 1 -- End of line would be enough while p < text_end do local eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, obj.TextSrc, p, text_end, obj.WrapWidth, ImDrawTextFlags.WrapKeepBlanks) cursor = eol if eol == cursor and obj.LastMoveDirectionLR ~= ImGuiDir.Left then -- If we are already on a visible end-of-line, switch to regular handle break end if eol > cursor then return cursor end p = (obj.TextSrc[eol] == 10) and eol + 1 or eol end end -- Regular handler, same as stb_textedit_move_line_end() while (cursor < n and ImStb.TEXTEDIT_GETCHAR(obj, cursor) ~= STB_TEXTEDIT_NEWLINE) do cursor = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, cursor) end return cursor end --- @param obj ImGuiInputTextState --- @param pos int --- @param n int function ImStb.TEXTEDIT_DELETECHARS(obj, pos, n) IM_ASSERT(obj.TextSrc == obj.TextA.Data) ImStd.memmove(obj.TextA.Data, pos, obj.TextA.Data, pos + n, obj.TextLen - n - pos + 2) obj.EditedBefore = true obj.EditedThisFrame = true obj.TextLen = obj.TextLen - n end --- @param obj ImGuiInputTextState --- @param pos int --- @param new_text ImStringBuffer --- @param new_text_pos int --- @param new_text_len int function ImStb.TEXTEDIT_INSERTCHARS(obj, pos, new_text, new_text_pos, new_text_len) local is_resizable = bit32.band(obj.Flags, ImGuiInputTextFlags.CallbackResize) ~= 0 local text_len = obj.TextLen IM_ASSERT(pos <= text_len + 1) -- We support partial insertion (with a mod in stb_textedit) local avail = obj.BufCapacity - 1 - obj.TextLen if not is_resizable and new_text_len > avail then new_text_len = math.floor(ImStd.ImTextFindValidUtf8CodepointEnd(new_text, new_text_pos, new_text_len + 1, avail) - new_text_pos) -- Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion end if new_text_len == 0 then return 0 end -- Grow internal buffer if needed IM_ASSERT(obj.TextSrc == obj.TextA.Data) if text_len + new_text_len + 1 > obj.TextA.Size and is_resizable then obj.TextA:resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1) obj.TextSrc = obj.TextA.Data end local text = obj.TextA.Data if pos ~= text_len + 1 then ImStd.memmove(text, pos + new_text_len, text, pos, text_len - pos + 1) end ImStd.memmove(text, pos, new_text, new_text_pos, new_text_len) obj.EditedBefore = true obj.EditedThisFrame = true obj.TextLen = obj.TextLen + new_text_len obj.TextA[obj.TextLen + 1] = 0 return new_text_len end stbte = IM_INCLUDE"imstb_textedit.lua" --- @param str ImGuiInputTextState --- @param state STB_TexteditState --- @param text IMSTB_TEXTEDIT_CHARTYPE[] --- @param text_len int function ImStb.stb_textedit_replace(str, state, text, text_len) stbte.makeundo_replace(str, state, 1, str.TextLen, text_len) ImStb.TEXTEDIT_DELETECHARS(str, 1, str.TextLen) state.cursor = 1 state.select_start = 1 state.select_end = 1 if text_len <= 0 then return end local text_len_inserted = ImStb.TEXTEDIT_INSERTCHARS(str, 1, text, 1, text_len) if text_len_inserted > 0 then state.cursor = text_len + 1 state.select_start = text_len + 1 state.select_end = text_len + 1 state.has_preferred_x = false return end IM_ASSERT(false) -- Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() end local MT = ImGui.GetMetatables() do --- @param key int function MT.ImGuiInputTextState:OnKeyPressed(key) stbte.key(self, self.Stb, key) self.CursorFollow = true self:CursorAnimReset() local key_u = bit32.band(key, bit32.bnot(STB_TEXTEDIT_K_SHIFT)) if key_u == STB_TEXTEDIT_K_LEFT or key_u == STB_TEXTEDIT_K_LINESTART or key_u == STB_TEXTEDIT_K_TEXTSTART or key_u == STB_TEXTEDIT_K_BACKSPACE or key_u == STB_TEXTEDIT_K_WORDLEFT then self.LastMoveDirectionLR = ImGuiDir.Left elseif key_u == STB_TEXTEDIT_K_RIGHT or key_u == STB_TEXTEDIT_K_LINEEND or key_u == STB_TEXTEDIT_K_TEXTEND or key_u == STB_TEXTEDIT_K_DELETE or key_u == STB_TEXTEDIT_K_WORDRIGHT then self.LastMoveDirectionLR = ImGuiDir.Right end end local utf8 = {0, 0, 0, 0, 0} --- @param c unsigned_int function MT.ImGuiInputTextState:OnCharPressed(c) for i = 1, 5 do utf8[i] = 0 end -- Convert the key to a UTF8 byte sequence. -- The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. ImStd.ImTextCharToUtf8(utf8, c) stbte.text(self, self.Stb, utf8, ImStd.ImStrlen(utf8)) self.CursorFollow = true self:CursorAnimReset() end -- After a user-input the cursor stays on for a while without blinking function MT.ImGuiInputTextState:CursorAnimReset() self.CursorAnim = -0.30 end function MT.ImGuiInputTextState:CursorClamp() self.Stb.cursor = ImMin(self.Stb.cursor, self.TextLen + 1) self.Stb.select_start = ImMin(self.Stb.select_start, self.TextLen + 1) self.Stb.select_end = ImMin(self.Stb.select_end, self.TextLen + 1) end function MT.ImGuiInputTextState:HasSelection() return self.Stb.select_start ~= self.Stb.select_end end function MT.ImGuiInputTextState:SelectAll() self.Stb.select_start = 1 self.Stb.cursor = self.TextLen + 1 self.Stb.select_end = self.TextLen + 1 self.Stb.has_preferred_x = false end end function ImGui.PushPasswordFont() local g = GImGui local backup = g.InputTextPasswordFontBackupBaked IM_ASSERT(backup.IndexAdvanceX.Size == 0 and backup.IndexLookup.Size == 0) local glyph = g.FontBaked:FindGlyph(42) -- '*' g.InputTextPasswordFontBackupFlags = g.Font.Flags backup.FallbackGlyphIndex = g.FontBaked.FallbackGlyphIndex backup.FallbackAdvanceX = g.FontBaked.FallbackAdvanceX backup.IndexLookup:swap(g.FontBaked.IndexLookup) backup.IndexAdvanceX:swap(g.FontBaked.IndexAdvanceX) g.Font.Flags = bit32.bor(g.Font.Flags, ImFontFlags.NoLoadGlyphs) g.FontBaked.FallbackGlyphIndex = g.FontBaked.Glyphs:index_from_ptr(glyph) + 1 g.FontBaked.FallbackAdvanceX = glyph.AdvanceX end function ImGui.PopPasswordFont() local g = GImGui local backup = g.InputTextPasswordFontBackupBaked g.Font.Flags = g.InputTextPasswordFontBackupFlags g.FontBaked.FallbackGlyphIndex = backup.FallbackGlyphIndex g.FontBaked.FallbackAdvanceX = backup.FallbackAdvanceX g.FontBaked.IndexLookup:swap(backup.IndexLookup) g.FontBaked.IndexAdvanceX:swap(backup.IndexAdvanceX) IM_ASSERT(backup.IndexAdvanceX.Size == 0 and backup.IndexLookup.Size == 0) end --- @param ctx ImGuiContext --- @param state ImGuiInputTextState --- @param char unsigned_int --- @param callback? ImGuiInputTextCallback --- @param user_data any --- @param input_source_is_clipboard? bool --- @return unsigned_int out_char --- @return bool local function InputTextFilterCharacter(ctx, state, char, callback, user_data, input_source_is_clipboard) if input_source_is_clipboard == nil then input_source_is_clipboard = false end IM_ASSERT(state ~= nil) local c = char local flags = state.Flags -- Filter non-printable (NB: isprint is unreliable! see #2467) local apply_named_filters = true if c < 0x20 then local pass = false pass = pass or (c == 10) and (bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) -- Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) if c == 10 and input_source_is_clipboard and (bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) then -- In single line mode, replace \n with a space char = 32 c = 32 pass = true end pass = pass or (c == 10) and (bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) pass = pass or (c == 9) and (bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0) -- tab if not pass then return char, false end apply_named_filters = false -- Override named filters below so newline and tabs can still be inserted. end if not input_source_is_clipboard then -- We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) if c == 127 then return char, false end -- Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) if c >= 0xE000 and c <= 0xF8FF then return char, false end end -- Filter Unicode ranges we are not handling in this build if c > IM_UNICODE_CODEPOINT_MAX then return char, false end -- Generic named filters if apply_named_filters and (bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsHexadecimal, ImGuiInputTextFlags.CharsUppercase, ImGuiInputTextFlags.CharsNoBlank, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.LocalizeDecimalPoint))) ~= 0 then -- The standard mandate that programs starts in the "C" locale where the decimal point is '.'. -- We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. -- Change the default decimal_point with: -- ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; -- Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. local g = ctx local c_decimal_point = g.PlatformIO.Platform_LocaleDecimalPoint if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.LocalizeDecimalPoint)) ~= 0 then if c == 46 or c == 44 then -- '.' or ',' c = c_decimal_point end end -- Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) -- While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may -- scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.CharsHexadecimal)) ~= 0 then if c >= 0xFF01 and c <= 0xFF5E then c = c - 0xFF01 + 0x21 end end -- Allow 0-9 . - + * / if bit32.band(flags, ImGuiInputTextFlags.CharsDecimal) ~= 0 then if not (c >= 48 and c <= 57) and (c ~= c_decimal_point) and (c ~= 45) and (c ~= 43) and (c ~= 42) and (c ~= 47) then -- 0-9 . - + * / return char, false end end -- Allow 0-9 . - + * / e E if bit32.band(flags, ImGuiInputTextFlags.CharsScientific) ~= 0 then if not (c >= 48 and c <= 57) and (c ~= c_decimal_point) and (c ~= 45) and (c ~= 43) and (c ~= 42) and (c ~= 47) and (c ~= 101) and (c ~= 69) then -- 0-9 . - + * / e E return char, false end end -- Allow 0-9 a-F A-F if bit32.band(flags, ImGuiInputTextFlags.CharsHexadecimal) ~= 0 then if not (c >= 48 and c <= 57) and not (c >= 97 and c <= 102) and not (c >= 65 and c <= 70) then -- 0-9 a-f A-F return char, false end end -- Turn a-z into A-Z if bit32.band(flags, ImGuiInputTextFlags.CharsUppercase) ~= 0 then if c >= 97 and c <= 122 then -- a-z c = c + (65 - 97) -- 'A' - 'a' end end if bit32.band(flags, ImGuiInputTextFlags.CharsNoBlank) ~= 0 then if ImStd.ImCharIsBlankW(c) then return char, false end end char = c end -- Custom callback filter if bit32.band(flags, ImGuiInputTextFlags.CallbackCharFilter) ~= 0 then local g = GImGui local callback_data = ImGuiInputTextCallbackData() callback_data.Ctx = g callback_data.ID = state.ID callback_data.Flags = flags callback_data.EventFlag = ImGuiInputTextFlags.CallbackCharFilter callback_data.EventChar = c callback_data.EventActivated = (state ~= nil and g.ActiveId == state.ID and g.ActiveIdIsJustActivated) callback_data.CursorPos = state.Stb.cursor callback_data.SelectionStart = state.Stb.select_start callback_data.SelectionEnd = state.Stb.select_end callback_data.UserData = user_data if callback(callback_data) ~= 0 then return char, false end char = callback_data.EventChar if not callback_data.EventChar then return char, false end end return char, true end -- Find the shortest single replacement we can make to get from old_buf to new_buf -- Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. -- FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly --- @param state ImGuiInputTextState --- @param old_buf ImStringBuffer --- @param old_length int --- @param new_buf ImStringBuffer --- @param new_length int local function InputTextReconcileUndoState(state, old_buf, old_length, new_buf, new_length) local shorter_length = ImMin(old_length, new_length) local first_diff for i = 1, shorter_length do first_diff = i if old_buf[first_diff] ~= new_buf[first_diff] then break end end if first_diff == old_length + 1 and first_diff == new_length + 1 then return end local old_last_diff = old_length local new_last_diff = new_length while old_last_diff >= first_diff and new_last_diff >= first_diff do if old_buf[old_last_diff] ~= new_buf[new_last_diff] then break end old_last_diff = old_last_diff - 1 new_last_diff = new_last_diff - 1 end local insert_len = new_last_diff - first_diff + 1 local delete_len = old_last_diff - first_diff + 1 if insert_len > 0 or delete_len > 0 then local undostate = state.Stb.undostate local p = stbte.createundo(undostate, first_diff, delete_len, insert_len) if p then for i = 0, delete_len - 1 do undostate.undo_char[p + i] = old_buf[first_diff + i] end end end end --- @param id ImGuiID function ImGui.InputTextDeactivateHook(id) local g = GImGui local state = g.InputTextState if id == 0 or state.ID ~= id or g.ActiveId ~= id then return end if not state.EditedBefore then return end -- IMGUI_DEBUG_LOG_ACTIVEID("InputTextDeactivateHook() id = 0x%08X\n", id); g.InputTextDeactivatedState.ID = state.ID g.InputTextDeactivatedState.ElapseFrame = g.FrameCount + 1 if bit32.band(state.Flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then g.InputTextDeactivatedState.TextA:resize(0) -- In theory this data won't be used, but clear to be neat else IM_ASSERT(state.TextA.Data ~= nil) -- IM_ASSERT(state.TextA[state.TextLen + 1] == 0) g.InputTextDeactivatedState.TextA:resize(state.TextLen + 1) ImStd.memmove(g.InputTextDeactivatedState.TextA.Data, 1, state.TextA.Data, 1, state.TextLen) -- state.TextLen + 1 end end --- @param flags ImGuiInputTextFlags --- @param line_index ImGuiTextIndex --- @param buf char[] --- @param buf_end int --- @param wrap_width float --- @param max_output_buffer_size int --- @return int size --- @return int? out_buf_end local function InputTextLineIndexBuild(flags, line_index, buf, buf_end, wrap_width, max_output_buffer_size) local g = GImGui local size = 0 local s = 1 local trailing_line_already_counted = false if bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0 then while s < buf_end do if size <= max_output_buffer_size then line_index.Offsets:push_back(s - 1) end size = size + 1 s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, buf, s, buf_end, wrap_width, ImDrawTextFlags.WrapKeepBlanks) if buf[s] == 10 then s = s + 1 end end elseif buf_end ~= nil then while s < buf_end do if size <= max_output_buffer_size then line_index.Offsets:push_back(s - 1) end size = size + 1 s = ImMemchr(buf, 10, s) --[[@as int]] -- FIXME: if s then s = s + 1 else s = buf_end end end else -- Inactive path: we don't know buf_end ahead of time. local s_eol s = 1 while true do if size <= max_output_buffer_size then line_index.Offsets:push_back(s - 1) end size = size + 1 s_eol = ImMemchr(buf, 10, s) if s_eol == nil then s = s + ImStd.ImStrlen(buf) - s -- FIXME: trailing_line_already_counted = true break end s = s_eol + 1 end end local out_buf_end if out_buf_end ~= nil then out_buf_end = s buf_end = s end if size == 0 then line_index.Offsets:push_back(0) size = size + 1 end if s > 1 and buf[s - 1] == 10 and not trailing_line_already_counted then local old_size = size size = size + 1 if old_size <= max_output_buffer_size then line_index.Offsets:push_back(s - 1) end end return size, out_buf_end end --- @param t table --- @param in_begin int --- @param in_end int --- @param v int local function ImLowerBound(t, in_begin, in_end, v) local in_p = in_begin local count = in_end - in_begin local floor = math.floor local rshift = bit32.rshift while count > 0 do local count2 = floor(rshift(count, 1)) local mid = in_p + count2 if t[mid] < v then in_p = mid + 1 count = count - count2 - 1 else count = count2 end end return in_p end --- @param g ImGuiContext --- @param state ImGuiInputTextState --- @param line_index ImGuiTextIndex --- @param buf char[] --- @param buf_end int --- @param cursor_n int --- @return ImVec2 local function InputTextLineIndexGetPosOffset(g, state, line_index, buf, buf_end, cursor_n) local cursor_ptr = cursor_n local it = ImLowerBound(line_index.Offsets, 1, line_index.Offsets.Size + 1, cursor_ptr) if it > 1 then if it > line_index.Offsets.Size or line_index.Offsets[it] ~= cursor_ptr or (state ~= nil and state.WrapWidth > 0.0 and state.LastMoveDirectionLR == ImGuiDir.Right and buf[cursor_ptr - 1] ~= 10 and buf[cursor_ptr - 1] ~= 0) then it = it - 1 end end local line_no = it local line_start = (line_no == 1) and 1 or line_index.Offsets[line_no] + 1 local offset = ImVec2() offset.x = InputTextCalcTextSize(g, buf, line_start, cursor_ptr, buf_end, nil, ImDrawTextFlags.WrapKeepBlanks).x offset.y = line_no * g.FontSize return offset end -- Edit a string of text --- @param label string --- @param hint? char[] --- @param buf char[] --- @param buf_size int --- @param size_arg ImVec2 --- @param flags ImGuiInputTextFlags --- @param callback? ImGuiInputTextCallback --- @param callback_user_data any function ImGui.InputTextEx(label, hint, buf, buf_size, size_arg, flags, callback, callback_user_data) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end IM_ASSERT(buf ~= nil and buf_size >= 0) IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0)) -- Can't use both together (they both use up/down keys) IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.CallbackCompletion) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0)) -- Can't use both together (they both use tab key) IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0)) -- Multiline does not not work with left-trimming IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.WordWrap) == 0 or bit32.band(flags, ImGuiInputTextFlags.Password) == 0) -- WordWrap does not work with Password mode IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.WordWrap) == 0 or bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) -- WordWrap does not work in single-line mode local g = GImGui --[[@as ImGuiContext]] local io = g.IO local style = g.Style local RENDER_SELECTION_WHEN_INACTIVE = false local is_multiline = bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0 if is_multiline then -- Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) ImGui.BeginGroup() end local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local frame_size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), (is_multiline and g.FontSize * 8.0 or label_size.y) + style.FramePadding.y * 2.0) -- Arbitrary default of 8 lines high for multi-line local total_size = ImVec2(frame_size.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0), frame_size.y) local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size) local total_bb = ImRect(frame_bb.Min, frame_bb.Min + total_size) local draw_window = window local inner_size = ImVec2() ImVec2_Copy(inner_size, frame_size) local item_data_backup = ImGuiLastItemData() if is_multiline then local backup_pos = ImVec2() ImVec2_Copy(backup_pos, window.DC.CursorPos) ImGui.ItemSize(total_bb, style.FramePadding.y) local no_clip = (g.InputTextDeactivatedState.ID == id) or (g.ActiveId == id) or (id == g.NavActivateId) -- Mimic some of ItemAdd() logic + add InputTextDeactivatedState.ID check. if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.Inputable) and not no_clip then ImGui.EndGroup() return false end ImGuiLastItemData_Copy(item_data_backup, g.LastItemData) ImVec2_Copy(window.DC.CursorPos, backup_pos) -- Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping if g.NavActivateId == id and (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromTabbing) ~= 0) and (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromFocusApi) == 0) and (bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0) then g.NavActivateId = 0 end -- Prevent NavActivate reactivating in BeginChild() when we are already active local backup_activate_id = g.NavActivateId if g.ActiveId == id then -- Prevent reactivation g.NavActivateId = 0 end -- We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug ImGui.PushStyleColor(ImGuiCol.ChildBg, style.Colors[ImGuiCol.FrameBg]) ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, style.FrameRounding) ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, style.FrameBorderSize) ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) -- Ensure no clip rect so mouse hover can reach FramePadding edges local child_visible = ImGui.BeginChildEx(label, id, frame_bb:GetSize(), ImGuiChildFlags.Borders, ImGuiWindowFlags.NoMove) g.NavActivateId = backup_activate_id ImGui.PopStyleVar(3) ImGui.PopStyleColor() if not child_visible and not no_clip then ImGui.EndChild() ImGui.EndGroup() return false end draw_window = g.CurrentWindow -- Child window draw_window.DC.NavLayersActiveMaskNext = bit32.bor(draw_window.DC.NavLayersActiveMaskNext, bit32.lshift(1, draw_window.DC.NavLayerCurrent)) -- This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it ImVec2_Copy(draw_window.DC.CursorPos, draw_window.DC.CursorPos + style.FramePadding) inner_size.x = inner_size.x - draw_window.ScrollbarSizes.x -- FIXME: Could this be a ImGuiChildFlags to affect the SetLastItemDataForWindow() call? g.LastItemData.ID = id g.LastItemData.ItemFlags = item_data_backup.ItemFlags g.LastItemData.StatusFlags = item_data_backup.StatusFlags else ImGui.ItemSize(total_bb, style.FramePadding.y) if bit32.band(flags, ImGuiInputTextFlags.TempInput) == 0 then if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.Inputable) then return false end end end -- Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) local hovered = ImGui.ItemHoverable(frame_bb, id, bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.NoNavDisableMouseHover)) if hovered then ImGui.SetMouseCursor(ImGuiMouseCursor.TextInput) end if hovered and g.NavHighlightItemUnderNav then hovered = false end -- We are only allowed to access the state if we are already the active widget local state = ImGui.GetInputTextState(id) if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0 then flags = bit32.bor(flags, ImGuiInputTextFlags.ReadOnly) end local is_readonly = bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 local is_password = bit32.band(flags, ImGuiInputTextFlags.Password) ~= 0 local is_undoable = bit32.band(flags, ImGuiInputTextFlags.NoUndoRedo) == 0 local is_resizable = bit32.band(flags, ImGuiInputTextFlags.CallbackResize) ~= 0 if is_resizable then IM_ASSERT(callback ~= nil) -- Must provide a callback if you set the ImGuiInputTextFlags.CallbackResize flag! end -- Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches. -- Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible. local is_wordwrap = bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0 local wrap_width = 0.0 if is_wordwrap then wrap_width = ImMax(1.0, ImGui.GetContentRegionAvail().x + (draw_window.ScrollbarY and 0.0 or -g.Style.ScrollbarSize)) end local user_clicked = hovered and io.MouseClicked[0] local input_requested_by_nav = (g.ActiveId ~= id) and (g.NavActivateId == id) and ((bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) or (g.NavInputSource == ImGuiInputSource.Keyboard)) local input_requested_by_reactivate = (g.InputTextReactivateId == id) -- for io.ConfigInputTextEnterKeepActive local input_requested_by_user = (user_clicked) or (g.ActiveId == 0 and bit32.band(flags, ImGuiInputTextFlags.TempInput) ~= 0 and g.InputTextDeactivatedState.ID ~= id) local scrollbar_id = (is_multiline and state ~= nil) and ImGui.GetWindowScrollbarID(draw_window, ImGuiAxis.Y) or 0 local user_scroll_finish = is_multiline and state ~= nil and g.ActiveId == 0 and g.ActiveIdPreviousFrame == scrollbar_id local user_scroll_active = is_multiline and state ~= nil and g.ActiveId == scrollbar_id local clear_active_id = false local select_all = false local scroll_y = is_multiline and draw_window.Scroll.y or FLT_MAX local init_reload_from_user_buf = (state ~= nil and state.WantReloadUserBuf) local init_changed_specs_multiline = (state ~= nil and (state.Stb.single_line ~= (not is_multiline))) local init_changed_specs_readonly = (state ~= nil and (bit32.band(bit32.bxor(state.Flags, flags), ImGuiInputTextFlags.ReadOnly) ~= 0)) -- state ~= nil means it's our state local init_make_active = (input_requested_by_user or input_requested_by_nav or input_requested_by_reactivate or user_scroll_finish) if init_reload_from_user_buf then local new_len = ImStd.ImStrlen(buf) IM_ASSERT(new_len + 1 <= buf_size, "Is your input buffer properly zero-terminated?") state.WantReloadUserBuf = false --- @cast state ImGuiInputTextState InputTextReconcileUndoState(state, state.TextA.Data, state.TextLen, buf, new_len) state.TextA:resize(buf_size + 1) state.TextLen = new_len ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1) state.Stb.select_start = state.ReloadSelectionStart state.Stb.cursor = state.ReloadSelectionEnd state.Stb.select_end = state.ReloadSelectionEnd -- will be clamped to bounds below elseif (init_make_active and g.ActiveId ~= id) or init_changed_specs_multiline or init_changed_specs_readonly then -- Access state even if we don't own it yet state = g.InputTextState state:CursorAnimReset() -- Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) if (state.ID ~= id and state.ID == g.ActiveId and (init_make_active and g.ActiveId ~= id)) then ImGui.InputTextDeactivateHook(state.ID) -- <-- this is essentially an earlier call to what SetActiveID() would do below. end -- Take a copy of the initial buffer value. -- From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) local buf_len = ImStd.ImStrlen(buf) IM_ASSERT(((buf_len + 1 <= buf_size) or (buf_len == 0 and buf_size == 0)), "Is your input buffer properly zero-terminated?") if not user_scroll_finish then state.TextToRevertTo:resize(buf_len + 1) ImStd.memmove(state.TextToRevertTo.Data, 1, buf, 1, buf_len + 1) end -- Preserve cursor position and undo/redo stack if we come back to same widget -- FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? local recycle_state = (state.ID == id and not init_changed_specs_multiline) if (recycle_state and not init_changed_specs_readonly and (state.TextLen ~= buf_len or (state.TextA.Data == nil or ImStd.strncmp(state.TextA.Data, buf, buf_len) ~= 0))) then recycle_state = false end -- Start edition state.ID = id state.TextLen = buf_len state.EditedBefore = false if not is_readonly then state.TextA:resize(buf_size + 1) ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1) end -- Find initial scroll position for right alignment ImVec2_Copy(state.Scroll, ImVec2(0.0, 0.0)) if bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 then state.Scroll.x = state.Scroll.x + ImMax(0.0, ImGui.CalcTextSize(table.concat(buf)).x - frame_size.x + style.FramePadding.x * 2.0) -- FIXME: no table.concat here end -- Recycle existing cursor/selection/undo stack but clamp position -- Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler if not recycle_state then stbte.initialize_state(state.Stb, not is_multiline) end if not is_multiline then if bit32.band(flags, ImGuiInputTextFlags.AutoSelectAll) ~= 0 then select_all = true end if input_requested_by_nav and (not recycle_state or (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.TryToPreserveState) == 0)) then select_all = true end if user_clicked and io.KeyCtrl then select_all = true end end if bit32.band(flags, ImGuiInputTextFlags.AlwaysOverwrite) ~= 0 then state.Stb.insert_mode = true -- stb field name is indeed incorrect (see #2863) end end local is_osx = io.ConfigMacOSXBehaviors if init_make_active and g.ActiveId ~= id then IM_ASSERT(state ~= nil and state.ID == id) ImGui.SetActiveID(id, window) ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) if input_requested_by_nav then ImGui.SetNavCursorVisibleAfterMove() end end if g.ActiveId == id then -- Declare some inputs, the other are registered and polled via Shortcut() routing system -- FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts local always_owned_keys = { ImGuiKey.LeftArrow, ImGuiKey.RightArrow, ImGuiKey.Delete, ImGuiKey.Backspace, ImGuiKey.Home, ImGuiKey.End } for _, key in ipairs(always_owned_keys) do ImGui.SetKeyOwner(key, id) end if user_clicked then ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id) end g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right)) if is_multiline or (bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0) then g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Up), bit32.lshift(1, ImGuiDir.Down)) ImGui.SetKeyOwner(ImGuiKey.UpArrow, id) ImGui.SetKeyOwner(ImGuiKey.DownArrow, id) end if is_multiline then ImGui.SetKeyOwner(ImGuiKey.PageUp, id) ImGui.SetKeyOwner(ImGuiKey.PageDown, id) end -- FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu if is_osx then ImGui.SetKeyOwner(ImGuiMod_Alt, id) end -- Expose scroll in a manner that is agnostic to us using a child window if is_multiline and state ~= nil then state.Scroll.y = draw_window.Scroll.y end -- Read-only mode always ever read from source buffer. Refresh TextLen when active. if is_readonly and state ~= nil then state.TextLen = ImStd.ImStrlen(buf) end if state ~= nil then state:CursorClamp() end -- if is_readonly and state ~= nil then -- state.TextA:clear() -- Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. -- end end if state ~= nil then state.TextSrc = is_readonly and buf or state.TextA.Data end -- We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) if g.ActiveId == id and state == nil then ImGui.ClearActiveID() end -- Release focus when we click outside if g.ActiveId == id and io.MouseClicked[0] and not init_make_active then clear_active_id = true end -- Lock the decision of whether we are going to take the path displaying the cursor or selection local render_cursor = (g.ActiveId == id) or (state and user_scroll_active) --[[@as bool]] local render_selection = state and (state:HasSelection() or select_all) and (RENDER_SELECTION_WHEN_INACTIVE or render_cursor) local value_changed = false local validated = false -- Select the buffer to render local buf_display_from_state = (render_cursor or render_selection or g.ActiveId == id) and not is_readonly and state ~= nil local is_displaying_hint = (hint ~= nil and (buf_display_from_state and state.TextA.Data or buf)[1] == 0) -- Password pushes a temporary font with only a fallback glyph if is_password and not is_displaying_hint then ImGui.PushPasswordFont() end if state ~= nil and state.ID == id then state.Flags = flags -- Word-wrapping: attempt to keep cursor in view while resizing frame/parent (FIXME-WORDWRAP: would be better to preserve same relative offset) if is_wordwrap and state.WrapWidth ~= wrap_width then state.CursorCenterY = true state.WrapWidth = wrap_width render_cursor = true end end -- Process mouse inputs and character inputs if g.ActiveId == id then --- @cast state ImGuiInputTextState IM_ASSERT(state ~= nil) state.EditedThisFrame = false state.BufCapacity = buf_size state.WrapWidth = wrap_width -- Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. -- Down the line we should have a cleaner library-wide concept of Selected vs Active g.ActiveIdAllowOverlap = not io.MouseDown[0] -- Edit in progress local mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state.Scroll.x local mouse_y = (is_multiline and (io.MousePos.y - draw_window.DC.CursorPos.y) or (g.FontSize * 0.5)) if select_all then state:SelectAll() state.SelectedAllMouseLock = true elseif hovered and io.MouseClickedCount[0] >= 2 and not io.KeyShift then stbte.click(state, state.Stb, mouse_x, mouse_y) local multiclick_count = (io.MouseClickedCount[0] - 2) if multiclick_count % 2 == 0 then -- Double-click: Select word -- We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant: -- FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) local is_bol = (state.Stb.cursor == 1) or ImStb.TEXTEDIT_GETCHAR(state, state.Stb.cursor - 1) == 10 if stbte.HAS_SELECTION(state.Stb) or not is_bol then state:OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT) end -- state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT)) if not stbte.HAS_SELECTION(state.Stb) then stbte.prep_selection_at_cursor(state.Stb) end state.Stb.cursor = STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state.Stb.cursor) state.Stb.select_end = state.Stb.cursor stbte.clamp(state, state.Stb) else -- Triple-click: Select line local is_eol = ImStb.TEXTEDIT_GETCHAR(state, state.Stb.cursor) == 10 state.WrapWidth = 0.0 -- Temporarily disable wrapping so we use real line start state:OnKeyPressed(STB_TEXTEDIT_K_LINESTART) state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_LINEEND, STB_TEXTEDIT_K_SHIFT)) state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_RIGHT, STB_TEXTEDIT_K_SHIFT)) state.WrapWidth = wrap_width if not is_eol and is_multiline then state.Stb.select_start, state.Stb.select_end = state.Stb.select_end, state.Stb.select_start state.Stb.cursor = state.Stb.select_end end state.CursorFollow = false end state:CursorAnimReset() elseif io.MouseClicked[0] and not state.SelectedAllMouseLock then if hovered then if io.KeyShift then stbte.drag(state, state.Stb, mouse_x, mouse_y) else stbte.click(state, state.Stb, mouse_x, mouse_y) end state:CursorAnimReset() end elseif io.MouseDown[0] and not state.SelectedAllMouseLock and (io.MouseDelta.x ~= 0.0 or io.MouseDelta.y ~= 0.0) then stbte.drag(state, state.Stb, mouse_x, mouse_y) state:CursorAnimReset() state.CursorFollow = true end if state.SelectedAllMouseLock and not io.MouseDown[0] then state.SelectedAllMouseLock = false end if bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0 and not is_readonly then if ImGui.Shortcut(ImGuiKey.Tab, ImGuiInputFlags.Repeat, id) then local c = 9 -- Insert TAB local ret2 c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data) if ret2 then state:OnCharPressed(c) end end -- FIXME: Implement Shift+Tab end -- Process regular text input local ignore_char_inputs = io.KeyCtrl and not io.KeyAlt if io.InputQueueCharacters.Size > 0 then if not ignore_char_inputs and not is_readonly and not input_requested_by_nav then for n = 1, io.InputQueueCharacters.Size do repeat -- Insert character if they pass filtering local c = io.InputQueueCharacters[n] if c == 9 then -- Skip Tab, see above break end local ret2 c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data) if ret2 then state:OnCharPressed(c) end until true end end -- Consume characters io.InputQueueCharacters:resize(0) end end -- Process other shortcuts/key-presses local revert_edit = false if g.ActiveId == id and not g.ActiveIdIsJustActivated and not clear_active_id then IM_ASSERT(state ~= nil) --- @cast state ImGuiInputTextState local row_count_per_page = ImMax(ImTrunc((inner_size.y - style.FramePadding.y) / g.FontSize), 1) state.Stb.row_count_per_page = row_count_per_page local k_mask = (io.KeyShift and STB_TEXTEDIT_K_SHIFT or 0) local is_wordmove_key_down = is_osx and io.KeyAlt or io.KeyCtrl local is_startend_key_down = is_osx and io.KeyCtrl and not io.KeySuper and not io.KeyAlt local f_repeat = ImGuiInputFlags.Repeat local is_cut = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.X), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Delete), f_repeat, id)) and not is_readonly and not is_password and (not is_multiline or state:HasSelection()) local is_copy = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.C), 0, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Insert), 0, id)) and not is_password and (not is_multiline or state:HasSelection()) local is_paste = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.V), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Insert), f_repeat, id)) and not is_readonly local is_undo = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Z), f_repeat, id)) and not is_readonly and is_undoable local is_redo = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Y), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiKey.Z), f_repeat, id)) and not is_readonly and is_undoable local is_select_all = ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.A), 0, id) local nav_gamepad_active = (bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0) and (bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0) local is_enter = ImGui.Shortcut(ImGuiKey.Enter, f_repeat, id) or ImGui.Shortcut(ImGuiKey.KeypadEnter, f_repeat, id) local is_ctrl_enter = ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Enter), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.KeypadEnter), f_repeat, id) local is_shift_enter = ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Enter), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.KeypadEnter), f_repeat, id) local is_gamepad_validate = nav_gamepad_active and ImGui.IsKeyPressed(ImGuiKey.NavGamepadActivate, false) local is_cancel = ImGui.Shortcut(ImGuiKey.Escape, f_repeat, id) or (nav_gamepad_active and ImGui.Shortcut(ImGuiKey.NavGamepadCancel, f_repeat, id)) if ImGui.IsKeyPressed(ImGuiKey.LeftArrow) then state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_LINESTART or (is_wordmove_key_down and STB_TEXTEDIT_K_WORDLEFT or STB_TEXTEDIT_K_LEFT), k_mask)) elseif ImGui.IsKeyPressed(ImGuiKey.RightArrow) then state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_LINEEND or (is_wordmove_key_down and STB_TEXTEDIT_K_WORDRIGHT or STB_TEXTEDIT_K_RIGHT), k_mask)) elseif ImGui.IsKeyPressed(ImGuiKey.UpArrow) and is_multiline then if io.KeyCtrl then ImGui.SetScrollY(draw_window, ImMax(draw_window.Scroll.y - g.FontSize, 0.0)) else state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_TEXTSTART or STB_TEXTEDIT_K_UP, k_mask)) end elseif ImGui.IsKeyPressed(ImGuiKey.DownArrow) and is_multiline then if io.KeyCtrl then ImGui.SetScrollY(draw_window, ImMin(draw_window.Scroll.y + g.FontSize, ImGui.GetScrollMaxY())) else state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_TEXTEND or STB_TEXTEDIT_K_DOWN, k_mask)) end elseif ImGui.IsKeyPressed(ImGuiKey.PageUp) and is_multiline then state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_PGUP, k_mask)) scroll_y = scroll_y - row_count_per_page * g.FontSize elseif ImGui.IsKeyPressed(ImGuiKey.PageDown) and is_multiline then state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_PGDOWN, k_mask)) scroll_y = scroll_y + row_count_per_page * g.FontSize elseif ImGui.IsKeyPressed(ImGuiKey.Home) then state:OnKeyPressed(io.KeyCtrl and bit32.bor(STB_TEXTEDIT_K_TEXTSTART, k_mask) or bit32.bor(STB_TEXTEDIT_K_LINESTART, k_mask)) elseif ImGui.IsKeyPressed(ImGuiKey.End) then state:OnKeyPressed(io.KeyCtrl and bit32.bor(STB_TEXTEDIT_K_TEXTEND, k_mask) or bit32.bor(STB_TEXTEDIT_K_LINEEND, k_mask)) elseif ImGui.IsKeyPressed(ImGuiKey.Delete) and not is_readonly and not is_cut then if not state:HasSelection() then if is_wordmove_key_down then state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT)) end end state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_DELETE, k_mask)) elseif ImGui.IsKeyPressed(ImGuiKey.Backspace) and not is_readonly then if not state:HasSelection() then if is_wordmove_key_down then state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDLEFT, STB_TEXTEDIT_K_SHIFT)) elseif is_osx and io.KeyCtrl and not io.KeyAlt and not io.KeySuper then state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_LINESTART, STB_TEXTEDIT_K_SHIFT)) end end state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_BACKSPACE, k_mask)) elseif is_enter or is_ctrl_enter or is_shift_enter or is_gamepad_validate then local ctrl_enter_for_new_line = bit32.band(flags, ImGuiInputTextFlags.CtrlEnterForNewLine) ~= 0 local is_new_line = is_multiline and not is_gamepad_validate and (is_shift_enter or (is_enter and not ctrl_enter_for_new_line) or (is_ctrl_enter and ctrl_enter_for_new_line)) if not is_new_line then validated = true clear_active_id = true if io.ConfigInputTextEnterKeepActive and not is_multiline and not is_ctrl_enter and not is_shift_enter then state:SelectAll() g.InputTextReactivateId = id end elseif not is_readonly then local c = 10 -- Insert new line local ret2 c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data) if ret2 then state:OnCharPressed(c) end end elseif is_cancel then if bit32.band(flags, ImGuiInputTextFlags.EscapeClearsAll) ~= 0 then if state.TextA.Data[1] ~= 0 then revert_edit = true else render_cursor = false render_selection = false clear_active_id = true end else clear_active_id = true revert_edit = true render_cursor = false render_selection = false end elseif is_undo or is_redo then state:OnKeyPressed(is_undo and STB_TEXTEDIT_K_UNDO or STB_TEXTEDIT_K_REDO) state:ClearSelection() elseif is_select_all then state:SelectAll() state.CursorFollow = true elseif is_cut or is_copy then if g.PlatformIO.Platform_SetClipboardTextFn ~= nil then local ib = state:HasSelection() and ImMin(state.Stb.select_start, state.Stb.select_end) or 1 local ie = state:HasSelection() and ImMax(state.Stb.select_start, state.Stb.select_end) or state.TextLen + 1 g.TempBuffer:reserve(ie - ib + 1) ImStd.memmove(g.TempBuffer.Data, 1, state.TextSrc, ib, ie - ib) g.TempBuffer.Data[ie - ib + 1] = 0 ImGui.SetClipboardText(ImGui._ByteArrayToString(g.TempBuffer.Data, 1, ie - ib + 1)) end if is_cut then if not state:HasSelection() then state:SelectAll() end state.CursorFollow = true stbte.cut(state, state.Stb) end elseif is_paste then local clipboard = ImGui.GetClipboardText() if clipboard then local clipboard_len = #clipboard local clipboard_end = clipboard_len + 1 local clipboard_filtered = ImVector() clipboard_filtered:reserve(clipboard_len + 1) local s local i = 1 while i <= clipboard_len do repeat s = string.byte(clipboard, i) local c, ret2 local in_len in_len, c = ImStd.ImTextCharFromUtf8(clipboard, i, clipboard_end) i = i + in_len c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data, true) if ret2 then break end local c_utf8 = {0, 0, 0, 0, 0} ImStd.ImTextCharToUtf8(c_utf8, c) local out_len = ImStd.ImStrlen(c_utf8) clipboard_filtered:resize(clipboard_filtered.Size + out_len) ImStd.memmove(clipboard_filtered.Data, clipboard_filtered.Size - out_len, c_utf8, 1, out_len) until true end if clipboard_filtered.Size > 0 then clipboard_filtered:push_back(0) stbte.paste(state, state.Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1) state.CursorFollow = true end end end render_selection = render_selection or (state:HasSelection() and (RENDER_SELECTION_WHEN_INACTIVE or render_cursor)) end -- Process revert and user callbacks local apply_new_text = nil local apply_new_text_length = 0 if g.ActiveId == id then IM_ASSERT(state ~= nil) --- @cast state ImGuiInputTextState if revert_edit and not is_readonly then if bit32.band(flags, ImGuiInputTextFlags.EscapeClearsAll) ~= 0 then IM_ASSERT(state.TextA.Data[1] ~= 0) apply_new_text = {0} apply_new_text_length = 0 value_changed = true local empty_string = {0} ImStb.stb_textedit_replace(state, state.Stb, empty_string, 0) elseif ImStd.strcmp(state.TextA.Data, state.TextToRevertTo.Data) ~= 0 then apply_new_text = state.TextToRevertTo.Data apply_new_text_length = state.TextToRevertTo.Size - 1 value_changed = true ImStb.stb_textedit_replace(state, state.Stb, state.TextToRevertTo.Data, state.TextToRevertTo.Size - 1) end end if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CallbackCompletion, ImGuiInputTextFlags.CallbackHistory, ImGuiInputTextFlags.CallbackEdit, ImGuiInputTextFlags.CallbackAlways)) ~= 0 then IM_ASSERT(callback ~= nil) local event_flag = 0 local event_key = ImGuiKey.None if bit32.band(flags, ImGuiInputTextFlags.CallbackCompletion) ~= 0 and ImGui.Shortcut(ImGuiKey.Tab, 0, id) then event_flag = ImGuiInputTextFlags.CallbackCompletion event_key = ImGuiKey.Tab elseif bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and ImGui.IsKeyPressed(ImGuiKey.UpArrow) then event_flag = ImGuiInputTextFlags.CallbackHistory event_key = ImGuiKey.UpArrow elseif bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and ImGui.IsKeyPressed(ImGuiKey.DownArrow) then event_flag = ImGuiInputTextFlags.CallbackHistory event_key = ImGuiKey.DownArrow elseif bit32.band(flags, ImGuiInputTextFlags.CallbackEdit) ~= 0 and state.EditedThisFrame then event_flag = ImGuiInputTextFlags.CallbackEdit elseif bit32.band(flags, ImGuiInputTextFlags.CallbackAlways) ~= 0 then event_flag = ImGuiInputTextFlags.CallbackAlways end if event_flag ~= 0 then local callback_data = ImGuiInputTextCallbackData() callback_data.Ctx = g callback_data.ID = id callback_data.Flags = flags callback_data.EventFlag = event_flag callback_data.EventActivated = (g.ActiveId == state.ID and g.ActiveIdIsJustActivated) callback_data.UserData = callback_user_data local callback_buf = is_readonly and buf or state.TextA.Data IM_ASSERT(callback_buf == state.TextSrc) state.CallbackTextBackup:resize(state.TextLen + 1) ImStd.memmove(state.CallbackTextBackup.Data, 1, callback_buf, 1, state.TextLen + 1) callback_data.EventKey = event_key callback_data.Buf = callback_buf callback_data.BufTextLen = state.TextLen callback_data.BufSize = state.BufCapacity callback_data.BufDirty = false callback_data.CursorPos = state.Stb.cursor callback_data.SelectionStart = state.Stb.select_start callback_data.SelectionEnd = state.Stb.select_end callback(callback_data) callback_buf = is_readonly and buf or state.TextA.Data IM_ASSERT(callback_data.Buf == callback_buf) IM_ASSERT(callback_data.BufSize == state.BufCapacity) IM_ASSERT(callback_data.Flags == flags) if callback_data.BufDirty or callback_data.CursorPos ~= state.Stb.cursor then state.CursorFollow = true end state.Stb.cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen) state.Stb.select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen) state.Stb.select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen) if callback_data.BufDirty then IM_ASSERT(callback_data.BufTextLen == ImStd.ImStrlen(callback_data.Buf)) InputTextReconcileUndoState(state, state.CallbackTextBackup.Data, state.CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen) state.TextLen = callback_data.BufTextLen state.EditedBefore = true; state.EditedThisFrame = true state:CursorAnimReset() end end end if not is_readonly then if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0 then -- Apply when modified if (ImStd.strcmp(state.TextSrc, buf) ~= 0) then apply_new_text = state.TextSrc apply_new_text_length = state.TextLen value_changed = true end else -- Apply on validation/deactivation, otherwise cancel out previous apply attempts (e.g. revert) value_changed = ((validated or clear_active_id or revert_edit) and ImStd.strcmp(state.TextSrc, buf) ~= 0) apply_new_text = value_changed and state.TextSrc or NULL apply_new_text_length = value_changed and state.TextLen or 0 end end end if g.InputTextDeactivatedState.ID == id then -- The state only exists after an Edit. IsItemDeactivatedAfterEdit() is not valid in every code path (see "widgets_inputtext_status_noliveedit" test). if ((g.ActiveId ~= id and ImGui.IsItemDeactivated()) or (g.ActiveId == id and bit32.band(flags, ImGuiInputTextFlags.TempInput) ~= 0)) then if (not is_readonly and ImStd.strcmp(g.InputTextDeactivatedState.TextA.Data, buf) ~= 0) then apply_new_text = g.InputTextDeactivatedState.TextA.Data apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1 value_changed = true -- IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); end end g.InputTextDeactivatedState.ID = 0 end if apply_new_text ~= nil then IM_ASSERT(apply_new_text_length >= 0) if is_resizable then local callback_data = ImGuiInputTextCallbackData() callback_data.Ctx = g callback_data.ID = id callback_data.Flags = flags callback_data.EventFlag = ImGuiInputTextFlags.CallbackResize callback_data.EventActivated = (g.ActiveId == state.ID and g.ActiveIdIsJustActivated) callback_data.Buf = buf callback_data.BufTextLen = apply_new_text_length callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1) callback_data.UserData = callback_user_data callback(callback_data) buf = callback_data.Buf buf_size = callback_data.BufSize apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1) IM_ASSERT(apply_new_text_length <= buf_size) end ImStd.ImStrncpy(buf, 1, apply_new_text, 1, ImMin(apply_new_text_length + 1, buf_size)) end -- Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) -- Otherwise request text input ahead for next frame. if g.ActiveId == id and clear_active_id then state.ID = 0 ImGui.ClearActiveID() state.ID = id end -- Render frame if not is_multiline then ImGui.RenderNavCursor(frame_bb, id) ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding) end local draw_pos = ImVec2() ImVec2_Copy(draw_pos, is_multiline and draw_window.DC.CursorPos or (frame_bb.Min + style.FramePadding)) local clip_rect = ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y) -- Not using frame_bb.Max because we have adjusted size if is_multiline then clip_rect:ClipWith(draw_window.ClipRect) end -- Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line -- without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. -- Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. local buf_display_max_length = 2 * 1024 * 1024 local buf_display = buf_display_from_state and state.TextA.Data or buf local buf_display_end = nil -- We have specialized paths below for setting the length -- Display hint when contents is empty -- At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) local new_is_displaying_hint = (hint ~= nil and (buf_display_from_state and state.TextA.Data or buf)[1] == 0) if new_is_displaying_hint ~= is_displaying_hint then if is_password and not is_displaying_hint then ImGui.PopPasswordFont() end is_displaying_hint = new_is_displaying_hint if is_password and not is_displaying_hint then ImGui.PushPasswordFont() end end if is_displaying_hint then --- @cast hint char[] buf_display = hint buf_display_end = ImStd.ImStrlen(hint) + 1 else if render_cursor or render_selection or g.ActiveId == id then buf_display_end = state.TextLen + 1 elseif is_multiline and not is_wordwrap then buf_display_end = nil -- Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path else buf_display_end = ImStd.ImStrlen(buf_display) + 1 end end -- Calculate visibility local line_visible_n0, line_visible_n1 = 1, 2 if is_multiline then line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize) end local line_index = g.InputTextLineIndex line_index.Offsets:resize(0) local line_count = 1 if is_multiline then local will_scroll_y = state and ((state.CursorFollow and render_cursor) or (state.CursorCenterY and (render_cursor or render_selection))) --- @cast buf_display_end int local out_buf_end line_count, out_buf_end = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y and INT_MAX or (line_visible_n1 + 1)) if buf_display_end then buf_display_end = out_buf_end end end line_index.EndOffset = buf_display_end - 1 line_visible_n1 = ImMin(line_visible_n1, line_count + 1) local text_size_y = line_count * g.FontSize --- @cast buf_display_end int local cursor_offset = (render_cursor and state) and InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state.Stb.cursor) or ImVec2(0.0, 0.0) local draw_scroll = ImVec2() local text_col = ImGui.GetColorU32(is_displaying_hint and ImGuiCol.TextDisabled or ImGuiCol.Text) if render_cursor or render_selection then IM_ASSERT(state ~= nil) state.LineCount = line_count local new_scroll_y = scroll_y if render_cursor and state.CursorFollow then if bit32.band(flags, ImGuiInputTextFlags.NoHorizontalScroll) == 0 then local scroll_increment_x = inner_size.x * 0.25 local visible_width = inner_size.x - style.FramePadding.x if cursor_offset.x < state.Scroll.x then state.Scroll.x = IM_TRUNC(ImMax(0.0, cursor_offset.x - scroll_increment_x)) elseif cursor_offset.x - visible_width >= state.Scroll.x then state.Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x) end else state.Scroll.x = 0.0 end if is_multiline then if cursor_offset.y - g.FontSize < scroll_y then new_scroll_y = ImMax(0.0, cursor_offset.y - g.FontSize) elseif cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0) >= scroll_y then new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0 end end state.CursorFollow = false end if state.CursorCenterY then if is_multiline then new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5 - style.FramePadding.y) end state.CursorCenterY = false render_cursor = false end if new_scroll_y ~= scroll_y then local scroll_max_y = ImMax((text_size_y + style.FramePadding.y * 2.0) - inner_size.y, 0.0) scroll_y = ImClamp(new_scroll_y, 0.0, scroll_max_y) draw_pos.y = draw_pos.y + (draw_window.Scroll.y - scroll_y) draw_window.Scroll.y = scroll_y line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize) line_visible_n1 = ImMin(line_visible_n1, line_count) end draw_scroll.x = state.Scroll.x if render_selection then local bg_color = ImGui.GetColorU32(ImGuiCol.TextSelectedBg, render_cursor and 1.0 or 0.6) local bg_offy_up = is_multiline and 0.0 or -1.0 local bg_offy_dn = is_multiline and 0.0 or 2.0 local bg_eol_width = IM_TRUNC(g.FontBaked:GetCharAdvance(32) * 0.50) local text_selected_begin = ImMin(state.Stb.select_start, state.Stb.select_end) local text_selected_end = ImMax(state.Stb.select_start, state.Stb.select_end) for line_n = line_visible_n0, line_visible_n1 - 1 do repeat local p = line_index:get_line_begin(1, line_n) local p_eol = line_index:get_line_end(1, line_n) local p_eol_is_wrap = (p_eol < buf_display_end and buf_display[p_eol] ~= 10) if p_eol_is_wrap then p_eol = p_eol + 1 end local line_selected_begin = (text_selected_begin > p) and text_selected_begin or p local line_selected_end = (text_selected_end < p_eol) and text_selected_end or p_eol local rect_width = 0.0 if line_selected_begin < line_selected_end then rect_width = rect_width + ImGui.CalcTextSizeEx(buf_display, line_selected_begin, line_selected_end).x end if text_selected_begin <= p_eol and text_selected_end > p_eol and not p_eol_is_wrap then rect_width = rect_width + bg_eol_width end if rect_width == 0.0 then break end local rect = ImRect() rect.Min.x = draw_pos.x - draw_scroll.x + ImGui.CalcTextSizeEx(buf_display, p, line_selected_begin).x rect.Min.y = draw_pos.y - draw_scroll.y + (line_n - 1) * g.FontSize rect.Max.x = rect.Min.x + rect_width rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize rect.Min.y = rect.Min.y + bg_offy_up rect:ClipWith(clip_rect) draw_window.DrawList:AddRectFilled(rect.Min, rect.Max, bg_color) until true end end end if g.ActiveId ~= id and bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 and not render_cursor and not render_selection then draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - ImGui.CalcTextSize(buf_display, nil).x - style.FramePadding.x) end if (is_multiline or (buf_display_end - 1) < buf_display_max_length) and bit32.band(text_col, IM_COL32_A_MASK) ~= 0 and line_visible_n0 < line_visible_n1 then g.Font:RenderText(draw_window.DrawList, g.FontSize, draw_pos - draw_scroll + ImVec2(0.0, (line_visible_n0 - 1) * g.FontSize), text_col, clip_rect:AsVec4(), buf_display, line_index:get_line_begin(1, line_visible_n0), line_index:get_line_end(1, line_visible_n1 - 1), wrap_width, bit32.bor(ImDrawTextFlags.WrapKeepBlanks, ImDrawTextFlags.CpuFineClip)) end if render_cursor then state.CursorAnim = state.CursorAnim + io.DeltaTime local cursor_is_visible = (not g.IO.ConfigInputTextCursorBlink) or (state.CursorAnim <= 0.0) or (ImFmod(state.CursorAnim, 1.20) <= 0.80) local cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll) local cursor_screen_rect = ImRect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5, cursor_screen_pos.x + 1.0, cursor_screen_pos.y - 1.5) if cursor_is_visible and cursor_screen_rect:Overlaps(clip_rect) then draw_window.DrawList:AddLineV(cursor_screen_rect.Min.x, cursor_screen_rect.Min.y, cursor_screen_rect.Max.y, ImGui.GetColorU32(ImGuiCol.InputTextCursor), style.InputTextCursorSize) end if not is_readonly and g.ActiveId == id then local ime_data = g.PlatformImeData ime_data.WantVisible = true ime_data.WantTextInput = true ImVec2_Copy(ime_data.InputPos, ImVec2(cursor_screen_pos.x - 1.0, cursor_screen_pos.y - g.FontSize)) ime_data.InputLineHeight = g.FontSize ime_data.ViewportId = window.Viewport.ID end end if is_password and not is_displaying_hint then ImGui.PopPasswordFont() end if is_multiline then -- For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags.Inputable (see #4761, #7870)... ImGui.Dummy(ImVec2(0.0, text_size_y + style.FramePadding.y)) g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.Inputable, ImGuiItemFlags.NoTabStop) ImGui.EndChild() item_data_backup.StatusFlags = bit32.bor(item_data_backup.StatusFlags, bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow)) -- ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... -- FIXME: This quite messy/tricky, should attempt to get rid of the child window. ImGui.EndGroup() if g.LastItemData.ID == 0 or g.LastItemData.ID ~= ImGui.GetWindowScrollbarID(draw_window, ImGuiAxis.Y) then g.LastItemData.ID = id g.LastItemData.ItemFlags = item_data_backup.ItemFlags g.LastItemData.StatusFlags = item_data_backup.StatusFlags end end if state and is_readonly then state.TextSrc = nil end if label_size.x > 0.0 then ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false) end if value_changed then ImGui.MarkItemEdited(id) end if bit32.band(flags, ImGuiInputTextFlags.EnterReturnsTrue) ~= 0 then return validated else return value_changed end end --- @param label string --- @param hint char[] --- @param buf char[] --- @param buf_size size_t --- @param flags? ImGuiInputTextFlags --- @param callback? ImGuiInputTextCallback --- @param user_data? any function ImGui.InputTextWithHint(label, hint, buf, buf_size, flags, callback, user_data) if flags == nil then flags = 0 end IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) return ImGui.InputTextEx(label, hint, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) end ---------------------------------------------------------------- -- [SECTION] COLOR EDIT / PICKER ---------------------------------------------------------------- --- @param col float[] --- @param H float --- @return float local function ColorEditRestoreH(col, H) local g = GImGui IM_ASSERT(g.ColorEditCurrentID ~= 0) if g.ColorEditSavedID ~= g.ColorEditCurrentID or g.ColorEditSavedColor ~= ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) then return H end H = g.ColorEditSavedHue return H end --- @param col float[] --- @param H float --- @param S float --- @param V float --- @return float, float, float local function ColorEditRestoreHS(col, H, S, V) local g = GImGui IM_ASSERT(g.ColorEditCurrentID ~= 0) if g.ColorEditSavedID ~= g.ColorEditCurrentID or g.ColorEditSavedColor ~= ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) then return H, S, V end -- When S == 0, H is undefined. -- When H == 1 it wraps around to 0. if S == 0.0 or (H == 0.0 and g.ColorEditSavedHue == 1) then H = g.ColorEditSavedHue end -- When V == 0, S is undefined. if V == 0.0 then S = g.ColorEditSavedSat end return H, S, V end do --[[ColorEdit4]] local ids = { "##X", "##Y", "##Z", "##W" } local fmt_table_int = { { "%3d", "%3d", "%3d", "%3d" }, -- Short display { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, -- Long display for RGBA { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } -- Long display for HSVA } local fmt_table_float = { { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, -- Short display { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, -- Long display for RGBA { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } -- Long display for HSVA } --- @param label string --- @param col float[] --- @param flags ImGuiColorEditFlags function ImGui.ColorEdit4(label, col, flags) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local style = g.Style local square_sz = ImGui.GetFrameHeight() local label_display_end = ImGui.FindRenderedTextEnd(label) local w_full = ImGui.CalcItemWidth() g.NextItemData:ClearFlags() ImGui.BeginGroup() ImGui.PushID(label) local set_current_color_edit_id = (g.ColorEditCurrentID == 0) if set_current_color_edit_id then g.ColorEditCurrentID = window.IDStack:back() end -- If we're not showing any slider there's no point in doing any HSV conversions local flags_untouched = flags if bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0 then flags = bit32.bor(bit32.band(flags, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.NoOptions) end -- Context menu: display and modify options (before defaults are applied) if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then ImGui.ColorEditOptionsPopup(col, flags) end -- Read stored options if bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.DisplayMask_)) end if bit32.band(flags, ImGuiColorEditFlags.DataTypeMask_) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.DataTypeMask_)) end if bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.PickerMask_)) end if bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.InputMask_)) end flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(bit32.bor(ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_)))) IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.DisplayMask_))) -- Check that only 1 is selected IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.InputMask_))) -- Check that only 1 is selected local alpha = bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0 local hdr = bit32.band(flags, ImGuiColorEditFlags.HDR) ~= 0 local components = alpha and 4 or 3 local w_button = (bit32.band(flags, ImGuiColorEditFlags.NoSmallPreview) ~= 0) and 0.0 or (square_sz + style.ItemInnerSpacing.x) local w_inputs = ImMax(w_full - w_button, 1.0) w_full = w_inputs + w_button -- Convert to the formats we need local f = { col[1], col[2], col[3], alpha and col[4] or 1.0 } if bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 then f[1], f[2], f[3] = ImGui.ColorConvertHSVtoRGB(f[1], f[2], f[3]) elseif bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 then -- Hue is lost when converting from grayscale rgb (saturation=0). Restore it. f[1], f[2], f[3] = ImGui.ColorConvertRGBtoHSV(f[1], f[2], f[3]) f[1], f[2], f[3] = ColorEditRestoreHS(col, f[1], f[2], f[3]) end local i = { IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]), IM_F32_TO_INT8_UNBOUND(f[4]) } local value_changed = false local value_changed_as_float = false local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) local inputs_offset_x = (style.ColorButtonPosition == ImGuiDir.Left) and w_button or 0.0 window.DC.CursorPos.x = pos.x + inputs_offset_x if bit32.band(flags, bit32.bor(ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.DisplayHSV)) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then local w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1) local w_per_component = IM_TRUNC(w_items / components) local draw_color_marker = bit32.band(flags, bit32.bor(ImGuiColorEditFlags.DisplayHSV, ImGuiColorEditFlags.NoColorMarkers)) == 0 local hide_prefix = draw_color_marker or (w_per_component <= ImGui.CalcTextSize((bit32.band(flags, ImGuiColorEditFlags.Float) ~= 0) and "M:0.000" or "M:000").x) local fmt_idx if hide_prefix then fmt_idx = 1 elseif bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 then fmt_idx = 3 else fmt_idx = 2 end local drag_flags = draw_color_marker and ImGuiSliderFlags.ColorMarkers or ImGuiSliderFlags.None local prev_split = 0.0 for n = 1, components do if n > 1 then ImGui.SameLine(0, style.ItemInnerSpacing.x) end local next_split = IM_TRUNC(w_items * n / components) ImGui.SetNextItemWidth(ImMax(next_split - prev_split, 1.0)) prev_split = next_split if draw_color_marker then ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[n]) end -- FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0 if bit32.band(flags, ImGuiColorEditFlags.Float) ~= 0 then local changed f[n], changed = ImGui.DragFloat(ids[n], f[n], 1.0 / 255.0, 0.0, hdr and 0.0 or 1.0, fmt_table_float[fmt_idx][n], drag_flags) value_changed = value_changed or changed value_changed_as_float = value_changed_as_float or value_changed else local changed i[n], changed = ImGui.DragInt(ids[n], i[n], 1.0, 0, hdr and 0 or 255, fmt_table_int[fmt_idx][n], drag_flags) value_changed = value_changed or changed end if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) end end elseif bit32.band(flags, ImGuiColorEditFlags.DisplayHex) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then -- RGB Hexadecimal Input -- TODO: resolve sprintf, sscanf requirement. currently this section creates a lot of temp tables and strings... local buf, buf_size = nil, 64 if alpha then local str = ImFormatString("#%02X%02X%02X%02X", ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255), ImClamp(i[4], 0, 255)) buf = { string.byte(str, 1, #str) } buf[#buf + 1] = 0 else local str = ImFormatString("#%02X%02X%02X", ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)) buf = { string.byte(str, 1, #str) } buf[#buf + 1] = 0 end ImGui.SetNextItemWidth(w_inputs) if ImGui.InputText("##Text", buf, buf_size, ImGuiInputTextFlags.CharsUppercase) then value_changed = true local p = 1 while buf[p] == 35 or ImCharIsBlankA(buf[p]) do p = p + 1 end i[1], i[2], i[3] = 0, 0, 0 i[4] = 0xFF local r if alpha then r = ImStd.sscanf(buf, p, "%02X%02X%02X%02X", i) else r = ImStd.sscanf(buf, p, "%02X%02X%02X", i) end -- IM_UNUSED(r) end if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) end end local picker_active_window = nil if bit32.band(flags, ImGuiColorEditFlags.NoSmallPreview) == 0 then local button_offset_x = (bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0 or style.ColorButtonPosition == ImGuiDir.Left) and 0.0 or (w_inputs + style.ItemInnerSpacing.x) ImVec2_Copy(window.DC.CursorPos, ImVec2(pos.x + button_offset_x, pos.y)) local col_v4 = ImVec4(col[1], col[2], col[3], alpha and col[4] or 1.0) if ImGui.ColorButton("##ColorButton", col_v4, flags) then if bit32.band(flags, ImGuiColorEditFlags.NoPicker) == 0 then -- Store current color and open a picker ImVec4_Copy(g.ColorPickerRef, col_v4) ImGui.OpenPopup("picker") ImGui.SetNextWindowPos(g.LastItemData.Rect:GetBL() + ImVec2(0.0, style.ItemSpacing.y)) end end if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) end if ImGui.BeginPopup("picker") then if g.CurrentWindow.BeginCount == 1 then picker_active_window = g.CurrentWindow if label ~= "" and label_display_end > 1 then ImGui.TextEx(label, label_display_end) ImGui.Spacing() end local picker_flags_to_forward = bit32.bor(ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaBar) local picker_flags = bit32.bor(bit32.band(flags_untouched, picker_flags_to_forward), ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.NoLabel, ImGuiColorEditFlags.AlphaPreviewHalf) ImGui.SetNextItemWidth(square_sz * 12.0) -- Use 256 + bar sizes? value_changed = value_changed or ImGui.ColorPicker4("##picker", col, picker_flags, g.ColorPickerRef) end ImGui.EndPopup() end end if label ~= "" and label_display_end > 1 and bit32.band(flags, ImGuiColorEditFlags.NoLabel) == 0 then -- Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), -- but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this ImGui.SameLine(0.0, style.ItemInnerSpacing.x) window.DC.CursorPos.x = pos.x + ((bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0) and w_button or (w_full + style.ItemInnerSpacing.x)) ImGui.TextEx(label, label_display_end) end -- Convert back if value_changed and picker_active_window == nil then if not value_changed_as_float then for n = 1, 4 do f[n] = i[n] / 255.0 end end if bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then g.ColorEditSavedHue = f[1] g.ColorEditSavedSat = f[2] f[1], f[2], f[3] = ImGui.ColorConvertHSVtoRGB(f[1], f[2], f[3]) g.ColorEditSavedID = g.ColorEditCurrentID g.ColorEditSavedColor = ImGui.ColorConvertFloat4ToU32(ImVec4(f[1], f[2], f[3], 0)) end if bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then f[1], f[2], f[3] = ImGui.ColorConvertRGBtoHSV(f[1], f[2], f[3]) end col[1] = f[1] col[2] = f[2] col[3] = f[3] if alpha then col[4] = f[4] end end if set_current_color_edit_id then g.ColorEditCurrentID = 0 end ImGui.PopID() ImGui.EndGroup() -- Drag and Drop Target -- TODO: -- When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4() if picker_active_window and g.ActiveId ~= 0 and g.ActiveIdWindow == picker_active_window then g.LastItemData.ID = g.ActiveId end if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId ImGui.MarkItemEdited(g.LastItemData.ID) end return value_changed end end --- @param label string --- @param col [float, float, float] --- @param flags? ImGuiColorEditFlags function ImGui.ColorEdit3(label, col, flags) if flags == nil then flags = 0 end return ImGui.ColorEdit4(label, col, bit32.bor(flags, ImGuiColorEditFlags.NoAlpha)) end -- `col` mutated in place, returns value_changed function ImGui.ColorPicker3(label, col, flags) local col4 = { col[1], col[2], col[3], 1.0 } if not ImGui.ColorPicker4(label, col4, bit32.bor(flags or 0, ImGuiColorEditFlags.NoAlpha)) then return false end col[1] = col4[1]; col[2] = col4[2]; col[3] = col4[3] return true end function ImGui.SetColorEditOptions(flags) local g = GImGui local def = ImGuiColorEditFlags.DefaultOptions_ for _, mask in ipairs({ ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_ }) do if bit32.band(flags, mask) == 0 then flags = bit32.bor(flags, bit32.band(def, mask)) end end g.IO.ConfigColorEditFlags = flags end -- Helper for ColorPicker4() --- @param draw_list ImDrawList --- @param pos ImVec2 --- @param half_sz ImVec2 --- @param bar_w float --- @param alpha float local function RenderArrowsForVerticalBar(draw_list, pos, half_sz, bar_w, alpha) local alpha8 = IM_F32_TO_INT8_SAT(alpha) ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir.Right, IM_COL32(0, 0, 0, alpha8)) ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir.Right, IM_COL32(255, 255, 255, alpha8)) ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir.Left, IM_COL32(0, 0, 0, alpha8)) ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir.Left, IM_COL32(255, 255, 255, alpha8)) end do --[[ColorPicker4]] local backup_initial_col = {0, 0, 0, 0} --- @param label string --- @param col float[] --- @param flags ImGuiColorEditFlags --- @param ref_col? float[] function ImGui.ColorPicker4(label, col, flags, ref_col) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local draw_list = window.DrawList local g = GImGui local style = g.Style local io = g.IO local width = ImGui.CalcItemWidth() local is_readonly = bit32.band(bit32.bor(g.NextItemData.ItemFlagsSet, g.CurrentItemFlags), ImGuiItemFlags.ReadOnly) ~= 0 g.NextItemData:ClearFlags() ImGui.PushID(label) local set_current_color_edit_id = (g.ColorEditCurrentID == 0) if set_current_color_edit_id then g.ColorEditCurrentID = window.IDStack:back() end ImGui.BeginGroup() if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then flags = bit32.bor(flags, ImGuiColorEditFlags.NoSmallPreview) end -- Context menu: display and store options. if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then ImGui.ColorPickerOptionsPopup(col, flags) end -- Read stored options if bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 then local picker_flags = bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.PickerMask_) if picker_flags ~= 0 then flags = bit32.bor(flags, picker_flags) else flags = bit32.bor(flags, bit32.band(ImGuiColorEditFlags.DefaultOptions_, ImGuiColorEditFlags.PickerMask_)) end end if bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then local input_flags = bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.InputMask_) if input_flags ~= 0 then flags = bit32.bor(flags, input_flags) else flags = bit32.bor(flags, bit32.band(ImGuiColorEditFlags.DefaultOptions_, ImGuiColorEditFlags.InputMask_)) end end IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.PickerMask_))) -- Check that only 1 is selected IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.InputMask_))) -- Check that only 1 is selected if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.AlphaBar)) end -- Setup local components = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 3 or 4 local alpha_bar = (bit32.band(flags, ImGuiColorEditFlags.AlphaBar) ~= 0) and (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0) local picker_pos = ImVec2() ImVec2_Copy(picker_pos, window.DC.CursorPos) local square_sz = ImGui.GetFrameHeight() local bars_width = square_sz -- Arbitrary smallish width of Hue/Alpha picking bars local sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar and 2 or 1) * (bars_width + style.ItemInnerSpacing.x)) -- Saturation/Value picking box local bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x local bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x local bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20) backup_initial_col[1], backup_initial_col[2], backup_initial_col[3], backup_initial_col[4] = col[1], col[2], col[3], col[4] local wheel_thickness = sv_picker_size * 0.08 local wheel_r_outer = sv_picker_size * 0.50 local wheel_r_inner = wheel_r_outer - wheel_thickness local wheel_center = ImVec2(picker_pos.x + (sv_picker_size + bars_width) * 0.5, picker_pos.y + sv_picker_size * 0.5) -- Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. local triangle_rotate = bit32.band(flags, ImGuiColorEditFlags.PickerNoRotate) == 0 local triangle_r = wheel_r_inner - math.floor(sv_picker_size * 0.027) local triangle_pa, triangle_pb, triangle_pc if triangle_rotate then triangle_pa = ImVec2( triangle_r, 0.0) else triangle_pa = ImVec2( triangle_r * 0.866, triangle_r * 0.5) end -- Hue point if triangle_rotate then triangle_pb = ImVec2(triangle_r * -0.5, triangle_r * -0.866) else triangle_pb = ImVec2( 0.0, -triangle_r) end -- Black point if triangle_rotate then triangle_pc = ImVec2(triangle_r * -0.5, triangle_r * 0.866) else triangle_pc = ImVec2(triangle_r * -0.866, triangle_r * 0.5) end -- White point local H = col[1]; local S = col[2]; local V = col[3] local R = col[1]; local G = col[2]; local B = col[3] if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then -- Hue is lost when converting from grayscale rgb (saturation=0). Restore it. H, S, V = ImGui.ColorConvertRGBtoHSV(R, G, B) H, S, V = ColorEditRestoreHS(col, H, S, V) elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then R, G, B = ImGui.ColorConvertHSVtoRGB(H, S, V) end local value_changed = false; local value_changed_h = false; local value_changed_sv = false ImGui.PushItemFlag(ImGuiItemFlags.NoNav, true) if bit32.band(flags, ImGuiColorEditFlags.PickerHueWheel) ~= 0 then -- Hue wheel + SV triangle logic ImGui.InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)) if ImGui.IsItemActive() and not is_readonly then local initial_off = g.IO.MouseClickedPos[0] - wheel_center local current_off = g.IO.MousePos - wheel_center local initial_dist2 = ImLengthSqr(initial_off) if initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) and initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1) then -- Interactive with Hue wheel H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5 if H < 0.0 then H = H + 1.0 end value_changed = true value_changed_h = true end local cos_hue_angle = triangle_rotate and ImCos(-H * 2.0 * IM_PI) or 1.0 local sin_hue_angle = triangle_rotate and ImSin(-H * 2.0 * IM_PI) or 0.0 if ImStd.ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)) then -- Interacting with SV triangle local current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle) if not ImStd.ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated) then current_off_unrotated = ImStd.ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated) end local uu, vv, ww uu, vv, ww = ImStd.ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated) V = ImClamp(1.0 - vv, 0.0001, 1.0) S = ImClamp(uu / V, 0.0001, 1.0) value_changed = true value_changed_sv = true end end if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) end elseif bit32.band(flags, ImGuiColorEditFlags.PickerHueBar) ~= 0 then -- SV rectangle logic ImGui.InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)) if ImGui.IsItemActive() and not is_readonly then S = ImSaturate((io.MousePos.x - picker_pos.x) / ImMax(sv_picker_size - 1, 0.0001)) V = 1.0 - ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001)) H = ColorEditRestoreH(col, H) -- Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. value_changed = true value_changed_sv = true end if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight) end -- Hue bar logic ImGui.SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)) ImGui.InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)) if ImGui.IsItemActive() and not is_readonly then H = ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001)) value_changed = true value_changed_h = true end end -- Alpha bar logic if alpha_bar then ImGui.SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)) ImGui.InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)) if ImGui.IsItemActive() then col[4] = 1.0 - ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001)) value_changed = true end end ImGui.PopItemFlag() if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then ImGui.SameLine(0, style.ItemInnerSpacing.x) ImGui.BeginGroup() end if bit32.band(flags, ImGuiColorEditFlags.NoLabel) == 0 then local label_display_end = ImGui.FindRenderedTextEnd(label) if label ~= "" and label_display_end > 1 then if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) ~= 0 then ImGui.SameLine(0, style.ItemInnerSpacing.x) end ImGui.TextEx(label, label_display_end) end end if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then ImGui.PushItemFlag(ImGuiItemFlags.NoNavDefaultFocus, true) local col_v4 = ImVec4(col[1], col[2], col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col[4]) if bit32.band(flags, ImGuiColorEditFlags.NoLabel) ~= 0 then ImGui.Text("Current") end local sub_flags_to_forward = bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.AlphaMask_, ImGuiColorEditFlags.NoTooltip) ImGui.ColorButton("##current", col_v4, bit32.band(flags, sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)) if ref_col ~= nil then ImGui.Text("Original") local ref_col_v4 = ImVec4(ref_col[1], ref_col[2], ref_col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or ref_col[4]) if ImGui.ColorButton("##original", ref_col_v4, bit32.band(flags, sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)) then for i = 1, components do col[i] = ref_col[i] end value_changed = true end end ImGui.PopItemFlag() ImGui.EndGroup() end -- Convert back color to RGB if value_changed_h or value_changed_sv then if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, S, V) -- Lua 1-based indexing g.ColorEditSavedHue = H g.ColorEditSavedSat = S g.ColorEditSavedID = g.ColorEditCurrentID g.ColorEditSavedColor = ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then col[1] = H col[2] = S col[3] = V end end -- R,G,B and H,S,V slider color editor local value_changed_fix_hue_wrap = false if bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then ImGui.PushItemWidth((alpha_bar and bar1_pos_x or bar0_pos_x) + bars_width - picker_pos.x) local sub_flags_to_forward = bit32.bor(ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.AlphaMask_, ImGuiColorEditFlags.NoOptions, ImGuiColorEditFlags.NoTooltip, ImGuiColorEditFlags.NoSmallPreview) local sub_flags = bit32.bor(bit32.band(flags, sub_flags_to_forward), ImGuiColorEditFlags.NoPicker) if bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then if ImGui.ColorEdit4("##rgb", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayRGB)) then -- FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. -- For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) value_changed_fix_hue_wrap = (g.ActiveId ~= 0 and not g.ActiveIdAllowOverlap) value_changed = true end end if bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then if ImGui.ColorEdit4("##hsv", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayHSV)) then value_changed = true end end if bit32.band(flags, ImGuiColorEditFlags.DisplayHex) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then if ImGui.ColorEdit4("##hex", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayHex)) then value_changed = true end end ImGui.PopItemWidth() end -- Try to cancel hue wrap (after ColorEdit4 call), if any if value_changed_fix_hue_wrap and bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then local new_H, new_S, new_V = ImGui.ColorConvertRGBtoHSV(col[1], col[2], col[3]) -- Lua 1-based indexing if new_H <= 0 and H > 0 then if new_V <= 0 and V ~= new_V then col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, S, (new_V <= 0) and (V * 0.5) or new_V) elseif new_S <= 0 then col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, (new_S <= 0) and (S * 0.5) or new_S, new_V) end end end if value_changed then if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then R = col[1] G = col[2] B = col[3] H, S, V = ImGui.ColorConvertRGBtoHSV(R, G, B) H, S, V = ColorEditRestoreHS(col, H, S, V) -- Fix local Hue as display below will use it immediately. elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then H = col[1] S = col[2] V = col[3] R, G, B = ImGui.ColorConvertHSVtoRGB(H, S, V) end end local style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha) local col_black = IM_COL32(0, 0, 0, style_alpha8) local col_white = IM_COL32(255, 255, 255, style_alpha8) local col_midgrey = IM_COL32(128, 128, 128, style_alpha8) local col_hues = { IM_COL32(255, 0, 0, style_alpha8), IM_COL32(255, 255, 0, style_alpha8), IM_COL32(0, 255, 0, style_alpha8), IM_COL32(0, 255, 255, style_alpha8), IM_COL32(0, 0, 255, style_alpha8), IM_COL32(255, 0, 255, style_alpha8), IM_COL32(255, 0, 0, style_alpha8) } local hue_color_f = ImVec4(1, 1, 1, style.Alpha) hue_color_f.x, hue_color_f.y, hue_color_f.z = ImGui.ColorConvertHSVtoRGB(H, 1, 1) local hue_color32 = ImGui.ColorConvertFloat4ToU32(hue_color_f) local user_col32_striped_of_alpha = ImGui.ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)) -- Important: this is still including the main rendering/style alpha!! local sv_cursor_pos = ImVec2() if bit32.band(flags, ImGuiColorEditFlags.PickerHueWheel) ~= 0 then -- Render Hue Wheel local aeps = 0.5 / wheel_r_outer -- Half a pixel arc length in radians (2pi cancels out). local segment_per_arc = ImMax(4, math.floor(wheel_r_outer / 12)) for n = 1, 6 do local a0 = (n - 1) / 6.0 * 2.0 * IM_PI - aeps local a1 = n / 6.0 * 2.0 * IM_PI + aeps local vert_start_idx = draw_list.VtxBuffer.Size + 1 draw_list:PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer) * 0.5, a0, a1, segment_per_arc) draw_list:PathStroke(col_white, wheel_thickness) local vert_end_idx = draw_list.VtxBuffer.Size + 1 -- Paint colors over existing vertices local gradient_p0 = ImVec2(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner) local gradient_p1 = ImVec2(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner) ImGui.ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]) end -- Render Cursor + preview on Hue Wheel local cos_hue_angle = ImCos(H * 2.0 * IM_PI) local sin_hue_angle = ImSin(H * 2.0 * IM_PI) local hue_cursor_pos = ImVec2(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5) local hue_cursor_rad = value_changed_h and (wheel_thickness * 0.65) or (wheel_thickness * 0.55) local hue_cursor_segments = draw_list:_CalcCircleAutoSegmentCount(hue_cursor_rad) -- Lock segment count so the +1 one matches others. draw_list:AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments) draw_list:AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments) draw_list:AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments) if triangle_rotate == false then cos_hue_angle = 1.0 sin_hue_angle = 0.0 end -- Render SV triangle (rotated according to hue) local tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle) local trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle) local trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle) local uv_white = ImGui.GetFontTexUvWhitePixel() draw_list:PrimReserve(3, 3) draw_list:PrimVtx(tra, uv_white, hue_color32) draw_list:PrimVtx(trb, uv_white, col_black) draw_list:PrimVtx(trc, uv_white, col_white) draw_list:AddTriangle(tra, trb, trc, col_midgrey, 1.5) sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)) elseif bit32.band(flags, ImGuiColorEditFlags.PickerHueBar) ~= 0 then -- Render SV Square draw_list:AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white) draw_list:AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black) ImGui.RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0) -- Sneakily prevent the circle to stick out too much sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2) sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2) -- Render Hue Bar for i = 1, 6 do draw_list:AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + (i - 1) * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + i * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]) end local bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size) ImGui.RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0) RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha) end -- Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) local sv_cursor_rad = value_changed_sv and (wheel_thickness * 0.55) or (wheel_thickness * 0.40) local sv_cursor_segments = draw_list:_CalcCircleAutoSegmentCount(sv_cursor_rad) -- Lock segment count so the +1 one matches others. draw_list:AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments) draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments) draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments) -- Render alpha bar if alpha_bar then local alpha = ImSaturate(col[4]) local bar1_bb = ImRect(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size) ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb:GetWidth() / 2.0, ImVec2(0.0, 0.0)) draw_list:AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK)), bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK))) local bar1_line_y = IM_ROUND(picker_pos.y + (1.0 - alpha) * sv_picker_size) ImGui.RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0) RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha) end ImGui.EndGroup() if value_changed then for i = 1, components do if backup_initial_col[i] ~= col[i] then break end if i == components then value_changed = false end end end if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId ImGui.MarkItemEdited(g.LastItemData.ID) end if set_current_color_edit_id then g.ColorEditCurrentID = 0 end ImGui.PopID() return value_changed end end --- @param desc_id string --- @param col ImVec4 --- @param flags? ImGuiColorEditFlags --- @param size_arg? ImVec2 function ImGui.ColorButton(desc_id, col, flags, size_arg) if flags == nil then flags = 0 end if size_arg == nil then size_arg = ImVec2(0, 0) end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local id = window:GetID(desc_id) local default_size = ImGui.GetFrameHeight() local size = ImVec2(size_arg.x == 0.0 and default_size or size_arg.x, size_arg.y == 0.0 and default_size or size_arg.y) local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size) ImGui.ItemSize(bb, (size.y >= default_size) and g.Style.FramePadding.y or 0.0) if not ImGui.ItemAdd(bb, id) then return false end local pressed, hovered, _ = ImGui.ButtonBehavior(bb, id) if bit32.band(flags, bit32.bor(ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaOpaque)) ~= 0 then flags = bit32.band(flags, bit32.bnot(bit32.bor(ImGuiColorEditFlags.AlphaNoBg, ImGuiColorEditFlags.AlphaPreviewHalf))) end local col_rgb = ImVec4(col.x, col.y, col.z, col.w) if bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then col_rgb.x, col_rgb.y, col_rgb.z = ImGui.ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z) end local col_rgb_without_alpha = ImVec4(col_rgb.x, col_rgb.y, col_rgb.z, 1.0) local grid_step = ImMin(size.x, size.y) / 2.99 local rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5) local bb_inner = ImRect() ImRect_Copy(bb_inner, bb) local off = 0.0 if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then off = -0.75 bb_inner:Expand(off) end if bit32.band(flags, ImGuiColorEditFlags.AlphaPreviewHalf) ~= 0 and col_rgb.w < 1.0 then local mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5) if bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags.RoundCornersRight) else window.DrawList:AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), rounding, ImDrawFlags.RoundCornersRight) end window.DrawList:AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), ImGui.GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags.RoundCornersLeft) else local col_source = (bit32.band(flags, ImGuiColorEditFlags.AlphaOpaque) ~= 0) and col_rgb_without_alpha or col_rgb if col_source.w < 1.0 and bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, bb_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), grid_step, ImVec2(off, off), rounding) else window.DrawList:AddRectFilled(bb_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), rounding) end end ImGui.RenderNavCursor(bb, id) if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then if g.Style.FrameBorderSize > 0.0 then ImGui.RenderFrameBorder(bb.Min, bb.Max, rounding) else window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), rounding) end end -- Drag and Drop Source -- NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. -- if g.ActiveId == id and bit32.band(flags, ImGuiColorEditFlags.NoDragDrop) == 0 and ImGui.BeginDragDropSource() then -- if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then -- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, col_rgb, ImGuiCond.Once) -- else -- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, col_rgb, ImGuiCond.Once) -- end -- ImGui.ColorButton(desc_id, col, flags) -- ImGui.SameLine() -- ImGui.TextEx("Color") -- ImGui.EndDragDropSource() -- end -- Tooltip if bit32.band(flags, ImGuiColorEditFlags.NoTooltip) == 0 and hovered and ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then ImGui.ColorTooltip(desc_id, col, bit32.band(flags, bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.AlphaMask_))) end return pressed end --- @param text? string --- @param col ImVec4 --- @param flags ImGuiColorEditFlags function ImGui.ColorTooltip(text, col, flags) local g = GImGui if not ImGui.BeginTooltipEx(ImGuiTooltipFlags.OverridePrevious, ImGuiWindowFlags.None) then return end local text_end = text and ImGui.FindRenderedTextEnd(text, nil) or 1 if text_end > 1 then --- @cast text string ImGui.TextEx(text, text_end) ImGui.Separator() end local sz = ImVec2(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2) local cf = ImVec4(col.x, col.y, col.z, (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col.w) local cr = IM_F32_TO_INT8_SAT(col.x) local cg = IM_F32_TO_INT8_SAT(col.y) local cb = IM_F32_TO_INT8_SAT(col.z) local ca = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 255 or IM_F32_TO_INT8_SAT(col.w) local flags_to_forward = bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.AlphaMask_) ImGui.ColorButton("##preview", cf, bit32.bor(bit32.band(flags, flags_to_forward), ImGuiColorEditFlags.NoTooltip), sz) ImGui.SameLine() if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then ImGui.Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col.x, col.y, col.z) else ImGui.Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col.x, col.y, col.z, col.w) end elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then ImGui.Text("H: %.3f, S: %.3f, V: %.3f", col.x, col.y, col.z) else ImGui.Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col.x, col.y, col.z, col.w) end end ImGui.EndTooltip() end --- @param col float[] --- @param flags ImGuiColorEditFlags function ImGui.ColorEditOptionsPopup(col, flags) local allow_opt_inputs = bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 local allow_opt_datatype = bit32.band(flags, ImGuiColorEditFlags.DataTypeMask_) == 0 if (not allow_opt_inputs and not allow_opt_datatype) or not ImGui.BeginPopup("context") then return end local g = GImGui ImGui.PushItemFlag(ImGuiItemFlags.NoMarkEdited, true) local opts = g.IO.ConfigColorEditFlags if allow_opt_inputs then if ImGui.RadioButtonEx("RGB", bit32.band(opts, ImGuiColorEditFlags.DisplayRGB) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayRGB) end if ImGui.RadioButtonEx("HSV", bit32.band(opts, ImGuiColorEditFlags.DisplayHSV) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayHSV) end if ImGui.RadioButtonEx("Hex", bit32.band(opts, ImGuiColorEditFlags.DisplayHex) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayHex) end end if allow_opt_datatype then if allow_opt_inputs then ImGui.Separator() end if ImGui.RadioButtonEx("0..255", bit32.band(opts, ImGuiColorEditFlags.Uint8) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DataTypeMask_)), ImGuiColorEditFlags.Uint8) end if ImGui.RadioButtonEx("0.00..1.00", bit32.band(opts, ImGuiColorEditFlags.Float) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DataTypeMask_)), ImGuiColorEditFlags.Float) end end if allow_opt_inputs or allow_opt_datatype then ImGui.Separator() end if ImGui.Button("Copy as..", ImVec2(-1, 0)) then ImGui.OpenPopup("Copy") end if ImGui.BeginPopup("Copy") then local cr = IM_F32_TO_INT8_SAT(col[1]) local cg = IM_F32_TO_INT8_SAT(col[2]) local cb = IM_F32_TO_INT8_SAT(col[3]) local ca = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 255 or IM_F32_TO_INT8_SAT(col[4]) local buf1 = ImFormatString("(%.3ff, %.3ff, %.3ff, %.3ff)", col[1], col[2], col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col[4]) if ImGui.Selectable(buf1) then ImGui.SetClipboardText(buf1) end local buf2 = ImFormatString("(%d,%d,%d,%d)", cr, cg, cb, ca) if ImGui.Selectable(buf2) then ImGui.SetClipboardText(buf2) end local buf3 = ImFormatString("#%02X%02X%02X", cr, cg, cb) if ImGui.Selectable(buf3) then ImGui.SetClipboardText(buf3) end if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0 then local buf4 = ImFormatString("#%02X%02X%02X%02X", cr, cg, cb, ca) if ImGui.Selectable(buf4) then ImGui.SetClipboardText(buf4) end end ImGui.EndPopup() end g.IO.ConfigColorEditFlags = opts ImGui.PopItemFlag() ImGui.EndPopup() end --- @param ref_col float[] --- @param flags ImGuiColorEditFlags function ImGui.ColorPickerOptionsPopup(ref_col, flags) local allow_opt_picker = bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 local allow_opt_alpha_bar = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0) and (bit32.band(flags, ImGuiColorEditFlags.AlphaBar) == 0) if (not allow_opt_picker and not allow_opt_alpha_bar) or not ImGui.BeginPopup("context") then return end local g = GImGui ImGui.PushItemFlag(ImGuiItemFlags.NoMarkEdited, true) if allow_opt_picker then local picker_size = ImVec2(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui.GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0)) -- FIXME: Picker size copied from main picker function ImGui.PushItemWidth(picker_size.x) for picker_type = 0, 1 do if picker_type > 0 then ImGui.Separator() end ImGui.PushID(picker_type) local picker_flags = bit32.bor(ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoOptions, ImGuiColorEditFlags.NoLabel, ImGuiColorEditFlags.NoSidePreview, bit32.band(flags, ImGuiColorEditFlags.NoAlpha)) if picker_type == 0 then picker_flags = bit32.bor(picker_flags, ImGuiColorEditFlags.PickerHueBar) end if picker_type == 1 then picker_flags = bit32.bor(picker_flags, ImGuiColorEditFlags.PickerHueWheel) end local backup_pos = ImGui.GetCursorScreenPos() -- By default, Selectable() is closing popup if ImGui.Selectable("##selectable", false, 0, picker_size) then g.IO.ConfigColorEditFlags = bit32.bor(bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(ImGuiColorEditFlags.PickerMask_)), bit32.band(picker_flags, ImGuiColorEditFlags.PickerMask_)) end ImGui.SetCursorScreenPos(backup_pos) local previewing_ref_col = ImVec4() for i = 1, (bit32.band(picker_flags, ImGuiColorEditFlags.NoAlpha) ~= 0 and 3 or 4) do previewing_ref_col[i] = ref_col[i] end ImGui.ColorPicker4("##previewing_picker", previewing_ref_col, picker_flags) ImGui.PopID() end ImGui.PopItemWidth() end if allow_opt_alpha_bar then if allow_opt_picker then ImGui.Separator() end _, g.IO.ConfigColorEditFlags = ImGui.CheckboxFlags("Alpha Bar", g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.AlphaBar) end ImGui.PopItemFlag() ImGui.EndPopup() end ---------------------------------------------------------------- -- [SECTION] TREES ---------------------------------------------------------------- --- @param label string function ImGui.TreeNode(label) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local id = window:GetID(label) return ImGui.TreeNodeBehavior(id, ImGuiTreeNodeFlags.None, label, nil) end --- @param storage_id ImGuiID function ImGui.TreeNodeGetOpen(storage_id) local g = GImGui local storage = g.CurrentWindow.DC.StateStorage return (storage[storage_id]) and true or false end --- @param storage_id ImGuiID --- @param is_open bool function ImGui.TreeNodeSetOpen(storage_id, is_open) local g = GImGui local storage = g.CurrentWindow.DC.StateStorage storage[storage_id] = is_open end --- @param storage_id ImGuiID --- @param flags ImGuiTreeNodeFlags function ImGui.TreeNodeUpdateNextOpen(storage_id, flags) if bit32.band(flags, ImGuiTreeNodeFlags.Leaf) ~= 0 then return true end local g = GImGui local window = g.CurrentWindow local storage = window.DC.StateStorage local is_open if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasOpen) ~= 0 then if bit32.band(g.NextItemData.OpenCond, ImGuiCond.Always) ~= 0 then is_open = g.NextItemData.OpenVal ImGui.TreeNodeSetOpen(storage_id, is_open) else local stored_value = storage[storage_id] if stored_value == nil then is_open = g.NextItemData.OpenVal ImGui.TreeNodeSetOpen(storage_id, is_open) else is_open = stored_value ~= 0 end end else is_open = (storage[storage_id] == nil) and (bit32.band(flags, ImGuiTreeNodeFlags.DefaultOpen) ~= 0) or storage[storage_id] end if g.LogEnabled and bit32.band(flags, ImGuiTreeNodeFlags.NoAutoOpenOnLog) == 0 and (window.DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand then is_open = true end return is_open end --- @param flags ImGuiTreeNodeFlags --- @param x1 float local function TreeNodeStoreStackData(flags, x1) local g = GImGui local window = g.CurrentWindow g.TreeNodeStack:resize(g.TreeNodeStack.Size + 1) local tree_node_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] tree_node_data.ID = g.LastItemData.ID tree_node_data.TreeFlags = flags tree_node_data.ItemFlags = g.LastItemData.ItemFlags ImRect_Copy(tree_node_data.NavRect, g.LastItemData.NavRect) local draw_lines = bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes)) ~= 0 tree_node_data.DrawLinesX1 = draw_lines and (x1 + g.FontSize * 0.5 + g.Style.FramePadding.x) or FLT_MAX tree_node_data.DrawLinesTableColumn = (draw_lines and g.CurrentTable) and g.CurrentTable.CurrentColumn or -1 tree_node_data.DrawLinesToNodesY2 = -FLT_MAX window.DC.TreeHasStackDataDepthMask = window.DC.TreeHasStackDataDepthMask or bit32.lshift(1, window.DC.TreeDepth) if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesToNodes) ~= 0 then window.DC.TreeRecordsClippedNodesY2Mask = window.DC.TreeRecordsClippedNodesY2Mask or bit32.lshift(1, window.DC.TreeDepth) end end --- @param id ImGuiID --- @param flags ImGuiTreeNodeFlags --- @param label string --- @param label_end? int function ImGui.TreeNodeBehavior(id, flags, label, label_end) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local style = g.Style local display_frame = bit32.band(flags, ImGuiTreeNodeFlags.Framed) ~= 0 local use_frame_padding = display_frame or (bit32.band(flags, ImGuiTreeNodeFlags.FramePadding) ~= 0) local padding if use_frame_padding then padding = style.FramePadding else padding = ImVec2(style.FramePadding.x, ImMin(window.DC.CurrLineTextBaseOffset, style.FramePadding.y)) end if label_end == nil then label_end = ImGui.FindRenderedTextEnd(label) end local label_size = ImGui.CalcTextSize(label, label_end, false) local text_offset_x = g.FontSize + (display_frame and (padding.x * 3) or (padding.x * 2)) local text_offset_y = use_frame_padding and ImMax(style.FramePadding.y, window.DC.CurrLineTextBaseOffset) or window.DC.CurrLineTextBaseOffset local text_width = g.FontSize + label_size.x + padding.x * 2 local frame_height = label_size.y + padding.y * 2 local span_all_columns = bit32.band(flags, ImGuiTreeNodeFlags.SpanAllColumns) ~= 0 and (g.CurrentTable ~= nil) local span_all_columns_label = bit32.band(flags, ImGuiTreeNodeFlags.LabelSpanAllColumns) ~= 0 and (g.CurrentTable ~= nil) local frame_bb = ImRect() frame_bb.Min.x = span_all_columns and window.ParentWorkRect.Min.x or (bit32.band(flags, ImGuiTreeNodeFlags.SpanFullWidth) ~= 0 and window.WorkRect.Min.x or window.DC.CursorPos.x) frame_bb.Min.y = window.DC.CursorPos.y + (text_offset_y - padding.y) frame_bb.Max.x = span_all_columns and window.ParentWorkRect.Max.x or (bit32.band(flags, ImGuiTreeNodeFlags.SpanLabelWidth) ~= 0 and window.DC.CursorPos.x + text_width + padding.x or window.WorkRect.Max.x) frame_bb.Max.y = window.DC.CursorPos.y + (text_offset_y - padding.y) + frame_height if display_frame then local outer_extend = IM_TRUNC(window.WindowPadding.x * 0.5) frame_bb.Min.x = frame_bb.Min.x - outer_extend frame_bb.Max.x = frame_bb.Max.x + outer_extend end local text_pos = ImVec2(window.DC.CursorPos.x + text_offset_x, window.DC.CursorPos.y + text_offset_y) ImGui.ItemSize(ImVec2(text_width, frame_height), padding.y) local interact_bb = ImRect() ImRect_Copy(interact_bb, frame_bb) if bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.Framed, ImGuiTreeNodeFlags.SpanAvailWidth, ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.SpanLabelWidth, ImGuiTreeNodeFlags.SpanAllColumns)) == 0 then interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0 and (style.ItemSpacing.x * 2.0) or 0.0) end local storage_id = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasStorageID) ~= 0) and g.NextItemData.StorageId or id local is_open = ImGui.TreeNodeUpdateNextOpen(storage_id, flags) local is_visible if span_all_columns or span_all_columns_label then local backup_clip_rect_min_x = window.ClipRect.Min.x local backup_clip_rect_max_x = window.ClipRect.Max.x window.ClipRect.Min.x = window.ParentWorkRect.Min.x window.ClipRect.Max.x = window.ParentWorkRect.Max.x is_visible = ImGui.ItemAdd(interact_bb, id) window.ClipRect.Min.x = backup_clip_rect_min_x window.ClipRect.Max.x = backup_clip_rect_max_x else is_visible = ImGui.ItemAdd(interact_bb, id) end g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDisplayRect) ImRect_Copy(g.LastItemData.DisplayRect, frame_bb) local store_tree_node_stack_data = false if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesMask_) == 0 then flags = bit32.bor(flags, g.Style.TreeLinesFlags) end local draw_tree_lines = (bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes)) ~= 0) and (frame_bb.Min.y < window.ClipRect.Max.y) and (g.Style.TreeLinesSize > 0.0) if bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then store_tree_node_stack_data = draw_tree_lines if bit32.band(flags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) ~= 0 and not g.NavIdIsAlive then if g.NavMoveDir == ImGuiDir.Left and g.NavWindow == window and ImGui.NavMoveRequestButNoResultYet() then store_tree_node_stack_data = true end end end local is_leaf = bit32.band(flags, ImGuiTreeNodeFlags.Leaf) ~= 0 if not is_visible then if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesToNodes) ~= 0 and bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.lshift(1, (window.DC.TreeDepth - 1))) ~= 0 then local parent_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] parent_data.DrawLinesToNodesY2 = ImMax(parent_data.DrawLinesToNodesY2, window.DC.CursorPos.y) if frame_bb.Min.y >= window.ClipRect.Max.y then window.DC.TreeRecordsClippedNodesY2Mask = bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.bnot(bit32.lshift(1, (window.DC.TreeDepth - 1)))) end end if is_open and store_tree_node_stack_data then ImGui.TreeNodeStoreStackData(flags, text_pos.x - text_offset_x) end if is_open and bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then ImGui.TreePushOverrideID(id) end -- IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)) return is_open end if span_all_columns or span_all_columns_label then ImGui.TablePushBackgroundChannel() g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect) ImRect_Copy(g.LastItemData.ClipRect, window.ClipRect) end local button_flags = ImGuiTreeNodeFlags.None if bit32.band(flags, ImGuiTreeNodeFlags.AllowOverlap) ~= 0 or bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.AllowOverlap) end if not is_leaf then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) end local arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x local arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0) + style.TouchExtraPadding.x local is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 and g.IO.MousePos.x < arrow_hit_x2) local is_multi_select = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0 if is_multi_select then flags = bit32.bor(flags, (bit32.band(flags, ImGuiTreeNodeFlags.OpenOnMask_) == 0) and bit32.bor(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick) or ImGuiTreeNodeFlags.OpenOnArrow) end if is_mouse_x_over_arrow then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick) elseif bit32.band(flags, ImGuiTreeNodeFlags.OpenOnDoubleClick) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnDoubleClick) else button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease) end if bit32.band(flags, ImGuiTreeNodeFlags.NoNavFocus) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoNavFocus) end local selected = bit32.band(flags, ImGuiTreeNodeFlags.Selected) ~= 0 local was_selected = selected if is_multi_select then selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags) if is_mouse_x_over_arrow then button_flags = bit32.band(bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick), bit32.bnot(ImGuiButtonFlags.PressedOnClickRelease)) end else if window ~= g.HoveredWindow or not is_mouse_x_over_arrow then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoKeyModsAllowed) end end local pressed, hovered, held = ImGui.ButtonBehavior(interact_bb, id, button_flags) local toggled = false if not is_leaf then if pressed and g.DragDropHoldJustPressedId ~= id then if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnMask_) == 0 or (g.NavActivateId == id and not is_multi_select) then toggled = true end if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnArrow) ~= 0 then toggled = toggled or (is_mouse_x_over_arrow and not g.NavHighlightItemUnderNav) end if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnDoubleClick) ~= 0 and g.IO.MouseClickedCount[0] == 2 then toggled = true end elseif pressed and g.DragDropHoldJustPressedId == id then IM_ASSERT(bit32.band(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) ~= 0) if not is_open then toggled = true else pressed = false end end if g.NavId == id and g.NavMoveDir == ImGuiDir.Left and is_open then toggled = true ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) ImGui.NavMoveRequestCancel() end if g.NavId == id and g.NavMoveDir == ImGuiDir.Right and not is_open then toggled = true ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X) ImGui.NavMoveRequestCancel() end if toggled then is_open = not is_open window.DC.StateStorage[storage_id] = is_open g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledOpen) end end if is_multi_select then local pressed_copy = pressed and not toggled selected, pressed_copy = ImGui.MultiSelectItemFooter(id, selected, pressed_copy) if pressed then ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb) end end if selected ~= was_selected then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection) end -- Render do local text_col = ImGui.GetColorU32(ImGuiCol.Text) local nav_render_cursor_flags = ImGuiNavRenderCursorFlags.Compact if is_multi_select then nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, ImGuiNavRenderCursorFlags.AlwaysDraw) end if display_frame then local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.HeaderActive or (hovered and ImGuiCol.HeaderHovered or ImGuiCol.Header)) ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding) ImGui.RenderNavCursor(frame_bb, id, nav_render_cursor_flags) if span_all_columns and not span_all_columns_label then ImGui.TablePopBackgroundChannel() end if bit32.band(flags, ImGuiTreeNodeFlags.Bullet) ~= 0 then ImGui.RenderBullet(window.DrawList, ImVec2(text_pos.x - text_offset_x * 0.60, text_pos.y + g.FontSize * 0.5), text_col) elseif not is_leaf then ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open and ((bit32.band(flags, ImGuiTreeNodeFlags.UpsideDownArrow) ~= 0) and ImGuiDir.Up or ImGuiDir.Down) or ImGuiDir.Right, 1.0) else text_pos.x = text_pos.x - (text_offset_x - padding.x) end if bit32.band(flags, ImGuiTreeNodeFlags.ClipLabelForTrailingButton) ~= 0 then frame_bb.Max.x = frame_bb.Max.x - (g.FontSize + style.FramePadding.x) end -- if g.LogEnabled then -- ImGui.LogSetNextTextDecoration("###", "###") -- end else if hovered or selected then local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.HeaderActive or (hovered and ImGuiCol.HeaderHovered or ImGuiCol.Header)) ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false, 0.0) end ImGui.RenderNavCursor(frame_bb, id, nav_render_cursor_flags, 0.0) if span_all_columns and not span_all_columns_label then ImGui.TablePopBackgroundChannel() end if bit32.band(flags, ImGuiTreeNodeFlags.Bullet) ~= 0 then ImGui.RenderBullet(window.DrawList, ImVec2(text_pos.x - text_offset_x * 0.5, text_pos.y + g.FontSize * 0.5), text_col) elseif not is_leaf then ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15), text_col, is_open and ((bit32.band(flags, ImGuiTreeNodeFlags.UpsideDownArrow) ~= 0) and ImGuiDir.Up or ImGuiDir.Down) or ImGuiDir.Right, 0.70) end -- if g.LogEnabled then -- ImGui.LogSetNextTextDecoration(">", nil) -- end end if draw_tree_lines then ImGui.TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5)) end if display_frame then ImGui.RenderTextClipped(text_pos, frame_bb.Max, label, label_end, label_size) else ImGui.RenderText(text_pos, label, 1, label_end, false) end if span_all_columns_label then ImGui.TablePopBackgroundChannel() end end if is_open and store_tree_node_stack_data then TreeNodeStoreStackData(flags, text_pos.x - text_offset_x) end if is_open and bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then ImGui.TreePushOverrideID(id) end -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open end --- @param target_pos ImVec2 function ImGui.TreeNodeDrawLineToChildNode(target_pos) local g = GImGui local window = g.CurrentWindow if window.DC.TreeDepth == 0 or bit32.band(window.DC.TreeHasStackDataDepthMask, bit32.lshift(1, window.DC.TreeDepth - 1)) == 0 then return end local parent_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] local x1 = ImTrunc(parent_data.DrawLinesX1) local x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x) local y = ImTrunc(target_pos.y) local rounding = (g.Style.TreeLinesRounding > 0.0) and ImMin(x2 - x1, g.Style.TreeLinesRounding) or 0.0 parent_data.DrawLinesToNodesY2 = ImMax(parent_data.DrawLinesToNodesY2, y - rounding) if x1 >= x2 then return end if rounding > 0.0 then x1 = x1 + 0.5 + rounding window.DrawList:PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3) if x1 < x2 then window.DrawList:PathLineTo(ImVec2(x2, y)) end window.DrawList:PathStroke(ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize) else window.DrawList:AddLineH(x1, x2, y, ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize) end end --- @param id ImGuiID function ImGui.TreePushOverrideID(id) local g = GImGui local window = g.CurrentWindow ImGui.Indent() window.DC.TreeDepth = window.DC.TreeDepth + 1 ImGui.PushOverrideID(id) end function ImGui.TreePop() local g = GImGui local window = g.CurrentWindow ImGui.Unindent() window.DC.TreeDepth = window.DC.TreeDepth - 1 local tree_depth_mask = bit32.lshift(1, window.DC.TreeDepth) if bit32.band(window.DC.TreeHasStackDataDepthMask, tree_depth_mask) ~= 0 then local data = g.TreeNodeStack.Data[g.TreeNodeStack.Size] IM_ASSERT(data.ID == window.IDStack:back()) if bit32.band(data.TreeFlags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) ~= 0 then if g.NavIdIsAlive and g.NavMoveDir == ImGuiDir.Left and g.NavWindow == window and ImGui.NavMoveRequestButNoResultYet() then ImGui.NavMoveRequestResolveWithPastTreeNode(g.NavMoveResultLocal, data) end end if data.DrawLinesX1 ~= FLT_MAX and window.DC.CursorPos.y >= window.ClipRect.Min.y then ImGui.TreeNodeDrawLineToTreePop(data) end g.TreeNodeStack:pop_back() window.DC.TreeHasStackDataDepthMask = bit32.band(window.DC.TreeHasStackDataDepthMask, bit32.bnot(tree_depth_mask)) window.DC.TreeRecordsClippedNodesY2Mask = bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.bnot(tree_depth_mask)) end IM_ASSERT(window.IDStack.Size > 1) ImGui.PopID() end --- @param is_open bool --- @param cond? ImGuiCond function ImGui.SetNextItemOpen(is_open, cond) if cond == nil then cond = 0 end local g = GImGui if g.CurrentWindow.SkipItems then return end g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasOpen) g.NextItemData.OpenVal = is_open g.NextItemData.OpenCond = (ImU8)((cond ~= 0) and cond or ImGuiCond.Always) end --- @param label string --- @param flags? ImGuiTreeNodeFlags function ImGui.CollapsingHeader(label, flags) if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local id = window:GetID(label) return ImGui.TreeNodeBehavior(id, bit32.bor(flags, ImGuiTreeNodeFlags.CollapsingHeader), label) end ---------------------------------------------------------------- -- [SECTION] SELECTABLE ---------------------------------------------------------------- -- - Selectable() ---------------------------------------------------------------- -- Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. -- But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. -- With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. -- FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. --- @param label string --- @param selected? bool --- @param flags? ImGuiSelectableFlags --- @param size_arg? any --- @return bool is_pressed --- @return bool is_selected # Updated `selected` function ImGui.Selectable(label, selected, flags, size_arg) if selected == nil then selected = false end if flags == nil then flags = 0 end if size_arg == nil then size_arg = ImVec2(0, 0) end local window = ImGui.GetCurrentWindow() if (window.SkipItems) then return false, selected end local g = GImGui local style = g.Style local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local size = ImVec2((size_arg.x ~= 0.0) and size_arg.x or label_size.x, (size_arg.y ~= 0.0) and size_arg.y or label_size.y) local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) pos.y = pos.y + window.DC.CurrLineTextBaseOffset ImGui.ItemSize(size, 0.0) -- Fill horizontal space -- We don't support (size < 0.0) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. local span_all_columns = bit32.band(flags, ImGuiSelectableFlags.SpanAllColumns) ~= 0 local min_x = span_all_columns and window.ParentWorkRect.Min.x or pos.x local max_x = span_all_columns and window.ParentWorkRect.Max.x or window.WorkRect.Max.x if size_arg.x == 0.0 or bit32.band(flags, ImGuiSelectableFlags.SpanAvailWidth) ~= 0 then size.x = ImMax(label_size.x, max_x - min_x) end -- Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. -- FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. local bb = ImRect(min_x, pos.y, min_x + size.x, pos.y + size.y) if bit32.band(flags, ImGuiSelectableFlags.NoPadWithHalfSpacing) == 0 then local spacing_x = span_all_columns and 0.0 or style.ItemSpacing.x local spacing_y = style.ItemSpacing.y local spacing_L = IM_TRUNC(spacing_x * 0.50) local spacing_U = IM_TRUNC(spacing_y * 0.50) bb.Min.x = bb.Min.x - spacing_L bb.Min.y = bb.Min.y - spacing_U bb.Max.x = bb.Max.x + (spacing_x - spacing_L) bb.Max.y = bb.Max.y + (spacing_y - spacing_U) end local disabled_item = bit32.band(flags, ImGuiSelectableFlags.Disabled) ~= 0 local extra_item_flags = disabled_item and ImGuiItemFlags.Disabled or ImGuiItemFlags.None local is_visible if span_all_columns then -- Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. local backup_clip_rect_min_x = window.ClipRect.Min.x local backup_clip_rect_max_x = window.ClipRect.Max.x window.ClipRect.Min.x = window.ParentWorkRect.Min.x window.ClipRect.Max.x = window.ParentWorkRect.Max.x is_visible = ImGui.ItemAdd(bb, id, nil, extra_item_flags) window.ClipRect.Min.x = backup_clip_rect_min_x window.ClipRect.Max.x = backup_clip_rect_max_x else is_visible = ImGui.ItemAdd(bb, id, nil, extra_item_flags) end local is_multi_select = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0 if not is_visible then if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(bb) then -- Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) return false, selected end end local disabled_global = bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0 if disabled_item and not disabled_global then -- Only testing this as an optimization ImGui.BeginDisabled() end -- FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, -- which would be advantageous since most selectable are not selected. if span_all_columns then if g.CurrentTable then ImGui.TablePushBackgroundChannel() elseif window.DC.CurrentColumns then ImGui.PushColumnsBackground() end g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect) ImRect_Copy(g.LastItemData.ClipRect, window.ClipRect) end -- We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries local button_flags = 0 if bit32.band(flags, ImGuiSelectableFlags.NoHoldingActiveID) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoHoldingActiveId) end if bit32.band(flags, ImGuiSelectableFlags.NoSetKeyOwner) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoSetKeyOwner) end if bit32.band(flags, ImGuiSelectableFlags.SelectOnClick) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick) end if bit32.band(flags, ImGuiSelectableFlags.SelectOnRelease) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnRelease) end if bit32.band(flags, ImGuiSelectableFlags.AllowDoubleClick) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnDoubleClick) end if bit32.band(flags, ImGuiSelectableFlags.AllowOverlap) ~= 0 or bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.AllowOverlap) end -- Multi-selection support (header) local was_selected = selected if is_multi_select then -- Handle multi-select + alter button flags for it -- TODO: selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags) end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags) local auto_selected = false -- Multi-selection support (footer) if is_multi_select then -- TODO: selected, pressed = ImGui.MultiSelectItemFooter(id, selected, pressed) else -- Auto-select when moved into -- - This will be more fully fleshed in the range-select branch -- - This is not exposed as it won't nicely work with some user side handling of shift/control -- - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons -- - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) -- - (2) usage will fail with clipped items -- The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. if bit32.band(flags, ImGuiSelectableFlags.SelectOnNav) ~= 0 and g.NavJustMovedToId ~= 0 and g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId then if g.NavJustMovedToId == id and bit32.band(g.NavJustMovedToKeyMods, ImGuiMod_Ctrl) == 0 then selected = true pressed = true auto_selected = true end end end -- Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad if pressed or (hovered and bit32.band(flags, ImGuiSelectableFlags.SetNavIdOnHover) ~= 0) then if not g.NavHighlightItemUnderNav and g.NavWindow == window and g.NavLayer == window.DC.NavLayerCurrent then ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, ImGui.WindowRectAbsToRel(window, bb)) -- (bb == NavRect) if g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = false end end end if pressed then ImGui.MarkItemEdited(id) end if selected ~= was_selected then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection) end if g.ActiveId == id and g.ActiveIdIsJustActivated then g.ActiveIdWasSelected = was_selected g.ActiveIdWasSoleSelected = was_selected and (not is_multi_select or g.CurrentMultiSelect.IsSoleOrUnknownSelectionSize) end -- Render if is_visible then local highlighted = hovered or (bit32.band(flags, ImGuiSelectableFlags.Highlight) ~= 0) if highlighted or selected then -- Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) local col if held and highlighted then col = ImGui.GetColorU32(ImGuiCol.HeaderActive) elseif highlighted then col = ImGui.GetColorU32(ImGuiCol.HeaderHovered) else col = ImGui.GetColorU32(ImGuiCol.Header) end ImGui.RenderFrame(bb.Min, bb.Max, col, false, style.SelectableRounding) end if g.NavId == id then local nav_render_cursor_flags = ImGuiNavRenderCursorFlags.Compact if is_multi_select then nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, ImGuiNavRenderCursorFlags.AlwaysDraw) -- Always show the nav rectangle end ImGui.RenderNavCursor(bb, id, nav_render_cursor_flags, style.SelectableRounding) end end if span_all_columns then if g.CurrentTable then ImGui.TablePopBackgroundChannel() elseif window.DC.CurrentColumns then ImGui.PopColumnsBackground() end end -- Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. if is_visible then ImGui.RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window.WorkRect.Max.x), pos.y + size.y), label, label_end, label_size, style.SelectableTextAlign, bb) end -- Automatically close popups if pressed and not auto_selected and bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiSelectableFlags.NoAutoClosePopups) == 0 and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AutoClosePopups) ~= 0 then ImGui.CloseCurrentPopup() end if disabled_item and not disabled_global then ImGui.EndDisabled() end -- Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve -- selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). return pressed, selected end ---------------------------------------------------------------- -- [SECTION] BASIC PLOTTING ---------------------------------------------------------------- --- @param plot_type ImGuiPlotType --- @param label string --- @param values_getter fun(data?: table, idx: int): float --- @param data? table # 1-based table --- @param values_count int --- @param values_offset int --- @param overlay_text? string --- @param scale_min float --- @param scale_max float --- @param size_arg ImVec2 --- @return int function ImGui.PlotEx(plot_type, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, size_arg) local g = GImGui local window = ImGui.GetCurrentWindow() if window.SkipItems then return -1 end local style = g.Style local id = window:GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local frame_size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0) local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size) local inner_bb = ImRect(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding) local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0, 0)) ImGui.ItemSize(total_bb, style.FramePadding.y) if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.NoNav) then return -1 end local _, hovered, _ = ImGui.ButtonBehavior(frame_bb, id) if scale_min == FLT_MAX or scale_max == FLT_MAX then local v_min = FLT_MAX local v_max = -FLT_MAX for i = 1, values_count do local v = values_getter(data, i) -- NaN isn't checked here v_min = ImMin(v_min, v) v_max = ImMax(v_max, v) end if scale_min == FLT_MAX then scale_min = v_min end if scale_max == FLT_MAX then scale_max = v_max end end ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding) local values_count_min = (plot_type == ImGuiPlotType.Lines) and 2 or 1 local idx_hovered = -1 if values_count >= values_count_min then local res_w = ImMin(math.floor(frame_size.x), values_count) + ((plot_type == ImGuiPlotType.Lines) and -1 or 0) local item_count = values_count + ((plot_type == ImGuiPlotType.Lines) and -1 or 0) if hovered and inner_bb:Contains(g.IO.MousePos) then local t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0, 0.999) local v_idx = math.floor(t * item_count) + 1 IM_ASSERT(v_idx >= 1 and v_idx <= values_count) local v0 = values_getter(data, (v_idx - 1 + values_offset) % values_count + 1) local v1 = values_getter(data, (v_idx - 1 + 1 + values_offset) % values_count + 1) if plot_type == ImGuiPlotType.Lines then ImGui.SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1) elseif plot_type == ImGuiPlotType.Histogram then ImGui.SetTooltip("%d: %8.4g", v_idx, v0) end idx_hovered = v_idx end local t_step = 1.0 / res_w local inv_scale = (scale_min == scale_max) and 0.0 or (1.0 / (scale_max - scale_min)) local v0 = values_getter(data, (0 + values_offset) % values_count + 1) local t0 = 0.0 local tp0 = ImVec2(t0, 1.0 - ImSaturate((v0 - scale_min) * inv_scale)) local histogram_zero_line_t = (scale_min * scale_max < 0.0) and (1 + scale_min * inv_scale) or (scale_min < 0.0 and 0.0 or 1.0) local col_base = ImGui.GetColorU32((plot_type == ImGuiPlotType.Lines) and ImGuiCol.PlotLines or ImGuiCol.PlotHistogram) local col_hovered = ImGui.GetColorU32((plot_type == ImGuiPlotType.Lines) and ImGuiCol.PlotLinesHovered or ImGuiCol.PlotHistogramHovered) for _ = 0, res_w - 1 do local t1 = t0 + t_step local v1_idx = math.floor(t0 * item_count + 0.5) + 1 IM_ASSERT(v1_idx >= 1 and v1_idx <= values_count) local v1 = values_getter(data, (v1_idx - 1 + values_offset + 1) % values_count + 1) local tp1 = ImVec2(t1, 1.0 - ImSaturate((v1 - scale_min) * inv_scale)) local pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0) local pos1 if plot_type == ImGuiPlotType.Lines then pos1 = ImLerp(inner_bb.Min, inner_bb.Max, tp1) else pos1 = ImLerp(inner_bb.Min, inner_bb.Max, ImVec2(tp1.x, histogram_zero_line_t)) end if plot_type == ImGuiPlotType.Lines then window.DrawList:AddLine(pos0, pos1, idx_hovered == v1_idx and col_hovered or col_base) elseif plot_type == ImGuiPlotType.Histogram then if pos1.x >= pos0.x + 2.0 then pos1.x = pos1.x - 1.0 end window.DrawList:AddRectFilled(pos0, pos1, idx_hovered == v1_idx and col_hovered or col_base) end t0 = t1 tp0 = tp1 end end if overlay_text then ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, nil, nil, ImVec2(0.5, 0.0)) end if label_size.x > 0.0 then ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label, 1, label_end, false) end return idx_hovered end --- @class ImGuiPlotArrayGetterData --- @field Values float[] --- @field Stride int --- @param values float[] --- @param stride int --- @return ImGuiPlotArrayGetterData --- @nodiscard function ImGuiPlotArrayGetterData(values, stride) return { Values = values, Stride = stride } end --- @param data ImGuiPlotArrayGetterData --- @param idx int --- @return float --- @package local function Plot_ArrayGetter(data, idx) return data.Values[idx * data.Stride] end --- @param label string --- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function --- @param data? table # 1-based table --- @param values_count int --- @param values_offset? int # Defaults to 0 --- @param overlay_text? string --- @param scale_min? float # Defaults to FLT_MAX --- @param scale_max? float # Defaults to FLT_MAX --- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0) --- @param stride? int # Defaults to 1 function ImGui.PlotLines(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride) if values_offset == nil then values_offset = 0 end if scale_min == nil then scale_min = FLT_MAX end if scale_max == nil then scale_max = FLT_MAX end if graph_size == nil then graph_size = ImVec2(0, 0) end if stride == nil then stride = 1 end if type(values_or_getter) == "function" then ImGui.PlotEx(ImGuiPlotType.Lines, label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) else data = ImGuiPlotArrayGetterData(values_or_getter, stride) ImGui.PlotEx(ImGuiPlotType.Lines, label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) end end --- @param label string --- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function --- @param data? table # 1-based table --- @param values_count int --- @param values_offset? int # Defaults to 0 --- @param overlay_text? string --- @param scale_min? float # Defaults to FLT_MAX --- @param scale_max? float # Defaults to FLT_MAX --- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0) --- @param stride? int # Defaults to 1 function ImGui.PlotHistogram(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride) if values_offset == nil then values_offset = 0 end if scale_min == nil then scale_min = FLT_MAX end if scale_max == nil then scale_max = FLT_MAX end if graph_size == nil then graph_size = ImVec2(0, 0) end if stride == nil then stride = 1 end if type(values_or_getter) == "function" then ImGui.PlotEx(ImGuiPlotType.Histogram, label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) else data = ImGuiPlotArrayGetterData(values_or_getter, stride) ImGui.PlotEx(ImGuiPlotType.Histogram, label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) end end ---------------------------------------------------------------- -- [SECTION] MENU RELATED ---------------------------------------------------------------- --- @param spacing float --- @param window_reappearing bool function MT.ImGuiMenuColumns:Update(spacing, window_reappearing) if window_reappearing then for i = 1, #self.Widths do self.Widths[i] = 0 end end self.Spacing = spacing self:CalcNextTotalWidth(true) for i = 1, #self.Widths do self.Widths[i] = 0 end self.TotalWidth = self.NextTotalWidth self.NextTotalWidth = 0 end --- @param update_offsets bool function MT.ImGuiMenuColumns:CalcNextTotalWidth(update_offsets) local offset = 0 local want_spacing = false for i = 1, #self.Widths do local width = self.Widths[i] if want_spacing and width > 0 then offset = offset + self.Spacing end want_spacing = want_spacing or (width > 0) if update_offsets then if i == 2 then self.OffsetLabel = offset end if i == 3 then self.OffsetShortcut = offset end if i == 4 then self.OffsetMark = offset end end offset = offset + width end self.NextTotalWidth = offset end --- @param w_icon float --- @param w_label float --- @param w_shortcut float --- @param w_mark float function MT.ImGuiMenuColumns:DeclColumns(w_icon, w_label, w_shortcut, w_mark) self.Widths[1] = ImMax(self.Widths[1], (ImU16)(w_icon)) self.Widths[2] = ImMax(self.Widths[2], (ImU16)(w_label)) self.Widths[3] = ImMax(self.Widths[3], (ImU16)(w_shortcut)) self.Widths[4] = ImMax(self.Widths[4], (ImU16)(w_mark)) self:CalcNextTotalWidth(false) return ImMax(self.TotalWidth, self.NextTotalWidth) end -- FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. -- Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. -- Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags.MenuBar will become unnecessary. -- Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. function ImGui.BeginMenuBar() local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end if bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) == 0 then return false end IM_ASSERT(not window.DC.MenuBarAppending) ImGui.BeginGroup() -- FIXME: Misleading to use a group for that backup/restore ImGui.PushID("##MenuBar") -- We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. -- We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. local border_top = ImMax(IM_ROUND(window.WindowBorderSize * 0.5 - window.TitleBarHeight), 0.0) local border_half = IM_ROUND(window.WindowBorderSize * 0.5) local bar_rect = window:MenuBarRect() local clip_rect = ImRect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window.WindowRounding, border_half))), ImFloor(bar_rect.Max.y)) clip_rect:ClipWith(window.OuterRectClipped) ImGui.PushClipRect(clip_rect.Min, clip_rect.Max, false) -- We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags) ImVec2_Copy(window.DC.CursorPos, ImVec2(bar_rect.Min.x + window.DC.MenuBarOffset.x, bar_rect.Min.y + window.DC.MenuBarOffset.y)) ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos) window.DC.LayoutType = ImGuiLayoutType.Horizontal window.DC.IsSameLine = false window.DC.NavLayerCurrent = ImGuiNavLayer.Menu window.DC.MenuBarAppending = true ImGui.AlignTextToFramePadding() return true end function ImGui.EndMenuBar() local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) ~= 0) IM_ASSERT(window.DC.MenuBarAppending) -- Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings if ImGui.NavMoveRequestButNoResultYet() and (g.NavMoveDir == ImGuiDir.Left or g.NavMoveDir == ImGuiDir.Right) and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then local nav_earliest_child = g.NavWindow while nav_earliest_child.ParentWindow and bit32.band(nav_earliest_child.ParentWindow.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 do nav_earliest_child = nav_earliest_child.ParentWindow end if nav_earliest_child.ParentWindow == window and nav_earliest_child.DC.ParentLayoutType == ImGuiLayoutType.Horizontal and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.Forwarded) == 0 then local layer = ImGuiNavLayer.Menu IM_ASSERT(bit32.band(window.DC.NavLayersActiveMaskNext, bit32.lshift(1, layer)) ~= 0) ImGui.FocusWindow(window) ImGui.SetNavID(window.NavLastIds[layer], layer, 0, window.NavRectRel[layer]) if g.NavCursorVisible then g.NavCursorVisible = false g.NavCursorHideFrames = 2 end g.NavHighlightItemUnderNav = true g.NavMousePosDirty = true ImGui.NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags) end else ImGui.NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags.WrapX) end ImGui.PopClipRect() ImGui.PopID() window.DC.MenuBarOffset.x = window.DC.CursorPos.x - window.Pos.x -- Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos -- FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here local group_data = g.GroupStack:back() group_data.EmitItem = false local restore_cursor_max_pos = ImVec2() ImVec2_Copy(restore_cursor_max_pos, group_data.BackupCursorMaxPos) window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, window.DC.CursorMaxPos.x - window.Scroll.x) -- Convert ideal extents for scrolling layer equivalent ImGui.EndGroup() -- Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore window.DC.LayoutType = ImGuiLayoutType.Vertical window.DC.IsSameLine = false window.DC.NavLayerCurrent = ImGuiNavLayer.Main window.DC.MenuBarAppending = false ImVec2_Copy(window.DC.CursorMaxPos, restore_cursor_max_pos) end local function IsRootOfOpenMenuSet() local g = GImGui local window = g.CurrentWindow if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) or (bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0) then return false end local upper_popup = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1] if window.DC.NavLayerCurrent ~= upper_popup.ParentNavLayer then return false end return upper_popup.Window and (bit32.band(upper_popup.Window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0) and ImGui.IsWindowChildOf(upper_popup.Window, window, true, false) end --- @param label string --- @param icon? string --- @param enabled bool function ImGui.BeginMenuEx(label, icon, enabled) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local style = g.Style local id = window:GetID(label) local menu_is_open = ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) local window_flags = bit32.bor(ImGuiWindowFlags.ChildMenu, ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoNavFocus) if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow) end if g.MenusIdSubmittedThisFrame:contains(id) then if menu_is_open then menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) else g.NextWindowData:ClearFlags() end return menu_is_open end g.MenusIdSubmittedThisFrame:push_back(id) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local menuset_is_open = IsRootOfOpenMenuSet() if menuset_is_open then g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck) end local popup_pos local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) ImGui.PushID(label) if not enabled then ImGui.BeginDisabled() end local pressed local backup_rounding = style.SelectableRounding style.SelectableRounding = style.MenuItemRounding local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnClick, ImGuiSelectableFlags.NoAutoClosePopups) local offsets = window.DC.MenuColumns if window.DC.LayoutType == ImGuiLayoutType.Horizontal then window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5) ImGui.PushStyleVarX(ImGuiStyleVar.ItemSpacing, style.ItemSpacing.x * 2.0) local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, pos.y + window.DC.CurrLineTextBaseOffset) pressed = ImGui.Selectable("", menu_is_open, selectable_flags, label_size) -- TODO: ImGui.LogSetNextTextDecoration("[", "]") ImGui.RenderText(text_pos, label, 1, label_end, false) ImGui.PopStyleVar() window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * (-1.0 + 0.5)) popup_pos = ImVec2(pos.x - 1.0 - IM_TRUNC(style.ItemSpacing.x * 0.5), text_pos.y - style.FramePadding.y + window.MenuBarHeight) else local icon_w if (icon and icon ~= "") then icon_w = ImGui.CalcTextSize(icon, nil).x else icon_w = 0.0 end local checkmark_w = IM_TRUNC(g.FontSize * 1.20) local min_w = offsets:DeclColumns(icon_w, label_size.x, 0.0, checkmark_w) local extra_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w) local text_pos = ImVec2(window.DC.CursorPos.x, pos.y + window.DC.CurrLineTextBaseOffset) pressed = ImGui.Selectable("", menu_is_open, bit32.bor(selectable_flags, ImGuiSelectableFlags.SpanAvailWidth), ImVec2(min_w, label_size.y)) -- ImGui.LogSetNextTextDecoration("", ">") ImGui.RenderText(ImVec2(text_pos.x + offsets.OffsetLabel, text_pos.y), label, 1, label_end, false) if icon_w > 0.0 then --- @cast icon string ImGui.RenderText(ImVec2(text_pos.x + offsets.OffsetIcon, text_pos.y), icon) end ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x + offsets.OffsetMark + extra_w + g.FontSize * 0.30, text_pos.y), ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Right) popup_pos = ImVec2(pos.x, text_pos.y - style.WindowPadding.y) end style.SelectableRounding = backup_rounding if not enabled then ImGui.EndDisabled() end if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMouseDragging(0) then ImGui.ClearActiveID() ImGui.SetKeyOwner(ImGuiKey.MouseLeft, ImGuiKeyOwner_NoOwner) end local hovered = g.HoveredId == id and enabled and not g.NavHighlightItemUnderNav local want_open = false local want_open_nav_init = false local want_close = false if window.DC.LayoutType == ImGuiLayoutType.Vertical then local moving_toward_child_menu = false local child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) and g.OpenPopupStack[g.BeginPopupStack.Size + 1] or nil local child_menu_window = (child_popup and child_popup.Window and child_popup.Window.ParentWindow == window) and child_popup.Window or nil if g.HoveredWindow == window and child_menu_window ~= nil then local ref_unit = g.FontSize local child_dir = (window.Pos.x < child_menu_window.Pos.x) and 1.0 or -1.0 local next_window_rect = child_menu_window:Rect() local ta = (g.IO.MousePos - g.IO.MouseDelta) local tb local tc if child_dir > 0.0 then tb = next_window_rect:GetTL() tc = next_window_rect:GetBL() else tb = next_window_rect:GetTR() tc = next_window_rect:GetBR() end local pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30, ref_unit * 0.5, ref_unit * 2.5) ta.x = ta.x + child_dir * -0.5 tb.x = tb.x + child_dir * ref_unit tc.x = tc.x + child_dir * ref_unit tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0) tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, ref_unit * 8.0) moving_toward_child_menu = ImStd.ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos) end if menu_is_open and not hovered and g.HoveredWindow == window and not moving_toward_child_menu and not g.NavHighlightItemUnderNav and g.ActiveId == 0 then want_close = true end if not menu_is_open and pressed then want_open = true elseif not menu_is_open and hovered and not moving_toward_child_menu then want_open = true elseif not menu_is_open and hovered and g.HoveredIdTimer >= 0.30 and g.MouseStationaryTimer >= 0.30 then want_open = true end if g.NavId == id and g.NavMoveDir == ImGuiDir.Right then want_open = true want_open_nav_init = true ImGui.NavMoveRequestCancel() ImGui.SetNavCursorVisibleAfterMove() end else if menu_is_open and pressed and menuset_is_open then want_close = true want_open = false menu_is_open = false elseif pressed or (hovered and menuset_is_open and not menu_is_open) then want_open = true elseif g.NavId == id and g.NavMoveDir == ImGuiDir.Down then want_open = true ImGui.NavMoveRequestCancel() end end if not enabled then want_close = true end if want_close and ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then ImGui.ClosePopupToLevel(g.BeginPopupStack.Size, true) end -- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)) ImGui.PopID() if g.ActiveId == id and want_open then g.ActiveIdNoClearOnFocusLoss = true end if want_open and not menu_is_open and g.OpenPopupStack.Size > g.BeginPopupStack.Size then ImGui.OpenPopup(label) elseif want_open then menu_is_open = true ImGui.OpenPopup(label, ImGuiPopupFlags.NoReopen) end if menu_is_open then local last_item_in_parent = ImGuiLastItemData() ImGuiLastItemData_Copy(last_item_in_parent, g.LastItemData) ImGui.SetNextWindowPos(popup_pos, ImGuiCond.Always) ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, style.PopupRounding) menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) ImGui.PopStyleVar() if menu_is_open then if want_open and want_open_nav_init and not g.NavInitRequest then ImGui.FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags.UnlessBelowModal) ImGui.NavInitWindow(g.CurrentWindow, false) end ImGuiLastItemData_Copy(g.LastItemData, last_item_in_parent) if g.HoveredWindow == window then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow) end end else g.NextWindowData:ClearFlags() end return menu_is_open end --- @param label string --- @param enabled? bool function ImGui.BeginMenu(label, enabled) if enabled == nil then enabled = true end return ImGui.BeginMenuEx(label, nil, enabled) end function ImGui.EndMenu() local g = GImGui local window = g.CurrentWindow IM_ASSERT_USER_ERROR_RET(bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu), "Calling EndMenu() in wrong window!") local parent_window = window.ParentWindow if window.BeginCount == window.BeginCountPreviousFrame then if g.NavMoveDir == ImGuiDir.Left and ImGui.NavMoveRequestButNoResultYet() then if g.NavWindow and g.NavWindow.RootWindowForNav == window and parent_window.DC.LayoutType == ImGuiLayoutType.Vertical then ImGui.ClosePopupToLevel(g.BeginPopupStack.Size - 1, true) ImGui.NavMoveRequestCancel() end end end ImGui.EndPopup() end --- @param label string --- @param icon? string --- @param shortcut? string --- @param selected? bool --- @param enabled? bool function ImGui.MenuItemEx(label, icon, shortcut, selected, enabled) if selected == nil then selected = false end if enabled == nil then enabled = true end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local g = GImGui local style = g.Style local pos = ImVec2() ImVec2_Copy(pos, window.DC.CursorPos) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local menuset_is_open = IsRootOfOpenMenuSet() if menuset_is_open then g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck) end ImGui.PushID(label) if not enabled then ImGui.BeginDisabled() end local pressed local backup_rounding = style.SelectableRounding style.SelectableRounding = style.MenuItemRounding local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnRelease, ImGuiSelectableFlags.SetNavIdOnHover) local offsets = window.DC.MenuColumns if window.DC.LayoutType == ImGuiLayoutType.Horizontal then window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5) local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) ImGui.PushStyleVarX(ImGuiStyleVar.ItemSpacing, style.ItemSpacing.x * 2.0) pressed = ImGui.Selectable("", selected, selectable_flags, ImVec2(label_size.x, 0.0)) ImGui.PopStyleVar() if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 then ImGui.RenderText(text_pos, label, 1, label_end, false) end window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * (-1.0 + 0.5)) else local icon_w = 0.0 if icon and icon ~= "" then icon_w = ImGui.CalcTextSize(icon, nil).x end local shortcut_w = 0.0 if shortcut and shortcut ~= "" then shortcut_w = ImGui.CalcTextSize(shortcut, nil).x end local checkmark_w = IM_TRUNC(g.FontSize * 1.20) local min_w = offsets:DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w) local stretch_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w) local text_pos = ImVec2(pos.x, pos.y + window.DC.CurrLineTextBaseOffset) pressed = ImGui.Selectable("", false, bit32.bor(selectable_flags, ImGuiSelectableFlags.SpanAvailWidth), ImVec2(min_w, label_size.y)) if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 then ImGui.RenderText(text_pos + ImVec2(offsets.OffsetLabel, 0.0), label, 1, label_end, false) if icon_w > 0.0 then --- @cast icon string ImGui.RenderText(text_pos + ImVec2(offsets.OffsetIcon, 0.0), icon) end if shortcut_w > 0.0 then ImGui.PushStyleColor(ImGuiCol.Text, style.Colors[ImGuiCol.TextDisabled]) -- ImGui.LogSetNextTextDecoration("(", ")") --- @cast shortcut string ImGui.RenderText(text_pos + ImVec2(offsets.OffsetShortcut + stretch_w, 0.0), shortcut, nil, nil, false) ImGui.PopStyleColor() end if selected then ImGui.RenderCheckMark(window.DrawList, text_pos + ImVec2(offsets.OffsetMark + stretch_w + g.FontSize * 0.40, g.FontSize * 0.134 * 0.5), ImGui.GetColorU32(ImGuiCol.Text), g.FontSize * 0.866) end end end style.SelectableRounding = backup_rounding local id = g.LastItemData.ID if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMouseDragging(0) then ImGui.ClearActiveID() ImGui.SetKeyOwner(ImGuiKey.MouseLeft, ImGuiKeyOwner_NoOwner) end -- IMGUI_TEST_ENGINE_ITEM_INFO() if not enabled then ImGui.EndDisabled() end ImGui.PopID() return pressed end --- @param label string --- @param shortcut? string --- @param selected? bool --- @param enabled? bool function ImGui.MenuItem(label, shortcut, selected, enabled) if ImGui.MenuItemEx(label, nil, shortcut, selected, enabled) then if selected ~= nil then selected = not selected end return true, selected end return false, selected end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imstb_rectpack.lua'] = function() --- ImGui Sincerely -- This is a Lua port of original `imstb_rectpack.h` -- ALL TABLES IN THIS FILE ARE 1-BASED! -- Avoids table creation when possible --- The `prev_link` can be stbrp_context or stbrp_node --- @diagnostic disable local bit32 = bit32 local STBRP_SORT = table.sort local STBRP_ASSERT = assert local STBRP__NOTUSED = function(_) end local STBRP__MAXVAL = 0x7fffffff --- @enum STBRP_HEURISTIC_Skyline local STBRP_HEURISTIC_Skyline = { default = 0, BL_sortHeight = 0, BF_sortHeight = 1 } local STBRP__INIT_skyline = 1 --- @enum STBRP__PREV_LINK_TYPE local STBRP__PREV_LINK_TYPE = { ACTIVE_HEAD = 0, NEXT = 1 } --- @alias stbrp_coord int --- @class stbrp_rect --- @field id int --- @field w stbrp_coord --- @field h stbrp_coord --- @field x stbrp_coord --- @field y stbrp_coord --- @field was_packed int --- @return stbrp_rect --- @nodiscard local function stbrp_rect() return { id = 0, w = 0, h = 0, x = 0, y = 0, was_packed = 0 } end --- @class stbrp_node --- @field x stbrp_coord --- @field y stbrp_coord --- @field next stbrp_node --- @return stbrp_node --- @nodiscard local function stbrp_node() return { x = 0, y = 0, next = nil } end --- @class stbrp_context --- @field width int --- @field height int --- @field align int --- @field init_mode int --- @field heuristic int --- @field num_nodes int --- @field active_head stbrp_node --- @field free_head stbrp_node --- @field extra stbrp_node[] --- @return stbrp_context --- @nodiscard local function stbrp_context() return { width = 0, height = 0, align = 0, init_mode = 0, heuristic = 0, num_nodes = 0, active_head = nil, free_head = nil, extra = {stbrp_node(), stbrp_node()} } end --- @class stbrp__findresult --- @field x int --- @field y int --- @field prev_link? table --- @field prev_link_type? int --- @return stbrp__findresult local function stbrp__findresult() return { x = 0, y = 0, prev_link = nil, prev_link_type = nil } end -------------------------- -------------------------- --- --- IMPLEMENTATION SECTION --- --- --- @param context stbrp_context --- @param heuristic int local function stbrp_setup_heuristic(context, heuristic) if context.init_mode == STBRP__INIT_skyline then STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline.BL_sortHeight or heuristic == STBRP_HEURISTIC_Skyline.BF_sortHeight) context.heuristic = heuristic else STBRP_ASSERT(false) end end --- @param context stbrp_context --- @param allow_out_of_mem boolean local function stbrp_setup_allow_out_of_mem(context, allow_out_of_mem) if allow_out_of_mem then context.align = 1 else context.align = (context.width + context.num_nodes - 1) / context.num_nodes end end --- @param context stbrp_context --- @param width int --- @param height int --- @param nodes stbrp_node[] --- @param num_nodes int function stbrp_init_target(context, width, height, nodes, num_nodes) for i = 1, num_nodes - 1 do nodes[i].next = nodes[i + 1] end nodes[num_nodes].next = nil context.init_mode = STBRP__INIT_skyline context.heuristic = STBRP_HEURISTIC_Skyline.default context.free_head = nodes[1] context.active_head = context.extra[1] context.width = width context.height = height context.num_nodes = num_nodes stbrp_setup_allow_out_of_mem(context, false) context.extra[1].x = 0 context.extra[1].y = 0 context.extra[1].next = context.extra[2] context.extra[2].x = width context.extra[2].y = bit32.lshift(1, 30) context.extra[2].next = nil end --- @param c stbrp_context --- @param first stbrp_node --- @param x0 int --- @param width int --- @return int, int local function stbrp__skyline_find_min_y(c, first, x0, width) local node = first local x1 = x0 + width STBRP__NOTUSED(c) STBRP_ASSERT(first.x <= x0) STBRP_ASSERT(node.next.x > x0) STBRP_ASSERT(node.x <= x0) local min_y = 0 local waste_area = 0 local visited_width = 0 while node.x < x1 do if node.y > min_y then waste_area = waste_area + visited_width * (node.y - min_y) min_y = node.y if node.x < x0 then visited_width = visited_width + node.next.x - x0 else visited_width = visited_width + node.next.x - node.x end else local under_width = node.next.x - node.x if under_width + visited_width > width then under_width = width - visited_width end waste_area = waste_area + under_width * (min_y - node.y) visited_width = visited_width + under_width end node = node.next end return min_y, waste_area end --- @param c stbrp_context --- @param width int --- @param height int --- @return stbrp__findresult local function stbrp__skyline_find_best_pos(c, width, height) local best_waste = bit32.lshift(1, 30) local best_x = 0 local best_y = bit32.lshift(1, 30) local fr = stbrp__findresult() local best_prev_link = nil local best_prev_link_type = nil width = width + c.align - 1 width = width - width % c.align STBRP_ASSERT(width % c.align == 0) if width > c.width or height > c.height then fr.prev_link = nil fr.prev_link_type = nil fr.x = 0 fr.y = 0 return fr end local prev_link = c local prev_link_type = STBRP__PREV_LINK_TYPE.ACTIVE_HEAD local node = c.active_head while (node.x + width <= c.width) do local y, waste = stbrp__skyline_find_min_y(c, node, node.x, width) if c.heuristic == STBRP_HEURISTIC_Skyline.BL_sortHeight then if y < best_y then best_y = y best_prev_link = prev_link best_prev_link_type = prev_link_type best_x = node.x end else if y + height <= c.height then if y < best_y or (y == best_y and waste < best_waste) then best_y = y best_waste = waste best_prev_link = prev_link best_prev_link_type = prev_link_type best_x = node.x end end end prev_link = node prev_link_type = STBRP__PREV_LINK_TYPE.NEXT node = node.next end if c.heuristic == STBRP_HEURISTIC_Skyline.BF_sortHeight then local tail = c.active_head local node_scan = c.active_head local prev_link_scan = c local prev_link_scan_type = STBRP__PREV_LINK_TYPE.ACTIVE_HEAD while tail and tail.x < width do tail = tail.next end while tail do local xpos = tail.x - width STBRP_ASSERT(xpos >= 0) while node_scan.next and node_scan.next.x <= xpos do prev_link_scan = node_scan prev_link_scan_type = STBRP__PREV_LINK_TYPE.NEXT node_scan = node_scan.next end if node_scan then STBRP_ASSERT(node_scan.next.x > xpos and node_scan.x <= xpos) local y, waste = stbrp__skyline_find_min_y(c, node_scan, xpos, width) if y + height <= c.height then if y <= best_y then if y < best_y or waste < best_waste or (waste == best_waste and xpos < best_x) then best_x = xpos best_y = y best_waste = waste best_prev_link = prev_link_scan best_prev_link_type = prev_link_scan_type end end end end tail = tail.next end end fr.prev_link = best_prev_link fr.prev_link_type = best_prev_link_type fr.x = best_x fr.y = best_y return fr end --- @param context stbrp_context --- @param width int --- @param height int --- @return stbrp__findresult local function stbrp__skyline_pack_rectangle(context, width, height) local res = stbrp__skyline_find_best_pos(context, width, height) if res.prev_link == nil or res.y + height > context.height or context.free_head == nil then res.prev_link = nil res.prev_link_type = nil return res end local node = context.free_head node.x = res.x node.y = res.y + height context.free_head = node.next local cur if res.prev_link_type == STBRP__PREV_LINK_TYPE.ACTIVE_HEAD then cur = res.prev_link.active_head else cur = res.prev_link.next end if cur.x < res.x then local next = cur.next cur.next = node cur = next else if res.prev_link_type == STBRP__PREV_LINK_TYPE.ACTIVE_HEAD then res.prev_link.active_head = node else res.prev_link.next = node end end while cur.next and cur.next.x <= res.x + width do local next = cur.next cur.next = context.free_head context.free_head = cur cur = next end node.next = cur if cur.x < res.x + width then cur.x = res.x + width end return res end --- @param a stbrp_rect --- @param b stbrp_rect --- @return bool --- @package local function rect_height_compare(a, b) if a.h > b.h then return true elseif a.h < b.h then return false else return a.w > b.w end end --- @param a stbrp_rect --- @param b stbrp_rect --- @return bool --- @package local function rect_original_order(a, b) return a.was_packed < b.was_packed end --- @param context stbrp_context --- @param rects stbrp_rect[] --- @param num_rects int --- @return int local function stbrp_pack_rects(context, rects, num_rects) local all_rects_packed = 1 for i = 1, num_rects do rects[i].was_packed = (i - 1) end STBRP_SORT(rects, rect_height_compare) for i = 1, num_rects do if rects[i].w == 0 or rects[i].h == 0 then rects[i].x = 0 rects[i].y = 0 else local fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h) if fr.prev_link then rects[i].x = fr.x rects[i].y = fr.y else rects[i].x = STBRP__MAXVAL rects[i].y = STBRP__MAXVAL end end end STBRP_SORT(rects, rect_original_order) for i = 1, num_rects do rects[i].was_packed = (rects[i].x == STBRP__MAXVAL and rects[i].y == STBRP__MAXVAL) and 0 or 1 if rects[i].was_packed == 0 then all_rects_packed = 0 end end return all_rects_packed end return { context = stbrp_context, rect = stbrp_rect, node = stbrp_node, pack_rects = stbrp_pack_rects, init_target = stbrp_init_target, setup_allow_out_of_mem = stbrp_setup_allow_out_of_mem, setup_heuristic = stbrp_setup_heuristic } end __FILES['imstb_textedit.lua'] = function() --- ImGui Sincerely -- This is a Lua port of original `imstb_textedit.h` -- ALL TABLES IN THIS FILE ARE 1-BASED! -- Character Indexing: -- idx=n, the n'th char (1-based) -- Cursor Indexing: -- idx=n, the position before the n'th char -- idx=n+1, the position after the n'th char -- Symbols that must be defined before using this: local STB_TEXTEDIT_STRINGLEN = ImStb.TEXTEDIT_STRINGLEN local STB_TEXTEDIT_GETCHAR = ImStb.TEXTEDIT_GETCHAR local STB_TEXTEDIT_GETWIDTH = ImStb.TEXTEDIT_GETWIDTH local STB_TEXTEDIT_LAYOUTROW = ImStb.TEXTEDIT_LAYOUTROW local IMSTB_TEXTEDIT_GETNEXTCHARINDEX = ImStb.TEXTEDIT_GETNEXTCHARINDEX local IMSTB_TEXTEDIT_GETPREVCHARINDEX = ImStb.TEXTEDIT_GETPREVCHARINDEX local STB_TEXTEDIT_MOVEWORDLEFT = ImStb.TEXTEDIT_MOVEWORDLEFT local STB_TEXTEDIT_MOVEWORDRIGHT = ImStb.TEXTEDIT_MOVEWORDRIGHT local STB_TEXTEDIT_MOVELINESTART = ImStb.TEXTEDIT_MOVELINESTART local STB_TEXTEDIT_MOVELINEEND = ImStb.TEXTEDIT_MOVELINEEND local STB_TEXTEDIT_DELETECHARS = ImStb.TEXTEDIT_DELETECHARS local STB_TEXTEDIT_INSERTCHARS = ImStb.TEXTEDIT_INSERTCHARS STB_TEXTEDIT_NEWLINE = 10 STB_TEXTEDIT_K_LEFT = 0x200000 -- keyboard input to move cursor left STB_TEXTEDIT_K_RIGHT = 0x200001 -- keyboard input to move cursor right STB_TEXTEDIT_K_UP = 0x200002 -- keyboard input to move cursor up STB_TEXTEDIT_K_DOWN = 0x200003 -- keyboard input to move cursor down STB_TEXTEDIT_K_LINESTART = 0x200004 -- keyboard input to move cursor to start of line STB_TEXTEDIT_K_LINEEND = 0x200005 -- keyboard input to move cursor to end of line STB_TEXTEDIT_K_TEXTSTART = 0x200006 -- keyboard input to move cursor to start of text STB_TEXTEDIT_K_TEXTEND = 0x200007 -- keyboard input to move cursor to end of text STB_TEXTEDIT_K_DELETE = 0x200008 -- keyboard input to delete selection or character under cursor STB_TEXTEDIT_K_BACKSPACE = 0x200009 -- keyboard input to delete selection or character left of cursor STB_TEXTEDIT_K_UNDO = 0x20000A -- keyboard input to perform undo STB_TEXTEDIT_K_REDO = 0x20000B -- keyboard input to perform redo STB_TEXTEDIT_K_WORDLEFT = 0x20000C -- keyboard input to move cursor left one word STB_TEXTEDIT_K_WORDRIGHT = 0x20000D -- keyboard input to move cursor right one word STB_TEXTEDIT_K_PGUP = 0x20000E -- keyboard input to move cursor up a page STB_TEXTEDIT_K_PGDOWN = 0x20000F -- keyboard input to move cursor down a page STB_TEXTEDIT_K_SHIFT = 0x400000 IMSTB_TEXTEDIT_UNDOSTATECOUNT = 99 local IMSTB_TEXTEDIT_UNDOCHARCOUNT = 999 local IMSTB_TEXTEDIT_memmove = ImStb.TEXTEDIT_memmove local stb_text_undo local stb_text_redo ---------------------------------------------------------------- ---------------------------------------------------------------- --- --- STB_TexteditState --- --- Definition of STB_TexteditState which you should store --- per-textfield; it includes cursor position, selection state, --- and undo state. --- --- @alias IMSTB_TEXTEDIT_POSITIONTYPE int --- @alias IMSTB_TEXTEDIT_CHARTYPE char --- @alias STB_TEXTEDIT_KEYTYPE int --- @class StbUndoRecord --- @field where IMSTB_TEXTEDIT_POSITIONTYPE --- @field insert_length IMSTB_TEXTEDIT_POSITIONTYPE --- @field delete_length IMSTB_TEXTEDIT_POSITIONTYPE --- @field char_storage int --- @return StbUndoRecord --- @nodiscard local function StbUndoRecord() return { where = 1, insert_length = 0, delete_length = 0, char_storage = 1 } end --- @class StbUndoState --- @field undo_rec StbUndoRecord[] # size = IMSTB_TEXTEDIT_UNDOSTATECOUNT --- @field undo_char IMSTB_TEXTEDIT_CHARTYPE[] # size = IMSTB_TEXTEDIT_UNDOCHARCOUNT --- @field undo_point short # next available slot --- @field redo_point short # next available slot --- @field undo_char_point int # next available slot --- @field redo_char_point int # next available slot --- @return StbUndoState --- @nodiscard local function StbUndoState() local undo_rec = {} for i = 1, IMSTB_TEXTEDIT_UNDOSTATECOUNT do undo_rec[i] = StbUndoRecord() end local undo_char = {} for i = 1, IMSTB_TEXTEDIT_UNDOCHARCOUNT do undo_char[i] = 0 end return { undo_rec = undo_rec, undo_char = undo_char, undo_point = 1, redo_point = 1, undo_char_point = 1, redo_char_point = 1 } end --- @class STB_TexteditState --- @field cursor int # position of the text cursor within the string --- @field select_start int # selection start point --- @field select_end int --- @field insert_mode bool --- @field row_count_per_page int --- @field cursor_at_end_of_line bool # not implemented yet --- @field initialized bool --- @field has_preferred_x bool --- @field single_line bool --- @field padding1 unsigned_char --- @field padding2 unsigned_char --- @field padding3 unsigned_char --- @field preferred_x float --- @field undostate StbUndoState --- @return STB_TexteditState --- @nodiscard function STB_TexteditState() return { cursor = 0, select_start = 0, select_end = 0, insert_mode = false, row_count_per_page = 0, cursor_at_end_of_line = false, initialized = false, has_preferred_x = false, single_line = false, padding1 = 0, padding2 = 0, padding3 = 0, preferred_x = 0.0, undostate = StbUndoState() } end --- @param s STB_TexteditState local function STB_TEXT_HAS_SELECTION(s) return s.select_start ~= s.select_end end --- @class StbTexteditRow --- @field x0 float # starting x location --- @field x1 float # end x location --- @field baseline_y_delta float # position of baseline relative to previous row's baseline --- @field ymin float # height of row above baseline --- @field ymax float # height of row below baseline --- @field num_chars int --- @return StbTexteditRow --- @nodiscard local function StbTexteditRow() return { x0 = 0.0, x1 = 0.0, baseline_y_delta = 0.0, ymin = 0.0, ymax = 0.0, num_chars = 0 } end --- @param r StbTexteditRow local function StbTexteditRow_Reset(r) r.x0 = 0.0 r.x1 = 0.0 r.baseline_y_delta = 0.0 r.ymin = 0.0 r.ymax = 0.0 r.num_chars = 0 end ---------------------------------------- ---------------------------------------- --- --- Implementation --- --- local stb_text_locate_coord do -- only create once, reuse later local r = StbTexteditRow() --- traverse the layout to locate the nearest character to a display position --- @param str IMSTB_TEXTEDIT_STRING --- @param x float --- @param y float --- @return int idx --- @return bool side_on_line function stb_text_locate_coord(str, x, y) local n = STB_TEXTEDIT_STRINGLEN(str) local base_y = 0 local prev_x StbTexteditRow_Reset(r) local out_side_on_line = false -- search rows to find one that straddles 'y' local i = 1 while i <= n do STB_TEXTEDIT_LAYOUTROW(r, str, i) if r.num_chars <= 0 then return n + 1, out_side_on_line end if i == 1 and y < base_y + r.ymin then return 1, out_side_on_line end if y < base_y + r.ymax then break end i = i + r.num_chars base_y = base_y + r.baseline_y_delta end -- below all text, return 'after' last character if i > n then out_side_on_line = true return n + 1, out_side_on_line end -- check if it's before the beginning of the line if x < r.x0 then return i, out_side_on_line end -- check if it's before the end of the line if x < r.x1 then -- search characters in row for one that straddles 'x' prev_x = r.x0 local k = 1 while k <= r.num_chars do local w = STB_TEXTEDIT_GETWIDTH(str, i, k) if x < prev_x + w then out_side_on_line = (k == 1) and false or true if x < prev_x + w / 2 then return k + i - 1, out_side_on_line else return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k - 1), out_side_on_line end end prev_x = prev_x + w k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k - 1) - i + 1 end -- shouldn't happen, but if it does, fall through to end-of-line case end -- if the last character is a newline, return that. otherwise return 'after' the last character out_side_on_line = true if STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) == STB_TEXTEDIT_NEWLINE then return i + r.num_chars - 1, out_side_on_line else return i + r.num_chars, out_side_on_line end end end local stb_textedit_click do local r = StbTexteditRow() -- API click: on mouse down, move the cursor to the clicked location, and reset the selection --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param x float --- @param y float function stb_textedit_click(str, state, x, y) -- In single-line mode, just always make y = 0. This lets the drag keep working if the mouse -- goes off the top or bottom of the text local side_on_line if state.single_line then StbTexteditRow_Reset(r) STB_TEXTEDIT_LAYOUTROW(r, str, 1) y = r.ymin end state.cursor, side_on_line = stb_text_locate_coord(str, x, y) state.select_start = state.cursor state.select_end = state.cursor state.has_preferred_x = false str.LastMoveDirectionLR = side_on_line and ImGuiDir.Right or ImGuiDir.Left end end local stb_textedit_drag do local r = StbTexteditRow() -- API drag: on mouse drag, move the cursor and selection endpoint to the clicked location --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param x float --- @param y float function stb_textedit_drag(str, state, x, y) local p = 1 local side_on_line -- In single-line mode, just always make y = 0. This lets the drag keep working if the mouse -- goes off the top or bottom of the text if state.single_line then StbTexteditRow_Reset(r) STB_TEXTEDIT_LAYOUTROW(r, str, 1) y = r.ymin end if state.select_start == state.select_end then state.select_start = state.cursor end p, side_on_line = stb_text_locate_coord(str, x, y) state.cursor = p state.select_end = p str.LastMoveDirectionLR = (side_on_line ~= false) and ImGuiDir.Right or ImGuiDir.Left end end --------------------------- --------------------------- --- --- Keyboard input handling --- --- local stb_text_makeundo_insert local stb_text_makeundo_delete local stb_text_makeundo_replace --- @class StbFindState --- @field x float # position of n'th character --- @field y float --- @field height float # height of line --- @field first_char int # first char of row, and length --- @field length int --- @field prev_first int # first char of previous row --- @return StbFindState local function StbFindState() return { x = 0.0, y = 0.0, height = 0.0, first_char = 0, length = 0, prev_first = 0 } end --- @param f StbFindState local function StbFindState_Reset(f) f.x = 0.0 f.y = 0.0 f.height = 0.0 f.first_char = 0 f.length = 0 f.prev_first = 0 end local stb_textedit_find_charpos do local r = StbTexteditRow() -- find the x/y location of a character, and remember info about the previous row in -- case we get a move-up event (for page up, we'll have to rescan) --- @param find StbFindState --- @param str IMSTB_TEXTEDIT_STRING --- @param n int --- @param single_line bool function stb_textedit_find_charpos(find, str, n, single_line) StbTexteditRow_Reset(r) local prev_start = 1 local z = STB_TEXTEDIT_STRINGLEN(str) local first -- special case if it's at the end (may not be needed?) if n == z + 1 and single_line then STB_TEXTEDIT_LAYOUTROW(r, str, 1) find.y = 0 find.first_char = 1 find.length = z find.height = r.ymax - r.ymin find.x = r.x1 return end -- search rows to find the one that straddles character n find.y = 0 local i = 1 while true do STB_TEXTEDIT_LAYOUTROW(r, str, i) if n < i + r.num_chars - 1 then break end if str.LastMoveDirectionLR == ImGuiDir.Right and str.Stb.cursor > 1 and str.Stb.cursor == i + r.num_chars and STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) ~= STB_TEXTEDIT_NEWLINE then -- [IMGUI] Wrapping point handling break end if (i - 1) + r.num_chars == z and z > 0 and STB_TEXTEDIT_GETCHAR(str, z) ~= STB_TEXTEDIT_NEWLINE then -- [IMGUI] special handling for last line break end prev_start = i i = i + r.num_chars find.y = find.y + r.baseline_y_delta if i == z + 1 then -- [IMGUI] r.num_chars = 0 break end end find.first_char = i first = i find.length = r.num_chars find.height = r.ymax - r.ymin find.prev_first = prev_start -- now scan to find xpos find.x = r.x0 i = 1 while first + i <= n + 1 do find.x = find.x + STB_TEXTEDIT_GETWIDTH(str, first, i) i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i - 1) - first + 1 end end end -- make the selection/cursor state valid if client altered the string --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState local function stb_textedit_clamp(str, state) local n = STB_TEXTEDIT_STRINGLEN(str) if STB_TEXT_HAS_SELECTION(state) then if state.select_start > n + 1 then state.select_start = n + 1 end if state.select_end > n + 1 then state.select_end = n + 1 end -- if clamping forced them to be equal, move the cursor to match if state.select_start == state.select_end then state.cursor = state.select_start end end if state.cursor > n + 1 then state.cursor = n + 1 end end -- delete characters while updating undo --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param where int --- @param len int local function stb_textedit_delete(str, state, where, len) stb_text_makeundo_delete(str, state, where, len) STB_TEXTEDIT_DELETECHARS(str, where, len) state.has_preferred_x = false end -- delete the selection --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState local function stb_textedit_delete_selection(str, state) stb_textedit_clamp(str, state) if STB_TEXT_HAS_SELECTION(state) then if state.select_start < state.select_end then stb_textedit_delete(str, state, state.select_start, state.select_end - state.select_start) state.cursor = state.select_start state.select_end = state.cursor else stb_textedit_delete(str, state, state.select_end, state.select_start - state.select_end) state.cursor = state.select_end state.select_start = state.cursor end state.has_preferred_x = false end end -- canonicalize the selection so start <= end --- @param state STB_TexteditState local function stb_textedit_sortselection(state) if state.select_end < state.select_start then local temp = state.select_end state.select_end = state.select_start state.select_start = temp end end -- move cursor to first character of selection --- @param state STB_TexteditState local function stb_textedit_move_to_first(state) if STB_TEXT_HAS_SELECTION(state) then stb_textedit_sortselection(state) state.cursor = state.select_start state.select_end = state.select_start state.has_preferred_x = false end end -- move cursor to last character of selection --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState local function stb_textedit_move_to_last(str, state) if STB_TEXT_HAS_SELECTION(state) then stb_textedit_sortselection(state) stb_textedit_clamp(str, state) state.cursor = state.select_end state.select_start = state.select_end state.has_preferred_x = false end end -- update selection and cursor to match each other --- @param state STB_TexteditState local function stb_textedit_prep_selection_at_cursor(state) if not STB_TEXT_HAS_SELECTION(state) then state.select_start = state.cursor state.select_end = state.cursor else state.cursor = state.select_end end end -- API cut: delete selection --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @return bool local function stb_textedit_cut(str, state) if STB_TEXT_HAS_SELECTION(state) then stb_textedit_delete_selection(str, state) -- implicitly clamps state.has_preferred_x = false return true end return false end -- API paste: replace existing selection with passed-in text --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param text IMSTB_TEXTEDIT_CHARTYPE[] --- @param len int --- @return bool local function stb_textedit_paste_internal(str, state, text, len) -- if there's a selection, the paste should delete it stb_textedit_clamp(str, state) stb_textedit_delete_selection(str, state) -- try to insert the characters len = STB_TEXTEDIT_INSERTCHARS(str, state.cursor, text, 1, len) if len then stb_text_makeundo_insert(state, state.cursor, len) state.cursor = state.cursor + len state.has_preferred_x = false return true end -- note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) return false end -- API key: process text input -- [IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param text IMSTB_TEXTEDIT_CHARTYPE[] --- @param text_len int local function stb_textedit_text(str, state, text, text_len) -- can't add newline in single-line mode if text[1] == STB_TEXTEDIT_NEWLINE and state.single_line then return end if state.insert_mode and not STB_TEXT_HAS_SELECTION(state) and state.cursor < STB_TEXTEDIT_STRINGLEN(str) then stb_text_makeundo_replace(str, state, state.cursor, 1, 1) STB_TEXTEDIT_DELETECHARS(str, state.cursor, 1) text_len = STB_TEXTEDIT_INSERTCHARS(str, state.cursor, text, 1, text_len) if text_len then state.cursor = state.cursor + text_len state.has_preferred_x = false end else stb_textedit_delete_selection(str, state) -- implicitly clamps text_len = STB_TEXTEDIT_INSERTCHARS(str, state.cursor, text, 1, text_len) if text_len then stb_text_makeundo_insert(state, state.cursor, text_len) state.cursor = state.cursor + text_len state.has_preferred_x = false end end end local stb_textedit_key do local find = StbFindState() local row = StbTexteditRow() -- API key: process a keyboard input --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param key STB_TEXTEDIT_KEYTYPE function stb_textedit_key(str, state, key) if key == STB_TEXTEDIT_K_UNDO then stb_text_undo(str, state) state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_REDO then stb_text_redo(str, state) state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_LEFT then -- if currently there's a selection, move cursor to start of selection if STB_TEXT_HAS_SELECTION(state) then stb_textedit_move_to_first(state) else if state.cursor > 1 then state.cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state.cursor) end end state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_RIGHT then -- if currently there's a selection, move cursor to end of selection if STB_TEXT_HAS_SELECTION(state) then stb_textedit_move_to_last(str, state) else state.cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) end stb_textedit_clamp(str, state) state.has_preferred_x = false elseif key == bit32.bor(STB_TEXTEDIT_K_LEFT, STB_TEXTEDIT_K_SHIFT) then stb_textedit_clamp(str, state) stb_textedit_prep_selection_at_cursor(state) -- move selection left if state.select_end > 1 then state.select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state.select_end) end state.cursor = state.select_end state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_WORDLEFT then -- if currently there's a selection, move cursor to start of selection if STB_TEXT_HAS_SELECTION(state) then stb_textedit_move_to_first(state) else state.cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state.cursor) stb_textedit_clamp(str, state) end elseif key == bit32.bor(STB_TEXTEDIT_K_WORDLEFT, STB_TEXTEDIT_K_SHIFT) then if not STB_TEXT_HAS_SELECTION(state) then stb_textedit_prep_selection_at_cursor(state) end state.cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state.cursor) state.select_end = state.cursor stb_textedit_clamp(str, state) elseif key == STB_TEXTEDIT_K_WORDRIGHT then -- if currently there's a selection, move cursor to end of selection if STB_TEXT_HAS_SELECTION(state) then stb_textedit_move_to_last(str, state) else state.cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state.cursor) stb_textedit_clamp(str, state) end elseif key == bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT) then if not STB_TEXT_HAS_SELECTION(state) then stb_textedit_prep_selection_at_cursor(state) end state.cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state.cursor) state.select_end = state.cursor stb_textedit_clamp(str, state) elseif key == bit32.bor(STB_TEXTEDIT_K_RIGHT, STB_TEXTEDIT_K_SHIFT) then stb_textedit_prep_selection_at_cursor(state) -- move selection right state.select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.select_end) stb_textedit_clamp(str, state) state.cursor = state.select_end state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_DOWN or key == bit32.bor(STB_TEXTEDIT_K_DOWN, STB_TEXTEDIT_K_SHIFT) or key == STB_TEXTEDIT_K_PGDOWN or key == bit32.bor(STB_TEXTEDIT_K_PGDOWN, STB_TEXTEDIT_K_SHIFT) then StbFindState_Reset(find) StbTexteditRow_Reset(row) local sel = (bit32.band(key, STB_TEXTEDIT_K_SHIFT) ~= 0) local is_page = (bit32.band(key, bit32.bnot(STB_TEXTEDIT_K_SHIFT)) == STB_TEXTEDIT_K_PGDOWN) local row_count = is_page and state.row_count_per_page or 1 if not is_page and state.single_line then -- on windows, up&down in single-line behave like left&right key = bit32.bor(STB_TEXTEDIT_K_RIGHT, bit32.band(key, STB_TEXTEDIT_K_SHIFT)) return stb_textedit_key(str, state, key) -- was `goto retry` end if sel then stb_textedit_prep_selection_at_cursor(state) elseif STB_TEXT_HAS_SELECTION(state) then stb_textedit_move_to_last(str, state) end -- compute current position of cursor point stb_textedit_clamp(str, state) stb_textedit_find_charpos(find, str, state.cursor, state.single_line) for j = 1, row_count do local goal_x = state.has_preferred_x and state.preferred_x or find.x local x local start = find.first_char + find.length if find.length == 0 then break end -- [IMGUI] -- going down while being on the last line shouldn't bring us to that line end --if STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) ~= STB_TEXTEDIT_NEWLINE then -- break --end -- now find character position down a row state.cursor = start STB_TEXTEDIT_LAYOUTROW(row, str, state.cursor) x = row.x0 local i = 1 while i <= row.num_chars do local dx = STB_TEXTEDIT_GETWIDTH(str, start, i) local next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) x = x + dx if x > goal_x then break end i = i + (next - state.cursor) state.cursor = next end stb_textedit_clamp(str, state) if state.cursor == find.first_char + find.length then str.LastMoveDirectionLR = ImGuiDir.Left end state.has_preferred_x = true state.preferred_x = goal_x if sel then state.select_end = state.cursor end -- go to next line find.first_char = find.first_char + find.length find.length = row.num_chars end elseif key == STB_TEXTEDIT_K_UP or key == bit32.bor(STB_TEXTEDIT_K_UP, STB_TEXTEDIT_K_SHIFT) or key == STB_TEXTEDIT_K_PGUP or key == bit32.bor(STB_TEXTEDIT_K_PGUP, STB_TEXTEDIT_K_SHIFT) then StbFindState_Reset(find) StbTexteditRow_Reset(row) local sel = (bit32.band(key, STB_TEXTEDIT_K_SHIFT) ~= 0) local is_page = (bit32.band(key, bit32.bnot(STB_TEXTEDIT_K_SHIFT)) == STB_TEXTEDIT_K_PGUP) local row_count = is_page and state.row_count_per_page or 1 if not is_page and state.single_line then -- on windows, up&down become left&right key = bit32.bor(STB_TEXTEDIT_K_LEFT, bit32.band(key, STB_TEXTEDIT_K_SHIFT)) return stb_textedit_key(str, state, key) -- was `goto retry` end if sel then stb_textedit_prep_selection_at_cursor(state) elseif STB_TEXT_HAS_SELECTION(state) then stb_textedit_move_to_first(state) end -- compute current position of cursor point stb_textedit_clamp(str, state) stb_textedit_find_charpos(find, str, state.cursor, state.single_line) for j = 1, row_count do local goal_x if state.has_preferred_x then goal_x = state.preferred_x else goal_x = find.x end local x -- can only go up if there's a previous row if find.prev_first == find.first_char then break end -- now find character position up a row state.cursor = find.prev_first STB_TEXTEDIT_LAYOUTROW(row, str, state.cursor) x = row.x0 local i = 1 while i <= row.num_chars do local dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i) local next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) x = x + dx if x > goal_x then break end i = i + (next - state.cursor) state.cursor = next end stb_textedit_clamp(str, state) if state.cursor == find.first_char then str.LastMoveDirectionLR = ImGuiDir.Right elseif state.cursor == find.prev_first then str.LastMoveDirectionLR = ImGuiDir.Left end state.has_preferred_x = true state.preferred_x = goal_x if sel then state.select_end = state.cursor end -- go to previous line -- (we need to scan previous line the hard way. maybe we could expose this as a new API function?) local prev_scan = find.prev_first > 1 and find.prev_first - 1 or 1 while prev_scan > 1 do local prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan) if STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE then break end prev_scan = prev end find.first_char = find.prev_first find.prev_first = STB_TEXTEDIT_MOVELINESTART(str, state, prev_scan) end elseif key == STB_TEXTEDIT_K_DELETE or key == bit32.bor(STB_TEXTEDIT_K_DELETE, STB_TEXTEDIT_K_SHIFT) then if STB_TEXT_HAS_SELECTION(state) then stb_textedit_delete_selection(str, state) else local n = STB_TEXTEDIT_STRINGLEN(str) if state.cursor <= n then stb_textedit_delete(str, state, state.cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state.cursor) - state.cursor) end end state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_BACKSPACE or key == bit32.bor(STB_TEXTEDIT_K_BACKSPACE, STB_TEXTEDIT_K_SHIFT) then if STB_TEXT_HAS_SELECTION(state) then stb_textedit_delete_selection(str, state) else stb_textedit_clamp(str, state) if state.cursor > 1 then local prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state.cursor) stb_textedit_delete(str, state, prev, state.cursor - prev) state.cursor = prev end end state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_TEXTSTART then state.cursor = 1 state.select_start = 1 state.select_end = 1 state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_TEXTEND then state.cursor = STB_TEXTEDIT_STRINGLEN(str) + 1 state.select_start = 1 state.select_end = 1 state.has_preferred_x = false elseif key == bit32.bor(STB_TEXTEDIT_K_TEXTSTART, STB_TEXTEDIT_K_SHIFT) then stb_textedit_prep_selection_at_cursor(state) state.cursor = 1 state.select_end = 1 state.has_preferred_x = false elseif key == bit32.bor(STB_TEXTEDIT_K_TEXTEND, STB_TEXTEDIT_K_SHIFT) then stb_textedit_prep_selection_at_cursor(state) state.cursor = STB_TEXTEDIT_STRINGLEN(str) + 1 state.select_end = state.cursor state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_LINESTART then stb_textedit_clamp(str, state) stb_textedit_move_to_first(state) state.cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state.cursor) state.has_preferred_x = false elseif key == STB_TEXTEDIT_K_LINEEND then stb_textedit_clamp(str, state) stb_textedit_move_to_last(str, state) state.cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state.cursor) state.has_preferred_x = false elseif key == bit32.bor(STB_TEXTEDIT_K_LINESTART, STB_TEXTEDIT_K_SHIFT) then stb_textedit_clamp(str, state) stb_textedit_prep_selection_at_cursor(state) state.cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state.cursor) state.select_end = state.cursor state.has_preferred_x = false elseif key == bit32.bor(STB_TEXTEDIT_K_LINEEND, STB_TEXTEDIT_K_SHIFT) then stb_textedit_clamp(str, state) stb_textedit_prep_selection_at_cursor(state) state.cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state.cursor) state.select_end = state.cursor state.has_preferred_x = false end end end ----------------------------------------------------- ----------------------------------------------------- --- --- Undo processing --- OPTIMIZE: the undo/redo buffer should be circular --- --- @param state StbUndoState local function stb_textedit_flush_redo(state) state.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 state.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT + 1 end -- discard the oldest entry in the undo list --- @param state StbUndoState local function stb_textedit_discard_undo(state) if state.undo_point > 0 then -- if the 1th undo state has characters, clean those up if state.undo_rec[1].char_storage >= 0 then local n = state.undo_rec[1].insert_length -- delete n characters from all other records state.undo_char_point = state.undo_char_point - n IMSTB_TEXTEDIT_memmove(state.undo_char, 1, state.undo_char, n + 1, state.undo_char_point - 1) for i = 1, state.undo_point do if state.undo_rec[i].char_storage >= 0 then state.undo_rec[i].char_storage = state.undo_rec[i].char_storage - n -- OPTIMIZE: get rid of char_storage and infer it end end end state.undo_point = state.undo_point - 1 IMSTB_TEXTEDIT_memmove(state.undo_rec, 1, state.undo_rec, 2, state.undo_point - 1) end end -- discard the oldest entry in the redo list--it's bad if this -- ever happens, but because undo & redo have to store the actual -- characters in different cases, the redo character buffer can -- fill up even though the undo buffer didn't --- @param state StbUndoState local function stb_textedit_discard_redo(state) local k = IMSTB_TEXTEDIT_UNDOSTATECOUNT if state.redo_point <= k then -- if the k'th undo state has characters, clean those up if state.undo_rec[k].char_storage >= 1 then local n = state.undo_rec[k].insert_length -- move the remaining redo character data to the end of the buffer state.redo_char_point = state.redo_char_point + n IMSTB_TEXTEDIT_memmove(state.undo_char, state.redo_char_point, state.undo_char, state.redo_char_point - n, IMSTB_TEXTEDIT_UNDOCHARCOUNT - state.redo_char_point + 1) -- adjust the position of all the other records to account for above memmove for i = state.redo_point, k - 1 do if state.undo_rec[i].char_storage >= 1 then state.undo_rec[i].char_storage = state.undo_rec[i].char_storage + n end end end -- now move all the redo records towards the end of the buffer; the first one is at 'redo_point' -- [IMGUI] local move_size = IMSTB_TEXTEDIT_UNDOSTATECOUNT - state.redo_point - 1 IMSTB_TEXTEDIT_memmove(state.undo_rec, state.redo_point + 1, state.undo_rec, state.redo_point, move_size) -- now move redo_point to point to the new one state.redo_point = state.redo_point + 1 end end --- @param state StbUndoState --- @param numchars int local function stb_text_create_undo_record(state, numchars) -- any time we create a new undo record, we discard redo stb_textedit_flush_redo(state) -- if we have no free records, we have to make room, by sliding the -- existing records down if state.undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT then stb_textedit_discard_undo(state) end -- if the characters to store won't possibly fit in the buffer, we can't undo if numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT then state.undo_point = 1 state.undo_char_point = 1 return nil end -- if we don't have enough free characters in the buffer, we have to make room while state.undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT do stb_textedit_discard_undo(state) end local ret = state.undo_rec[state.undo_point] state.undo_point = state.undo_point + 1 return ret end --- @param state StbUndoState --- @param pos int --- @param insert_len int --- @param delete_len int --- @return int? # index into undostate.undo_char[] local function stb_text_createundo(state, pos, insert_len, delete_len) local r = stb_text_create_undo_record(state, insert_len) if r == nil then return nil end r.where = pos r.insert_length = insert_len r.delete_length = delete_len if insert_len == 0 then r.char_storage = -1 return nil else r.char_storage = state.undo_char_point state.undo_char_point = state.undo_char_point + insert_len return r.char_storage end end --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState function stb_text_undo(str, state) local s = state.undostate if s.undo_point == 1 then return end -- we need to do two things: apply the undo record, and create a redo record local u = s.undo_rec[s.undo_point - 1] local r = s.undo_rec[s.redo_point - 1] r.char_storage = -1 r.insert_length = u.delete_length r.delete_length = u.insert_length r.where = u.where if u.delete_length > 0 then -- if the undo record says to delete characters, then the redo record will -- need to re-insert the characters that get deleted, so we need to store -- them. -- there are three cases: -- there's enough room to store the characters -- characters stored for *redoing* don't leave room for redo -- characters stored for *undoing* don't leave room for redo -- if the last is true, we have to bail if s.undo_char_point + u.delete_length > IMSTB_TEXTEDIT_UNDOCHARCOUNT then -- the undo records take up too much character space; there's no space to store the redo characters r.insert_length = 0 else -- there's definitely room to store the characters eventually while s.undo_char_point + u.delete_length > s.redo_char_point do -- should never happen: if s.redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 then return end -- there's currently not enough room, so discard a redo record stb_textedit_discard_redo(s) end r = s.undo_rec[s.redo_point - 1] r.char_storage = s.redo_char_point - u.delete_length s.redo_char_point = s.redo_char_point - u.delete_length -- now save the characters for i = 0, u.delete_length - 1 do s.undo_char[r.char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i) end end -- now we can carry out the deletion STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length) end -- check type of recorded action: if u.insert_length > 0 then -- easy case: was a deletion, so we need to insert n characters u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, s.undo_char, u.char_storage, u.insert_length) s.undo_char_point = s.undo_char_point - u.insert_length end state.cursor = u.where + u.insert_length s.undo_point = s.undo_point - 1 s.redo_point = s.redo_point - 1 end --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState function stb_text_redo(str, state) local s = state.undostate if s.undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 then return end -- we need to do two things: apply the redo record, and create an undo record local u = s.undo_rec[s.undo_point] local r = s.undo_rec[s.redo_point] u.delete_length = r.insert_length u.insert_length = r.delete_length u.where = r.where u.char_storage = -1 if r.delete_length > 0 then -- the redo record requires us to delete characters, so the undo record -- needs to store the characters if s.undo_char_point + u.insert_length > s.redo_char_point then u.insert_length = 0 u.delete_length = 0 else u.char_storage = s.undo_char_point s.undo_char_point = s.undo_char_point + u.insert_length for i = 0, u.insert_length - 1 do s.undo_char[u.char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i) end end STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length) end if r.insert_length ~= 0 then r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, s.undo_char, r.char_storage, r.insert_length) s.redo_char_point = s.redo_char_point + r.insert_length end state.cursor = r.where + r.insert_length s.undo_point = s.undo_point + 1 s.redo_point = s.redo_point + 1 end --- @param state STB_TexteditState --- @param where int --- @param length int function stb_text_makeundo_insert(state, where, length) stb_text_createundo(state.undostate, where, 0, length) end --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param where int --- @param length int function stb_text_makeundo_delete(str, state, where, length) local s = state.undostate local p = stb_text_createundo(s, where, length, 0) if p then for i = 0, length - 1 do s.undo_char[p + i] = STB_TEXTEDIT_GETCHAR(str, where + i) end end end --- @param str IMSTB_TEXTEDIT_STRING --- @param state STB_TexteditState --- @param where int --- @param old_length int --- @param new_length int function stb_text_makeundo_replace(str, state, where, old_length, new_length) local s = state.undostate local p = stb_text_createundo(s, where, old_length, new_length) if p then for i = 0, old_length - 1 do s.undo_char[p + i] = STB_TEXTEDIT_GETCHAR(str, where + i) end end end --- @param state STB_TexteditState --- @param is_single_line bool local function stb_textedit_clear_state(state, is_single_line) state.undostate.undo_point = 1 state.undostate.undo_char_point = 1 state.undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT + 1 state.undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT + 1 state.select_end = 1 state.select_start = 1 state.cursor = 1 state.has_preferred_x = false state.preferred_x = 0 state.cursor_at_end_of_line = false state.initialized = true state.single_line = is_single_line state.insert_mode = false state.row_count_per_page = 0 end return { click = stb_textedit_click, drag = stb_textedit_drag, createundo = stb_text_createundo, initialize_state = stb_textedit_clear_state, text = stb_textedit_text, key = stb_textedit_key, makeundo_replace = stb_text_makeundo_replace, clamp = stb_textedit_clamp, prep_selection_at_cursor = stb_textedit_prep_selection_at_cursor, cut = stb_textedit_cut, paste = stb_textedit_paste_internal, HAS_SELECTION = STB_TEXT_HAS_SELECTION } end __FILES['imstb_truetype.lua'] = function() --- ImGui Sincerely -- This is a Lua port of original `imstb_truetype.h` --- STBTT_RASTERIZER_VERSION == 2 local stbtt_fontinfo local stbtt_InitFont local stbtt_MakeGlyphBitmapSubpixelPrefilter local stbtt_GetFontVMetrics local stbtt__GetGlyphInfoT2 local stbtt__GetGlyphShapeT2 local stbtt_GetGlyphShape local stbtt_GetGlyphBitmapBox local stbtt_GetGlyphBitmapBoxSubpixel local stbtt_GetGlyphHMetrics local stbtt_GetFontOffsetForIndex local stbtt_ScaleForPixelHeight local stbtt_FindGlyphIndex local STBTT_MAX_OVERSAMPLE = 8 --- @enum STBTT_PLATFORM_ID local STBTT_PLATFORM_ID = { UNICODE = 0, MAC = 1, ISO = 2, MICROSOFT = 3, } --- @enum STBTT_MS_EID local STBTT_MS_EID = { SYMBOL = 0, UNICODE_BMP = 1, SHIFTJIS = 2, UNICODE_FULL = 10 } -- original enum doesn't have a name, so we name it --- @enum STBTT_VTX local STBTT_VTX = { MOVE = 1, LINE = 2, CURVE = 3, CUBIC = 4 } local bit32 = bit32 local math = math local STBTT_assert = assert local STBTT_sort = table.sort local STBTT_sqrt = math.sqrt local STBTT_fabs = math.abs local STBTT_ifloor = math.floor local STBTT_iceil = math.ceil local trunc = function(x) if x >= 0 then return math.floor(x) else return math.ceil(x) end end local function STBTT__NOTUSED(_) return end --- @alias stbtt_int32 int local stbtt_int32 = ImS32 local stbtt_uint32 = ImU32 local stbtt_int16 = ImS16 local stbtt_uint16 = ImU16 local stbtt_int8 = ImS8 local stbtt_uint8 = ImU8 local unsigned_char = stbtt_uint8 --- @class stbtt__buf --- @field data? table # 1-based byte table --- @field offset int # Every access to `data` will be offset by this --- @field cursor int # >= 0 --- @field size int --- @param initial_offset? int --- @return stbtt__buf --- @nodiscard local function stbtt__buf(initial_offset) return { data = nil, offset = initial_offset or 0, cursor = 0, size = nil } end --- @class stbtt_fontinfo --- @field userdata any --- @field data table # pointer to .ttf file --- @field fontstart int # offset of start of font --- @field numGlyphs int # number of glyphs, needed for range checking --- @field loca int # table location as offset from start of .ttf --- @field head int # table location as offset from start of .ttf --- @field glyf int # table location as offset from start of .ttf --- @field hhea int # table location as offset from start of .ttf --- @field hmtx int # table location as offset from start of .ttf --- @field kern int # table location as offset from start of .ttf --- @field gpos int # table location as offset from start of .ttf --- @field svg int # table location as offset from start of .ttf --- @field index_map int # a cmap mapping for our chosen character encoding --- @field indexToLocFormat int # format needed to map from glyph index to glyph --- @field cff stbtt__buf # cff font data --- @field charstrings stbtt__buf # the charstring index --- @field gsubrs stbtt__buf # global charstring subroutines index --- @field subrs stbtt__buf # private charstring subroutines index --- @field fontdicts stbtt__buf # array of font dicts --- @field fdselect stbtt__buf # map from glyph to fontdict --- @return stbtt_fontinfo function stbtt_fontinfo() return { data = nil, fontstart = nil, numGlyphs = nil, loca = nil, head = nil, glyf = nil, hhea = nil, hmtx = nil, kern = nil, gpos = nil, svg = nil, index_map = nil, indexToLocFormat = nil, cff = nil, charstrings = nil, gsubrs = nil, subrs = nil, fontdicts = nil, fdselect = nil } end --- @class stbtt_vertex --- @field x int --- @field y int --- @field cx int --- @field cy int --- @field cx1 int --- @field cy1 int --- @field type int --- @field padding int --- @return stbtt_vertex --- @nodiscard local function stbtt_vertex() return { x = nil, y = nil, cx = nil, cy = nil, cx1 = nil, cy1 = nil, type = nil, padding = nil } end --- @class stbtt__csctx --- @field bounds bool --- @field started bool --- @field first_x float --- @field first_y float --- @field x float --- @field y float --- @field min_x int --- @field max_x int --- @field min_y int --- @field max_y int --- @field pvertices stbtt_vertex[] --- @field num_vertices int --- @return stbtt__csctx --- @nodiscard local function stbtt__csctx() return { bounds = false, started = false, first_x = nil, first_y = nil, x = nil, y = nil, min_x = nil, max_x = nil, min_y = nil, max_y = nil, pvertices = nil, num_vertices = nil } end --- @param bounds bool --- @return stbtt__csctx --- @nodiscard local function STBTT__CSCTX_INIT(bounds) local this = stbtt__csctx() this.bounds = bounds this.started = false this.first_x = 0 this.first_y = 0 this.x = 0 this.y = 0 this.min_x = 0 this.max_x = 0 this.min_y = 0 this.max_y = 0 this.pvertices = nil this.num_vertices = 0 return this end --- stbtt_kerningentry --- stbtt_pack_range --- stbtt_packedchar --- @class stbtt__edge --- @field x0 float --- @field y0 float --- @field x1 float --- @field y1 float --- @field invert bool --- @return stbtt__edge --- @nodiscard local function stbtt__edge() return { x0 = nil, y0 = nil, x1 = nil, y1 = nil, invert = false } end --- @class stbtt__active_edge --- @return stbtt__active_edge --- @nodiscard local function stbtt__active_edge() return { next = nil, fx = nil, fdx = nil, fdy = nil, direction = nil, sy = nil, ey = nil } end --- @return stbtt__active_edge --- @nodiscard local function stbtt__new_active(e, off_x, start_point) local z = stbtt__active_edge() local dxdy = (e.x1 - e.x0) / (e.y1 - e.y0) z.fdx = dxdy z.fdy = (dxdy ~= 0.0) and (1.0 / dxdy) or 0.0 z.fx = e.x0 + dxdy * (start_point - e.y0) z.fx = z.fx - off_x z.direction = (e.invert) and 1.0 or -1.0 z.sy = e.y0 z.ey = e.y1 z.next = nil return z end --- @class stbtt__bitmap --- @field w int --- @field h int --- @field stride int --- @field pixels unsigned_char[] --- @return stbtt__bitmap --- @nodiscard local function stbtt__bitmap() return { w = nil, h = nil, stride = nil, pixels = nil } end --- @class stbtt__point --- @field x number --- @field y number --- @return stbtt__point --- @nodiscard local function stbtt__point() return { x = nil, y = nil } end ---------------------------------------------- ---------------------------------------------- --- --- stbtt__buf helpers to parse data from file --- --- --- @param b stbtt__buf local function stbtt__buf_get8(b) if b.cursor >= b.size then return 0 end local result = b.data[b.offset + b.cursor + 1] b.cursor = b.cursor + 1 return result end --- @param b stbtt__buf local function stbtt__buf_peek8(b) if b.cursor >= b.size then return 0 end return b.data[b.offset + b.cursor + 1] end --- @param b stbtt__buf --- @param o int local function stbtt__buf_seek(b, o) STBTT_assert(not (o > b.size or o < 0)) if o > b.size or o < 0 then b.cursor = b.size else b.cursor = o end end --- @param b stbtt__buf --- @param o int local function stbtt__buf_skip(b, o) stbtt__buf_seek(b, b.cursor + o) end local function stbtt__buf_get(b, n) local v = 0 STBTT_assert(n >= 1 and n <= 4) for _ = 1, n do v = bit32.bor(bit32.lshift(v, 8), stbtt__buf_get8(b)) end return v end --- @param p? table --- @param size int --- @param offset? int --- @return stbtt__buf --- @nodiscard local function stbtt__new_buf(p, size, offset) local r = stbtt__buf(offset) STBTT_assert(size < 0x40000000) r.data = p r.size = trunc(size) r.cursor = 0 return r end --- @param b stbtt__buf local function stbtt__buf_get16(b) return stbtt__buf_get(b, 2) end --- @param b stbtt__buf local function stbtt__buf_get32(b) return stbtt__buf_get(b, 4) end --- @param b stbtt__buf --- @param o int --- @param s int --- @return stbtt__buf --- @nodiscard local function stbtt__buf_range(b, o, s) local r = stbtt__new_buf(nil, 0) if (o < 0 or s < 0 or o > b.size or s > (b.size - o)) then return r end r.data = b.data r.offset = b.offset + o r.size = s return r end --- @param b stbtt__buf local function stbtt__cff_get_index(b) local count, start, offsize start = b.cursor count = stbtt__buf_get16(b) if count > 0 then offsize = stbtt__buf_get8(b) STBTT_assert(offsize >= 1 and offsize <= 4) stbtt__buf_skip(b, count * offsize) stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1) end return stbtt__buf_range(b, start, b.cursor - start) end --- @param b stbtt__buf local function stbtt__cff_int(b) local b0 = stbtt__buf_get8(b) if b0 >= 32 and b0 <= 246 then return b0 - 139 elseif b0 >= 247 and b0 <= 250 then return (b0 - 247) * 256 + stbtt__buf_get8(b) + 108 elseif b0 >= 251 and b0 <= 254 then return -(b0 - 251) * 256 - stbtt__buf_get8(b) - 108 elseif b0 == 28 then return stbtt__buf_get16(b) elseif b0 == 29 then return stbtt__buf_get32(b) end STBTT_assert(false) return 0 end --- @param b stbtt__buf local function stbtt__cff_skip_operand(b) local v local b0 = stbtt__buf_peek8(b) STBTT_assert(b0 >= 28) if b0 == 30 then stbtt__buf_skip(b, 1) while b.cursor < b.size do v = stbtt__buf_get8(b) if (bit32.band(v, 0xF) == 0xF or bit32.rshift(v, 4) == 0xF) then break end end else stbtt__cff_int(b) end end --- @param b stbtt__buf --- @param key int --- @return stbtt__buf --- @nodiscard local function stbtt__dict_get(b, key) stbtt__buf_seek(b, 0) while b.cursor < b.size do local start = b.cursor local _end, op while stbtt__buf_peek8(b) >= 28 do stbtt__cff_skip_operand(b) end _end = b.cursor op = stbtt__buf_get8(b) if op == 12 then op = bit32.bor(stbtt__buf_get8(b), 0x100) end if op == key then return stbtt__buf_range(b, start, _end - start) end end return stbtt__buf_range(b, 0, 0) end --- @param b stbtt__buf --- @param key int --- @param outcount int --- @return int[] --- @nodiscard local function stbtt__dict_get_ints(b, key, outcount) local operands = stbtt__dict_get(b, key) local out = {} for i = 1, outcount do if operands.cursor >= operands.size then break end out[i] = stbtt__cff_int(operands) end return out end --- @param b stbtt__buf local function stbtt__cff_index_count(b) stbtt__buf_seek(b, 0) return stbtt__buf_get16(b) end --- @param b stbtt__buf --- @param i int --- @return stbtt__buf --- @nodiscard local function stbtt__cff_index_get(b, i) local count, offsize, start, _end stbtt__buf_seek(b, 0) count = stbtt__buf_get16(b) offsize = stbtt__buf_get8(b) STBTT_assert(i >= 0 and i < count) STBTT_assert(offsize >= 1 and offsize <= 4) stbtt__buf_skip(b, i * offsize) start = stbtt__buf_get(b, offsize) _end = stbtt__buf_get(b, offsize) return stbtt__buf_range(b, 2 + (count + 1) * offsize + start, _end - start) end ------------------------------------- ------------------------------------- --- --- Accessors to parse data from file --- --- --- UNIMPLEMENTED / UNUSED: --- stbtt_IsGlyphEmpty --- stbtt_GetKerningTableLength --- stbtt_GetKerningTable --- stbtt__GetGlyphKernInfoAdvance --- stbtt__GetCoverageIndex --- stbtt__GetGlyphClass --- stbtt__GetGlyphGPOSInfoAdvance --- stbtt_GetGlyphKernAdvance --- stbtt_FindSVGDoc --- stbtt_GetGlyphSVG --- stbtt_GetCodepointSVG --- stbtt_GetCodepointKernAdvance --- stbtt_GetFontVMetricsOS2 --- stbtt_GetCodepointHMetrics --- stbtt_ScaleForMappingEmToPixels --- stbtt_GetFontBoundingBox --- stbtt_GetCodepointBitmapBox --- stbtt_GetCodepointBitmapBoxSubpixel --- stbtt_GetCodepointBox --- stbtt_GetNumberOfFonts_internal --- stbtt__get_svg local function ttUSHORT(p, offset) return stbtt_uint16(p[offset + 1] * 256 + p[offset + 2]) end local function ttSHORT(p, offset) return stbtt_int16(p[offset + 1] * 256 + p[offset + 2]) end local function ttULONG(p, offset) return stbtt_uint32(bit32.lshift(p[offset + 1], 24) + bit32.lshift(p[offset + 2], 16) + bit32.lshift(p[offset + 3], 8) + p[offset + 4]) end local function ttLONG(p, offset) return stbtt_int32(bit32.lshift(p[offset + 1], 24) + bit32.lshift(p[offset + 2], 16) + bit32.lshift(p[offset + 3], 8) + p[offset + 4]) end local function ttBYTE(p, offset) return stbtt_uint8(p[offset + 1]) end local function ttCHAR(p, offset) return stbtt_int8(p[offset + 1]) end local function stbtt_tag4(p, c0, c1, c2, c3, offset) offset = offset or 0; return p[offset + 1] == c0 and p[offset + 2] == c1 and p[offset + 3] == c2 and p[offset + 4] == c3 end local function stbtt_tag(p, str, offset) local c0, c1, c2, c3 = string.byte(str, 1, 4); return stbtt_tag4(p, c0, c1, c2, c3, offset) end local function stbtt__isfont(font) if stbtt_tag4(font, 49, 0, 0, 0) then return true end if stbtt_tag(font, "typ1") then return true end if stbtt_tag(font, "OTTO") then return true end if stbtt_tag4(font, 0, 1, 0, 0) then return true end if stbtt_tag(font, "true") then return true end return false end local function stbtt__find_table(data, font_start, tag) local num_tables = ttUSHORT(data, font_start + 4) local tabledir = font_start + 12 for i = 0, num_tables - 1 do local loc = tabledir + i * 16 if stbtt_tag(data, tag, loc + 0) then return ttULONG(data, loc + 8) end end return 0 end local function stbtt_GetFontOffsetForIndex_internal(font_collection, index) if stbtt__isfont(font_collection) then if index == 0 then return 0 else return -1 end end if stbtt_tag(font_collection, "ttcf") then if ttULONG(font_collection, 4) == 0x00010000 or ttULONG(font_collection, 4) == 0x00020000 then local n = ttLONG(font_collection, 8) if index >= n then return -1 end return ttULONG(font_collection, 12 + index * 4) end end return -1 end --- @param cff stbtt__buf --- @param fontdict stbtt__buf local function stbtt__get_subrs(cff, fontdict) local private_loc = stbtt__dict_get_ints(fontdict, 18, 2) if (private_loc[2] == 0 or private_loc[1] == 0) then return stbtt__new_buf(nil, 0) end local pdict = stbtt__buf_range(cff, private_loc[2], private_loc[1]) local subrsoff = stbtt__dict_get_ints(pdict, 19, 1) if subrsoff[1] == 0 then return stbtt__new_buf(nil, 0) end stbtt__buf_seek(cff, private_loc[2] + subrsoff[1]) return stbtt__cff_get_index(cff) end --- @return bool local function stbtt_InitFont_internal(info, data, fontstart) local cmap local numTables info.data = data info.fontstart = fontstart info.cff = stbtt__new_buf(nil, 0) cmap = stbtt__find_table(data, fontstart, "cmap") info.loca = stbtt__find_table(data, fontstart, "loca") info.head = stbtt__find_table(data, fontstart, "head") info.glyf = stbtt__find_table(data, fontstart, "glyf") info.hhea = stbtt__find_table(data, fontstart, "hhea") info.hmtx = stbtt__find_table(data, fontstart, "hmtx") info.kern = stbtt__find_table(data, fontstart, "kern") info.gpos = stbtt__find_table(data, fontstart, "GPOS") if (cmap == 0 or info.head == 0 or info.hhea == 0 or info.hmtx == 0) then return false end if info.glyf ~= 0 then if info.loca == 0 then return false end else local cff = stbtt__find_table(data, fontstart, "CFF ") if cff == 0 then return false end info.fontdicts = stbtt__new_buf(nil, 0) info.fdselect = stbtt__new_buf(nil, 0) info.cff = stbtt__new_buf(data, 64 * 1024 * 1024, cff) -- TODO: this should use size from table local b = info.cff -- read the header stbtt__buf_skip(b, 2) stbtt__buf_seek(b, stbtt__buf_get8(b)) -- TODO: the name INDEX could list multiple fonts, but we just use the first one. stbtt__cff_get_index(b) -- name INDEX local topdictidx = stbtt__cff_get_index(b) local topdict = stbtt__cff_index_get(topdictidx, 0) stbtt__cff_get_index(b) -- string INDEX info.gsubrs = stbtt__cff_get_index(b) local charstrings = stbtt__dict_get_ints(topdict, 17, 1) local cstype = stbtt__dict_get_ints(topdict, bit32.bor(0x100, 6), 1) local fdarrayoff = stbtt__dict_get_ints(topdict, bit32.bor(0x100, 36), 1) local fdselectoff = stbtt__dict_get_ints(topdict, bit32.bor(0x100, 37), 1) info.subrs = stbtt__get_subrs(b, topdict) if cstype[1] ~= 2 then return false end if charstrings[1] == 0 then return false end if fdarrayoff[1] ~= 0 then if fdselectoff[1] == 0 then return false end stbtt__buf_seek(b, fdarrayoff[1]) info.fontdicts = stbtt__cff_get_index(b) info.fdselect = stbtt__buf_range(b, fdselectoff[1], b.size - fdselectoff[1]) end stbtt__buf_seek(b, charstrings[1]) info.charstrings = stbtt__cff_get_index(b) end local t = stbtt__find_table(data, fontstart, "maxp") if t ~= 0 then info.numGlyphs = ttUSHORT(data, t + 4) else info.numGlyphs = 0xffff end info.svg = -1 numTables = ttUSHORT(data, cmap + 2) info.index_map = 0 for i = 0, numTables - 1 do local encoding_record = cmap + 4 + 8 * i local platform_id = ttUSHORT(data, encoding_record) if platform_id == STBTT_PLATFORM_ID.MICROSOFT then local ms_eid = ttUSHORT(data, encoding_record + 2) if ms_eid == STBTT_MS_EID.UNICODE_BMP or ms_eid == STBTT_MS_EID.UNICODE_FULL then info.index_map = cmap + ttULONG(data, encoding_record + 4) end elseif platform_id == STBTT_PLATFORM_ID.UNICODE then info.index_map = cmap + ttULONG(data, encoding_record + 4) end end if info.index_map == 0 then return false end info.indexToLocFormat = ttUSHORT(data, info.head + 50) return true end --- @param info stbtt_fontinfo --- @param unicode_codepoint int function stbtt_FindGlyphIndex(info, unicode_codepoint) local data = info.data local index_map = info.index_map local format = ttUSHORT(data, index_map + 0) if format == 0 then local bytes = ttUSHORT(data, index_map + 2) if unicode_codepoint < bytes - 6 then return ttBYTE(data, index_map + 6 + unicode_codepoint) end return 0 elseif format == 6 then local first = ttUSHORT(data, index_map + 6) local count = ttUSHORT(data, index_map + 8) if unicode_codepoint >= first and unicode_codepoint < first + count then return ttUSHORT(data, index_map + 10 + (unicode_codepoint - first) * 2) end return 0 elseif format == 2 then STBTT_assert(false) -- TODO: high-byte mapping for japanese/chinese/korean return 0 elseif format == 4 then local segcount = bit32.rshift(ttUSHORT(data, index_map + 6), 1) local searchRange = bit32.rshift(ttUSHORT(data, index_map + 8), 1) local entrySelector = ttUSHORT(data, index_map + 10) local rangeShift = bit32.rshift(ttUSHORT(data, index_map + 12), 1) local endCount = index_map + 14 local search = endCount if unicode_codepoint > 0xffff then return 0 end if unicode_codepoint >= ttUSHORT(data, search + rangeShift * 2) then search = search + rangeShift * 2 end search = search - 2 while entrySelector ~= 0 do searchRange = bit32.rshift(searchRange, 1) local _end = ttUSHORT(data, search + searchRange * 2) if unicode_codepoint > _end then search = search + searchRange * 2 end entrySelector = entrySelector - 1 end search = search + 2 do local item = stbtt_uint16(bit32.rshift(search - endCount, 1)) local start = ttUSHORT(data, index_map + 14 + segcount * 2 + 2 + 2 * item) local last = ttUSHORT(data, endCount + 2 * item) if unicode_codepoint < start or unicode_codepoint > last then return 0 end local offset = ttUSHORT(data, index_map + 14 + segcount * 6 + 2 + 2 * item) if offset == 0 then return stbtt_uint16(unicode_codepoint + ttSHORT(data, index_map + 14 + segcount * 4 + 2 + 2 * item)) end return ttUSHORT(data, offset + (unicode_codepoint - start) * 2 + index_map + 14 + segcount * 6 + 2 + 2 * item) end elseif format == 12 or format == 13 then local ngroups = ttULONG(data, index_map + 12) local low = 0 local high = ngroups while low < high do local mid = low + bit32.rshift(high - low, 1) local start_char = ttULONG(data, index_map + 16 + mid * 12) local end_char = ttULONG(data, index_map + 16 + mid * 12 + 4) if unicode_codepoint < start_char then high = mid elseif unicode_codepoint > end_char then low = mid + 1 else local start_glyph = ttULONG(data, index_map + 16 + mid * 12 + 8) if format == 12 then return start_glyph + unicode_codepoint - start_char else -- format == 13 return start_glyph end end end return 0 end -- TODO: STBTT_assert(false) return 0 end --- @param v stbtt_vertex --- @param vtx_type STBTT_VTX --- @param x stbtt_int32 --- @param y stbtt_int32 --- @param cx stbtt_int32 --- @param cy stbtt_int32 local function stbtt_setvertex(v, vtx_type, x, y, cx, cy) v.type = vtx_type v.x = (stbtt_int16)(x) v.y = (stbtt_int16)(y) v.cx = (stbtt_int16)(cx) v.cy = (stbtt_int16)(cy) end local function stbtt__GetGlyfOffset(info, glyph_index) STBTT_assert(info.cff.size == 0) if glyph_index >= info.numGlyphs then return -1 end if info.indexToLocFormat >= 2 then return -1 end local g1, g2 if info.indexToLocFormat == 0 then g1 = info.glyf + ttUSHORT(info.data, info.loca + glyph_index * 2) * 2 g2 = info.glyf + ttUSHORT(info.data, info.loca + glyph_index * 2 + 2) * 2 else g1 = info.glyf + ttULONG(info.data, info.loca + glyph_index * 4) g2 = info.glyf + ttULONG(info.data, info.loca + glyph_index * 4 + 4) end if g1 == g2 then return -1 else return g1 end end --- @return integer, integer?, integer?, integer?, integer? local function stbtt_GetGlyphBox(info, glyph_index) local n, x0, y0, x1, y1 if info.cff.size ~= 0 then n, x0, y0, x1, y1 = stbtt__GetGlyphInfoT2(info, glyph_index) else local g = stbtt__GetGlyfOffset(info, glyph_index) if g < 0 then return 0 end x0 = ttSHORT(info.data, g + 2) y0 = ttSHORT(info.data, g + 4) x1 = ttSHORT(info.data, g + 6) y1 = ttSHORT(info.data, g + 8) end return 1, x0, y0, x1, y1 end --- @param vertices stbtt_vertex[] --- @param num_vertices int --- @param was_off bool --- @param start_off bool --- @param sx stbtt_int32 --- @param sy stbtt_int32 --- @param scx stbtt_int32 --- @param scy stbtt_int32 --- @param cx stbtt_int32 --- @param cy stbtt_int32 local function stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy) if start_off then if was_off then stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, bit32.rshift(cx + scx, 1), bit32.rshift(cy + scy, 1), cx, cy) num_vertices = num_vertices + 1 end stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, sx, sy, scx, scy) num_vertices = num_vertices + 1 else if was_off then stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, sx, sy, cx, cy) num_vertices = num_vertices + 1 else stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.LINE, sx, sy, 0, 0) num_vertices = num_vertices + 1 end end return num_vertices end --- @param info stbtt_fontinfo --- @param glyph_index int --- @return int num_vertices --- @return stbtt_vertex[]? vertices local function stbtt__GetGlyphShapeTT(info, glyph_index) local data = info.data local num_vertices local vertices = nil local g = stbtt__GetGlyfOffset(info, glyph_index) if g < 0 then return 0 end local numberOfContours = ttSHORT(data, g) if numberOfContours > 0 then local endPtsOfContours = g + 10 local ins = ttUSHORT(data, endPtsOfContours + numberOfContours * 2) local points = (endPtsOfContours + numberOfContours * 2 + 2 + ins) + 1 -- 1-based idx local n = 1 + ttUSHORT(data, endPtsOfContours + numberOfContours * 2 - 2) local m = n + 2 * numberOfContours vertices = {} for i = 1, m do vertices[i] = stbtt_vertex() end local j = 0 local was_off = false local start_off = false local next_move = 0 local flagcount = 0 local off = m - n -- first load flags local flags = 0 for i = 1, n do if flagcount == 0 then flags = data[points] points = points + 1 if bit32.band(flags, 8) ~= 0 then flagcount = data[points] points = points + 1 end else flagcount = flagcount - 1 end vertices[off + i].type = flags end -- now load x coordinates local x = 0 for i = 1, n do flags = vertices[off + i].type if bit32.band(flags, 2) ~= 0 then local dx = data[points] points = points + 1 if bit32.band(flags, 16) ~= 0 then x = x + dx else x = x - dx end else if bit32.band(flags, 16) == 0 then x = x + stbtt_int16(data[points] * 256 + data[points + 1]) points = points + 2 end end vertices[off + i].x = stbtt_int16(x) end -- now load y coordinates local y = 0 for i = 1, n do flags = vertices[off + i].type if bit32.band(flags, 4) ~= 0 then local dy = data[points] points = points + 1 if bit32.band(flags, 32) ~= 0 then y = y + dy else y = y - dy end else if bit32.band(flags, 32) == 0 then y = y + stbtt_int16(data[points] * 256 + data[points + 1]) points = points + 2 end end vertices[off + i].y = stbtt_int16(y) end -- now convert them to our format num_vertices = 0 local sx, sy, cx, cy, scx, scy = 0, 0, 0, 0, 0, 0 for i = 1, n do flags = vertices[off + i].type x = stbtt_int16(vertices[off + i].x) y = stbtt_int16(vertices[off + i].y) if next_move == i - 1 then if i ~= 1 then num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy) end -- now start the new one start_off = (bit32.band(flags, 1) == 0) if start_off then scx = x scy = y if bit32.band(vertices[off + i + 1].type, 1) == 0 then sx = bit32.rshift(x + stbtt_int32(vertices[off + i + 1].x), 1) sy = bit32.rshift(y + stbtt_int32(vertices[off + i + 1].y), 1) else sx = stbtt_int32(vertices[off + i + 1].x) sy = stbtt_int32(vertices[off + i + 1].y) i = i + 1 end else sx = x sy = y end stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.MOVE, sx, sy, 0, 0) num_vertices = num_vertices + 1 was_off = false next_move = 1 + ttUSHORT(data, endPtsOfContours + j * 2) j = j + 1 else if bit32.band(flags, 1) == 0 then if was_off then stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, bit32.rshift(cx + x, 1), bit32.rshift(cy + y, 1), cx, cy) num_vertices = num_vertices + 1 end cx = x cy = y was_off = true else if was_off then stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, x, y, cx, cy) num_vertices = num_vertices + 1 else stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.LINE, x, y, 0, 0) num_vertices = num_vertices + 1 end was_off = false end end end num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy) elseif numberOfContours < 0 then local more = 1 local comp = g + 10 num_vertices = 0 while more ~= 0 do local flags, gidx local comp_num_vertices = 0 local comp_verts local mtx = {1, 0, 0, 1, 0, 0} local m, n flags = ttSHORT(data, comp) comp = comp + 2 gidx = ttSHORT(data, comp) comp = comp + 2 if bit32.band(flags, 2) ~= 0 then if bit32.band(flags, 1) ~= 0 then mtx[5] = ttSHORT(data, comp) comp = comp + 2 mtx[6] = ttSHORT(data, comp) comp = comp + 2 else mtx[5] = ttCHAR(data, comp) comp = comp + 1 mtx[6] = ttCHAR(data, comp) comp = comp + 1 end else -- TODO: handle matching point STBTT_assert(false) end if bit32.band(flags, bit32.lshift(1, 3)) ~= 0 then -- WE_HAVE_A_SCALE mtx[4] = ttSHORT(data, comp) / 16384.0 mtx[1] = mtx[4] comp = comp + 2 mtx[3] = 0 mtx[2] = mtx[3] elseif bit32.band(flags, bit32.lshift(1, 6)) ~= 0 then -- WE_HAVE_AN_X_AND_YSCALE mtx[1] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 mtx[3] = 0 mtx[2] = mtx[3] mtx[4] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 elseif bit32.band(flags, bit32.lshift(1, 7)) ~= 0 then -- WE_HAVE_A_TWO_BY_TWO mtx[1] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 mtx[2] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 mtx[3] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 mtx[4] = ttSHORT(data, comp) / 16384.0 comp = comp + 2 end m = STBTT_sqrt(mtx[1] * mtx[1] + mtx[2] * mtx[2]) n = STBTT_sqrt(mtx[3] * mtx[3] + mtx[4] * mtx[4]) comp_num_vertices, comp_verts = stbtt_GetGlyphShape(info, gidx) if comp_num_vertices > 0 then for i = 1, comp_num_vertices do local v = comp_verts[i] local x = v.x local y = v.y v.x = stbtt_int16(m * (mtx[1] * x + mtx[3] * y + mtx[5])) v.y = stbtt_int16(n * (mtx[2] * x + mtx[4] * y + mtx[6])) x = v.cx y = v.cy v.cx = stbtt_int16(m * (mtx[1] * x + mtx[3] * y + mtx[5])) v.cy = stbtt_int16(n * (mtx[2] * x + mtx[4] * y + mtx[6])) end if num_vertices == 0 then -- LUA: No malloc vertices = comp_verts else for i = 1, comp_num_vertices do vertices[num_vertices + i] = comp_verts[i] end end num_vertices = num_vertices + comp_num_vertices end more = bit32.band(flags, bit32.lshift(1, 5)) end end return num_vertices, vertices end --- @param c stbtt__csctx --- @param x stbtt_int32 --- @param y stbtt_int32 local function stbtt__track_vertex(c, x, y) if x > c.max_x or not c.started then c.max_x = x end if y > c.max_y or not c.started then c.max_y = y end if x < c.min_x or not c.started then c.min_x = x end if y < c.min_y or not c.started then c.min_y = y end c.started = true end --- @param c stbtt__csctx --- @param vtx_type STBTT_VTX --- @param x stbtt_int32 --- @param y stbtt_int32 --- @param cx stbtt_int32 --- @param cy stbtt_int32 --- @param cx1 stbtt_int32 --- @param cy1 stbtt_int32 local function stbtt__csctx_v(c, vtx_type, x, y, cx, cy, cx1, cy1) if c.bounds then stbtt__track_vertex(c, x, y) if vtx_type == STBTT_VTX.CUBIC then stbtt__track_vertex(c, cx, cy) stbtt__track_vertex(c, cx1, cy1) end else stbtt_setvertex(c.pvertices[c.num_vertices + 1], vtx_type, x, y, cx, cy) c.pvertices[c.num_vertices + 1].cx1 = stbtt_int16(cx1) c.pvertices[c.num_vertices + 1].cy1 = stbtt_int16(cy1) end end --- @param ctx stbtt__csctx local function stbtt__csctx_close_shape(ctx) if ctx.first_x ~= ctx.x or ctx.first_y ~= ctx.y then stbtt__csctx_v(ctx, STBTT_VTX.LINE, trunc(ctx.first_x), trunc(ctx.first_y), 0, 0, 0, 0) end end --- @param ctx stbtt__csctx --- @param dx float --- @param dy float local function stbtt__csctx_rmove_to(ctx, dx, dy) stbtt__csctx_close_shape(ctx) ctx.x = ctx.x + dx ctx.first_x = ctx.x ctx.y = ctx.y + dy ctx.first_y = ctx.y stbtt__csctx_v(ctx, STBTT_VTX.MOVE, trunc(ctx.x), trunc(ctx.y), 0, 0, 0, 0) end --- @param ctx stbtt__csctx --- @param dx float --- @param dy float local function stbtt__csctx_rline_to(ctx, dx, dy) ctx.x = ctx.x + dx ctx.y = ctx.y + dy stbtt__csctx_v(ctx, STBTT_VTX.LINE, trunc(ctx.x), trunc(ctx.y), 0, 0, 0, 0) end --- @param ctx stbtt__csctx --- @param dx1 float --- @param dy1 float --- @param dx2 float --- @param dy2 float --- @param dx3 float --- @param dy3 float local function stbtt__csctx_rccurve_to(ctx, dx1, dy1, dx2, dy2, dx3, dy3) local cx1 = ctx.x + dx1 local cy1 = ctx.y + dy1 local cx2 = cx1 + dx2 local cy2 = cy1 + dy2 ctx.x = cx2 + dx3 ctx.y = cy2 + dy3 stbtt__csctx_v(ctx, STBTT_VTX.CUBIC, trunc(ctx.x), trunc(ctx.y), trunc(cx1), trunc(cy1), trunc(cx2), trunc(cy2)) end local function stbtt__get_subr(idx, n) local count = stbtt__cff_index_count(idx) local bias = 107 if count >= 33900 then bias = 32768 elseif count >= 1240 then bias = 1131 end n = n + bias if n < 0 or n >= count then return stbtt__new_buf(nil, 0) end return stbtt__cff_index_get(idx, n) end local function stbtt__cid_get_glyph_subrs(info, glyph_index) local fdselect = info.fdselect local fdselector = -1 stbtt__buf_seek(fdselect, 0) local fmt = stbtt__buf_get8(fdselect) if fmt == 0 then -- untested stbtt__buf_skip(fdselect, glyph_index) fdselector = stbtt__buf_get8(fdselect) elseif fmt == 3 then local nranges = stbtt__buf_get16(fdselect) local start = stbtt__buf_get16(fdselect) for i = 0, nranges - 1 do local v = stbtt__buf_get8(fdselect) local _end = stbtt__buf_get16(fdselect) if glyph_index >= start and glyph_index < _end then fdselector = v break end start = _end end end if fdselector == -1 then return stbtt__new_buf(nil, 0) end -- [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 return stbtt__get_subrs(info.cff, stbtt__cff_index_get(info.fontdicts, fdselector)) end --- @param info stbtt_fontinfo --- @param glyph_index int --- @param c stbtt__csctx local function stbtt__run_charstring(info, glyph_index, c) local in_header = true local maskbits = 0 local subr_stack_height = 0 local sp = 0 local has_subrs = 0 local clear_stack local s = {} -- size = 48, 0-based local subr_stack = {} for i = 1, 10 do subr_stack[i] = stbtt__buf() end local subrs = info.subrs local b, f local function STBTT__CSERR(_s) return 0 end -- this currently ignores the initial width value, which isn't needed if we have hmtx b = stbtt__cff_index_get(info.charstrings, glyph_index) local i, v, b0 while b.cursor < b.size do i = 0 clear_stack = 1 b0 = stbtt__buf_get8(b) -- TODO: implement hinting if b0 == 0x13 or b0 == 0x14 then -- hintmask or cntrmask if in_header then maskbits = maskbits + trunc(sp / 2) -- implicit "vstem" end in_header = false stbtt__buf_skip(b, trunc((maskbits + 7) / 8)) elseif b0 == 0x01 or b0 == 0x03 or b0 == 0x12 or b0 == 0x17 then -- hstem, vstem, hstemhm, vstemhm maskbits = maskbits + trunc(sp / 2) elseif b0 == 0x15 then -- rmoveto in_header = false if sp < 2 then return STBTT__CSERR("rmoveto stack") end stbtt__csctx_rmove_to(c, s[sp - 2], s[sp - 1]) elseif b0 == 0x04 then -- vmoveto in_header = false if sp < 1 then return STBTT__CSERR("vmoveto stack") end stbtt__csctx_rmove_to(c, 0, s[sp - 1]) elseif b0 == 0x16 then -- hmoveto in_header = false if sp < 1 then return STBTT__CSERR("hmoveto stack") end stbtt__csctx_rmove_to(c, s[sp - 1], 0) elseif b0 == 0x05 then -- rlineto if sp < 2 then return STBTT__CSERR("rlineto stack") end while i + 1 < sp do stbtt__csctx_rline_to(c, s[i], s[i + 1]) i = i + 2 end -- hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical -- starting from a different place. elseif b0 == 0x07 then -- vlineto if sp < 1 then return STBTT__CSERR("vlineto stack") end while true do if i >= sp then break end stbtt__csctx_rline_to(c, 0, s[i]) i = i + 1 if i >= sp then break end stbtt__csctx_rline_to(c, s[i], 0) i = i + 1 end elseif b0 == 0x06 then -- hlineto if sp < 1 then return STBTT__CSERR("hlineto stack") end while true do if i >= sp then break end stbtt__csctx_rline_to(c, s[i], 0) i = i + 1 -- vlineto if i >= sp then break end stbtt__csctx_rline_to(c, 0, s[i]) i = i + 1 end elseif b0 == 0x1F then -- hvcurveto if sp < 4 then return STBTT__CSERR("hvcurveto stack") end while true do if i + 3 >= sp then break end stbtt__csctx_rccurve_to(c, s[i], 0, s[i + 1], s[i + 2], ((sp - i) == 5) and s[i + 4] or 0.0, s[i + 3]) i = i + 4 if i + 3 >= sp then break end stbtt__csctx_rccurve_to(c, 0, s[i], s[i + 1], s[i + 2], s[i + 3], ((sp - i) == 5) and s[i + 4] or 0.0) i = i + 4 end elseif b0 == 0x1E then -- vhcurveto if sp < 4 then return STBTT__CSERR("vhcurveto stack") end while true do if i + 3 >= sp then break end stbtt__csctx_rccurve_to(c, 0, s[i], s[i + 1], s[i + 2], s[i + 3], ((sp - i) == 5) and s[i + 4] or 0.0) i = i + 4 -- hvcurveto if i + 3 >= sp then break end stbtt__csctx_rccurve_to(c, s[i], 0, s[i + 1], s[i + 2], ((sp - i) == 5) and s[i + 4] or 0.0, s[i + 3]) i = i + 4 end elseif b0 == 0x08 then -- rrcurveto if sp < 6 then return STBTT__CSERR("rcurveline stack") end while i + 5 < sp do stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]) i = i + 6 end elseif b0 == 0x18 then -- rcurveline if sp < 8 then return STBTT__CSERR("rcurveline stack") end while i + 5 < sp - 2 do stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]) i = i + 6 end if i + 1 >= sp then return STBTT__CSERR("rcurveline stack") end stbtt__csctx_rline_to(c, s[i], s[i + 1]) elseif b0 == 0x19 then -- rlinecurve if sp < 8 then return STBTT__CSERR("rlinecurve stack") end while i + 1 < sp - 6 do stbtt__csctx_rline_to(c, s[i], s[i + 1]) i = i + 2 end if i + 5 >= sp then return STBTT__CSERR("rlinecurve stack") end stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]) elseif b0 == 0x1A or b0 == 0x1B then -- vvcurveto or hhcurveto if sp < 4 then return STBTT__CSERR("(vv|hh)curveto stack") end f = 0.0 if bit32.band(sp, 1) ~= 0 then f = s[i] i = i + 1 end while i + 3 < sp do if b0 == 0x1B then stbtt__csctx_rccurve_to(c, s[i], f, s[i + 1], s[i + 2], s[i + 3], 0.0) else stbtt__csctx_rccurve_to(c, f, s[i], s[i + 1], s[i + 2], 0.0, s[i + 3]) end f = 0.0 i = i + 4 end elseif b0 == 0x0A -- callsubr or b0 == 0x1D then if b0 == 0x0A and has_subrs == 0 then if info.fdselect.size ~= 0 then subrs = stbtt__cid_get_glyph_subrs(info, glyph_index) end has_subrs = 1 end -- callgsubr if sp < 1 then return STBTT__CSERR("call(g|)subr stack") end sp = sp - 1 v = trunc(s[sp]) if subr_stack_height >= 10 then return STBTT__CSERR("recursion limit") end subr_stack[subr_stack_height + 1] = b subr_stack_height = subr_stack_height + 1 b = stbtt__get_subr((b0 == 0x0A) and subrs or info.gsubrs, v) if b.size == 0 then return STBTT__CSERR("subr not found") end b.cursor = 0 clear_stack = 0 elseif b0 == 0x0B then -- return if subr_stack_height <= 0 then return STBTT__CSERR("return outside subr") end subr_stack_height = subr_stack_height - 1 b = subr_stack[subr_stack_height + 1] clear_stack = 0 elseif b0 == 0x0E then -- endchar stbtt__csctx_close_shape(c) return 1 elseif b0 == 0x0C then -- two-byte escape local b1 = stbtt__buf_get8(b) if b1 == 0x22 then -- hflex if sp < 7 then return STBTT__CSERR("hflex stack") end local dx1 = s[0] local dx2 = s[1] local dy2 = s[2] local dx3 = s[3] local dx4 = s[4] local dx5 = s[5] local dx6 = s[6] stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0) stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0) elseif b1 == 0x23 then -- flex if sp < 13 then return STBTT__CSERR("flex stack") end local dx1 = s[0] local dy1 = s[1] local dx2 = s[2] local dy2 = s[3] local dx3 = s[4] local dy3 = s[5] local dx4 = s[6] local dy4 = s[7] local dx5 = s[8] local dy5 = s[9] local dx6 = s[10] local dy6 = s[11] -- fd is s[12] stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3) stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6) elseif b1 == 0x24 then -- hflex1 if sp < 9 then return STBTT__CSERR("hflex1 stack") end local dx1 = s[0] local dy1 = s[1] local dx2 = s[2] local dy2 = s[3] local dx3 = s[4] local dx4 = s[5] local dx5 = s[6] local dy5 = s[7] local dx6 = s[8] stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0) stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1 + dy2 + dy5)) elseif b1 == 0x25 then -- flex1 if sp < 11 then return STBTT__CSERR("flex1 stack") end local dx1 = s[0] local dy1 = s[1] local dx2 = s[2] local dy2 = s[3] local dx3 = s[4] local dy3 = s[5] local dx4 = s[6] local dy4 = s[7] local dx5 = s[8] local dy5 = s[9] local dx6 = s[10] local dy6 = s[10] local dx = dx1 + dx2 + dx3 + dx4 + dx5 local dy = dy1 + dy2 + dy3 + dy4 + dy5 if STBTT_fabs(dx) > STBTT_fabs(dy) then dy6 = -dy else dx6 = -dx end stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3) stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6) else return STBTT__CSERR("unimplemented") end else if b0 ~= 255 and b0 ~= 28 and b0 < 32 then return STBTT__CSERR("reserved operator") end -- push immediate if b0 == 255 then f = stbtt__buf_get32(b) / 0x10000 else stbtt__buf_skip(b, -1) f = stbtt_int16(stbtt__cff_int(b)) end if sp >= 48 then return STBTT__CSERR("push stack overflow") end s[sp] = f sp = sp + 1 clear_stack = 0 end if clear_stack ~= 0 then sp = 0 end end return STBTT__CSERR("no endchar") end --- @param info stbtt_fontinfo --- @param glyph_index int --- @return int num_vertices --- @return stbtt_vertex[]? vertices function stbtt__GetGlyphShapeT2(info, glyph_index) -- runs the charstring twice, once to count and once to output (to avoid realloc) local vertices = nil local count_ctx = STBTT__CSCTX_INIT(true) local output_ctx = STBTT__CSCTX_INIT(false) if stbtt__run_charstring(info, glyph_index, count_ctx) ~= 0 then vertices = {} for i = 1, count_ctx.num_vertices do vertices[i] = stbtt_vertex() end output_ctx.pvertices = vertices if stbtt__run_charstring(info, glyph_index, output_ctx) ~= 0 then STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices) return output_ctx.num_vertices, vertices end end return 0, vertices end --- @param info stbtt_fontinfo --- @param glyph_index int --- @return int --- @return int x0 --- @return int y0 --- @return int x1 --- @return int y1 function stbtt__GetGlyphInfoT2(info, glyph_index) local c = STBTT__CSCTX_INIT(true) local r = stbtt__run_charstring(info, glyph_index, c) local x0 = (r ~= 0) and c.min_x or 0 local y0 = (r ~= 0) and c.min_y or 0 local x1 = (r ~= 0) and c.max_x or 0 local y1 = (r ~= 0) and c.max_y or 0 return ((r ~= 0) and c.num_vertices or 0), x0, y0, x1, y1 end --- @param info stbtt_fontinfo --- @param glyph_index int function stbtt_GetGlyphShape(info, glyph_index) if info.cff.size == 0 then return stbtt__GetGlyphShapeTT(info, glyph_index) else return stbtt__GetGlyphShapeT2(info, glyph_index) end end --- @param info stbtt_fontinfo --- @param glyph_index int function stbtt_GetGlyphHMetrics(info, glyph_index) local numOfLongHorMetrics = ttUSHORT(info.data, info.hhea + 34) local advanceWidth, leftSideBearing if glyph_index < numOfLongHorMetrics then advanceWidth = ttSHORT(info.data, info.hmtx + 4 * glyph_index) leftSideBearing = ttSHORT(info.data, info.hmtx + 4 * glyph_index + 2) else advanceWidth = ttSHORT(info.data, info.hmtx + 4 * (numOfLongHorMetrics - 1)) leftSideBearing = ttSHORT(info.data, info.hmtx + 4 * numOfLongHorMetrics + 2 * (glyph_index - numOfLongHorMetrics)) end return advanceWidth, leftSideBearing end --- @param info stbtt_fontinfo function stbtt_GetFontVMetrics(info) local ascent = ttSHORT(info.data, info.hhea + 4) local descent = ttSHORT(info.data, info.hhea + 6) local lineGap = ttSHORT(info.data, info.hhea + 8) return ascent, descent, lineGap end --- @param info stbtt_fontinfo --- @param height float function stbtt_ScaleForPixelHeight(info, height) local fheight = ttSHORT(info.data, info.hhea + 4) - ttSHORT(info.data, info.hhea + 6) return height / fheight end ------------------------------------ ------------------------------------ --- --- Antialiasing software rasterizer --- --- --- @param font stbtt_fontinfo --- @param glyph int --- @param scale_x float --- @param scale_y float --- @param shift_x float --- @param shift_y float function stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y, shift_x, shift_y) local n, x0, y0, x1, y1 = stbtt_GetGlyphBox(font, glyph) local ix0, iy0, ix1, iy1 if n == 0 then -- e.g. space character ix0 = 0 iy0 = 0 ix1 = 0 iy1 = 0 else -- move to integral bboxes (treating pixels as little squares, what pixels get touched)? ix0 = STBTT_ifloor( x0 * scale_x + shift_x) iy0 = STBTT_ifloor(-y1 * scale_y + shift_y) ix1 = STBTT_iceil( x1 * scale_x + shift_x) iy1 = STBTT_iceil(-y0 * scale_y + shift_y) end return ix0, iy0, ix1, iy1 end --- @param font stbtt_fontinfo --- @param glyph int --- @param scale_x float --- @param scale_y float function stbtt_GetGlyphBitmapBox(font, glyph, scale_x, scale_y) return stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y, 0.0, 0.0) end -------------- -------------- --- --- Rasterizer --- --- --- UNIMPLEMENTED / UNUSED: --- stbtt_MakeCodepointBitmap --- stbtt_MakeCodepointBitmapSubpixelPrefilter --- stbtt_GetGlyphBitmap --- stbtt_MakeGlyphBitmap --- stbtt_GetGlyphBitmapSubpixel --- @param scanline float[] --- @param x int --- @param e stbtt__active_edge --- @param x0 float --- @param y0 float --- @param x1 float --- @param y1 float local function stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) if y0 == y1 then return end STBTT_assert(y0 < y1) STBTT_assert(e.sy <= e.ey) if y0 > e.ey then return end if y1 < e.sy then return end if y0 < e.sy then x0 = x0 + (x1 - x0) * (e.sy - y0) / (y1 - y0) y0 = e.sy end if y1 > e.ey then x1 = x1 + (x1 - x0) * (e.ey - y1) / (y1 - y0) y1 = e.ey end if x0 == x then STBTT_assert(x1 <= x + 1) elseif x0 == x + 1 then STBTT_assert(x1 >= x) elseif x0 <= x then STBTT_assert(x1 <= x) elseif x0 >= x + 1 then STBTT_assert(x1 >= x + 1) else STBTT_assert(x1 >= x and x1 <= x + 1) end if x0 <= x and x1 <= x then scanline[x] = scanline[x] + e.direction * (y1 - y0) elseif x0 >= x + 1 and x1 >= x + 1 then -- do nothing else STBTT_assert(x0 >= x and x0 <= x + 1 and x1 >= x and x1 <= x + 1) scanline[x] = scanline[x] + e.direction * (y1 - y0) * (1 - ((x0 - x) + (x1 - x)) / 2) end end --- @param height float --- @param top_width float --- @param bottom_width float local function stbtt__sized_trapezoid_area(height, top_width, bottom_width) STBTT_assert(top_width >= 0) STBTT_assert(bottom_width >= 0) return (top_width + bottom_width) / 2.0 * height end --- @param height float --- @param tx0 float --- @param tx1 float --- @param bx0 float --- @param bx1 float local function stbtt__position_trapezoid_area(height, tx0, tx1, bx0, bx1) return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0) end --- @param height float --- @param width float local function stbtt__sized_triangle_area(height, width) return height * width / 2 end --- @param scanline float[] --- @param scanline_fill float[] --- @param len int --- @param e stbtt__active_edge --- @param y_top float local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_top) local y_bottom = y_top + 1 while e do -- brute force every pixel -- compute intersection points with top & bottom STBTT_assert(e.ey >= y_top) if e.fdx == 0 then local x0 = e.fx if x0 < len then if x0 >= 0 then stbtt__handle_clipped_edge(scanline, trunc(x0), e, x0, y_top, x0, y_bottom) stbtt__handle_clipped_edge(scanline_fill, trunc(x0) + 1, e, x0, y_top, x0, y_bottom) else stbtt__handle_clipped_edge(scanline_fill, 0, e, x0, y_top, x0, y_bottom) end end else local x0 = e.fx local dx = e.fdx local xb = x0 + dx local x_top, x_bottom local sy0, sy1 local dy = e.fdy STBTT_assert(e.sy <= y_bottom and e.ey >= y_top) -- compute endpoints of line segment clipped to this scanline (if the -- line segment starts on this scanline. x0 is the intersection of the -- line with y_top, but that may be off the line segment. if e.sy > y_top then x_top = x0 + dx * (e.sy - y_top) sy0 = e.sy else x_top = x0 sy0 = y_top end if e.ey < y_bottom then x_bottom = x0 + dx * (e.ey - y_top) sy1 = e.ey else x_bottom = xb sy1 = y_bottom end if x_top >= 0 and x_bottom >= 0 and x_top < len and x_bottom < len then -- from here on, we don't have to range check x values if trunc(x_top) == trunc(x_bottom) then -- simple case, only spans one pixel local height local x = trunc(x_top) height = (sy1 - sy0) * e.direction STBTT_assert(x >= 0 and x < len) scanline[x] = scanline[x] + stbtt__position_trapezoid_area(height, x_top, x + 1.0, x_bottom, x + 1.0) scanline_fill[x + 1] = scanline_fill[x + 1] + height -- everything right of this pixel is filled else local x1, x2 local y_crossing, y_final, step, sign, area -- covers 2+ pixels if x_top > x_bottom then -- flip scanline vertically; signed area is the same sy0 = y_bottom - (sy0 - y_top) sy1 = y_bottom - (sy1 - y_top) local t t = sy0; sy0 = sy1; sy1 = t t = x_bottom; x_bottom = x_top; x_top = t dx = -dx dy = -dy t = x0; x0 = xb; xb = t end STBTT_assert(dy >= 0) STBTT_assert(dx >= 0) x1 = trunc(x_top) x2 = trunc(x_bottom) -- compute intersection with y axis at x1+1 y_crossing = y_top + dy * (x1 + 1 - x0) -- compute intersection with y axis at x2 y_final = y_top + dy * (x2 - x0) -- if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 -- TODO: maybe test against sy1 rather than y_bottom? if y_crossing > y_bottom then y_crossing = y_bottom end sign = e.direction -- area of the rectangle covered from sy0..y_crossing area = sign * (y_crossing - sy0) -- area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) scanline[x1] = scanline[x1] + stbtt__sized_triangle_area(area, x1 + 1 - x_top) -- check if final y_crossing is blown up; no test case for this if y_final > y_bottom then local denom = (x2 - (x1 + 1)) y_final = y_bottom if denom ~= 0 then -- [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) dy = (y_final - y_crossing) / denom -- if denom=0, y_final = y_crossing, so y_final <= y_bottom end end step = sign * dy * 1 -- dy is dy/dx, change in y for every 1 change in x, -- which multiplied by 1-pixel-width is how much pixel area changes for each step in x -- so the area advances by 'step' every time for x = x1 + 1, x2 - 1 do scanline[x] = scanline[x] + area + step / 2 -- area of trapezoid is 1*step/2 area = area + step end STBTT_assert(STBTT_fabs(area) <= 1.01) -- accumulated error from area += step unless we round step down STBTT_assert(sy1 > y_final - 0.01) -- area covered in the last pixel is the rectangle from all the pixels to the left, -- plus the trapezoid filled by the line segment in this pixel all the way to the right edge scanline[x2] = scanline[x2] + area + sign * stbtt__position_trapezoid_area(sy1 - y_final, x2, x2 + 1.0, x_bottom, x2 + 1.0) -- the rest of the line is filled based on the total height of the line segment in this pixel scanline_fill[x2 + 1] = scanline_fill[x2 + 1] + sign * (sy1 - sy0) end else for x = 0, len - 1 do -- rename variables to clearly-defined pairs local y0 = y_top local x1 = x local x2 = x + 1 local x3 = xb local y3 = y_bottom -- x = e->x + e->dx * (y-y_top) -- (y-y_top) = (x - e->x) / e->dx -- y = (x - e->x) / e->dx + y_top local y1 = (x - x0) / dx + y_top local y2 = (x + 1 - x0) / dx + y_top if x0 < x1 and x3 > x2 then -- three segments descending down-right stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x2, y2) stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3) elseif x3 < x1 and x0 > x2 then -- three segments descending down-left stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2) stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x1, y1) stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3) elseif x0 < x1 and x3 > x1 then -- two segments across x, down-right stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3) elseif x3 < x1 and x0 > x1 then -- two segments across x, down-left stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1) stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3) elseif x0 < x2 and x3 > x2 then -- two segments across x+1, down-right stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2) stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3) elseif x3 < x2 and x0 > x2 then -- two segments across x+1, down-left stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2) stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3) else -- one segment stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x3, y3) end end end end e = e.next end end --- @param result stbtt__bitmap --- @param e stbtt__edge --- @param n int --- @param vsubsample int --- @param off_x int --- @param off_y int local function stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y) local active = nil local scanline = {} -- size = result.w, 0-based local scanline2 = {} -- size = result.w + 1, 0-based STBTT__NOTUSED(vsubsample) local y = off_y e[n + 1].y0 = off_y + result.h + 1 local j = 0 local p = 1 while j < result.h do -- find center of pixel for this scanline local scan_y_top = y + 0.0 local scan_y_bottom = y + 1.0 for i = 0, result.w - 1 do scanline[i] = 0 end for i = 0, result.w do scanline2[i] = 0 end local prev = nil local curr = active while curr do local next = curr.next if curr.ey <= scan_y_top then if prev then prev.next = next else active = next end curr.direction = 0 else prev = curr end curr = next end local edge = e[p] while edge.y0 <= scan_y_bottom do if edge.y0 ~= edge.y1 then local z = stbtt__new_active(edge, off_x, scan_y_top) if j == 0 and off_y ~= 0 and z.ey < scan_y_top then z.ey = scan_y_top end STBTT_assert(z.ey >= scan_y_top) z.next = active active = z end p = p + 1 edge = e[p] end if active then stbtt__fill_active_edges_new(scanline, scanline2, result.w, active, scan_y_top) end do local sum = 0 for i = 0, result.w - 1 do local k local m sum = sum + scanline2[i] k = scanline[i] + sum k = STBTT_fabs(k) * 255 + 0.5 m = trunc(k) if m > 255 then m = 255 end result.pixels[j * result.stride + i + 1] = unsigned_char(m) end end step = active while step do step.fx = step.fx + step.fdx step = step.next end y = y + 1 j = j + 1 end end --- @param a stbtt__edge --- @param b stbtt__edge local STBTT__COMPARE = function(a, b) if a.y0 == nil then return false end -- sentinels on the back if b.y0 == nil then return true end return a.y0 < b.y0 end --- @param p stbtt__edge[] local function stbtt__sort_edges(p) STBTT_sort(p, STBTT__COMPARE) end --- @param result stbtt__bitmap --- @param pts stbtt__point[] --- @param wcount int[] --- @param windings int --- @param scale_x float --- @param scale_y float --- @param shift_x float --- @param shift_y float --- @param off_x int --- @param off_y int --- @param invert bool local function stbtt__rasterize(result, pts, wcount, windings, scale_x, scale_y, shift_x, shift_y, off_x, off_y, invert) local y_scale_inv = (invert) and -scale_y or scale_y local vsubsample = 1 -- STBTT_RASTERIZER_VERSION == 2 -- now we have to blow out the windings into explicit edge lists local n = 0 for i = 1, windings do n = n + wcount[i] end local e = {} for i = 1, n + 1 do e[i] = stbtt__edge() end -- add an extra one as a sentinel n = 0 local m = 0 local j for i = 1, windings do local p = m m = m + wcount[i] j = wcount[i] for k = 1, wcount[i] do repeat local a = k local b = j -- skip the edge if horizontal if pts[p + j].y == pts[p + k].y then break end -- add edge from j to k to the list n = n + 1 e[n].invert = false if invert then if pts[p + j].y > pts[p + k].y then e[n].invert = true a = j b = k end else if pts[p + j].y < pts[p + k].y then e[n].invert = true a = j b = k end end e[n].x0 = pts[p + a].x * scale_x + shift_x e[n].y0 = (pts[p + a].y * y_scale_inv + shift_y) * vsubsample e[n].x1 = pts[p + b].x * scale_x + shift_x e[n].y1 = (pts[p + b].y * y_scale_inv + shift_y) * vsubsample until true j = k end end -- now sort the edges by their highest point (should snap to integer, and then by x) stbtt__sort_edges(e) -- now, traverse the scanlines and find the intersections on each scanline, use xor winding rule stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y) end --- @param points? stbtt__point[] --- @param n int --- @param x float --- @param y float local function stbtt__add_point(points, n, x, y) if points == nil then return end -- during first pass, it's unallocated points[n + 1].x = x points[n + 1].y = y end -- tessellate until threshold p is happy... -- TODO: warped to compensate for non-linear stretching --- @param points? stbtt__point[] --- @param num_points int --- @param x0 float --- @param y0 float --- @param x1 float --- @param y1 float --- @param x2 float --- @param y2 float --- @param objspace_flatness_squared float --- @param n int --- @return int num_points # updated num_points passed in local function stbtt__tesselate_curve(points, num_points, x0, y0, x1, y1, x2, y2, objspace_flatness_squared, n) -- midpoint local mx = (x0 + 2 * x1 + x2) / 4 local my = (y0 + 2 * y1 + y2) / 4 -- versus directly drawn line local dx = (x0 + x2) / 2 - mx local dy = (y0 + y2) / 2 - my if n > 16 then -- 65536 segments on one curve better be enough! return num_points end if dx * dx + dy * dy > objspace_flatness_squared then -- half-pixel error allowed... need to be smaller if AA num_points = stbtt__tesselate_curve(points, num_points, x0, y0, (x0 + x1) / 2.0, (y0 + y1) / 2.0, mx, my, objspace_flatness_squared, n + 1) num_points = stbtt__tesselate_curve(points, num_points, mx, my, (x1 + x2) / 2.0, (y1 + y2) / 2.0, x2, y2, objspace_flatness_squared, n + 1) else stbtt__add_point(points, num_points, x2, y2) num_points = num_points + 1 end return num_points end --- @param points? stbtt__point[] --- @param num_points int --- @param x0 float --- @param y0 float --- @param x1 float --- @param y1 float --- @param x2 float --- @param y2 float --- @param x3 float --- @param y3 float --- @param objspace_flatness_squared float --- @param n int --- @return int num_points # updated num_points passed in local function stbtt__tesselate_cubic(points, num_points, x0, y0, x1, y1, x2, y2, x3, y3, objspace_flatness_squared, n) -- TODO: this "flatness" calculation is just made-up nonsense that seems to work well enough local dx0 = x1 - x0 local dy0 = y1 - y0 local dx1 = x2 - x1 local dy1 = y2 - y1 local dx2 = x3 - x2 local dy2 = y3 - y2 local dx = x3 - x0 local dy = y3 - y0 local longlen = STBTT_sqrt(dx0 * dx0 + dy0 * dy0) + STBTT_sqrt(dx1 * dx1 + dy1 * dy1) + STBTT_sqrt(dx2 * dx2 + dy2 * dy2) local shortlen = STBTT_sqrt(dx * dx + dy * dy) local flatness_squared = longlen * longlen - shortlen * shortlen if n > 16 then -- 65536 segments on one curve better be enough! return num_points end if flatness_squared > objspace_flatness_squared then local x01 = (x0 + x1) / 2 local y01 = (y0 + y1) / 2 local x12 = (x1 + x2) / 2 local y12 = (y1 + y2) / 2 local x23 = (x2 + x3) / 2 local y23 = (y2 + y3) / 2 local xa = (x01 + x12) / 2 local ya = (y01 + y12) / 2 local xb = (x12 + x23) / 2 local yb = (y12 + y23) / 2 local mx = (xa + xb) / 2 local my = (ya + yb) / 2 num_points = stbtt__tesselate_cubic(points, num_points, x0, y0, x01, y01, xa, ya, mx, my, objspace_flatness_squared, n + 1) num_points = stbtt__tesselate_cubic(points, num_points, mx, my, xb, yb, x23, y23, x3, y3, objspace_flatness_squared, n + 1) else stbtt__add_point(points, num_points, x3, y3) num_points = num_points + 1 end return num_points end --- @param vertices stbtt_vertex[] --- @param num_verts int --- @param objspace_flatness float --- @return stbtt__point[]? points --- @return int? num_contours --- @return int[]? contour_lengths local function stbtt_FlattenCurves(vertices, num_verts, objspace_flatness) local points = nil local num_points = 0 local objspace_flatness_squared = objspace_flatness * objspace_flatness local n = 0 local start = 0 -- count how many "moves" there are to get the contour count for i = 1, num_verts do if vertices[i].type == STBTT_VTX.MOVE then n = n + 1 end end local num_contours = n if n == 0 then return nil end local contour_lengths = {} -- size = n -- make two passes through the points so we don't need to realloc for pass = 0, 1 do local x, y = 0, 0 if pass == 1 then points = {} for i = 1, num_points do points[i] = stbtt__point() end end num_points = 0 n = -1 for i = 1, num_verts do if vertices[i].type == STBTT_VTX.MOVE then -- start the next contour if n >= 0 then contour_lengths[n + 1] = num_points - start end n = n + 1 start = num_points x = vertices[i].x y = vertices[i].y stbtt__add_point(points, num_points, x, y) num_points = num_points + 1 elseif vertices[i].type == STBTT_VTX.LINE then x = vertices[i].x y = vertices[i].y stbtt__add_point(points, num_points, x, y) num_points = num_points + 1 elseif vertices[i].type == STBTT_VTX.CURVE then num_points = stbtt__tesselate_curve(points, num_points, x, y, vertices[i].cx, vertices[i].cy, vertices[i].x, vertices[i].y, objspace_flatness_squared, 0) x = vertices[i].x y = vertices[i].y elseif vertices[i].type == STBTT_VTX.CUBIC then num_points = stbtt__tesselate_cubic(points, num_points, x, y, vertices[i].cx, vertices[i].cy, vertices[i].cx1, vertices[i].cy1, vertices[i].x, vertices[i].y, objspace_flatness_squared, 0) x = vertices[i].x y = vertices[i].y end end contour_lengths[n + 1] = num_points - start end return points, num_contours, contour_lengths end --- @param result stbtt__bitmap --- @param flatness_in_pixels float --- @param vertices stbtt_vertex[] --- @param num_verts int --- @param scale_x float --- @param scale_y float --- @param shift_x float --- @param shift_y float --- @param x_off int --- @param y_off int --- @param invert bool local function stbtt_Rasterize(result, flatness_in_pixels, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert) local scale = (scale_x > scale_y) and scale_y or scale_x local windings, winding_count, winding_lengths = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale) if windings then --- @cast winding_lengths int[] --- @cast winding_count int stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert) end end --- @param info stbtt_fontinfo --- @param output unsigned_char[] --- @param out_w int --- @param out_h int --- @param out_stride int --- @param scale_x float --- @param scale_y float --- @param shift_x float --- @param shift_y float --- @param glyph int local function stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, glyph) local num_verts, vertices = stbtt_GetGlyphShape(info, glyph) local gbm = stbtt__bitmap() local ix0, iy0 = stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y) gbm.pixels = output gbm.w = out_w gbm.h = out_h gbm.stride = out_stride if gbm.w ~= 0 and gbm.h ~= 0 then stbtt_Rasterize(gbm, 0.35, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, true) end end ----------------- ----------------- --- --- Bitmap baking --- --- --- UNIMPLEMENTED / UNUSED: --- stbtt_BakeFontBitmap_internal --- stbtt_BakeFontBitmap --- stbtt_GetBakedQuad --------------------------- --------------------------- --- --- Bitmap baking / packing --- --- --- UNIMPLEMENTED / UNUSED: --- stbtt_PackBegin --- stbtt_PackSetOversampling --- stbtt_PackSetSkipMissingCodepoints --- stbtt_PackFontRangesGatherRects --- stbtt_PackFontRangesRenderIntoRects --- stbtt_PackFontRangesPackRects --- stbtt_PackFontRanges --- stbtt_PackFontRange --- stbtt_GetPackedQuad --- stbtt_GetScaledFontVMetrics local STBTT__OVER_MASK = STBTT_MAX_OVERSAMPLE - 1 --- @param pixels table --- @param w int --- @param h int --- @param stride_in_bytes int --- @param kernel_width unsigned_int local function stbtt__h_prefilter(pixels, w, h, stride_in_bytes, kernel_width) local buffer = {} local safe_w = w - kernel_width for j = 0, h - 1 do local total = 0 local row_offset = j * stride_in_bytes for i = 1, kernel_width do buffer[i] = 0 end for i = 0, safe_w do total = total + pixels[row_offset + i + 1] - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] buffer[bit32.band(i + kernel_width, STBTT__OVER_MASK) + 1] = pixels[row_offset + i + 1] pixels[row_offset + i + 1] = unsigned_char(total / kernel_width) end for i = safe_w + 1, w - 1 do STBTT_assert(pixels[row_offset + i + 1] == 0) total = total - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] pixels[row_offset + i + 1] = unsigned_char(total / kernel_width) end end end --- @param pixels table --- @param w int --- @param h int --- @param stride_in_bytes int --- @param kernel_width unsigned_int local function stbtt__v_prefilter(pixels, w, h, stride_in_bytes, kernel_width) local buffer = {} local safe_h = h - kernel_width for j = 0, w - 1 do local total = 0 local col_offset = j for i = 1, kernel_width do buffer[i] = 0 end for i = 0, safe_h do total = total + pixels[col_offset + i * stride_in_bytes + 1] - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] buffer[bit32.band(i + kernel_width, STBTT__OVER_MASK) + 1] = pixels[col_offset + i * stride_in_bytes + 1] pixels[col_offset + i * stride_in_bytes + 1] = unsigned_char(total / kernel_width) end for i = safe_h + 1, h - 1 do STBTT_assert(pixels[col_offset + i * stride_in_bytes + 1] == 0) total = total - buffer[bit32.band(i, STBTT__OVER_MASK) + 1] pixels[col_offset + i * stride_in_bytes + 1] = unsigned_char(total / kernel_width) end end end --- @param oversample int --- @return float local function stbtt__oversample_shift(oversample) if oversample == 0 then return 0.0 end return -(oversample - 1) / (2.0 * oversample) end --- @param info stbtt_fontinfo --- @param output unsigned_char[] --- @param out_w int --- @param out_h int --- @param out_stride int --- @param scale_x float --- @param scale_y float --- @param shift_x float --- @param shift_y float --- @param prefilter_x int --- @param prefilter_y int --- @param glyph int function stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, prefilter_x, prefilter_y, glyph) stbtt_MakeGlyphBitmapSubpixel(info, output, out_w - (prefilter_x - 1), out_h - (prefilter_y - 1), out_stride, scale_x, scale_y, shift_x, shift_y, glyph) if prefilter_x > 1 then stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x) end if prefilter_y > 1 then stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y) end local sub_x, sub_y sub_x = stbtt__oversample_shift(prefilter_x) sub_y = stbtt__oversample_shift(prefilter_y) return sub_x, sub_y end ------------------- ------------------- --- --- SDF computation --- --- --- UNIMPLEMENTED / UNUSED: --- stbtt__ray_intersect_bezier --- stbtt__compute_crossings_x --- stbtt__cuberoot --- stbtt__solve_cubic --- stbtt_GetGlyphSDF --- stbtt_GetCodepointSDF ----------------------------------------------------- ----------------------------------------------------- --- --- Font name matching -- recommended not to use this --- --- --- UNIMPLEMENTED / UNUSED: --- stbtt__CompareUTF8toUTF16_bigendian_prefix --- stbtt_CompareUTF8toUTF16_bigendian_internal --- stbtt_GetFontNameString --- stbtt__matchpair --- stbtt__matches --- @param data table --- @param index int function stbtt_GetFontOffsetForIndex(data, index) return stbtt_GetFontOffsetForIndex_internal(data, index) end --- @param info stbtt_fontinfo --- @param data table --- @param offset int function stbtt_InitFont(info, data, offset) return stbtt_InitFont_internal(info, data, offset) end return { fontinfo = stbtt_fontinfo, InitFont = stbtt_InitFont, FindGlyphIndex = stbtt_FindGlyphIndex, MakeGlyphBitmapSubpixelPrefilter = stbtt_MakeGlyphBitmapSubpixelPrefilter, GetFontVMetrics = stbtt_GetFontVMetrics, GetGlyphBitmapBox = stbtt_GetGlyphBitmapBox, GetGlyphBitmapBoxSubpixel = stbtt_GetGlyphBitmapBoxSubpixel, GetGlyphHMetrics = stbtt_GetGlyphHMetrics, GetFontOffsetForIndex = stbtt_GetFontOffsetForIndex, ScaleForPixelHeight = stbtt_ScaleForPixelHeight } end __FILES['imstd_minstdio.lua'] = function() --- ImGui Sincerely -- This is a minimal Lua impl of C-like sscanf, sprintf sub-set -- Supports: -- - %x, %X, %nx, %nX (where n is a number) -- - %d, %nd (where n is a number) -- - %f, %lf (very limited) -- -- Returns items_matched instead of EOF on error local _byte = string.byte local CHAR_PERCENT = _byte'%' local CHAR_DOT = _byte'.' local CHAR_PLUS, CHAR_MINUS = _byte'+', _byte'-' local CHAR_0, CHAR_9 = _byte'0', _byte'9' local CHAR_a, CHAR_A = _byte'a', _byte'A' local CHAR_d = _byte'd' local CHAR_l = _byte'l' local CHAR_f, CHAR_F = _byte'f', _byte'F' local CHAR_x, CHAR_X = _byte'x', _byte'X' local function isspace(c) return c == 32 or c == 9 end local function isdigit(c) return c >= CHAR_0 and c <= CHAR_9 end local function isxdigit(c) return isdigit(c) or (c >= CHAR_a and c <= CHAR_f) or (c >= CHAR_A and c <= CHAR_F) end local function isdigit_under_base(c, base) if base == 10 then return isdigit(c) elseif base == 16 then return isxdigit(c) end end local function hex_digit_to_int(c) if c >= CHAR_0 and c <= CHAR_9 then return c - CHAR_0 end if c >= CHAR_a and c <= CHAR_f then return c - CHAR_a + 10 end if c >= CHAR_A and c <= CHAR_F then return c - CHAR_A + 10 end end -- we force this behavior by default local function clamp_if_overflow(spec, val) if spec == CHAR_d or spec == CHAR_x or spec == CHAR_X then if val > INT_MAX then return INT_MAX end if val < INT_MIN then return INT_MIN end end return val end --- @param buffer char[] --- @param buffer_begin int --- @param format string --- @param result table # table to store parsed values local function sscanf(buffer, buffer_begin, format, result) local p = buffer_begin local f = 1 -- format_begin local format_len = #format local assigned = 0 local items_matched = 0 while f <= format_len do repeat if isspace(_byte(format, f, f)) then while isspace(buffer[p]) do p = p + 1 end f = f + 1 break end if _byte(format, f, f) ~= CHAR_PERCENT then if buffer[p] == _byte(format, f, f) then p = p + 1 f = f + 1 else return items_matched end break end -- encountered % in fmt f = f + 1 -- %% if _byte(format, f, f) == CHAR_PERCENT then if buffer[p] == CHAR_PERCENT then p = p + 1 f = f + 1 else return items_matched end break end -- handle optional width local width = 0 while isdigit(_byte(format, f, f)) do width = width * 10 + _byte(format, f, f) - CHAR_0 f = f + 1 end if width == 0 then width = math.huge end local spec = _byte(format, f, f) local base local is_float = false if spec == CHAR_x or spec == CHAR_X then base = 16 elseif spec == CHAR_d then base = 10 elseif spec == CHAR_f or spec == CHAR_F then is_float = true elseif spec == CHAR_l then f = f + 1 if _byte(format, f, f) == CHAR_f then is_float = true -- TODO: distinguish from float? else return items_matched end else return items_matched end f = f + 1 while isspace(buffer[p]) do p = p + 1 end local val if is_float then local sign = 1 if buffer[p] == CHAR_PLUS then p = p + 1 elseif buffer[p] == CHAR_MINUS then sign = -1 p = p + 1 end -- inf, nan are not handled local p_start = p local int_part = 0 while isdigit(buffer[p]) do int_part = int_part * 10 + (buffer[p] - CHAR_0) p = p + 1 end local frac_part = 0 local frac_div = 1 if buffer[p] == CHAR_DOT then p = p + 1 while isdigit(buffer[p]) do frac_part = frac_part * 10 + (buffer[p] - CHAR_0) frac_div = frac_div * 10 p = p + 1 end end if p == p_start then return items_matched end val = sign * (int_part + frac_part / frac_div) else local sign = 1 -- optional sign if base == 10 then if buffer[p] == CHAR_PLUS then p = p + 1 width = width - 1 elseif buffer[p] == CHAR_MINUS then sign = -1 p = p + 1 width = width - 1 end end local p_start = p while width > 0 and buffer[p] and isdigit_under_base(buffer[p], base) do p = p + 1 width = width - 1 end if p == p_start then -- failed to match return items_matched end val = 0 while p_start < p do local c = buffer[p_start] p_start = p_start + 1 val = val * base + sign * hex_digit_to_int(c) local old_val = val val = clamp_if_overflow(spec, val) if old_val ~= val then break end end end result[assigned + 1] = val assigned = assigned + 1 items_matched = items_matched + 1 until true end return items_matched end local function sprintf() end return sscanf end IM_INCLUDE('imgui.lua') IM_INCLUDE('imgui_impl_roblox.lua') IM_INCLUDE('imgui_demo.lua') IM_INCLUDE('imgui_demo_2.lua') return { BuildLoadGlyphGetAdvanceOrFallback = BuildLoadGlyphGetAdvanceOrFallback, CalcNextScrollFromScrollTargetAndClamp = CalcNextScrollFromScrollTargetAndClamp, DBL_MAX = DBL_MAX, DemoB2I = DemoB2I, DemoBuf = DemoBuf, DemoBufStr = DemoBufStr, DemoClamp = DemoClamp, DemoCollapsingHeaderClosable = DemoCollapsingHeaderClosable, DemoCombo = DemoCombo, DemoHSV = DemoHSV, DemoHas = DemoHas, DemoItems = DemoItems, DemoListBox = DemoListBox, DemoNotPorted = DemoNotPorted, DemoNotSupported = DemoNotSupported, DemoTextFilter = DemoTextFilter, DemoWindowLayout = DemoWindowLayout, DemoWindowPopups = DemoWindowPopups, DemoWindowTables = DemoWindowTables, DemoWindowWidgets = DemoWindowWidgets, DockSettingsFindNodeSettings = DockSettingsFindNodeSettings, DockSettingsHandler_ApplyAll = DockSettingsHandler_ApplyAll, DockSettingsHandler_ClearAll = DockSettingsHandler_ClearAll, DockSettingsHandler_ReadLine = DockSettingsHandler_ReadLine, DockSettingsHandler_ReadOpen = DockSettingsHandler_ReadOpen, DockSettingsHandler_WriteAll = DockSettingsHandler_WriteAll, DockSettingsRemoveNodeReferences = DockSettingsRemoveNodeReferences, DockSettingsRenameNodeReferences = DockSettingsRenameNodeReferences, ExampleImageViewerData = ExampleImageViewerData, ExampleImageViewer_DrawCanvas = ExampleImageViewer_DrawCanvas, ExampleImageViewer_DrawOptions = ExampleImageViewer_DrawOptions, ExampleTreeNode = ExampleTreeNode, ExampleTree_CreateDemoTree = ExampleTree_CreateDemoTree, ExampleTree_CreateNode = ExampleTree_CreateNode, ExampleTree_DestroyNode = ExampleTree_DestroyNode, FLT_MAX = FLT_MAX, FLT_MIN = FLT_MIN, FONT_ATLAS_DEFAULT_TEX_DATA_H = FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_W = FONT_ATLAS_DEFAULT_TEX_DATA_W, GetDefaultFontDataProggyClean = GetDefaultFontDataProggyClean, GetDefaultFontDataProggyForever = GetDefaultFontDataProggyForever, GetMinimumStepAtDecimalPrecision = GetMinimumStepAtDecimalPrecision, HelpMarker = HelpMarker, IMGUI_DEBUG_LOG_ACTIVEID = IMGUI_DEBUG_LOG_ACTIVEID, IMGUI_DEBUG_LOG_FONT = IMGUI_DEBUG_LOG_FONT, IMGUI_DEBUG_LOG_POPUP = IMGUI_DEBUG_LOG_POPUP, IMGUI_DEBUG_LOG_VIEWPORT = IMGUI_DEBUG_LOG_VIEWPORT, IMGUI_DEMO_MARKER = IMGUI_DEMO_MARKER, IMGUI_DISABLE_DEBUG_TOOLS = IMGUI_DISABLE_DEBUG_TOOLS, IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS = IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS, IMGUI_FONT_SIZE_MAX = IMGUI_FONT_SIZE_MAX, IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE = IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE, IMGUI_PAYLOAD_TYPE_WINDOW = IMGUI_PAYLOAD_TYPE_WINDOW, IMGUI_WINDOW_HARD_MIN_SIZE = IMGUI_WINDOW_HARD_MIN_SIZE, IMSTB_TEXTEDIT_UNDOSTATECOUNT = IMSTB_TEXTEDIT_UNDOSTATECOUNT, IM_ALLOC = IM_ALLOC, IM_ASSERT = IM_ASSERT, IM_ASSERT_PARANOID = IM_ASSERT_PARANOID, IM_ASSERT_USER_ERROR = IM_ASSERT_USER_ERROR, IM_ASSERT_USER_ERROR_RET = IM_ASSERT_USER_ERROR_RET, IM_BITARRAY_CLEARBIT = IM_BITARRAY_CLEARBIT, IM_BITARRAY_TESTBIT = IM_BITARRAY_TESTBIT, IM_COL32 = IM_COL32, IM_COL32_A_MASK = IM_COL32_A_MASK, IM_COL32_A_SHIFT = IM_COL32_A_SHIFT, IM_COL32_BLACK = IM_COL32_BLACK, IM_COL32_BLACK_TRANS = IM_COL32_BLACK_TRANS, IM_COL32_B_SHIFT = IM_COL32_B_SHIFT, IM_COL32_G_SHIFT = IM_COL32_G_SHIFT, IM_COL32_R_SHIFT = IM_COL32_R_SHIFT, IM_COL32_WHITE = IM_COL32_WHITE, IM_DELETE = IM_DELETE, IM_DRAWLIST_ARCFAST_SAMPLE_MAX = IM_DRAWLIST_ARCFAST_SAMPLE_MAX, IM_DRAWLIST_ARCFAST_TABLE_SIZE = IM_DRAWLIST_ARCFAST_TABLE_SIZE, IM_F32_TO_INT8_SAT = IM_F32_TO_INT8_SAT, IM_F32_TO_INT8_UNBOUND = IM_F32_TO_INT8_UNBOUND, IM_FILE_CLOSE = IM_FILE_CLOSE, IM_FILE_READ = IM_FILE_READ, IM_FILE_SIZE = IM_FILE_SIZE, IM_FILE_WRITE = IM_FILE_WRITE, IM_FREE = IM_FREE, IM_PI = IM_PI, IM_ROUND = IM_ROUND, IM_ROUNDUP_TO_EVEN = IM_ROUNDUP_TO_EVEN, IM_TABSIZE = IM_TABSIZE, IM_TRUNC = IM_TRUNC, IM_UNICODE_CODEPOINT_INVALID = IM_UNICODE_CODEPOINT_INVALID, IM_UNICODE_CODEPOINT_MAX = IM_UNICODE_CODEPOINT_MAX, INT_MAX = INT_MAX, INT_MIN = INT_MIN, ImAbs = ImAbs, ImAcos = ImAcos, ImAddClampOverflow = ImAddClampOverflow, ImAtan2 = ImAtan2, ImAtof = ImAtof, ImBitArray = ImBitArray, ImBitArraySetBit = ImBitArraySetBit, ImCeil = ImCeil, ImCeilFast = ImCeilFast, ImCharIsBlankA = ImCharIsBlankA, ImCharIsBlankW = ImCharIsBlankW, ImCharIsSeparatorW = ImCharIsSeparatorW, ImClamp = ImClamp, ImCos = ImCos, ImCountSetBits = ImCountSetBits, ImDot = ImDot, ImDrawChannel = ImDrawChannel, ImDrawCmd = ImDrawCmd, ImDrawCmdHeader = ImDrawCmdHeader, ImDrawData = ImDrawData, ImDrawFlags = ImDrawFlags, ImDrawList = ImDrawList, ImDrawListFlags = ImDrawListFlags, ImDrawListSharedData = ImDrawListSharedData, ImDrawListSplitter = ImDrawListSplitter, ImDrawTextFlags = ImDrawTextFlags, ImDrawVert = ImDrawVert, ImFabs = ImFabs, ImFloor = ImFloor, ImFmod = ImFmod, ImFont = ImFont, ImFontAtlas = ImFontAtlas, ImFontAtlasAddDrawListSharedData = ImFontAtlasAddDrawListSharedData, ImFontAtlasBakedAdd = ImFontAtlasBakedAdd, ImFontAtlasBakedAddFontGlyph = ImFontAtlasBakedAddFontGlyph, ImFontAtlasBakedAddFontGlyphAdvancedX = ImFontAtlasBakedAddFontGlyphAdvancedX, ImFontAtlasBakedDiscard = ImFontAtlasBakedDiscard, ImFontAtlasBakedGetClosestMatch = ImFontAtlasBakedGetClosestMatch, ImFontAtlasBakedGetId = ImFontAtlasBakedGetId, ImFontAtlasBakedGetOrAdd = ImFontAtlasBakedGetOrAdd, ImFontAtlasBuildAcceptCodepointForSource = ImFontAtlasBuildAcceptCodepointForSource, ImFontAtlasBuildDestroy = ImFontAtlasBuildDestroy, ImFontAtlasBuildInit = ImFontAtlasBuildInit, ImFontAtlasBuildMain = ImFontAtlasBuildMain, ImFontAtlasBuildNotifySetFont = ImFontAtlasBuildNotifySetFont, ImFontAtlasBuildRenderBitmapFromString = ImFontAtlasBuildRenderBitmapFromString, ImFontAtlasBuildSetTexture = ImFontAtlasBuildSetTexture, ImFontAtlasBuildSetupFontBakedBlanks = ImFontAtlasBuildSetupFontBakedBlanks, ImFontAtlasBuildSetupFontBakedEllipsis = ImFontAtlasBuildSetupFontBakedEllipsis, ImFontAtlasBuildSetupFontBakedFallback = ImFontAtlasBuildSetupFontBakedFallback, ImFontAtlasBuildSetupFontLoader = ImFontAtlasBuildSetupFontLoader, ImFontAtlasBuildSetupFontSpecialGlyphs = ImFontAtlasBuildSetupFontSpecialGlyphs, ImFontAtlasBuildUpdateTexData = ImFontAtlasBuildUpdateTexData, ImFontAtlasBuildUpdateTexDataBasic = ImFontAtlasBuildUpdateTexDataBasic, ImFontAtlasBuildUpdateTexDataLines = ImFontAtlasBuildUpdateTexDataLines, ImFontAtlasBuilder = ImFontAtlasBuilder, ImFontAtlasFlags = ImFontAtlasFlags, ImFontAtlasFontDestroyOutput = ImFontAtlasFontDestroyOutput, ImFontAtlasFontDestroySourceData = ImFontAtlasFontDestroySourceData, ImFontAtlasFontInitOutput = ImFontAtlasFontInitOutput, ImFontAtlasFontSourceAddToFont = ImFontAtlasFontSourceAddToFont, ImFontAtlasFontSourceInit = ImFontAtlasFontSourceInit, ImFontAtlasGetMouseCursorTexData = ImFontAtlasGetMouseCursorTexData, ImFontAtlasPackAddRect = ImFontAtlasPackAddRect, ImFontAtlasPackDiscardRect = ImFontAtlasPackDiscardRect, ImFontAtlasPackGetRect = ImFontAtlasPackGetRect, ImFontAtlasPackGetRectSafe = ImFontAtlasPackGetRectSafe, ImFontAtlasPackInit = ImFontAtlasPackInit, ImFontAtlasPostProcessData = ImFontAtlasPostProcessData, ImFontAtlasRect = ImFontAtlasRect, ImFontAtlasRectEntry = ImFontAtlasRectEntry, ImFontAtlasRectId_GetGeneration = ImFontAtlasRectId_GetGeneration, ImFontAtlasRectId_GetIndex = ImFontAtlasRectId_GetIndex, ImFontAtlasRectId_Invalid = ImFontAtlasRectId_Invalid, ImFontAtlasRectId_Make = ImFontAtlasRectId_Make, ImFontAtlasRemoveDrawListSharedData = ImFontAtlasRemoveDrawListSharedData, ImFontAtlasTextureAdd = ImFontAtlasTextureAdd, ImFontAtlasTextureBlockConvert = ImFontAtlasTextureBlockConvert, ImFontAtlasTextureBlockCopy = ImFontAtlasTextureBlockCopy, ImFontAtlasTextureBlockPostProcess = ImFontAtlasTextureBlockPostProcess, ImFontAtlasTextureBlockPostProcessMultiply = ImFontAtlasTextureBlockPostProcessMultiply, ImFontAtlasTextureBlockQueueUpload = ImFontAtlasTextureBlockQueueUpload, ImFontAtlasTextureCompact = ImFontAtlasTextureCompact, ImFontAtlasTextureGetSizeEstimate = ImFontAtlasTextureGetSizeEstimate, ImFontAtlasTextureGrow = ImFontAtlasTextureGrow, ImFontAtlasUpdateDrawListsSharedData = ImFontAtlasUpdateDrawListsSharedData, ImFontAtlasUpdateNewFrame = ImFontAtlasUpdateNewFrame, ImFontBaked = ImFontBaked, ImFontBaked_BuildGrowIndex = ImFontBaked_BuildGrowIndex, ImFontBaked_BuildLoadGlyph = ImFontBaked_BuildLoadGlyph, ImFontBaked_BuildLoadGlyphAdvanceX = ImFontBaked_BuildLoadGlyphAdvanceX, ImFontCalcTextSizeEx = ImFontCalcTextSizeEx, ImFontCalcWordWrapPositionEx = ImFontCalcWordWrapPositionEx, ImFontConfig = ImFontConfig, ImFontFlags = ImFontFlags, ImFontGlyph = ImFontGlyph, ImFontLoader = ImFontLoader, ImFontStackData = ImFontStackData, ImFormatString = ImFormatString, ImGui = ImGui, ImGuiActivateFlags = ImGuiActivateFlags, ImGuiAxis = ImGuiAxis, ImGuiBackendFlags = ImGuiBackendFlags, ImGuiButtonFlags = ImGuiButtonFlags, ImGuiChildFlags = ImGuiChildFlags, ImGuiCol = ImGuiCol, ImGuiColorEditFlags = ImGuiColorEditFlags, ImGuiColorMod = ImGuiColorMod, ImGuiComboFlags = ImGuiComboFlags, ImGuiCond = ImGuiCond, ImGuiConfigFlags = ImGuiConfigFlags, ImGuiContext = ImGuiContext, ImGuiDataAuthority = ImGuiDataAuthority, ImGuiDataType = ImGuiDataType, ImGuiDebugLogFlags = ImGuiDebugLogFlags, ImGuiDemoWindowData = ImGuiDemoWindowData, ImGuiDir = ImGuiDir, ImGuiDockContext = ImGuiDockContext, ImGuiDockNode = ImGuiDockNode, ImGuiDockNodeFlags = ImGuiDockNodeFlags, ImGuiDockNodeState = ImGuiDockNodeState, ImGuiDragDropFlags = ImGuiDragDropFlags, ImGuiFocusRequestFlags = ImGuiFocusRequestFlags, ImGuiFocusScopeData = ImGuiFocusScopeData, ImGuiFocusedFlags = ImGuiFocusedFlags, ImGuiGroupData = ImGuiGroupData, ImGuiHoveredFlags = ImGuiHoveredFlags, ImGuiIO = ImGuiIO, ImGuiInputEvent = ImGuiInputEvent, ImGuiInputEventAppFocused = ImGuiInputEventAppFocused, ImGuiInputEventKey = ImGuiInputEventKey, ImGuiInputEventMouseButton = ImGuiInputEventMouseButton, ImGuiInputEventMousePos = ImGuiInputEventMousePos, ImGuiInputEventMouseViewport = ImGuiInputEventMouseViewport, ImGuiInputEventMouseWheel = ImGuiInputEventMouseWheel, ImGuiInputEventText = ImGuiInputEventText, ImGuiInputEventType = ImGuiInputEventType, ImGuiInputFlags = ImGuiInputFlags, ImGuiInputSource = ImGuiInputSource, ImGuiInputTextCallbackData = ImGuiInputTextCallbackData, ImGuiInputTextFlags = ImGuiInputTextFlags, ImGuiItemFlags = ImGuiItemFlags, ImGuiItemStatusFlags = ImGuiItemStatusFlags, ImGuiKey = ImGuiKey, ImGuiKeyData = ImGuiKeyData, ImGuiKeyOwnerData = ImGuiKeyOwnerData, ImGuiKeyOwner_Any = ImGuiKeyOwner_Any, ImGuiKeyOwner_NoOwner = ImGuiKeyOwner_NoOwner, ImGuiKeyRoutingData = ImGuiKeyRoutingData, ImGuiKey_Aliases_BEGIN = ImGuiKey_Aliases_BEGIN, ImGuiKey_Aliases_END = ImGuiKey_Aliases_END, ImGuiKey_Gamepad_BEGIN = ImGuiKey_Gamepad_BEGIN, ImGuiKey_Gamepad_END = ImGuiKey_Gamepad_END, ImGuiKey_Keyboard_BEGIN = ImGuiKey_Keyboard_BEGIN, ImGuiKey_Keyboard_END = ImGuiKey_Keyboard_END, ImGuiKey_Mouse_BEGIN = ImGuiKey_Mouse_BEGIN, ImGuiKey_Mouse_END = ImGuiKey_Mouse_END, ImGuiLastItemData = ImGuiLastItemData, ImGuiLastItemData_Copy = ImGuiLastItemData_Copy, ImGuiLayoutType = ImGuiLayoutType, ImGuiLocKey = ImGuiLocKey, ImGuiLogFlags = ImGuiLogFlags, ImGuiMod_Alt = ImGuiMod_Alt, ImGuiMod_Ctrl = ImGuiMod_Ctrl, ImGuiMod_Mask_ = ImGuiMod_Mask_, ImGuiMod_None = ImGuiMod_None, ImGuiMod_Shift = ImGuiMod_Shift, ImGuiMod_Super = ImGuiMod_Super, ImGuiMouseButton = ImGuiMouseButton, ImGuiMouseCursor = ImGuiMouseCursor, ImGuiMouseSource = ImGuiMouseSource, ImGuiNavLayer = ImGuiNavLayer, ImGuiNavMoveFlags = ImGuiNavMoveFlags, ImGuiNavRenderCursorFlags = ImGuiNavRenderCursorFlags, ImGuiNextItemData = ImGuiNextItemData, ImGuiNextItemDataFlags = ImGuiNextItemDataFlags, ImGuiNextWindowData = ImGuiNextWindowData, ImGuiNextWindowDataFlags = ImGuiNextWindowDataFlags, ImGuiPayload = ImGuiPayload, ImGuiPayload_Clear = ImGuiPayload_Clear, ImGuiPayload_IsDataType = ImGuiPayload_IsDataType, ImGuiPayload_IsDelivery = ImGuiPayload_IsDelivery, ImGuiPayload_IsPreview = ImGuiPayload_IsPreview, ImGuiPlatformIO = ImGuiPlatformIO, ImGuiPlatformImeData = ImGuiPlatformImeData, ImGuiPlatformImeData_Compare = ImGuiPlatformImeData_Compare, ImGuiPlatformImeData_Copy = ImGuiPlatformImeData_Copy, ImGuiPlatformMonitor = ImGuiPlatformMonitor, ImGuiPlotArrayGetterData = ImGuiPlotArrayGetterData, ImGuiPlotType = ImGuiPlotType, ImGuiPopupData = ImGuiPopupData, ImGuiPopupFlags = ImGuiPopupFlags, ImGuiPopupPositionPolicy = ImGuiPopupPositionPolicy, ImGuiScrollFlags = ImGuiScrollFlags, ImGuiSelectableFlags = ImGuiSelectableFlags, ImGuiSelectionUserData_Invalid = ImGuiSelectionUserData_Invalid, ImGuiSeparatorFlags = ImGuiSeparatorFlags, ImGuiSettingsHandler = ImGuiSettingsHandler, ImGuiShrinkWidthItem = ImGuiShrinkWidthItem, ImGuiSliderFlags = ImGuiSliderFlags, ImGuiSortDirection = ImGuiSortDirection, ImGuiStyle = ImGuiStyle, ImGuiStyleMod = ImGuiStyleMod, ImGuiStyleVar = ImGuiStyleVar, ImGuiStyleVarInfo = ImGuiStyleVarInfo, ImGuiTabBar = ImGuiTabBar, ImGuiTabBarFlags = ImGuiTabBarFlags, ImGuiTabItem = ImGuiTabItem, ImGuiTabItemFlags = ImGuiTabItemFlags, ImGuiTableBgTarget = ImGuiTableBgTarget, ImGuiTableColumnFlags = ImGuiTableColumnFlags, ImGuiTableFlags = ImGuiTableFlags, ImGuiTableRowFlags = ImGuiTableRowFlags, ImGuiTextBuffer = ImGuiTextBuffer, ImGuiTextFlags = ImGuiTextFlags, ImGuiTooltipFlags = ImGuiTooltipFlags, ImGuiTreeNodeFlags = ImGuiTreeNodeFlags, ImGuiViewport = ImGuiViewport, ImGuiViewportFlags = ImGuiViewportFlags, ImGuiViewportP = ImGuiViewportP, ImGuiWindow = ImGuiWindow, ImGuiWindowBgClickFlags = ImGuiWindowBgClickFlags, ImGuiWindowClass = ImGuiWindowClass, ImGuiWindowDockStyleCol = ImGuiWindowDockStyleCol, ImGuiWindowFlags = ImGuiWindowFlags, ImGuiWindowRefreshFlags = ImGuiWindowRefreshFlags, ImGuiWindowSettings = ImGuiWindowSettings, ImGuiWindowStackData = ImGuiWindowStackData, ImGui_ImplRoblox = ImGui_ImplRoblox, ImGui_ImplRoblox_GetBackendData = ImGui_ImplRoblox_GetBackendData, ImGui_ImplRoblox_Init = ImGui_ImplRoblox_Init, ImGui_ImplRoblox_NewFrame = ImGui_ImplRoblox_NewFrame, ImGui_ImplRoblox_RenderDrawData = ImGui_ImplRoblox_RenderDrawData, ImGui_ImplRoblox_Shutdown = ImGui_ImplRoblox_Shutdown, ImGui_ImplRoblox_UpdateTexture = ImGui_ImplRoblox_UpdateTexture, ImHashData = ImHashData, ImHashStr = ImHashStr, ImIsPowerOfTwo = ImIsPowerOfTwo, ImLengthSqr = ImLengthSqr, ImLerp = ImLerp, ImLog = ImLog, ImMax = ImMax, ImMemchr = ImMemchr, ImMin = ImMin, ImMul = ImMul, ImParseFormatFindStart = ImParseFormatFindStart, ImParseFormatSanitizeForScanning = ImParseFormatSanitizeForScanning, ImPool = ImPool, ImPow = ImPow, ImRect = ImRect, ImRect_Copy = ImRect_Copy, ImRect_CopyFromV4 = ImRect_CopyFromV4, ImRotate = ImRotate, ImRound64 = ImRound64, ImRsqrt = ImRsqrt, ImS16 = ImS16, ImS32 = ImS32, ImS8 = ImS8, ImSaturate = ImSaturate, ImSin = ImSin, ImSqrt = ImSqrt, ImStb = ImStb, ImStd = ImStd, ImStrByte = ImStrByte, ImSubClampOverflow = ImSubClampOverflow, ImTextClassifierClear = ImTextClassifierClear, ImTextClassifierGet = ImTextClassifierGet, ImTextClassifierSetCharClass = ImTextClassifierSetCharClass, ImTextClassifierSetCharClassFromStr = ImTextClassifierSetCharClassFromStr, ImTextInitClassifiers = ImTextInitClassifiers, ImTextureData = ImTextureData, ImTextureDataGetFormatBytesPerPixel = ImTextureDataGetFormatBytesPerPixel, ImTextureDataUpdateNewFrame = ImTextureDataUpdateNewFrame, ImTextureFormat = ImTextureFormat, ImTextureID_Invalid = ImTextureID_Invalid, ImTextureRect = ImTextureRect, ImTextureRef = ImTextureRef, ImTextureStatus = ImTextureStatus, ImTrunc = ImTrunc, ImTrunc64 = ImTrunc64, ImU16 = ImU16, ImU32 = ImU32, ImU8 = ImU8, ImUpperPowerOfTwo = ImUpperPowerOfTwo, ImVec1_Copy = ImVec1_Copy, ImVec2 = ImVec2, ImVec2_AddVA = ImVec2_AddVA, ImVec2_Copy = ImVec2_Copy, ImVec2_CopyV = ImVec2_CopyV, ImVec2_MulVX = ImVec2_MulVX, ImVec2_SubVA = ImVec2_SubVA, ImVec4 = ImVec4, ImVec4_Copy = ImVec4_Copy, ImVector = ImVector, ImWcharClass = ImWcharClass, NAV_ACTIVATE_HIGHLIGHT_TIMER = NAV_ACTIVATE_HIGHLIGHT_TIMER, NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY, NAV_WINDOWING_HIGHLIGHT_DELAY = NAV_WINDOWING_HIGHLIGHT_DELAY, STB_TEXTEDIT_K_BACKSPACE = STB_TEXTEDIT_K_BACKSPACE, STB_TEXTEDIT_K_DELETE = STB_TEXTEDIT_K_DELETE, STB_TEXTEDIT_K_DOWN = STB_TEXTEDIT_K_DOWN, STB_TEXTEDIT_K_LEFT = STB_TEXTEDIT_K_LEFT, STB_TEXTEDIT_K_LINEEND = STB_TEXTEDIT_K_LINEEND, STB_TEXTEDIT_K_LINESTART = STB_TEXTEDIT_K_LINESTART, STB_TEXTEDIT_K_PGDOWN = STB_TEXTEDIT_K_PGDOWN, STB_TEXTEDIT_K_PGUP = STB_TEXTEDIT_K_PGUP, STB_TEXTEDIT_K_REDO = STB_TEXTEDIT_K_REDO, STB_TEXTEDIT_K_RIGHT = STB_TEXTEDIT_K_RIGHT, STB_TEXTEDIT_K_SHIFT = STB_TEXTEDIT_K_SHIFT, STB_TEXTEDIT_K_TEXTEND = STB_TEXTEDIT_K_TEXTEND, STB_TEXTEDIT_K_TEXTSTART = STB_TEXTEDIT_K_TEXTSTART, STB_TEXTEDIT_K_UNDO = STB_TEXTEDIT_K_UNDO, STB_TEXTEDIT_K_UP = STB_TEXTEDIT_K_UP, STB_TEXTEDIT_K_WORDLEFT = STB_TEXTEDIT_K_WORDLEFT, STB_TEXTEDIT_K_WORDRIGHT = STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_NEWLINE = STB_TEXTEDIT_NEWLINE, STB_TexteditState = STB_TexteditState, ShowDockingDisabledMessage = ShowDockingDisabledMessage, TILE_SIZE = TILE_SIZE, UINT_MAX = UINT_MAX, stb_text_locate_coord = stb_text_locate_coord, stb_text_makeundo_delete = stb_text_makeundo_delete, stb_text_makeundo_insert = stb_text_makeundo_insert, stb_text_makeundo_replace = stb_text_makeundo_replace, stb_text_redo = stb_text_redo, stb_text_undo = stb_text_undo, stb_textedit_click = stb_textedit_click, stb_textedit_drag = stb_textedit_drag, stb_textedit_find_charpos = stb_textedit_find_charpos, stb_textedit_key = stb_textedit_key, stbrp_init_target = stbrp_init_target, stbte = stbte, stbtt_FindGlyphIndex = stbtt_FindGlyphIndex, stbtt_GetFontOffsetForIndex = stbtt_GetFontOffsetForIndex, stbtt_GetFontVMetrics = stbtt_GetFontVMetrics, stbtt_GetGlyphBitmapBox = stbtt_GetGlyphBitmapBox, stbtt_GetGlyphBitmapBoxSubpixel = stbtt_GetGlyphBitmapBoxSubpixel, stbtt_GetGlyphHMetrics = stbtt_GetGlyphHMetrics, stbtt_GetGlyphShape = stbtt_GetGlyphShape, stbtt_InitFont = stbtt_InitFont, stbtt_MakeGlyphBitmapSubpixelPrefilter = stbtt_MakeGlyphBitmapSubpixelPrefilter, stbtt_ScaleForPixelHeight = stbtt_ScaleForPixelHeight, stbtt__GetGlyphInfoT2 = stbtt__GetGlyphInfoT2, stbtt__GetGlyphShapeT2 = stbtt__GetGlyphShapeT2, stbtt_fontinfo = stbtt_fontinfo, }